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A small group of tourists (idiots!) with a small escort is easy
prey for an outlaw gang.


Gangs :There are D6 tourists with 2D6 defenders and the attacker has his entire gang.

Setup : The terrain is set up as normal, but with a road from one table edge to the opposite. The Gangs set up as
shown in the diagram. Defenders and the Tourists set up first. The attacker is allowed to place 2 barricades if he chooses to do so.

 

Muggers.gif (3871 bytes)

Winning the Game : The defender wins if all the Standing tourists and Gang members exit the table via the road, or the attackers bottle out. The Defenders will not bottle out, and the attackers start to make bottle tests at 50% casualties.
If all the tourists are down or out, the attacker wins

Tourists/ Idiots! :

M Ws Bs S T W I A Ld
4 2 2 3 3 1 3 1 5

The tourists are armed with a laspistol and a knife, they will not charge into combat, and will only shoot at short range (8")
When a tourist goes out of action, replace it with a loot counter, worth D6x10 creds. The defenders will not pick these up. They attackers will be permanently outlawed if they kill a tourist.

Experience :

    +D6 - survives
    +5 - per wounding hit
    +D6 - taking out a tourist
    +10 - winning leader
    +1 - carrying loot at end

Payment/ Loot : The defenders get D6x5 creds from each tourist that made it off the table, minus 3 creds for each hit-while-standing that a tourist took, +5 for each wound done to the attackers, and -5 creds for each tourist that didn't make it. Also bounty if available as normal if the opponent was an outlaw. The attackers get the value of the loot counters + D3x10
creds from each tourist left on at the end (remaining on table, even if dead). Any captured tourists can be ransomed to the guilders for D6x5 creds.


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