A local resistance member has valuable intelligence of enemy troops building up in the area. Your job is to make contact before the enemy does, and get them to safety.
The table may be setup with whatever terrain pieces you would like. Place three objective markers on the table indicating the potential locations of the resistance member. One marker should be placed in the centre of the table. Each player then places one of the remaining two markers so that they are they at least 12" away from any other objective marker, and on the middle line of the table.
Both players roll a die. The highest scorer picks a table edge to attack from. The other player takes the opposite edge. Players may leave up to half of their units (rounding down) in reserve. Outflanking is not allowed. All other units are in the player's first wave.
Each player is trying to make contact with the resistance member, and escort them off their table edge.
The battle begins. Both players must bring their first wave units on to the table, giving them either an advance or run order. Note that no order test is required to bring on units that are part of the first wave.
When an infantry unit ends its move in base contact with one of the objective markers, it must roll to see if the resistance member is at that location. Roll a d3 and +1 to the roll for each other location that has already been searched. On a result of 3+ the resistance member is at that location. Place a suitable model or marker next to the unit that made the discovery.
Whenever that unit moves the resistance member will automatically move with them. The model or marker used for the resistance member must remain within 1" of another model in that unit. If the unit ends its move within 1" of another friendly infantry unit, it may hand over the resistance member to them. To do so, simply move the resistance model or marker next to this new unit. A hand over may only be performed a maximum of once per turn.
When the unit comes under fire or is assaulted, the resistance member may never be removed as a casualty for any reason. If the unit is destroyed for whatever reason, then the resistance member is left where they are. Another infantry unit of either player may pick up the resistance member if they make base contact with the model at the end of a move.
The game lasts for 6 turns. At the end of the 6th turn, roll a d6. On a result of 4+ a 7th turn is played, otherwise the game ends.
If a player manages to escort the resistance member off their starting table edge, they have won a victory. Otherwise the game is a draw.