1.        Lawful Scenarios
1.        
Ambush
        in this scenario one gang has set a trap for the other.
1.        
Terrain
        The player who picked the scenario is the attacker, and the other the defender. Each player takes a turn to place a piece of terrain until both are satisfied that there is enough, starting with the attacker.
        Only the defender may use Tunnels and Sewers- and only for groups that he rolls a 6 for.
2.        
Gangs
        Before starting the game, the defender splits his gang into one or more groups of two or more models. The defender chooses one group and places it on the table.
        The attacker then sets up his entire gang. All the attackers must be set up in hiding and behind cover. They may not set up within 12" of a defending fighter, but may otherwise be placed anywhere.
        The defender then sets up the rest of his gang one group at a time. He nominates the group he wishes to set up and rolls D6. On a roll of 1-5 all the fighters of that group must be set up within 4" of one defender of the original group. On a roll of 6 that group may be placed anywhere on the table- this enables them to set up in a position to ambush the ambushers. Each group may be separated by no more than 8" in total.
        The defender may set up anywhere but not within Initiative range, and especially not in hand-to-hand combat.
3.        
Starting the Game
        Once both players have completed setting up, the defender rolls D6 for each group of fighters that he was allowed to set up freely. On a total of 1-5 the attacker gets the first turn. On a total of 6 or more the defender has the first turn.
4.        
Ending the Game
        If a gang fails the bottle roll, or one player volunteers to bottle out, the game ends immediately. The gang that bottles out loses, and the other gang automatically wins.
5.        
Experience
  +D6 Survives. If a fighter survives the battle, then D6 points are earned, even if the fighter was wounded or taken out of action.
  +5 Per Wounding Hit. A fighter earns 5 points for each wounding hit he inflicts in a battle.
  +10 Winning Gang Leader. The Leader of the winning side gets an extra 10 points.
6.        Special
        If the winning gang takes out at least three enemy models and inflicts three times as many casualties as it took itself, then it can take over one randomly selected territory from the opposing gang.