62. Something to Prove
RAW ✔️ House of Chains, p116
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.
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!
A newly-minted gang must learn fast or die!
Battlefield
This scenario uses the Battlefield Set-up guidelines, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook.
Attacker and Defender
In this scenario, one gang is the attacker and the other is the defender. 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 (D3+7) method to choose their crew. The defender uses the Random Selection (D3+7) method to determine their crew.
Deployment
This scenario uses the standard rules for deployment, as described in the Battlefield Set-up & Scenarios section of the Necromunda Rulebook.
Giant Killers
The attacker is an underdog with something to prove, hoping to bloody the nose of a stronger gang and not get too smashed about in the process. With such a prize on the line, the gang is fighting even more recklessly than normal. To determine the effects of this extra motivation, work out the difference in rating between the two gangs (i.e., how much more the defender's gang is worth than the attacker's) and consult the Giant Killer table. All the effects on the Giant Killer table are cumulative.
Giant Killer Table
| Gang Rating Difference | Effect |
|---|---|
| 0-100 credits | The attacker's gang does not need to make Bottle tests. |
| 101-250 credits | The attacker's Leader can ignore the effects of Flesh Wounds. However, from the second round onwards one of their actions each activation must be a Shoot or Fight action. If they cannot take either of these actions, they can only take one action during their activation. |
| 251-500 credits | The attacker's fighters can re-roll one Injury dice when injuring enemy fighters. However, when making Recovery tests, the attacker's fighters must roll an extra Injury dice and choose an Out of Action result if one is rolled. |
| 500+ credits | The attacker's fighters automatically pass any Cool checks they are required to take. |
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
The side with fighters remaining on the board at the end of the game is the winner.
Rewards
Credits
The attacker adds D6x10 credits to their stash for each defender taken Out of Action.
The defender adds D3x10 credits to their stash for each of their fighters still on the battlefield at the end of the game.
Experience
Each fighter who took part in the battle earns 1 XP.
Each of the defender's fighters still on the battlefield at the end of the game earns 1 XP.
Reputation
If the attacker is victorious, they gain D3 Reputation.
If either gang bottled out, they lose 1 Reputation.