TEXT: The Package
  New Scenario for Necromunda players. 
  By Tony Slade, aka Omega
  An ambush with a little twist, one gang is moving through a
  sector while delivering a package for a client, while the other
  gang has been hired to 'retrieve' the item, anyway they can…
  +++Begin Transmission+++
  To whom it may concern…
  We have a package that we wish delivered.
  The 'package' is to be delivered to Devlin's Bar in Sector Gamma
  by midnight. Our agent will be waiting for your arrival.
  Be aware that a rival organisation has contracted a rival House
  to stop this delivery and to attempt to take the 'package' from
  you: this must not be allowed to happen under any
  circumstances.
  AM
  +++End Transmission+++
  INTRODUCTION
  'The Package' is a scenario based on the 'Ambush' scenario given
  in the Necromunda Campaign section of the rulebook, but it has
  a slight twist on it that makes it slightly different. It is designed
  for two players.
  One of the player's gangs has been hired to deliver a package for
  a local Guilder, while the other player's gang has been hired to
  stop them, and to 'retrieve' the package. The 'Couriers' are aware
  that someone may try to separate them from the 'package' but
  they are not sure where and when, just that they will.
  SET UP
  The ambushing/attacking player should set up the terrain as
  shown in the layout below, on a 4' x 4' table with a clear 'street'
  or 'road' separating the buildings on either side. Walkways may
  be placed stretching across the road if you wish, but no major
  terrain pieces should be placed on the road.
  The 'Couriers' or defending players can then place small pieces
  of terrain, such as small barricades and barrels along the road but
  you should limit the items to about a dozen pieces maximum.
  Make some counters (pieces of paper will do) but make sure that
  there are at least four more counters then there are fighters in
  the attacking/ambushing gang. You should number the counters
  and allocate each number to a fighter in the attacking gang or to
  a decoy. These counters represent the secret deployment of the
  attacking player's fighters, or to a decoy that represents some
  creature or noise that may cause a defender to suspect
  something is in that location.
  The ambusher should place these counters where they wish too,
  anywhere in the terrain on either side of the 'road' where the
  defending gang will travel along, on walkways stretching across
  the road and on any level, but they must be behind cover and are
  considered hidden. The ambusher may not place any counters
  on the road, only in the buildings on either side, or behind any
  cover on walkways going over the road.
  The 'courier' player should then choose a fighter to carry the
  package. The choice is entirely up to the defender but he should
  note what fighter it is on their roster. The attacker should not
  know which fighter has the package.
  When this has been done, the defender places his entire gang in
  the deployment zone as indicated on the layout below, no
  further than 6” onto the table edge.
  START
  The defenders, i.e., the 'Couriers' get the first turn.
  SEQUENCE OF PLAY
  Until the attacker triggers the trap all his fighters are considered
  to be hidden and behind cover.  The attacker may move these
  counters as if they were fighters (even decoys) but if they leave
  cover and cross open ground then the defender will spot the
  movement on a 2+ and will know they are in a trap, and normal
  game sequence initiates.
  The defender's objective is to get the 'courier' off the table edge
  marked 'Exit' with the item. He may move however he wishes
  across the table, though no fighter may run, either moving
  straight across the table in one group, or splitting up and moving
  in smaller groups; it is totally up to the player, but they may not
  enter the terrain on either side, or run, until the trap is sprung.
  The defender keeps moving either until he spots a fighter or
  until the attacker decides to spring the trap, which the attacker
  can do at the start of any of his turns.
  SPRINGING THE TRAP
  If a defending player moves within spotting distance of a counter
  (initiative of the fighter in inches), the defender hears or sees
  something that will make them believe that they are under attack.
  
  When the defender 'spots' the counter they are so on edge and
  jumpy that they will fire a burst of weapon fire towards what they
  believe is an ambusher. The defender will fire his most powerful
  weapon (highest strength), utilizing all sustained fire die if the
  weapon has sustained fire capability, at the position of the
  counter. Roll to hit as normal, counting the counter as being in
  full cover. If any shots hit, determine if the counter represents a
  fighter or a decoy and resolve any wounds and injuries as
  normal.
  If the counter is a decoy, the sequence continues as before. The
  attacker now has a choice; they can keep the rest of the counters
  in position to keep the defender guessing, or they can replace
  the counters with their appropriate fighters and move and fight
  as normal. The fighters are still classed as being hidden (except
  the fighter that was spotted), but the defender now knows that
  they are caught in a trap.
  The defender may continue with any remaining moves that are
  available to him, as well as shooting if any fighter is able to. The
  defender may now move anywhere that they wish on the table.
  The attacker then gets their turn, and the normal sequence of
  play resumes.
  RETREIVING THE 'PACKAGE'
  If the fighter carrying the package is taken down or out of action
  by any means, then the item that they are carrying is dropped
  and can be picked up by any other fighter from either side. Place
  a loot counter on the tabletop to represent the package.
  This is the only time that the attacker has any firm idea about
  where the package is. Until then, any ideas of the courier are
  simply guesses.
  ENDING THE GAME
  The game ends in the following ways:
  •The 'courier' gets off the table edge marked 'Exit' with the
  package. The courier can be any defending fighter carrying the
  item.
  •An attacking fighter manages to pick up the 'package' after it is
  dropped and exits from any table edge.
  •The attacker bottles out.
  Because of the importance of the 'package' the defending gang
  may not Bottle out, either voluntarily or involuntarily.
  EXPERIENCE
  The gangs are awarded experience for the following
  achievements:
  +D6 Surviving. A model surviving the encounter earns D6
  experience points, whether or not they were wounded or taken
  out of action.
  +5 Per Wounding Hit. A fighter earns 5 experience points for
  each wounding hit that they cause.
  +5 Courier. The 'courier' receives 5 experience points for
  carrying the 'package' safely. If an attacking fighter manages to get
  the item off the defender, then that fighter will get the
  experience instead.
  +10 Leader. The winning leader receives 10 experience points
  for successfully completing the mission, either retrieving the
  'package', or delivering it safely.
  SPECIAL
  The successful gang will receive payment for their services,
  whichever gang wins. If the Defending player successfully
  delivers the 'package' then they will receive 100 credits added to
  the income. If the attacker is successful in retrieving the package,
  then they will receive 75 credits added to their income. This
  money still needs to go through the normal procedure for post-
  game income collection.
  The failing gang however, will suffer the wrath of the Guild. The
  Guild spread the word around about the gang's ineptitude and
  therefore they will only collect half their normal income in the
  post-game sequence. 
  ABOUT THE AUTHOR
  Tony Slade, (aka Omega), from the United Kingdom, has been dodging and diving, over and through the walkways and pipes of the
  Underhive for many years. Usually making scenarios and events up as he goes along, he decided to get something down in print so
  all can enjoy the dynamic world of Necromunda.
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/03 Necromunda - 2nd Edition (2003)/Senarios/the_package  (ambush variant).pdf