83. Righteous Crusade
RAW ✔️ House of Faith, p110
While the scenarios provided here have been designed for House Cawdor gangs, there is no reason that, with the permission of the Arbitrator, they might not be used for any gang.
Test of Faith lends itself well to multi-player games – where multiple gangs gather to test the strength of their newest members or even a gathering of Cawdor gangs fight each other to weed out the weakest believers among them. By contrast, Righteous Crusade can be used to represent any gang that has been charged with clearing out an area of the underhive, whether in the name of some unseen master, or perhaps in the employ of the Guilds, a criminal syndicate or some other underhive power.
A gang brings the fire of the Redemption to the underhive.
Battlefield
This scenario uses the Battlefield Set-up guidelines, as described in the Necromunda Rulebook.
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender. If one gang is a Cawdor gang and their opponent is not, then the Cawdor gang is the attacker.
Otherwise, the player whose gang has the lower rating is the attacker. If both gangs have the same rating, players roll off and the winner decides whether they will attack or defend.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook.
The attacker uses the Custom Selection (10) method to choose their crew. The defender uses the Random Selection (10) method to determine their crew.
Deployment
The defender deploys first, dividing the battlefield into four quarters and placing at least one fighter in each quarter (unless they have fewer than four fighters). The attacker then deploys their entire crew, each fighter within 2" of one of the battlefield edges, at least 6" from a defending fighter and (if possible) within 12" at least one other fighter from their crew.
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 or all four quarters of the battlefield have been claimed by the attacker.
VICTORY
The attacker wins if they have claimed all four quarters of the battlefield (see opposite). Otherwise the side with fighters remaining on the battlefield at the end of the battle is victorious.
Rewards
Credits
If the attacker claims all four quarters of the battlefield, they add 2D6x10 credits to their Stash.
If the defender has any fighters remaining on the battlefield at the end of the battle, they add D6x10 credits to their Stash.
Experience
Each fighter who took part in the battle earns 1 XP.
Each defending fighter still on the battlefield at the end of the battle earns 1 additional XP.
Reputation
If the defender is victorious, they gain D3 Reputation.
If the attacker is victorious, they gain D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
Cleansing The Underhive
The attacker is attempting to cleanse an area of the underhive and to drive out the faithless. To do this, they must chase them from the battlefield.
From the End phase of the third round onwards, the attacker can begin claiming quarters of the battlefield. In the End phase of the third round, and every round after, if the attacker has at least one Standing fighter within 2" of the centre point of a battlefield quarter, and if there are no defending fighters at all in that quarter (not even Seriously Injured fighters), the attacker may claim that quarter as their own.
Once a quarter has been claimed, defending fighters can no longer voluntarily enter it. Should a defending fighter find themselves within a quarter the attacker has claimed during the End phase, they are removed from the battlefield in the End phase (count them as having gone Out of Action).
The Final Quarter
Once three quarters have been claimed by the attacker, the attacker may claim the fourth quarter even if there are still enemy fighters within its boundaries. The attacker can claim the final quarter if they have at least one Standing fighter within 2" of the centre point of the final quarter and the defender has no fighters at all (not even Seriously Injured fighters) within 3" of the centre point of the final quarter.
Claiming the final quarter brings the battle to an end, though it does not cause defending fighters to go Out of Action.