TEXT: This issue ue present ttuo scenarios for
  Necromunda from Nick Jakos. Ihese are
  designed to be short, easy to play games for
  a little quick and uncolnplicated fun, so
  don't take it too seriously!
  In this scenario, one gang is attempting to
  raid a brewery under the conrol of a rival
  gang. Any gangs can take part in this - you do
  not necessarily need to possess a brewery
  territory or an)thing to defend it with.
  TERRAIl{
  Terrain is set up in the normal fashion,
  though there must be a brewery placed at the
  centre ofthe table. D6 barrels ofSecond Best
  Brew should be set-up anpvhere within 2" of
  the brewery.
  GAl{GS
  Before setting up, the defender splits his
  gang into one or more groups, each
  comprising two or three models. The
  defending player then chooses one ofthese
  groups and deploys anywhere within 4" of
  the brewery
  DEPLOYMEl{T
  The attacker sets up 2D6 of his gang
  members to take part in this game. All the
  attacking fighters must be deployed no less
  than 16" from the brewery and in cover. Up
  to D3 of the attackers may begin the game in
  overwatch.
  Once the attackers are set up, roll a D6 for
  each of the defending player's remaining
  groups and consult the table below:
  D6 
  Result
  l-3 
  The group is not set up at the start
  of the game. At the start of each of
  the defender's tum, roll a D6. On
  the roll of a 6 the group may enter
  the table from a random table edge
  (determine the edge in the same
  way as the Hit & Run scenario).
  4-5 
  The group must be set up at least
  6" from both the brewery and the
  attackers.
  6 
  The group must be set up within 6"
  of the brewery.
  BEGI]{]II]{G 
  THE GAME
  Decide randomly who takes the first tum.
  The attacking gang must try to get away with
  as many barrels ofbrew as they can. To carry
  abanel, a fighter must begin his Movement
  phase in contact with a barrel. He may then
  roll the barrel as if he were moving through
  dificult terrain and may not run or charge.
  Up to two models may roll a barrel together,
  thus moving at the speed of the slower of the
  two, but may still not run or charge. Fighters
  dragging barrels can fire pistol weapons only
  and may not move & fire. If a model is
  charged whilst dragging a barrel he counts as
  being encumbered and has a -L to his WS
  during combat.
  '$7'hen shootingata ganger dragging abanel,
  decide randomly if the shot hits the barrel or
  the fighter.
  Barrels have a single 'wound' 
  with 
  a
  Toughness of 4. If the 'to wound' roll is a'6',
  the barrel explodes, creating a fireball D3" in
  diameter. Any fighter (or barrel) in the
  explosion suffers a Strength 3 hit.
  E]{DI]IG 
  THE GAME
  The games ends when a) the attackers have
  escaped with all the barrels, b) either gang
  has no more standing fighters, or c) either
  gang bottles out.
  EXPERIEl{GE
  Gang members fighting in this scenario earn
  the following experience
  +D6 
  Surviving
  +5 
  Per wounding hit
  +10 
  'Winning leader
  +5 
  For carrying away a barrel.
  SPECIAL 
  II{GOME
  For every barrel taken off the table, the
  attackers earn 2D6x1,O creds. They also get
  one dose of liquor per gang member to keep
  for themselves (use the des for Wildsnake
  found in the Outlanders rulebook).
  For every barrel left on the table, the
  defenders earn D6x10 creds. The defenders
  will also earn D6x5 creds for each attacker
  that is taken out of action during the fight.
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/02 Necromunda - 1st Edition (1995)/Senarios/the_brewery.pdf