by Builder
Here's a simple scenario for a bank robbery:Use the same characters and map layout for "Shootout Two - Midday Deadrock" I did not have a character card prepared for Jim, so I substituted Luke. Use the same type of handguns and reloads in Shootout Two.
Jim and Luke are the townsfolk. One of them is the Sheriff and the other is the Deputy Sheriff. The Sheriff starts in the Sheriff's office behind the desk. The Deputy starts in the saloon at a table, having a nice quiet drink, (of course!). All weapons are holstered.
The Outlaws, Clay and Jesse, start outside the bank, dismounted, next to thier horses. The horses are tied to the rail. All weapons are holstered. One of the Outlaws is carrying dynamite to open the safe. Use the dynamite rules from Shootout Five. (by the way, the dynamite was left out in the "items carried" list for Shootout Five, how are ya' gonna' blow up the safe without dynamite?!). The safe has one money bag inside.
The towns folk action counters remain in thier cup until they are alerted by the explosion of the dynamite. As soon as the dynamite blows, the townsfolk (Jim and Luke), take turns with the Outlaws. Since both side have an equal number of action points, (unless someone is injured in the explosion) use a 6D to determine which side goes first until one side has fewer action points. (The side with fewer points always goes second).
The Outlaws win if one Outlaw exits off the west side of the map. The horses might help to make a fast getaway!
The Townsfolk have to prevent the Outlaws from exiting with the money.
The Outlaw that does not blow up the safe, cannot shoot either of the townsfolk through a window, that's dirty pool! But, the "non dynamite" Outlaw can "wait" near the saloon or sheriff's office for the townsfolk to exit.
I like to have an objective other than just killing the "other guys". Blowing up a safe, stealing money and leaving town is great fun!
David