TEXT: As part of our reuamped Outlanders couerage, oue'ue decided to re-preseltt tbe old Outlanders scmarios
  once again. As many of you uill probab[,, haue read eaflier in this issue, tbe Outlanu rules aren't currmtly
  part of tbe Necromunda galne per se, but this scerwrios seenx perfectly suitable for regular gnngs and
  probably neuer needed to be Outlaw scenarios in tbefirst place. Let us knou nbat you tbink!
  TEF!RAIN
  EXFERIENtrE
  Starting with the attacke4 each player takes it in 
  +D6 
  Survives. If the fighter survives the battle
  turn to place a piece of terrain, either a ruined 
  then D6 points are eamed. Even lighters
  building structure, a connecting walkway or a 
  who are wounded and taken out receive
  baricade. 
  experience for taking part.
  EANEi=i 
  +5
  Before setting up, the defender splits his gang into
  one or more groups, each comprising two or
  three models. The defending player takes the
  group that includes his leader and places it in the
  open anywhere on the table.
  The attacker then sets up 2D5 of his models,
  choosing which of his fighters he wishes to make
  the hit. All the attacking fighters must be set up 
  +1O
  behind cover and hiding more than 16" awayfrom
  the opposing leader; D3 of the attackers may start
  the game in overwatch.
  Once the affackers are set up, roll aD6 for each of
  the defending groups on the table below
  D6
  Result
  The group must be set up within 6" of the
  gang leader.
  4-5 
  The group must be set up more than 12"
  awayfiom eitherthe attackers orthe gang
  leader.
  l-3 
  The group is not set up at the start of the
  game. Roll aD6 for the group at the start
  of each defender's tum: on a 6 they may
  enter play on a random table edge
  (determined in the same way as in the Hit
  & Run scenario).
  =iTARTINEi 
  THE 
  EAME
  Roll a D6. On a 1-3, the attacker starts the game
  with the first tum, usually with a poignant
  quotation like 'Varsqua, you scumbag! Ya goin'
  down!!!!" On a 4-6, the defending leader senses
  something's wrong and comes out blasting so the
  defender gets the first turn instead.
  ENDINEi 
  THE 
  EiAME
  If the defending gang leader goes out of action or
  the attacking player botdes out, the game ends
  immediately The attacking player can also end the
  game by moving all of his models which are not
  down or out of action offany table edge.
  The defending player is very much fightlng for his
  life so he will not bottle out voluntarily or
  otherwise. The attacking player is determined and
  out for blood so he does not have to start making
  Bottle rolls until he's suffered 5O% casualties.
  Per Wounding 
  Hit. A fighter earns
  5 points for each wounding hit he inflicts
  during the batde. Make a note on the
  gang roster every time a fighter scores a
  hit and wounds his target. Though you
  can score multiplewounds from one shot
  using some weapons, only 5 points are
  eamed when this happens, not 5 points
  perwound.
  Defending 
  Leader. If the defender's
  leader doesn't go down or out of action
  he eams an extra 10 E4perience points
  and a considerable bolstering of his
  reputation.
  SFEtrIAL
  If the attacking gang manage to take out the
  opposing leader (ie, make him roll on the Serious
  Injury table rather than take him to the cinema or
  out for a meal!) roll a D6.
  Result
  The attackers move in and take over one
  randomly 
  selected 
  piece 
  of 
  the
  defender's territory while their leader is
  recovering from his injuries, or being put
  in a hole in the ground as the case may
  be.
  The attackers extort money out of the
  defending gang's temitory while their
  leader is out of the picture. The
  defending gang loses hdf OOn of their
  income and it goes to the attackers
  instead.
  D6
  r-5
  
  Outlaws utill ofien attack a piece of ligbtly guarded terdtory in tbe bopes of drtuing off the gua,rds and
  ransacking it before reinforcemmts arciue. An attack like this can uirtually destroy a bolestead or a
  sma.ll senlem.ent as tbe thieues descmd on it and loot anytbing of ualue, and it's one of tbe reasons
  hiuers seek protection from local gangs. Of course, Iocal gangs sometirnes do exactly the same thing
  and blame it on tbe Outlaus,..
  TERRAIN
  Starting with the attacker, each player takes it in
  tuln to place a piece of terrain, either a ruined
  building structure or a connecting walkway Once
  all the other pieces of terrain have been placed,
  the defender may place up to five baricades 
  and
  the watch-tower.
  Once you have placed the terrain, the defender
  places all six Loot counters. The Loot counters
  may be placed an)'q/here on the tabletop (not on
  the upper levels of buildings or walkways) at least
  8" away fiom 
  any table edge and with 
  each
  counter 
  within 
  8" of another 
  one. These Loot
  countefs 
  represent 
  the 
  valuable 
  pieces 
  of
  equipment 
  and stores of food, ammunition, 
  raw
  materials, etc, which the attackers are uying to rip
  off
  EANEi=i
  The defender sets up first. He deplop up to D6 of
  his gang as grards, 
  choosing which fighters he
  wishes to put on guard duty 
  Guards may be
  placed anlurhere on the table at least 8" awayfrom
  any table edge.
  The attacker then deploys his gang within 4" of a
  randomly selected table edge.
  =iTAFTINEi 
  THE EiAME
  It is assumed that the guards have just spotted the
  attackers and are in the process of raising the
  alarm. To represent this point of inevitable
  confusion, both sides roll a D6 and the one that
  rolls highest goes first.
  FItrFTNEi 
  UF 
  LT]trIT
  Ioot counters may be picked up by any model
  that passes over them during its movement. A
  fighter car. carry any number of pieces of loot
  without a.ffecting his movement or ability to shoot
  or fight.
  Fighters who go out of action drop Loot counters
  where they happen to be at the time. Remove the
  model but leave the counters in place. Models
  can transfer loot to other models in base-to-base
  contact during the Shooting phase, but neither
  model may shoot during the turn.
  If a fighter takes an enemy out of action in hand-
  to-hand combat he automatically captures any
  loot the model is carrying.
  FIEINFEF!trEMENTs
  At the start of the game the defender divides any
  fighters not deployed as guards into groups of
  --2" "
  
  one or more models as he sees fit. These fighters
  afe not set up on the table, but may entef as
  reinforcements.
  The defender may attempt to bring on one group
  of reinforcements per tum, including his first.
  Nominate the group you wish to bring on and roll
  a D6. If the dice roll equals or beats the number
  of fighters in the group, or on the roll of a 6, then
  the group may enter the table as described below
  If the dice roll required to enter is less than the
  size of the group then no reinforcements enter
  that turn. As you can see, the larger the group the
  less likely it is to enter, so the defender must try
  to enter as many models as he dares each turn.
  Attacker's 
  edge
  Reinforcements 
  enter together 
  on any of the
  three table edges other than the edge where the
  attacker deployed. Roll a D6 to determine which
  edge the reinforcements 
  enter fiom as shown on
  the diagram 
  above. Reinforcements 
  cannot be
  placed 
  within 
  8" 
  of 
  an 
  attacking 
  model.
  Reinforcements 
  may move and fire normally the
  turn they are placed.
  ENDINEi THE EAME
  If the attacker bottles out, the game ends
  immediately 
  If the attacker gets all of the Loot
  counters 
  and the fighters 
  carrying 
  them 
  are
  within 8" of the table edge at the start of his turn
  then the game ends and the attacker has won.
  The defending 
  player is fighting 
  to defend his
  friends and home teritory 
  so he doesn't have to
  make Bottle tests and can't bottle out voluntarily
  The attacking gang is making a determined 
  raid
  so he doesn't have to start making Bottle rolls
  until he has suffered 50% casualties rather than
  the normal 25Yo casn]alties.
  EXFEF!IENtrE
  +D6 
  Survives. If the fighter survives the battle
  then D6 points are eamed. Even fighters
  who are wounded and taken out receive
  experience for taking part.
  +5 
  Per Wounding 
  Hit. A fighter earns
  5 points for each wounding hit he inflicts
  during the battle. Make a note on the
  gang foster every time a fighter scofes a
  hit and wounds his target. Though you
  can score multiple wounds from one
  shot using some weapons, only 5 points
  are earned when this happens, not
  5 points per wound.
  +10 
  Defending Leader. If the attackers don't
  get away with any loot the defending
  leader eams an extra 10 Experience
  points.
  =iFEEAL
  Each Loot counter the affackers capture is worth
  D6x5 credits. Whatever profit the attackers make
  from loot is deducted from the defender's
  income at the end of the game. If the defender
  doesn't generate sufficient income to pay for the
  loot, the extra must be paid out of the gang's
  stash.
  
  When. an Outlaw gang mjoys some successeg tbqt can expect to be bunted douvt by Watcbmen or old
  enemies. Tbe hunters knout tbqt can find news of tbe Outlrruts at one illegal trading post or anotber
  In tbis scenario, tbey baue got rnore tban thqt bargained for and actually run into tbe men tbey're
  bunting outside a trade post. As tbe! catcb sigbt of eacb otber botb sides stand tbeir ground, hands
  houering ouer gnn butts and eyes narrowed m,eruzcingly. Tbe bunters sAuour tbeir momertt of uictory
  but tbe Outlaus knou tbeir comrades are meaking around bebind their opponents and should be in
  position to open up on tbem... any... second... nout!
  TEF!F!AIN
  The terain represents a small wastezone
  settlement. Each player takes it in tum to place a
  piece of terrain, either a ruined building
  structure, a connecting wa.lkway or baricade. It is
  suggested that the terrain is set up within an area
  of 4' x 4' or thereabouts.
  THE 
  EANEi=i
  The defending player rolls a D6 to see how many
  of his gang are facing down the hunters. These
  fighters are randomly selected from the gang,
  they are not chosen by the defending player. The
  hunting player uses his entire gang.
  The hunters and the defending fighters taking
  part in the face dovm are set up roughly in the
  middle of the table. They are deployed L6" apart
  with all models at ground level and in a position
  where they are in full view of each other. Roll a
  dice to see who sets up finst. Each gang must set
  up in a line with no model more than 1" away
  from any other model. The rest of the defending
  gafig can set up anlurhere on the table but not
  within 16" of the hunters. They must start the
  game hidden.
  All the fighters facing off are assumed to have
  their weapons holstered or slung at the start of
  the game. Until a weapon is drawn, a special
  build-up and fast draw sequence of play is used.
  THE 
  EIUILD 
  UP
  Each tum of build-up has its own sequence of
  play First the hunters move, then both sides test
  to keep their nerve as described below If both
  sides pass this test then proceed to the next tum,
  and so on, until one side loses its nerve, at which
  point the shooting starts!
  During the build-up, the hunters walk slowly
  towards the defenders until somebody's nerve
  fails and guns are'drawn. To represent this, the
  hunters may move up to 2" per tum. They must
  move towards the enemy and may not move into
  cover. The defenders must stay where they are
  and sweat it out as their attackers approach. Once
  the hunters are within 4" of the defenders thev
  stop.
  The defenders in cover can move at their normal
  rate but must remain in cover and end each turn
  hidden. If any of the hidden gang fighters is
  spotted by the hunters, they will realise they are
  being trapped and draw immediately
  After the hunterc have moved, each player must
  make a Nerve roll. The attackers roll a D6, but the
  defenders are so nervous they must roll 2D6.
  Each playerwrites down their score. At the end of
  the next move, each player makes another Nerve
  roll, and adds it to their previous turn's score.
  Both players keep on rolling dice at the end of
  each move and adding it to their score until one
  player's total score goes over L5.
  IMPORIAN'T:Aroll of 6 counts as 0when making
  a Nerve roll, so if you roll a6, don't add it to your
  scofe.
  Once a player's score goes over 1J, his gang's
  nerve has cracked and they go for their guns (see
  The Fast Draw below).
  THE 
  FA5iT 
  bRAW
  Once a fighter goes for his gun, everyone draws
  their weapons and the shooting starts. For a
  second or two, all hell breaks loose as guns are
  drawn and shots are fired. This is called the fast
  draw During the fast draq neither side is allowed
  Itr
  
  to move but the fighters facing offfrom both sides
  are allowed to shoot. The defenders in cover may
  not fire during the fast draq joining in a second
  or two later instead.
  In the fast dmw both sides can shoot but the
  order in which individual models shoot is
  determined separately To decide the firing order
  roll a D6 for each model and add the fighter's
  Initiative characteristic to the score. Then add + 1
  if the fighter has a pistol, and subtract -1 if armed
  with a healy weapon. The result is the fighter's
  Fast Draw score.
  \W'ork out the Fast Draw score for each fighter -
  the fighter with the highest score shoots first.
  Work out the shot exacdy as you would normally
  Once the first model has shot, the next highest
  score shoots, then the next, and so on. In the case
  of a tte, a pistol weapon will shoot before a basic,
  special or healy weapon, but otherwise shots are
  assumed to be simultaneous. This means that it is
  possible for two gang fighters to shoot each other
  at the same time! Fighters who are hit before they
  get a chance to fire, lose their shot.
  Once all fighters have shot, the normal sequence
  of play resumes. Each player rolls a D6, and the
  player that scores the highest gets the first turn.
  ENDING 
  THE 
  EAME
  The game ends if one side fails a Bottle roll, or
  volunteers to bottle out. The other side
  automatically wins the game and the side which
  bottled out loses.
  EXFEF!IENtrE
  +D6 
  Survives. If the fighter survives the battle
  then D6 points are earned. Even fighters
  who are wounded and taken out receive
  experience for taking part.
  +5 
  Per Wounding Hit. A fighter earns
  5 poins for each wounding hit he inflicts
  during the battle. Make a note on the
  gang fostef every time a fighter scofes a
  hit and wounds his target. Though you
  can score multiple wounds from one
  shot using some weapons, only 5 points
  are earned when this happens, not
  5 points per wound.
  +1O 
  Winning 
  Leader. The leader of the
  winning 
  gang earns afl extra 10
  Eryterience points.
  
  Guilder c7rauans make tempting targets for Outlaws. Tbe penalties for attacking Guilders are
  draconian but Outlaus are d.esperate, bunted men and tbe Guilder catnuons carry a mmllfortune
  in credits alone. Guilders bire local gangs to protect tbeir carauans as they pass througb tbeir territory,
  but bixer exlterience has taugbt the Guilders not to let the gutrds come nea.r tbe carauan itself in case
  the terrtptcttion proues too mucb. Hmce the gangs act as aanguotrds andJlankers, fighting offmutants
  and Outl4.ws tbat come anywhere near tbe carauan. For their part, the Outlaws iust Loant to get past
  tbe gtards and grab tbe booty.
  TEF!F!AIN
  The terrain represents ao are of ruins in the
  badzones. Each player takes it in tum to place a
  piece of terrain, either a ruined building strucnrre
  or a connecting walkway It is suggested that the
  terrain is set up within art area of 4' x 4' or
  thereabouts.
  THE 
  EANEi=i
  Both sides roll a D6, the highest roller can pick
  which table edge to deploy on. The lowest roller
  deploys on the opposite table edge. The
  defending player sets up first, deploying his entire
  gang within 12" of his table edge. The attacking
  player then sets up his gangwithin 24" of his table
  edge, though none of his models may be
  deployed within 16" of the defenders.
  =iTAFITINEi 
  THE 
  EAME
  Both sides roll a D6. The player with the highest
  score takes the first tum.
  needs to get some of his fighters past the guards.
  Once the attackers get through they can pick offa
  few pack slaves and loot the cmavaJl' at thei-r
  leisure.
  V/henever the attacker manages to move any of
  his models off the defender's table edge, place
  the models to one side until the end of the game.
  lfhatever 
  happens, none of the models that break
  through to the cara'r,an will return in time to a-ffect
  the fight with the guards.
  ENbINEi THE EiAME
  The game ends if all the attackers are either down,
  out of action or have left the table. It also ends if
  the attackers fail a Botde roll, or volunteer 
  to
  bottle 
  out. The attacking 
  gang is making 
  a
  determined 
  raid so he doesn't 
  have to start
  making 
  Botde rolls until 
  he has suffered 50%
  casualties rather than 25% as normal. Note that
  models which have left the table do not count as
  casualties for the purposes of the Bottle roll.
  EiETTINEi 
  Ttr 
  THE 
  trAFlAVAN 
  The defenders are protecting the caravan as it
  The caravan is only a short distance beyond the 
  passes through their home ground and they will
  defending gang's table edge so the attacker only
  
  suffer a maior loss of face if the Guilders are
  attacked. This means they do not have to make
  Bottle rolls. The defender won't bottle out in this
  scenario and cannot bottle out voluntarily.
  LEtrTINEi 
  THE 
  EAFIAVAN
  Once the game is over total, up the number of
  attacking models that broke through to the
  caravul Roll a D6 and add the number of models
  to the dice roll to find out what they managed to
  take from the Guilders.
  D6
  Result
  l-i 
  The attackers are miserably unsuccessful.
  Each model picks up D6 credits worth of
  stufi but on a roll of 1 they get shot and
  suffer a serious injury.
  4-5 
  The attackers manage to scavenge a few
  bundles dropped by the Guilders as they
  flee. Each model picks up 3D6 credits
  worth of stuff
  67 
  The attackers bring down several pack
  slaves and escape with D6x5 credits for
  each model.
  8-1O 
  The attackers nail a Guilder and strip his
  coqpse, gaining D3x10 credits each.
  11+ 
  The attackers gun down several pack
  slaves and a Guilder, hauling n 2D6x5
  credits for each model.
  EiUAFID FAYMENT
  The gang guarding the caravan may collect
  income as usual and is also paid 10 credits per
  fighter by the Guilders. However, the Guilders
  will deduct 20 credits from the payment for each
  attacker that gets through to the caravan and they
  won't pay anything if a Guilder is killed. No
  matter x4rat happens, though, the gang doesn't
  have to pay the Guilders anything (no leader is
  that stupid!).
  EXFERIENG
  +D6 
  Survives. If the fighter survives the battle
  then D6 points are eamed. Even fighters
  who are wounded and taken out receive
  experience for taking part.
  +5 
  Per Wounding 
  Hit. A fighter earns
  5 points for each wounding hit he inflicts
  during the battle. Make a note on the
  gang roster every time a fighter scores a
  hit and wounds his target. Though you
  can score multiple wounds from one
  shot using some weapons, only 5 points
  are earned when this happens, not
  5 points per wound.
  +5 
  Attacked Catavan. Each model which
  moves offthe defender's table edge gains
  5 Points.
  +L0 
  Defending Leader.If the attackers don't
  get arty men through to attack the
  c ravarrT the defending leader eams an
  efira L0 Experience poins.
  t 3
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/03 Necromunda - 2nd Edition (2003)/Senarios/outlaw_scenarios.pdf