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:
- Lowest rating.
- 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.