Come Here Often, Baby?
Azur Alliance: 300 points. May not take Smoke Bombs.
Empire: 400 points
Hel slumped on her barstool next to her exhausted comrades. The day had been long, hot, and fruitless. This rocky desert country was so empty, but so big... it shouldn't seem that hard to find a troop of loud, clumsy knights. But that's how things stood. And what did she have to look forward to in the morning? Yet another day of the same. She sighed and sipped at her drink.
Janus walked up the dusty street to a broken down saloon. He had been riding all day, but his armor was no less heavy on horseback. He was far from home, and far from pleased by it. It could be weeks before they found the abandoned mine they were seeking. Weeks of riding in the hot sun, unable to remove his armor for fear that he and his allies were not the only ones seeking the mine...
Janus and his allies paused as they stepped through the door to the saloon, their eyes adjusting to the dark. The place was almost empty, except for a few darkly clad, sneaky looking types sitting along the bar. Sneaky looking types in tight black clothing... with knives... and katanas... Eyes met across the room.
The barkeep had been working in that saloon for many, many years. And so in that moment of recognition, while both sides stared stupidly at one another in silence, he was already in motion, hitting the floor, rolling under the counter, and pulling his hat down over his ears.
Table Set Up
The center of the table should have a large, square building in it. I suggest getting paper and just sketching it if you do not have the right terrain. The building should contain a bar, some tables (obstacles that for this scenario must be moved around), a front door, a back door, and some windows. The building should be big enough that it requires more than one Run action to travel from the bar (Azur's deployment zone) to any exit point.
The front and back doors should be centrally located on the respective sides of the building.
The windows should be scattered across the front of the building. The more windows the better.
The open area outside of the building should be large enough that it requires more than one Run action to travel from any exit point of the building to the edge of the playing area.
The Azur Alliance force must be deployed in the saloon, as if hanging out at the bar drinking. Infiltration may not be used.
The Empire force deploys at the Front Door of the saloon, except that up to three characters may be deployed at the Back Door. Infiltration may not be used.
Nonlethal: any character "killed" during this battle is instead rendered unconscious. Unconscious Azur Alliance characters are considered Captured. This is relevant for future scenarios.
Exits: There are two ways to exit the saloon. Through the Front and Back Door, and through the Windows.
Front and Back Door: These may be exitted freely, simply by moving through them. No special rules apply.
Windows: A window may be either Broken, or Unbroken. All windows begin the game Unbroken.
A character may exit a broken window as a part of a movement action, by surrendering 4 inches worth of movement.
A character may exit an unbroken window by smashing through it with his body. This action may be performed as part of a movement action, and costs 4 inches worth of movement. It inflicts on the character an Attack 5 Damage 1 attack which may not be dodged, and reveals the character if the character was Hidden. The window is then considered broken.
A character may break an unbroken window with an attack. A window has a Defense of 8, Armor of 0, Life Points of 1, and may not dodge. Attacking a window reveals a hidden character.
Escape: An Azur Alliance troop is considered to have Escaped if he moves off the edge of the playing surface.
Empire gains 1 victory point for every 1 point of Azur Alliance troops Captured.
Azur Alliance gains 1 victory point for every 1 point of Azur Alliance troops which Escape.
Round Limit: 10 rounds