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63. Feast of the Fallen

RAW ✔️ House of Chains, p118

House Goliath Scenarios

The following scenarios are designed to encapsulate House Goliath's way of waging gang war. They cover some of the broad themes common to the Goliaths, such as the random brutality of a barehanded beating to the carnage of the Feast of the Fallen – House Goliath's own festival of violence. When a Goliath player has the option of choosing the scenario for their game they can, with the permission of the Arbitrator, choose one of the following scenarios. Where one player is the attacker and the other is the defender this will be detailed in the scenario.

Designer's Note: Beatdowns For All

While the scenarios presented here have been designed specifically for House Goliath gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang. Some of them also lend themselves well to multi-player scenarios – such as the Beatdown where multiple gangs might have found themselves in a tense stand-off, perhaps after randomly running into each other in a seedy drinking hole, and now must prove their might without things getting 'too' out of hand. Other scenarios, like the Feast of the Fallen, can also make for interesting Arbitrated games. Perhaps instead of having a random ganger become empowered by an ancestor, the ancestor driven ganger could be controlled by the Arbitrator with the gangs trying to take them down – or for added mayhem, why not have gangs face-off against all five ancestors at once!

Awaken the ancestors!

Battlefield

This scenario uses the Battlefield Set-up guidelines, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook.

Crews

This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook.

Both players use the Custom Selection (D3+7) method to choose their crew.

Deployment

This scenario uses the standard rules for deployment, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook.

Gods of the Underhive

Two gangs honour the hardest fighters to ever walk the underhive by attempting to beat one another to death. The gangs are inviting these legendary ancestors to empower them by offering up acts of violence, and when one does, it falls to their rivals to bring them down – for while becoming a god is glorious, killing one is even better!

Each time a fighter suffers a wound from a weapon with one or more of the following traits; Blast, Blaze, Gas, Toxin, Melee, Shock or Versatile, before rolling any Injury dice, check to see if they become empowered by one of their ancestors (while there might be something supernatural going on, it is just as likely the fighter is suffering from homicidal hysteria). Roll a D6. On a 4+, the fighter becomes empowered, and no further tests for empowerment are made during this battle. The fighter is immediately restored to their starting number of Wounds, and any additional effects from the wound they have just suffered are ignored. The nature of the empowering depends on the kind of wound inflicted:

  • If the wound was inflicted by a weapon with the Melee or Versatile traits, the fighter becomes the God of Blood. For the remainder of the battle, the fighter's unarmed attacks become Damage 5.
  • If the wound was inflicted by a weapon with the Blaze trait, they become the God of Fire. For the remainder of the battle, the fighter's unarmed attacks gain the Blaze trait, and they themselves ignore the effects of the Blaze trait.
  • If the wound was inflicted by a weapon with the Toxin or Gas traits, they become the God of Poison. For the remainder of the battle, the fighter's unarmed attacks gain the Toxin trait.
  • If the wound was inflicted by a weapon with the Shock trait, they become the God of Pain. For the remainder of the battle, the fighter's unarmed attacks gain the Shock and Versatile traits and they gain a Long range of 6".
  • If the wound was inflicted by a weapon with the Blast trait, they become the God of Fury. For the remainder of the battle, the fighter's unarmed attacks gain the Blast (3") trait, while the fighter ignores the effects of the Blast trait, either from their own attacks or those of other fighters.

In addition to the benefits above, the empowered fighter cannot be Pinned, ignores Flesh Wounds and counts Serious Injuries inflicted by ranged weapons (i.e., those without the Melee or Versatile traits) as Flesh Wounds.

It now falls to the gang with the empowered fighter to inflict as much damage as possible with them, while their rivals must try to kill the empowered fighter.

Gang Tactics

Each player may choose two gang tactics from those available to their gang. If, during the pre-battle sequence, the total credits value of fighters in one player's starting crew is less than their opponent's, they may randomly determine one additional gang tactic for each full 100 credits of difference.

Ending the Battle

The battle ends when only one gang has fighters remaining on the battlefield.

Victory

If the gang with the empowered fighter still has that fighter on the board at the end of the game they are the winner, otherwise their opponent is victorious.

Rewards

Experience

Each fighter who took part in the battle earns 1 XP.

A fighter who takes the empowered fighter Out of Action earns D3 XP.

If the empowered fighter is still on the board at the end of the game, they earn D3+1 XP.

Reputation

The victorious gang gains D3 Reputation.

If either gang bottled out, they lose 1 Reputation.