Background: To celebrate the reign of the new Arbitrator of Den Camp, a local guilder has organised a special event. It seems he has found the biggest tower in the Den Camp, and placed a 1-in-a-million Flamer on it. He seems to have his goons guarding it, but says he plans to remove the guards �when the time is right�.
Terrain: The Biggest tower possible should be setup smack-bang in the middle of the playing area. Only minimum cover should be setup around the tower. A crate or marker should be placed on the top level of the tower. This tower contains the 1-in-a-million flamer on offer.
Gangs: As many gangs should take part as possible. Each participating gang should choose a maximum of 1500 �points� worth of gangers (Leaders, Heavies and Juves included). By points, I mean basic points cost + experience. (Note: The 1500 points limit can be altered to suit ie. if a gang has a gang rating smaller than this then lower the limit to that gang rating.)
Setup: The Arbitrator (or person running the campaign) should place one member from each gang in roughly equal distance from both the centre and the other gangs. Each player will then setup his/her models within 4� of another gang member already placed.
Starting the Game: The gang with the least number of �points� used goes first. Each gang moves in descending order. This is a normal game, so all rules apply.
Object: The object of the game is to have a ganger take the crate, and escape to their hideout. They do this by getting to the top of the tower, picking up the crate, and getting down to ground level again. To pick up the crate, a ganger must move into contact with it, and cease that turns movement their. From the next turn onward, the ganger may only walk, (not run or charge) and may not shoot. If a second ganger stays in base-to-base contact with the group may run, but not charge or shoot. If the ganger is taken down or out, he/she drops the crate where they were taken out. To escape with the crate the ganger must spen an entire turn on ground level without being pinned. As you can see, this is would be rather difficult to achieve, which is the idea!
Ending the Game: The gang who�s ganger escapes with the crate wins, as all other gangs retreat to to lick their wounds. In addition, the now legendary ganger is able to exert his muscle in the surrounding area, so the winning gang can automatically generate a new territory.
Experience:
+D6 : Survives
+5 : Per Wounding Hit
+10 : Winning Gang Leader*
+20 : Escaping Ganger**
*The winning gang leader only receives this bonus if he participates in the fight, otherwise the ganger with the highest Ld receives the bonus
** One of the increases gained by this ganger is a special skill. Basically its the specialist skill, except that it only applies to his new found flamer, which he affectionately names (e.g. something like �Hot-Shot�). If the weapon is lost (stolen while being captured etc.), then the skill is lost, (and gained by the person who steals it!)