Ah, that makes sense. Okay, go for it.
@RogerBW asked for a die roll:
OK, for now I’m leaving the north with two AP spent (the move and the shoot), potentially two left.
In the south, Scout:
move N openly [1] (becomes visible, raises the alarm)
do objective [2]
move S [1], triggers 5 dice of fire from enemies, hitting on 2+
5d6: 3 + 4 + 6 + 5 + 3 = 21
Officer moves N, takes your first aid kit and uses it on the Scout. Then opens the trap door.
I think my second move W is only (1), because I’m in enemy uniform?
Aha, yes, that’ll do it.
tN reinforcements
- enemy-2
tS reinforcements
- zero
enemy-2 - enemy-1
enemy-2 - enemy-2
enemy-1
tN move north; ts move [movie night] random [eine katze] N.
Turn 14
OK, south team can get out this turn. So it’s over to John to finish things off.
3, 2
3, 3
Poot! Save my last move.
You know he’s going to move west…
So he is … move E to the outdoors tile north of the small room.
OK.
I’ve swapped the objective to the Admiral’s counter.
Reinforcements: enemy-2.
Enemies move: W
Turn 15
Move E, S (1), S, W (1). I think I can get out for sure next turn.
(thinks) Yes, good point, while special movement powers don’t apply to escorted characters I don’t see why the uniform wouldn’t still work.
Reinforcements: enemy-3.
No enemies are free to move.
Turn 16
I don’t see anything there to stop you getting out in two.
Yup, West, and down. Done!
Nice job, guys!
OK, let me try not leaving this for a few weeks this time… Nobody’s jumped in on Meta, so: