One of the gangs have been hired to guard the vault of a bank, the others have decided to try and steal the money stored within.
This scenario can be selected whenever a gang rolls a 'May Choose' result on the scenario table. An outlaw gang will always be the attackers, and never the gang hired to defend the vault. The scenario cannot be played by two outlaw gangs.
The guards can bring along D3 + 4 gang members, chosen from amongst the gang members available. The attackers may use their whole gang.
Set-up terrain as normal, each player taking it in turns to place a piece. Once all terrain is placed, the defenders select one building, and nominate it as the bank. They then place a token to represent the entrance to the vault (ideally on a doorway on the selected building).
The defenders set-up first. The attackers then set-up within 4" of any table edge. Tunnels and Vents may not be used.
The door has toughness 5 and 2 wounds. It can only be attacked by models within 6". Once it reaches 0 wounds it is destroyedand the vault can be looted.
To loot the vault a ganger must spend an entire turn in contact with it, no movement, shooting or combat is allowed. At the end of the turn , they have a loot counter placed next to them.
The defenders move first. They move as described in the Raid scenario, until they are alerted.
The attackers take bottle tests at 25% casualties as normal. The defenders take tests at 50% casualties.
The game ends if one gang bottles.
- 1D6 XP for surviving
- 5XP per wounding hit
- 1XP for claiming a loot counter
- 10XP to the attacking gang leader if they break into the vault
- 10XP to the defending gang leader if the vault is successfully protected
Collect income as normal. The defenders earn a 100 credit bonus if the vault is not breached. The attackers earn a 50 credit bonus for each loot counter they claim.
If the attackers are forced to roll on the outlaw table, then they suffer a -1 modifier to the roll.
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