I think I've got the basic scenarios sorted in my head now. The lower rep gang picks and there are basically three aims, creds, rep and holdings (territories/rackets), and two types of scenario (standard, raid with sentries). They can only pick a raid if their opponent has sufficiently more rep than them.
Standard creds - Loot chest grabbing Ć la Frostgrave. Lots of creds to grab.
Standard rep - Defiling gang relics. Potentially larger rep gain.
Standard holdings - Holding objective markers. Winner gets choice of two holdings, loser can get remaining holding if they do well enough.
Whoever picks the scenario chooses if it is played with a standard pick 10 for crews or escalating with reinforcements like the Border Dispute scenario.
Raid creds - Stealing creds
Raid rep - Ambush
Raid holdings - That one where you're trying to destroy an objective. Damage, destroy or steal a holding.
Feeling like I've got a really good underlying structure to this now. Just got to get it all written down.
Also reworked Loot Caskets. I've added a chance to take them with you when you flee to make it less 'winner takes all'.
Loot Caskets/Ammo Caches
On opening a Loot Casket roll a D6 (not modified for smashing)
1: Frag Trap
2: Becomes an Ammo Cache if opened by hacking, or a Frag Trap if opened by smashing.
3-4: Becomes an Ammo Cache
5-6: Immediately gain D3x5 creds
If a fighter uses a carry Loot Casket/Ammo Cache action to leave the table they may remove the Loot Casket/Ammo Cache from the table and secure it.
If an unengaged and not seriously injured fighter within 1ā of a Loot Casket/Ammo Cache leaves the table due to fleeing the battlefield they may attempt to take the Loot Casket/Ammo Cache with them by rolling a D6. On a 1-2 it is left on the table, on 3-4 it is removed from the table but lost, on a 5-6 it is removed from the table and secured by the fleeing fighter.
If one gang remains on the table at game end then if they have not bottled they secure all remaining Loot Caskets/Ammo Caches remaining on the table. If they have bottled they only secure those within 1ā of a friendly not seriously injured fighter.
A secured Ammo Cache or Loot Casket is worth D3x5 creds to the holder at the end of the scenario.