If you missed it, start at the beginning here!
Scenario: At midnight, three of the most powerful mob lieutenants in the city are meeting with a mysterious figure. Who do these lieutenants work for and what are they discussing? Who is this mystery man? And why wasn’t the Green Hornet invited? The Green Hornet and Kato plan on finding out the answers to these questions; but there’s another problem: Ace Reporter Mike Axford has also learned of the meeting and tipped off the police. It’s only a matter of time before they arrive…can the Green Hornet find his answers before then?
Victory Conditions: The Green Hornet must discover three clues (the identities of the enforcers) and escape the board. The criminals must prevent him from learning everything before the cops arrive and they are forced to make their escape. Victory points are awarded for clues. Each clue discovered by the Green Hornet is worth 1 VP, each clue that goes undiscovered is worth 1 VP for the criminals. In addition, each model that is eliminated is worth one VP equal to his grade (i.e. a Grade 3 model is worth 3 VP, etc.), and each Mob Lieutenant (not including the mystery man) that is able to escape is worth 1VP to the criminals. Whoever has the most VP at the end wins.
Forces: The Hero player controls the Green Hornet (Grade 3 Crimefighter) and Kato (Grade 3 Crimefighter). The Criminal Player starts with 3 Enforcers (Grade 2) and 6 Gat Men (Grade 1). (Each lieutenant brought a driver and a goon.) The lieutenants and the drivers are armed with pistols; the goons are armed with submachine guns. The Police (3 Grade 1 Officers) and Mike Axford (Grade 1 Reporter) are controlled by either player, subject to the conditions below.
Setup: Play is on a 24”x24” surface, representing the yard of MacLane’s Storage Yard. There are shipping containers stacked around the yard, forming a central clearing of sorts. Crates, barrels and oil drums are liberally scattered about the yard, providing cover and spots to hide. There are three cars each facing an unobstructed path through the containers in roughly a Y-shaped pattern. In the center of these cars, the three Mob Lieutenants are deployed, along with the Mystery Man. One Gat Man is deployed next to each car; these are the lieutenants’ drivers and they don’t usually take part in any of the action unless the shooting starts. The remaining 3 Gat Men are deployed on Guard Duty. The guards can be placed among or atop the shipping containers. The Green Hornet and Kato start on one board edge, in cover but at least 8” away from any enemy model.
Stealthy: A hero can attempt to take out a guard in melee without alerting any of the others. If a hero attacks a guard in melee and KO’s him, he does so silently. If the guard doesn’t go down, he immediately sounds the alarm. If a hero attacks a guard with line of sight to another guard, any attempts to spot him are made at +1.
Sounding the Alarm: Any guard who spots a hero model or who survives a round of melee can sound the alarm. This instantly alerts all the guards on the table, who can activate and act normally in subsequent turns. The bosses make a break for it as if The Police Arrive (see below).
The Police Arrive: When this happens (or when the alarm is sounded), all the bosses immediately make a break for their cars, and will reach them in one turn. The drivers can shoot at any of the heroes or the police they can see for one turn, then they speed away with their boss on the following turn. Any of the bosses who get off the board escape. As for the mystery man, he cannot be captured. He vanishes without a trace!
The police choose their targets as follows: first, they fire at any model that fired upon them, otherwise they fire at the closest hero or criminal they can see. Whichever model is the target, the opposing player rolls for the cop’s attacks. The Green Hornet and Kato will not enter combat with the police or with Mike Axford (no matter how much they want to), the one exception being the Green Hornet can use his gas gun if needed.
Pesky Mike Axford: Mike Axford is obsessed with unmasking the Green Hornet, and is constantly pointing out his whereabouts to the cops. By spending a Hero point, the player controlling the mob enforcers can force the police to fire upon either of the heroes, even if there is a closer criminal target. The criminal player cannot do this if any criminals fired upon the police earlier this turn, however. Axford cannot be the target of attacks, nor can he attack any other model.
The Green Hornet (Grade 3): DR 5 Brains 4 Will 3 Brawn 3 Guts 10 Heater 5 Shiv 5 Dodge 4 Speed 5 Brawler +1d10, Pugilist +1, One-Two Punch, Sharpshooter +1, Quick +1, Nerves of Steel +2, Observant, Quick Recovery, Heroic Action
Kato (Grade 3): DR 5 Brains 2 Will 4 Brawn 5 Guts 8 Heater 2 Shiv 6 Dodge 4 Speed 5 Brawler +1d10, Pugilist +2, Multiple Attacks +1, Shiv Thrower, Driver +1, Battle Cry, Leap, Devotion, Nimble
Mob Lieutenant (Grade 2): DR 4 Brains 2 Will 3 Brawn 3 Guts 7 Heater 3 Shiv 2 Dodge 3 Speed 4 Brawler +2d10, Sharpshooter +1, Rapid Fire, Fearful Presence, Nimble, Quick Recovery
Goons/Drivers (Grade 1): DR 3 Brains 2 Will 3 Brawn 2 Guts 5 Heater 3 Shiv 2 Dodge 2 Speed 5 Brawler +1d10, Sharpshooter +1, Rapid Fire, Quick Load
Police (Grade 1) DR 4 Brains 2 Will 3 Brawn 4 Guts 4 Heater 2 Shiv 3 Dodge 3 Speed 5 Brawler +1d10, Ferocious, Fencing +1d10, Bruiser +1
Mike Axford (Grade 1) DR 3 Brains 3 Will 2 Brawn 2 Guts 7 Heater 2 Shiv 2 Dodge 3 Speed 5 Deception, Genius, Savant, Nerves of Steel +1
This post was a little longer than I expected…Full AAR to follow soon!