Scenarios
All tactics cards are random draw, never chosen.
The player with the lower gang rating gets an extra tactics card for every full 100 points of gang rating difference.
When the battle ends due to only one side having no models left, the other side gets to claim any objectives left on the field if they have not bottled.
Looters - If the defenders all flee then the remaining caskets are assumed to be captured by the attackers.
Border Dispute - If one side flees then their relic is automatically defiled (but as no individual did it nobody gets the D3 xp).
Sabotage - If the defender flees then the objective is automatically destroyed (but nobody gets the additional individual xp for wounding/destroying it).
Rescue Mission - If the defender flees then the captive is automatically freed.
When the alarm is raised in a scenario with sentries, end the turn once the current attacker's activation (or activations in the case of a group activation) and any 'readied' sentry's activations are over.
Post Battle
The first skill that Leaders and Champions come with doesn't count as an advance for XP cost purposes.
Fighters who have missed a battle due to being in recovery have their recovery status cleared in step 1. Wrap Up of the post-battle sequence rather than step 5. Update Roster. This means they only miss one chance to make post-battle actions rather than two.
On the Ganger Advancement Table:
3-4 is +1 Wp or Int and adds 5 creds value.
8-9 is +1 WS or BS and adds 20 creds value.