House Goliath
Source: House of Chains
Gang Composition
House Goliath follows the normal rules for Gang Composition.
Special Rules
Follow normal rules as other gangs with the following exceptions:
- Gene-smithing.
- Specialist Champion does not have Group Activation (1).
Fighters
Goliath Forge Tyrant (Leader)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 3+ | 3+ | 4 | 4 | 2 | 3+ | 3 | 5+ | 4+ | 8+ | 7+ |
Restrictions: None.
Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2).
Special Rules
Gang Leader: A House Goliath gang must always include a single fighter with this special rule:
- A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
- Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see ‘Death of a Leader’ ).
Gang Hierarchy (Leader): During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 12" of this fighter will automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.
Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Goliath fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’:
- The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
- Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.
Skills: When recruited, a Goliath Forge Tyrant may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value.
Skill Access
Equipment
A Goliath Forge Tyrant may purchase weapons and Wargear from the Goliath Forge Tyrant equipment list:
- During the course of a campaign, a Goliath Forge Tyrant may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
- A Goliath Forge Tyrant has no restrictions upon the types of weapon they can take; all weapon types are available.
Goliath Forge Tyrant Equipment List
Weapons
Item | Credits |
---|---|
BASIC WEAPONS | |
Boltgun | 55 |
Combat shotgun with salvo & shredder ammo | 60 |
Shotgun with solid & scatter ammo | 30 |
- Executioner ammo | +20 |
- Inferno ammo | +15 |
Stub cannon | 20 |
PISTOLS | |
Combi-pistol (bolt pistol/ hand flamer) | 110 |
Combi-pistol (bolt pistol/ plasma pistol) | 80 |
Combi-pistol (stub gun/ plasma pistol) | 40 |
Bolt pistol | 45 |
Hand flamer | 75 |
Stub gun | 5 |
- Dumdum rounds | +5 |
SPECIAL WEAPONS | |
Combi-weapon (bolter/flamer) | 175 |
Combi-weapon (bolter/ grenade launcher with frag grenades) | 80 |
Combi-weapon (bolter/melta) | 165 |
Combi-weapon (bolter/plasma gun) | 115 |
Flamer | 140 |
Grenade launcher with frag & krak grenades | 55 |
- Smoke grenades | +15 |
- Stun rounds | +15 |
Meltagun | 135 |
HEAVY WEAPONS | |
Heavy bolter* | 160 |
Heavy flamer* | 195 |
Heavy stubber* | 130 |
‘Krumper’ rivet cannon* | 70 |
Missile launcher (with frag & krak missiles)* | 165 |
Multi-melta* | 180 |
CLOSE COMBAT WEAPONS | |
Axe | 10 |
Brute cleaver | 20 |
Chainsword | 25 |
Chainaxe | 25 |
Fighting knife | 10 |
Maul (club) | 10 |
Power axe | 35 |
Power hammer | 45 |
‘Renderizer’ serrated axe* | 40 |
- Master-crafted | +10 |
Servo claw | 35 |
Spud-jacker | 15 |
- Master-crafted | +5 |
Two-handed axe | 25 |
Two-handed hammer* | 35 |
Wargear
Item | Credits |
---|---|
GRENADES | |
Blasting charges | 35 |
Frag grenades | 30 |
Krak grenades | 45 |
Smoke grenades | 15 |
Stun grenades | 25 |
ARMOUR | |
Carapace armour - Light | 80 |
Carapace armour - Heavy | 100 |
Furnace plates | 5 |
PERSONAL EQUIPMENT | |
Armoured undersuit | 25 |
Bio-booster | 35 |
Drop rig | 10 |
Filter plugs | 10 |
Photo-goggles | 35 |
Respirator | 15 |
Skinblade | 10 |
Stimm-slug stash | 25 |
WEAPON ACCESSORIES | |
Gunshroud (Basic Weapons and Pistols only) | 20 |
Suspensor (Heavy Weapons only) | 60 |
Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
STATUS ITEMS: EXOTIC BEASTS | |
0-1 Sumpkroc | 130 |
Source: House of Chains
Goliath Forge Boss (Champion)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 3+ | 4+ | 4 | 4 | 2 | 4+ | 2 | 6+ | 5+ | 8+ | 8+ |
Restrictions: None.
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1).
Special Rules
Gang Hierarchy (Champion): During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions.
Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.
Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Goliath fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’:
- The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
- Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.
Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.
Skills: When recruited, a Goliath Forge Boss may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value
Skill Access
Equipment
A Goliath Forge Boss may purchase weapons and Wargear from the Goliath Forge Boss equipment list:
- During the course of a campaign, a Goliath Forge Boss may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
- A Goliath Forge Boss has no restrictions upon the types of weapon they can take; all weapon types are available.
Goliath Forge Boss Equipment List
Weapons
Item | Credits |
---|---|
BASIC WEAPONS | |
Boltgun | 55 |
Combat shotgun with salvo & shredder ammo | 60 |
Shotgun with solid & scatter ammo | 30 |
Stub cannon | 20 |
PISTOLS | |
Combi-pistol (bolt pistol/ hand flamer) | 110 |
Combi-pistol (bolt pistol/ plasma pistol) | 80 |
Combi-pistol (stub gun/ plasma pistol) | 40 |
Bolt pistol | 45 |
Hand flamer | 75 |
Stub gun | 5 |
- Dumdum rounds | +5 |
SPECIAL WEAPONS | |
Combi-weapon (bolter/flamer) | 175 |
Combi-weapon (bolter/ grenade launcher with frag grenades) | 80 |
Combi-weapon (bolter/melta) | 165 |
Combi-weapon (bolter/plasma gun) | 115 |
Flamer | 140 |
Grenade launcher with frag & krak grenades | 55 |
- Smoke grenades | +15 |
- Stun rounds | +15 |
Meltagun | 135 |
HEAVY WEAPONS | |
Heavy bolter* | 160 |
Heavy flamer* | 195 |
Heavy stubber* | 130 |
‘Krumper’ rivet cannon* | 70 |
Missile launcher (with frag & krak missiles)* | 165 |
Multi-melta* | 180 |
CLOSE COMBAT WEAPONS | |
Axe | 10 |
Brute cleaver | 20 |
Chainsword | 25 |
Chainaxe | 25 |
Fighting knife | 10 |
Maul (club) | 10 |
Power axe | 35 |
Power hammer | 45 |
‘Renderizer’ serrated axe* | 40 |
- Master-crafted | +10 |
Servo claw | 35 |
Spud-jacker | 15 |
- Master-crafted | +5 |
Two-handed axe | 25 |
Two-handed hammer* | 35 |
Wargear
Item | Credits |
---|---|
GRENADES | |
Blasting charges | 35 |
Frag grenades | 30 |
Krak grenades | 45 |
Smoke grenades | 15 |
Stun grenades | 25 |
ARMOUR | |
Carapace armour - Light | 80 |
Furnace plates | 5 |
PERSONAL EQUIPMENT | |
Armoured undersuit | 25 |
Bio-booster | 35 |
Drop rig | 10 |
Filter plugs | 10 |
Photo-goggles | 35 |
Respirator | 15 |
Skinblade | 10 |
Stimm-slug stash | 25 |
WEAPON ACCESSORIES | |
Gunshroud (Basic Weapons and Pistols only) | 20 |
Suspensor (Heavy Weapons only) | 60 |
Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
STATUS ITEMS: EXOTIC BEASTS | |
0-1 Sumpkroc | 130 |
Stimmer (Specialist Champion)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 2+ | 4+ | 4 | 4 | 2 | 4+ | 3 | 8+ | 4+ | 7+ | 8+ |
Restrictions: Pistol, Heavy and Close Combat.
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Combat Chems Stash.
Special Rules
Gang Hierarchy (Champion): During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions.
Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.
Combat Chems Stash: Whenever this fighter is activated, it may choose to use Combat Chems. Until the End phase of this round this fighter gains an additional +D3 Attacks. However, if the dice roll is a natural 1, the fighter instead suffers a bad reaction and its Attacks characteristic is reduced to 1 until the End phase of this round.
Skills: When recruited, a Goliath Stimmer may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value.
Skill Access
Equipment
A Goliath Stimmer may purchase weapons and Wargear from the Goliath Stimmer equipment list:
- During the course of a campaign, a Goliath Stimmer may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
- A Goliath Stimmer may only be equipped with weapons chosen from this list, or from the Pistols, Heavy Weapons and Close Combat Weapons sections of the Trading Post or the Black Market.
Goliath Stimmer Equipment List
Weapons
Item | Credits |
---|---|
PISTOLS | |
Stub gun | 5 |
- Dumdum rounds | +5 |
HEAVY WEAPONS | |
Assault grenade launchers (twin-linked) with stun rounds & frag grenades* | 65 |
- Krak grenades | +30 |
- Smoke grenades | +20 |
CLOSE COMBAT WEAPONS | |
Fighting knife | 10 |
‘Pulverizer’ serrated axe | 30 |
- Master-crafted | +10 |
Paired ‘Pulverizers’* | 50 |
- Master-crafted | +10 |
‘Renderizer’ serrated axe* | 40 |
- Master-crafted | +10 |
Spud-jacker | 15 |
- Master-crafted | +5 |
Paired spud-jackers* | 25 |
- Master-crafted | +10 |
Wargear
Item | Credits |
---|---|
GRENADES | |
Frag grenades | 30 |
Incendiary charges | 40 |
Krak grenades | 45 |
Melta bombs | 60 |
Smoke grenades | 15 |
Stun grenades | 25 |
ARMOUR | |
Furnace plates | 5 |
PERSONAL EQUIPMENT | |
Armoured undersuit | 25 |
Bio-booster | 35 |
Drop rig | 10 |
Respirator | 15 |
Skinblade | 10 |
Stimm-slug stash | 25 |
STATUS ITEMS: EXOTIC BEASTS | |
0-1 Sumpkroc | 130 |
Goliath Forge-Born (Prospect)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 7+ | 9+ | 9+ |
Restrictions: Pistol, Special, Close Combat.
Special Rules: Gang Fighter (Prospect), Tools of the Trade, Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner.
Special Rules
Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.
Gang Fighter (Prospect): Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns.
Promotion (Goliath Forge Boss or Goliath Stimmer): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Goliath Forge Boss or a Goliath Stimmer as the controlling player wishes.
When a fighter is promoted in this way, they will from now on count as either a Goliath Forge Boss or a Goliath Stimmer for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner and Gang Fighter (Prospect) special rules and gain all the special rules associated with either a Goliath Forge Boss or a Goliath Stimmer, as appropriate.
Note that when a fighter is promoted in this way (especially when promoted to become a Stimmer!), an appropriate model should be used to represent their new category and type.
Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule.
Fast Learner: During campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.
Skill Access
Equipment
A Goliath Forge-born may purchase weapons and Wargear from the Goliath Forge-born equipment list:
- During the course of a campaign, a Goliath Forge-born may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
- A Goliath Forge-born may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading Post or the Black Market.
Goliath Forge-Born Equipment List
Weapons
Item | Credits |
---|---|
PISTOLS | |
Stub gun | 5 |
- Dumdum rounds | +5 |
SPECIAL WEAPONS | |
Storm-welder* | 75 |
CLOSE COMBAT WEAPONS | |
Fighting knife | 10 |
Heavy rock saw* | 120 |
Wargear
Item | Credits |
---|---|
GRENADES | |
Frag grenades | 30 |
Incendiary charges | 40 |
Krak grenades | 45 |
Smoke grenades | 15 |
ARMOUR | |
Furnace plates | 5 |
PERSONAL EQUIPMENT | |
Armoured undersuit | 25 |
Bio-booster | 35 |
Filter plugs | 10 |
Goliath Bruiser (Ganger)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 4+ | 4+ | 4 | 4 | 1 | 4+ | 1 | 8+ | 5+ | 9+ | 8+ |
Restrictions: Pistol, Basic, Close Combat.
Special Rules: Gang Fighter (Ganger), Promotion (Goliath Specialist), Tools of the Trade (Goliath Specialist only).
Special Rules
Gang Fighter (Ganger): Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns.
Promotion (Goliath Specialist): When the gang is founded, a single Goliath Bruiser can be promoted to become a Goliath Specialist. During Campaign play, additional Goliath Bruisers may become Goliath Specialists by spending Experience (XP), as described in the campaign rules. A Goliath Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills.
Tools of the Trade (Goliath Specialist only): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.
Skill Access
Equipment
Goliath Bruisers and Goliath Specialists may purchase weapons and Wargear from the Goliath Bruiser equipment list:
- During the course of a campaign, both Goliath Bruisers and Goliath Specialists may be given additional weapons purchased from this list.
- In addition, during a campaign both Goliath Bruisers and Goliath Specialists may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.
- A Goliath Bruiser may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list.
- Once promoted, a Goliath Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available.
Goliath Bruiser Equipment List
Weapons
Item | Credits |
---|---|
BASIC WEAPONS | |
Boltgun | 55 |
Combat shotgun with salvo & shredder ammo | 60 |
Shotgun with solid & scatter ammo | 30 |
Stub cannon | 20 |
PISTOLS | |
Bolt pistol | 45 |
Hand flamer | 75 |
Stub gun | 5 |
- Dumdum rounds | +5 |
SPECIAL WEAPONS | |
Flamer | 140 |
Grenade launcher with frag & krak grenades | 55 |
- Smoke grenades | +15 |
- Stun rounds | +15 |
Meltagun | 135 |
CLOSE COMBAT WEAPONS | |
Axe | 10 |
Brute cleaver | 20 |
Fighting knife | 10 |
Maul (club) | 10 |
Spud-jacker | 15 |
Two-handed axe* | 25 |
Two-handed hammer* | 35 |
Wargear
Item | Credits |
---|---|
GRENADES | |
Frag grenades | 30 |
Incendiary charges | 40 |
Krak grenades | 45 |
Smoke grenades | 15 |
ARMOUR | |
Furnace plates | 5 |
PERSONAL EQUIPMENT | |
Armoured undersuit | 25 |
Drop rig | 10 |
Filter plugs | 10 |
Photo-goggles | 35 |
Respirator | 15 |
Stimm-slug stash | 25 |
WEAPON ACCESSORIES | |
Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |
Goliath Bully (Juve)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 4+ | 5+ | 4 | 4 | 1 | 4+ | 1 | 9+ | 7+ | 9+ | 9+ |
Restrictions: Pistol and Close Combat.
Special Rules: Gang Fighter (Juve), Promotion (Goliath Specialist), Fast Learner.
Special Rules
Gang Fighter (Juve): Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.
Promotion (Goliath Specialist): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become a Goliath Specialist.
When a fighter is promoted in this way, they will from now on count as a Goliath Bruiser for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Goliath Specialist) and Fast Learner special rules and gain all the special rules associated with a Goliath Specialist.
Fast Learner: During campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.
Skill Access
Equipment
A Goliath Bully may purchase weapons and Wargear from the Goliath Bully equipment list:
- During the course of a campaign, a Goliath Bully may be given additional weapons purchased from this list.
- In addition, during a campaign a Goliath Bully may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.
Goliath Bully Equipment List
Weapons
Item | Credits |
---|---|
PISTOLS | |
Stub gun | 5 |
- Dumdum rounds | +5 |
CLOSE COMBAT WEAPONS | |
Axe | 10 |
Brute cleaver | 20 |
Fighting knife | 10 |
Spud-jacker | 15 |
Wargear
Item | Credits |
---|---|
GRENADES | |
Frag grenades | 30 |
Incendiary charges | 40 |
Krak grenades | 45 |
Smoke grenades | 15 |
ARMOUR | |
Furnace plates | 5 |
PERSONAL EQUIPMENT | |
Armoured undersuit | 25 |
Drop rig | 10 |
Filter plugs | 10 |
Stimm-slug stash | 25 |
0-1 'Zerker (Brute)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 3+ | 6+ | 6 | 5 | 3 | 5+ | 3 | 7+ | 6+ | 8+ | 10+ |
Skills: Impetuous (consolidate 4” instead of 2”).
Wargear: 2 x Open Fists.
Restrictions: 'Zerker Brute options.
Can roll a D6 when activated to modify the Attack characteristic (until the end of the round):
D6 | Outcome |
---|---|
1 | Attack = 1 |
2 | +1 Attack |
3-4 | +2 Attack |
5-6 | +3 Attack |
0-1 Sumpkroc (Exotic Beast)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 3+ | - | 4 | 4 | 2 | 6+ | 2 | 8+ | 68+ | 7+ | 11+ |
Wargear: Flensing knife (same as ferocious jaws), mesh armour (5+, same as: Scaly Hide 2).
Counter-charge
Once per round, if all conditions are true:
- Active.
- An enemy charges the owner.
After the enemy movement, interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Finally, the enemy can continue the Charge action and make the attacks as normal (if still Engaged).
Mauler (Vehicle)
M | Front | Side | Rear | W | Hnd | Sv |
---|---|---|---|---|---|---|
7” | 5 | 4 | 4 | 3 | 5+ | 5+ |
Type: Hybrid drive (wheeled & tracked).
Upgrade Slots: 2 Body, 1 Drive, 1 Engine.
Weapon Locomotion: 1 (Crew: Front).
Power Ram
Improve S, AP and D by 2 for vehicle impacts involving this vehicle's front arc.
Skill Access
Agility | Brawn | Combat | Driving | Ferocity | Leadership | Savant | Shooting | Muscle | |
---|---|---|---|---|---|---|---|---|---|
Leader | - | Primary | Secondary | - | Primary | Primary | - | Secondary | Secondary |
Champion (Specialist) | - | Secondary | Secondary | - | Primary | - | - | - | Primary |
Champion | - | Primary | Secondary | - | Primary | Secondary | - | Secondary | Secondary |
Ganger (Specialist) | - | Primary | Secondary | - | Primary | - | - | Secondary | - |
Juve (Specialist) | Secondary | - | Primary | - | - | - | - | Secondary | - |
Juve | Secondary | Secondary | - | - | Primary | - | - | - | - |
Brute (‘Zerker) | - | Primary | Secondary | - | Secondary | - | - | - | Primary |
Exotic Beast (Sumpkroc) | - | Primary | - | - | Secondary | - | - | - | - |
Crew (Road Thug) | - | - | - | Primary | - | Secondary | Secondary | Primary | - |
Vehicles
All vehicles in a Goliath gang add the following to their equipment lists:
Goliath Vehicle Equipment List
Weapons
Item | Credits |
---|---|
BASIC WEAPONS | |
Boltgun | 55 |
Stub cannon | 20 |
SPECIAL WEAPONS | |
Meltagun | 135 |
HEAVY WEAPONS | |
Heavy bolter | 160 |
‘Krumpa’ rivet cannon | 70 |
Missile launcher (with frag & krak missiles) | 165 |
Multi-melta | 180 |
Wargear
Item | Credits |
---|---|
WEAPON ACCESSORIES | |
Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |