It has come to the attention of our gaming group that the Outlanders Heist scenario is a bit too profitable for non-outlaws. The problem is that the stolen loot is directly cashed in as equipment, rather than being added to a gang's income. This may be OK for outlaws, who get almost nothing from their single territory, but it's a huge bonus influx of equipment for normal gangs. If a gang drives off the defenders they get 2D6 loot counters, each worth D6 x 5 credits. That's 7 x 3.5 x 5 = 122.5 credits worth of stuff on average, which is enough for a heavy stubber. And, if the gang is not outlaws, they get their normal territory income for the game on top of that.
For now we have house-ruled that each loot counter stolen gives a -1 modifier on the outlaw table. The attackers are also given the option to leave any of the loot counters behind to mitigate these penalties, prior to determining their value.
Each stolen loot counter gives a -1 modifier on the becoming an outlaw table. If the attacker wins, loot counters still on the board can be voluntarily left behind.
This change increases the chance of a gang being outlawed from this scenario. Currently, the rewards from Heist are similar to those from Caravan. A gang gets automatically outlawed in Caravan with double the guild price, but in Heist it's only the standard -3 modifier to the roll for playing an outlaw scenario, which equates to 27.8 % chance of being outlawed without any other modifiers. This change would bring the penalties from Heist closer to those in Caravan. Of course, if the attackers are already outlawed, this change doesn't affect them.
So-far no other gangs have dared try the Heist, so the rules seem to be working.
For now we have house-ruled that each loot counter stolen gives a -1 modifier on the outlaw table. The attackers are also given the option to leave any of the loot counters behind to mitigate these penalties, prior to determining their value.
Each stolen loot counter gives a -1 modifier on the becoming an outlaw table. If the attacker wins, loot counters still on the board can be voluntarily left behind.
This change increases the chance of a gang being outlawed from this scenario. Currently, the rewards from Heist are similar to those from Caravan. A gang gets automatically outlawed in Caravan with double the guild price, but in Heist it's only the standard -3 modifier to the roll for playing an outlaw scenario, which equates to 27.8 % chance of being outlawed without any other modifiers. This change would bring the penalties from Heist closer to those in Caravan. Of course, if the attackers are already outlawed, this change doesn't affect them.
So-far no other gangs have dared try the Heist, so the rules seem to be working.