

Set up the terrain in any mutually agreeable manner. A single loot counter should be placed in the centre of the table to represent the piece of archeotech.
This scenario is intended for 3 or more gangs. Each gang uses 3 randomly selected members.
Gang members can be set up on any table edge, but may not be within 8 inches of a member of another gang.
When the game begins, there is a guilder patrol in close proximity. At the end of each turn, roll a D6. On the roll of a 6, the guilders have left, and the fighting may begin. Until the guilders have left, nobody may shoot (unless their gun has a silencer fitted), and nobody may move within 8 inches of a member of another gang, or charge into close combat.
Treat the Archeotech as if it was a loot counter. Standard loot rules apply for picking up and dropping, etc., the archeotech.
No bottle tests are taken, although players may voluntarily bottle. The winning gang is the gang who successfully leave the table edge with the piece of Archeotech, or the gang left if all the other gangs bottle out.
The gang in possession of the archeotech may use it in future encounters. Roll on the Archeotech table in the Outlanders book to see what it does.
+D6 Survives
+5 Wounding an enemy gang member
+2 Each gang member who picked up the piece of archeotech
+10 Carrying the archeotech piece off the table edge