Another pair of scenarios against the Bonesnappers (Goliath). The first scenario we rolled up was Escape The Pit!, and things rapidly came to a close in scrum surrounding the one ladder to the escape point. Once in close, my bounty hunter chickens were decidedly wary of risking being engaged by the Goliaths, although the stimmer was not on the table, their leader with his frightening strength and toughness was. This led to a pile of Venators holding loot caskets hiding on one side of the central structure, and a bunch of Goliaths with loot caskets lurking on the other side of the same central structure. Meanwhile, successive turns of maneuvering had seen the battlefield get narrower and narrower as the walls closed in. Suddenly, the Goliath boss lurched in and up the ladder, perching at the very top to prevent any of my crew from following him upward to where he loomed over the ladder's inevitable end. Red Sky at Morning - my "Cawdor legacy" bounty hunter wielding the Blunderpole - stepped out from behind cover and washed the Goliath leader with burning fuel. The weapon didn't have any chance of wounding [A lie! Technically, it could have rolled a 6!], but it did successfully set him a-Blaze! The next round saw everyone lurking again, maneuvering to try to arrange a decisive charge, with Red Sky ducking back into the cover of the building, until inevitably the leader had to activate at the end of the round. He ran off the upper story of the escape building and fell (four inches), failed to be wounded, succeeded in his Nerves of Steel test, but chose to stop drop and roll ... and failed to put himself out, despite an assist from a nearby friendly [rolled a 1+3 is 4, not 6]. Two of my faster Venators dragged their caskets to the ladder and up, while the others positioned to level guns at the bottom of the ladder. Over two turns they quickly climbed up, and then up, to the escape point, while the Goliaths took out their frustrations on Red Sky at Morning, and Perch and Walker made good use of versatile weapons and flechette pistols, respectively. And then the battlefield went away, just after the two fastest runners among the Venators made it out the escape point. Victory snatched from the jaws of defeat, thanks to a single blaze template, in effect.
Red Sky and the Goliath leader (Krobar) won "fighter of the match" for their respective gangs, one for the shot that set Krobar ablaze, and Krobar for handily surviving two full rounds of falling off buildings while on fire, and coming out of it no worse the wear.
The second scenario, we chose Monster Hunt, looking to get to plunk my sump beast on the table. Both gangs were wary of being the victim of the Beasts' Lairs, but eventually four did end up on the table. Surefoot made good use of Take Cover, next turn Spring Up, Shoot, Take Cover, next turn Spring Up, shoot, Take Cover.The Goliaths for their part used their Bolters to knock down the runners (Fog on the Water). The goliaths then did the lion's share of the work taking out the Lairs, through their strong melee fighters. Finally the Sump Beast poured itself onto the table mid-field between the two gangs. The Goliath stimmer roared, popped a Stimm Slug Stash, and charged (a tactics card let him treat Charge as a Basic action) over fourteen inches across the table to pile into the Beast. He chewed through four wounds of its eight, but then was immediately laid low by the beast's reaction attacks. Perch and the recovered scouts used their versatile weapons to do another wound, and then pulled back out of the way to allow the Goliaths to be nearer so they would take the brunt of its attacks. The newest Goliath ganger, recently inducted into the gang, stepped forward to hold the Beast there while their leader ran toward the melee. Zolgo failed to hurt the monster, but he stood there and survived its retaliation, with only a flesh wound to show for its trouble. Both Surefoot and Walker used their flechette pistols - Walker actually to some effect, pouring a couple of flesh wounds into the beast! The beast struck down Krobar, but was unable to finish him thanks to the somehow still standing (now with trhee flesh wounds) Zolgo holding it at bay by trapping it in melee! Finally, Perch, the Krootox (Ogryn) bounty hunter swept in from behind and finished the beast off with a lucky (very lucky!) roll, like a rogue kill-stealing for the Experience and Treasure.
Zolgo and Walker won "fighter of the match," one for holding the beast in place, and Walker for managing to Toxin it down to T3 before the end, despite its armoured hide and high toughness.
Monster Hunt is ... insane. In a good way. It feels VERY "old Necromunda" in the amount of chaos it sows across the table, and looks like it would make a great multiplayer game for sessions when the play-group are all at the table. We have decided that in future games, though, gangs should get some creds for finishing off the Beast Lairs too, as a bounty, because "creds for only the winner" is a problem in a bunch of scenarios including this one. That would help to spread it around.
So, two narrow wins for the Venators, with tight, down-to-the-wire turns-around to pull it out. Credits were actually quite low for both gangs, as rolled, but the Venators during Monster Hunt managed to use the "Blood Money" tactics card which gave them a post-scenario cash influx. Bought only long-term investment while the getting was good - in part since the amount of experience gained over the two scenarios upped gang rating a not insignificant amount, and in part because the Rarity rolled was 14, so getting while the getting was good. Bought an Isotropic Fuel Rod to convert the Old Ruins into a Settlement. No, Venators have no Juves. Yes, the odds of rolling boxcars to get a spare venator is not great. But 1D6x10 is twice as good as 1D3x10, and there is no down side to that increased income over the campaign. And bought a dose of Stinger Mould to hold in the stash for when the territory (Stinger Mould) reroll doesn't cut it. Just to have further insurance that is better than a Rogue Doc, if more expensive.