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61. Something to Prove

A newly-minted gang must learn fast or die!

Source: House of Chains

Attacker & Defender

Tie-breaker for determining the attacker:

  1. Lowest rating.
  2. Roll-off (the winner can choose attacker/defender).

The other gang is the defender.

Battlefield

Standard.

Crews

  • Attacker: Custom (D3+7).
  • Defender: Random (D3+7).

Tactics Cards

  • Custom (2).
  • Underdog (starting crew cost): +1 random per 100 credits.

Deployment

Standard.

Giant Killers

The underdog got something to prove, hoping to bloody the nose of a stronger gang and not get too smashed about in the process.

The attacker receives bonuses depending on the difference in gang rating (all are cumulative):

0-100:

  • Does not need to make Bottle tests.

101-250:

  • The Leader can ignore the effects of Flesh Wounds.
  • From the second round and onwards, at least one action must be Shoot or Fight. If neither actions can be made, the Leader can only take a single action during the activation.

251-500:

  • Fighters can re-roll one Injury dice when injuring enemy fighters.
  • When making Recovery tests, the an extra Injury dice must be rolled, apply Out of Action if any dice rolled this result.

500+:

  • Automatically pass any Cool tests.

Ending the Battle

The battle ends when only one gang has fighters remaining.

Victory

The last remaining gang is the winner.

Rewards

Credits

  • +D6x10 to the attacker per defender taken Out of Action.
  • +D3x10 to the defender (if winning) per fighter still on the battlefield.

Experience

Scenario specific rewards:

  • +1 for taking part.
  • +1 to each defending (winning) fighter still on the battlefield.

Standard rewards:

  • +1 for taking an enemy Out of Action.
  • +1 for taking an enemy Leader or Champion Out of Action.
  • +1 for killing an enemy (during the battle).
  • +1 for Rallying.

Reputation

  • +D3 to the attacker for winning.
  • -1 to any gang that bottled out.
Alternative Variant

Can be played with any gangs, not just Goliath.