84. Test of Faith
RAW ✔️ House of Faith, p112
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 tests the faith of its newest members.
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.
Both players use the Custom Selection (10) method to choose their crew.
Deployment
This scenario uses the standard rules for deployment as described in the Necromunda Rulebook.
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 either when only one gang has fighters remaining on the battlefield, when there are no Unworthy on the battlefield, or when the Unworthy have completed six trials.
Victory
If the Unworthy completed six trials, the attacker is the winner. Otherwise the defender is victorious.
Rewards
Experience
Each fighter who took part in the battle earns 1 XP.
Each Unworthy who completed at least one trial earns D3 XP.
Reputation
The victorious gang gains D3 Reputation.
If the Unworthy completed each of the six trials (i.e', all six of the listed trials, not just six trials in any combination), their gang gains an additional D3+1 Reputation.
If either gang bottled out, they lose 1 Reputation.
The Unworthy
At the start of the battle, the attacker chooses three of their fighters to be the Unworthy. These must be the three fighters in their crew with the lowest credit cost, and cannot be a Leader or Champion.
Trials of Faith
During the course of the battle the Unworthy must prove themselves. When an Unworthy completes one of the following trials, make a note; should the Unworthy (individually or as a group) complete six trials, the battle ends.
Note that each trial can be completed more than once and that, in many battles, some trials must be completed more than once in order to complete six trials. This is because in many battles some of the trials simply will not be possible. For example, not all enemy gangs will contain a Brute or a fighter with psychic powers. Should the Unworthy successfully complete all six of these trials, their gang earns an additional reward in the form of Reputation, as described previously:
- Perform a Coup De Grace (Simple) action against an enemy fighter.
- Recover from being Seriously Injured.
- Inflict a wound on an enemy Leader or Champion.
- Cause a Serious Injury against or take Out of Action an enemy fighter who has psychic powers.
- Cause a Seriously Injury against or take Out of Action an enemy Brute.
- Survive being on fire (i.e., survive whilst subject to the Blaze condition as a result of being hit by a weapon with the Blaze trait) for three consecutive rounds.