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Made in gb
Power-Hungry Cultist of Tzeentch




Portsmouth, UK

After managing to drum up a small group of players at our local club, we ended up with a situation we'd not seen before. One of the new gangs got one of their heavies captured by my Redemptionists, and understandably wanted to rescue him from either being indoctrinated or, worse, cremated. My sentries proved rather useless (what would you expect of a bunch of religious lunatics?) and he managed to get close to the captive before raising the alarm (via a laspistol, of all things).

Now, one of his men spent my opponent's turn trying to untie my captive, before being hit with a melta in my turn. Does the untying phase last a game turn or just a player's turn? We both read the rules and felt it lasted a game turn, so my captive was still left unrescued, but how would you guys play it?

Secondly, if he had got free, his gang failed a bottle test his next turn and legged it. If the captive is free, do they escape with them? Or is the gang assumed to have left their mate to his or her fate?
   
Made in gb
Liberated Grot Land Raida






Northern Ireland

1- I'd say game turn allowing for intervention by the opposing gang. It's hard but fair.

2- any minis that a player is controlling freely in their turn are assumed to be affected by a bottle out. So if you would be able to move a mini that turn (ie the turn in which you are making the roll) then I'd say he runs with the rest. So if the point is to rescue the guy then I suppose a voluntary bottle out that turn is legit if sneaky and kinda lame.

Interesting the kind of odd circumstances that games throw up.

   
Made in gb
Power-Hungry Cultist of Tzeentch




Portsmouth, UK

That's an interesting point about the voluntary bottle test. Might come up again, as one of his men managed to get captured trying to rescue the first one Although this time, his Van Saars have an extra plasma gun...
   
Made in gb
Fixture of Dakka






I think we always played it as taking a player turn to free the captive.

Getting a Heavy captured is always a massive problem - even if you rescue them, the other gang gets to keep their stuff. On the other hand, I once did a Rescue Mission for my gang leader's equipment (she had a power sword, a melta gun and IIRC mesh armour too, so it wqas quite an investment).

And yes, the cycle of Rescue Missions is a well-known thing. I once had three in a row! I've also seen one where the attackers managed to come on, free the captive and were halfway off the board by the time the alarm was raised.
   
Made in au
[MOD]
Making Stuff






Under the couch

We broke the rescue mission cycle by not making it automatic.

If one of your gang members is captured, a ganger has to go looking for where they are being held, instead of working Territory. They're find on a 4+, with a plus one for each additional gang member searching.

If the captive isn't located, the captor has the choice of holding onto them for later (with the owning gang getting to search again next post-game), or sell them /eat them/whatever...

 
   
 
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