M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
4" | 3+ | 3+ | 4 | 4 | 2 | 3+ | 3 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
5+ | 4+ | 8+ | 7+ | 5 |
Armour: Armored undersuit, Furnace Plates
If a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, an armoured undersuit grants a save of 6+.
Furnace plates grant a 6+ save roll. This is increased to 5+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed prone and is Pinned. If it is not clear if the attacker is within the fighter’s arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 6+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 3+ - |
6 (S+2) |
2 | - | - |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
18" | 36" | 2+ +1 |
3+ - |
5 | 2 | -2 | 6+ |
When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle. If a Rapid Fire weapon scores more than one hit, he hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3’’ of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.
A Shoot action made with this weapon counts as a Double action as opposed to a Single action. In addition, a fighter who uses a weapon with both the Unwieldy and Melee traits in close combat cannot use a second weapon at the same time – this one requires both hands to use.
Wargear: Grapnel launcher, Suspensor, Gold-plated Gun, Uphive Raiments
An Active fighter with a grapnel launcher can make the following action:
Grapnel (Double) – The fighter can move up to 12’’ in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain. Editor’s Suggestion: This may also be used to move the fighter into base-to-base contact with another fighter, in which case they become Engaged, but do not immediately perform close combat attacks.
An Unwieldy ranged weapon fitted with suspensors is far more manoeuvrable. Firing it becomes a Basic action rather than a Double action.
Any weapon can be gold-plated. A fighter with a gold-plated gun adds +1 to their Leadership characteristic. Additionally, once per game, the fighter may re-roll a failed Ammo check.
If this fighter is not In Recovery during the post-battle sequence, their gang gains an extra D3x10 credits during the Collect Income step.
Skills: Disarm, Nerves of Steel
Any weapons with the Melee trait used by the fighter also gain the Disarm Trait (see page 116). If a weapon already has this Trait, then the target will be disarmed on a natural roll of 5 or 6, rather than the usual 6.
When the fighter is hit by a ranged attack, make a Cool check for them. If it is passed, they may choose not to be Pinned.
Rules: Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2)
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 automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play, this fighter may perform post-battle actions.
This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple fighter sets.
When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready 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 the fighter 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.
stdClass Object ( [ganger_id] => 1343515 [label_id] => [name] => Sam Phoenix [type] => Forge Tyrant [m] => 4 [ws] => 3 [bs] => 3 [s] => 4 [t] => 4 [w] => 2 [i] => 3 [a] => 3 [ld] => 5 [cl] => 4 [wil] => 8 [int] => 7 [cost] => 555 [xp] => 5 [kills] => 2 [advance_count] => 1 [equipment] => Array ( [0] => stdClass Object ( [name] => Armored undersuit [qty] => 1 ) [1] => stdClass Object ( [name] => Grapnel launcher [qty] => 1 ) [2] => stdClass Object ( [name] => Suspensor [qty] => 1 ) [3] => stdClass Object ( [name] => Furnace Plates [qty] => 1 ) [4] => stdClass Object ( [name] => Servo-Claw [qty] => 1 ) [5] => stdClass Object ( [name] => Heavy Bolter* [qty] => 1 ) [6] => stdClass Object ( [name] => Gold-plated Gun [qty] => 1 ) [7] => stdClass Object ( [name] => Uphive Raiments [qty] => 1 ) ) [skills] => Array ( [0] => Disarm [1] => Nerves of Steel ) [injuries] => Array ( [0] => Spinal Injury [1] => Out Cold [2] => Grievous Injury [3] => Critical Injury [4] => Humiliated ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/62/62286-f845e1ed9ea2ee094efb73839b0412a6.jpg?1626547607 [status] => Alive [notes] => [datetime_added] => 2021-07-17 2:45:08 [datetime_updated] => 2022-04-29 21:38:10 [armour] => Array ( [0] => Armored undersuit [1] => Furnace Plates ) [wargear] => Array ( [0] => Grapnel launcher [1] => Suspensor [2] => Gold-plated Gun [3] => Uphive Raiments ) [weapons] => Array ( [Servo-Claw] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 3+
- [str] => 6
(S+2) [d] => 2 [ap] => - [am] => - [traits] => Array ( [0] => Melee ) [qty] => 1 [slug] => servo_claw ) [Heavy Bolter*] => stdClass Object ( [rs] => 18" [rl] => 36" [as] => 2+
+1 [al] => 3+
- [str] => 5 [d] => 2 [ap] => -2 [am] => 6+ [traits] => Array ( [0] => Rapid Fire(2) [1] => Unwieldy ) [qty] => 1 [slug] => heavy_bolter ) ) [rules] => Array ( [0] => Gang Hierarchy (Leader) [1] => Tools of the Trade [2] => Group Activation (2) ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
4" | 2+ | 4+ | 4 | 4 | 2 | 3+ | 3 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 4+ | 7+ | 8+ | 3 |
Armour: Armored undersuit, Furnace Plates
If a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, an armoured undersuit grants a save of 6+.
Furnace plates grant a 6+ save roll. This is increased to 5+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed prone and is Pinned. If it is not clear if the attacker is within the fighter’s arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 6+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 2+ - |
5 (S+1) |
1 | -1 | - |
This weapon can be used during close combat attacks
A fighter that is armed with Paired weapons counts as being armed with dual weapons with the Melee trait for the purposes of calculating the number of Attack dice they will roll. Additionally, when making a Charge (Double) action, their Attacks characteristic is doubled.
After making an Injury roll for an attack made by this weapon, the attacking player can roll a D6. If the result is equal to or higher than the target's Toughness, or is a natural 6, they can change one Injury dice from a Flesh Wound result to a Serious Injury result.
Wargear: Stimm-slug stash
Once per game, a fighter with a stimm-slug stash can use it at the start of their turn, when they are chosen to make an action. Immediately discard one Flesh Wound from the fighter’s card, if any are present. Until the end of the round, the fighter’s Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase, roll a D6. On a 1, the stimm overload is too much – roll an Injury dice and apply the result to the fighter.
Skills: Nerves of Steel
When the fighter is hit by a ranged attack, make a Cool check for them. If it is passed, they may choose not to be Pinned.
Rules: Gang Hierarchy (Champion), Tools of the Trade, Combat Chem Stash, Baseline Goliath
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 automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play, this fighter may perform post-battle actions.
This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple fighter sets.
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 (Editor’s Suggestion: 1 on a D6, rather than the 2 rounded down to 1), the fighter instead suffers a bad reaction and its Attacks characteristic is reduced to 1 until the End phase of this round.
Even without the genetic manipulation common with the clans, a Goliath is an impressive specimen. Vatborn fighters represent the baseline of the Goliath genetic line, and have no specific benefits or drawbacks.
Genesmithing: Vatborn, Dermal Hardening, Overdeveloped Musculature
Vatborn fighters make up the vast majority of Goliath gangs, and have all the usual gifts and drawbacks of their kind. They are, however, the most mutable of their clan, and have available to them a wide variety of options for genetic tampering, many having been grown for particular environments or purposes. Vatborn fighters have the Baseline Goliath special rule
When added to the gang, Vatborn fighters can choose from any of the Gene-smithed upgrades below, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost. These represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath list.
The fighter’s skin is far thicker than normal, akin to a coating of ballistic cloth wrapped around their entire body. Increase this fighter’s Toughness by 1.
Massive slab-like muscles cocoon this fighter, and even their muscles have muscles! All this extra bulk does, however, mean they are slow, even by the standards of their kind. Increase this fighter’s Strength by 1, but reduce their Initiative by 1.
stdClass Object ( [ganger_id] => 1560064 [label_id] => [name] => Baleog [type] => Stimmer [m] => 4 [ws] => 2 [bs] => 4 [s] => 4 [t] => 4 [w] => 2 [i] => 3 [a] => 3 [ld] => 8 [cl] => 4 [wil] => 7 [int] => 8 [cost] => 245 [xp] => 3 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Armored undersuit [qty] => 1 ) [1] => stdClass Object ( [name] => Stimm-slug stash [qty] => 1 ) [2] => stdClass Object ( [name] => Furnace Plates [qty] => 1 ) [3] => stdClass Object ( [name] => Paired Pulverizers [qty] => 1 ) [4] => stdClass Object ( [name] => Vatborn [qty] => 1 ) [5] => stdClass Object ( [name] => Dermal Hardening [qty] => 1 ) [6] => stdClass Object ( [name] => Overdeveloped Musculature [qty] => 1 ) ) [skills] => Array ( [0] => Nerves of Steel ) [injuries] => Array ( [0] => Grievous Injury ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/70/70869-33a774a644f1439031da5de539781941.jpg?1644581191 [status] => Alive [notes] => Z dodatkowych credsów [datetime_added] => 2021-11-20 6:24:24 [datetime_updated] => 2022-04-29 21:43:58 [armour] => Array ( [0] => Armored undersuit [1] => Furnace Plates ) [wargear] => Array ( [0] => Stimm-slug stash ) [weapons] => Array ( [Paired Pulverizers] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 2+
- [str] => 5
(S+1) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Paired [2] => Pulverise ) [qty] => 1 [slug] => paired_pulverizers ) ) [rules] => Array ( [0] => Gang Hierarchy (Champion) [1] => Tools of the Trade [2] => Combat Chem Stash [3] => Baseline Goliath ) [genesmithing] => Array ( [0] => Vatborn [1] => Dermal Hardening [2] => Overdeveloped Musculature ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
7+ | 7+ | 8+ | 7+ | 0 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 2+ +2 |
4+ - |
3 | 1 | - | 4+ |
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.
Skills: Fixer
In the Receive Rewards step of the post-battle sequence, as long as the fighter is not Captured or In Recovery, their gang earns an additional D3x10 credits. Note that they do not need to have taken part in the battle to gain this bonus.
stdClass Object ( [ganger_id] => 1486124 [label_id] => [name] => Jax [type] => Chem Dealer [m] => 5 [ws] => 4 [bs] => 4 [s] => 3 [t] => 3 [w] => 1 [i] => 4 [a] => 1 [ld] => 7 [cl] => 7 [wil] => 8 [int] => 7 [cost] => 25 [xp] => 0 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) ) [skills] => Array ( [0] => Fixer ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-10-10 8:13:19 [datetime_updated] => 2022-02-11 12:14:20 [armour] => Array ( ) [wargear] => Array ( ) [weapons] => Array ( [Stub Gun] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 2+
+2 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
9+ | 8+ | 7+ | 5+ | 0 |
Wargear: Medicae Kit
When a fighter with a Medicae kit assists a friendly fighter’s Recovery test, roll an extra injury dice then choose one to discard.
Skills: Medicae
When this fighter assists a friendly fighter who is making a Recovery test, re-roll any Out of Action results. If the result of a re-rolled dice is also Out of Action, the result stands.
stdClass Object ( [ganger_id] => 1657651 [label_id] => [name] => Mei [type] => Rogue Doc [m] => 5 [ws] => 5 [bs] => 5 [s] => 2 [t] => 3 [w] => 1 [i] => 4 [a] => 1 [ld] => 9 [cl] => 8 [wil] => 7 [int] => 5 [cost] => 50 [xp] => 0 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Medicae Kit [qty] => 1 ) ) [skills] => Array ( [0] => Medicae ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2022-01-15 12:39:14 [datetime_updated] => 2022-02-11 12:13:48 [armour] => Array ( ) [wargear] => Array ( [0] => Medicae Kit ) [weapons] => Array ( ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
4" | 4+ | 5+ | 4 | 4 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
9+ | 7+ | 9+ | 9+ | 2 |
Armour: Furnace Plates
Furnace plates grant a 6+ save roll. This is increased to 5+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed prone and is Pinned. If it is not clear if the attacker is within the fighter’s arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 6+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 3+ +2 |
5+ - |
3 | 1 | - | 4+ |
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.
Rules: Gang Fighter (Juve), Promotion (Juve to Goliath Specialist), Fast Learner
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.
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 an Goliath Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change but they will lost the Gang Fighter (Juve), Promotion (Goliath Specialist) and Fast Learner special rules and gain all the Special Rules associated with a Goliath Specialist.
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 already has been Improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP shown each time.
stdClass Object ( [ganger_id] => 1765996 [label_id] => [name] => Njal [type] => Bully [m] => 4 [ws] => 4 [bs] => 5 [s] => 4 [t] => 4 [w] => 1 [i] => 4 [a] => 1 [ld] => 9 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 45 [xp] => 2 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) [1] => stdClass Object ( [name] => Furnace Plates [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( [0] => Out Cold [1] => Out Cold ) [image] => [status] => Alive [notes] => [datetime_added] => 2022-03-11 3:29:28 [datetime_updated] => 2022-04-29 21:45:53 [armour] => Array ( [0] => Furnace Plates ) [wargear] => Array ( ) [weapons] => Array ( [Stub Gun] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 3+
+2 [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) ) [rules] => Array ( [0] => Gang Fighter (Juve) [1] => Promotion (Juve to Goliath Specialist) [2] => Fast Learner ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
4" | 3+ | 4+ | 4 | 4 | 2 | 4+ | 2 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
6+ | 5+ | 8+ | 8+ | 3 |
Armour: Furnace Plates
Furnace plates grant a 6+ save roll. This is increased to 5+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed prone and is Pinned. If it is not clear if the attacker is within the fighter’s arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 6+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 12" (S*3) |
- | 4+ - |
- | - | - | 4+ |
Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.
Smoke weapons do not cause hits on fighters – they do not cause Pinning and cannot inflict Wounds. Instead, mark the location where they hit with a counter. They generate an area of dense smoke, which extends 2.5’’ out from the centre of the counter; a 5’’ Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the counter is removed.
The weapon uses a Blast marker. As describe page 40
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 2+ +1 |
5 (S+1) |
1 | -1 | - |
If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks during that combat – they make unarmed attacks instead.
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
If the roll to wound with a Rending weapon is a natural 6 the attack causes 1 extra point of damage.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
3" | 9" | 2+ +2 |
4+ - |
7 | 2 | -4 | 6+ |
If an attack made by this weapon hits and wounds the target, and the save roll is unsuccessful (or no save roll is made), the projectile continues through them and might hit another fighter! Trace a straight line from the target, directly away from the attacker. If there are any fighters within 1" of this line, and within the weapon's Long Range, the one that is closest to the target is at risk of being hit. Roll a D6 – on a 3 or more, resolve the weapon’s attack against that fighter, subtracting 1 from the Strength. The projectile can continue through multiple fighters in this way, but if the Strength is reduced to 0, it cannot hit any more fighters.
Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.
A Shoot action made with this weapon counts as a Double action as opposed to a Single action. In addition, a fighter who uses a weapon with both the Unwieldy and Melee traits in close combat cannot use a second weapon at the same time – this one requires both hands to use.
Wargear: Suspensor, Gold-plated Gun, Opulent Jewellery, Uphive Raiments
An Unwieldy ranged weapon fitted with suspensors is far more manoeuvrable. Firing it becomes a Basic action rather than a Double action.
Any weapon can be gold-plated. A fighter with a gold-plated gun adds +1 to their Leadership characteristic. Additionally, once per game, the fighter may re-roll a failed Ammo check.
If this fighter is not In Recovery during the post-battle sequence, their gang gains an extra D3x10 credits during the Collect Income step.
Skills: Nerves of Steel, True Grit
When the fighter is hit by a ranged attack, make a Cool check for them. If it is passed, they may choose not to be Pinned.
When making an Injury roll for the fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1, roll two dice – the player controlling the fighter with True Grit, can then choose one dice to discard before the effects of the other are resolved
Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1)
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 automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play, this fighter may perform post-battle actions.
This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple fighter sets.
When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready 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 the fighter 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.
stdClass Object ( [ganger_id] => 1343527 [label_id] => [name] => Mad Dog [type] => Forge Boss [m] => 4 [ws] => 3 [bs] => 4 [s] => 4 [t] => 4 [w] => 2 [i] => 4 [a] => 2 [ld] => 6 [cl] => 5 [wil] => 8 [int] => 8 [cost] => 495 [xp] => 3 [kills] => 1 [advance_count] => 1 [equipment] => Array ( [0] => stdClass Object ( [name] => Suspensor [qty] => 1 ) [1] => stdClass Object ( [name] => Furnace Plates [qty] => 1 ) [2] => stdClass Object ( [name] => Smoke Grenade [qty] => 1 ) [3] => stdClass Object ( [name] => Chainaxe [qty] => 1 ) [4] => stdClass Object ( [name] => Gold-plated Gun [qty] => 1 ) [5] => stdClass Object ( [name] => Opulent Jewellery [qty] => 1 ) [6] => stdClass Object ( [name] => Uphive Raiments [qty] => 1 ) [7] => stdClass Object ( [name] => Demiurg Energy Drill [qty] => 1 ) ) [skills] => Array ( [0] => Nerves of Steel [1] => True Grit ) [injuries] => Array ( [0] => Grievous Injury [1] => Grievous Injury [2] => Head Injury ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/70/70875-37102c520e4663e8f92877b572c5a6a3.jpg?1644581217 [status] => Recovery [notes] => [datetime_added] => 2021-07-17 2:46:22 [datetime_updated] => 2022-04-29 21:46:45 [armour] => Array ( [0] => Furnace Plates ) [wargear] => Array ( [0] => Suspensor [1] => Gold-plated Gun [2] => Opulent Jewellery [3] => Uphive Raiments ) [weapons] => Array ( [Smoke Grenade] => stdClass Object ( [rs] => - [rl] => 12"
(S*3) [as] => - [al] => 4+
- [str] => - [d] => - [ap] => - [am] => 4+ [traits] => Array ( [0] => Grenade [1] => Smoke [2] => Blast(*) ) [qty] => 1 [slug] => smoke_grenade ) [Chainaxe] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 2+
+1 [str] => 5
(S+1) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Disarm [1] => Melee [2] => Parry [3] => Rending ) [qty] => 1 [slug] => chainaxe ) [Demiurg Energy Drill] => stdClass Object ( [rs] => 3" [rl] => 9" [as] => 2+
+2 [al] => 4+
- [str] => 7 [d] => 2 [ap] => -4 [am] => 6+ [traits] => Array ( [0] => Impale [1] => Scarce [2] => Unwieldy ) [qty] => 1 [slug] => demiurg_energy_drill ) ) [rules] => Array ( [0] => Gang Hierarchy (Champion) [1] => Tools of the Trade [2] => Group Activation (1) ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 3+ | 4+ | 4 | 4 | 2 | 4+ | 2 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
6+ | 5+ | 8+ | 8+ | 5 |
Armour: Furnace Plates
Furnace plates grant a 6+ save roll. This is increased to 5+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed prone and is Pinned. If it is not clear if the attacker is within the fighter’s arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 6+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 2+ +2 |
4+ - |
5 | 2 | -1 | 5+ |
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack. Due to the compact nature of the weapons, they often have less capacity for ammunition, and are prone to jams and other minor issues. When making an Ammo check for either of the weapons, roll twice and apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of the combi-weapon are tracked separately – if one profile runs Out of Ammo, the other can still fire unless it has also run Out of Ammo.
Ammunition is hard to come by for Scarce weapons, and as such they cannot be reloaded – once they run Out of Ammo, they cannot be used again during the battle.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 2+ +2 |
4+ - |
3 | 1 | - | 4+ |
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
A combi-weapon has two profiles. When it is fired, pick one of the two profiles and use it for the attack. Due to the compact nature of the weapons, they often have less capacity for ammunition, and are prone to jams and other minor issues. When making an Ammo check for either of the weapons, roll twice and apply the worst result. However, unlike most weapons that have two profiles, ammo for the two parts of the combi-weapon are tracked separately – if one profile runs Out of Ammo, the other can still fire unless it has also run Out of Ammo.
Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 12" (S*3) |
- | 4+ - |
- | - | - | 4+ |
Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.
Smoke weapons do not cause hits on fighters – they do not cause Pinning and cannot inflict Wounds. Instead, mark the location where they hit with a counter. They generate an area of dense smoke, which extends 2.5’’ out from the centre of the counter; a 5’’ Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the counter is removed.
The weapon uses a Blast marker. As describe page 40
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 2+ +1 |
5 (S+1) |
1 | -1 | - |
If the hit roll for an attack made with a Disarm weapon is a natural 6, the target cannot use any weapons when making Reaction attacks during that combat – they make unarmed attacks instead.
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
If the roll to wound with a Rending weapon is a natural 6 the attack causes 1 extra point of damage.
Wargear: Stimm-slug stash
Once per game, a fighter with a stimm-slug stash can use it at the start of their turn, when they are chosen to make an action. Immediately discard one Flesh Wound from the fighter’s card, if any are present. Until the end of the round, the fighter’s Move, Strength and Toughness characteristics are each increased by 2. At the start of the End phase, roll a D6. On a 1, the stimm overload is too much – roll an Injury dice and apply the result to the fighter.
Skills: Crushing Blow, Nerves of Steel
Before rolling to hit for the fighter's close combat attacks, the controlling player can nominate one dice to make a Crushing Blow. This cannot be a dice that is rolling for a weapon with the Sidearm trait. If that dice hits, the attack’s Strength and Damage are each increased by one.
When the fighter is hit by a ranged attack, make a Cool check for them. If it is passed, they may choose not to be Pinned.
Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1)
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 automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play, this fighter may perform post-battle actions.
This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple fighter sets.
When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready 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 the fighter 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.
stdClass Object ( [ganger_id] => 1343569 [label_id] => [name] => Lazy Eye [type] => Forge Boss [m] => 5 [ws] => 3 [bs] => 4 [s] => 4 [t] => 4 [w] => 2 [i] => 4 [a] => 2 [ld] => 6 [cl] => 5 [wil] => 8 [int] => 8 [cost] => 240 [xp] => 5 [kills] => 4 [advance_count] => 2 [equipment] => Array ( [0] => stdClass Object ( [name] => Combi-Pistol (Stub/Plasma) [qty] => 1 ) [1] => stdClass Object ( [name] => Stimm-slug stash [qty] => 1 ) [2] => stdClass Object ( [name] => Furnace Plates [qty] => 1 ) [3] => stdClass Object ( [name] => Smoke Grenade [qty] => 1 ) [4] => stdClass Object ( [name] => Chainaxe [qty] => 1 ) ) [skills] => Array ( [0] => Crushing Blow [1] => Nerves of Steel ) [injuries] => Array ( [0] => Out Cold [1] => Grievous Injury [2] => Out Cold [3] => Eye Injury [4] => Grievous Injury [5] => Grievous Injury ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/70/70872-83a9e7f2bdc209b9abca3de4a59eea31.jpg?1644581204 [status] => Recovery [notes] => [datetime_added] => 2021-07-17 2:58:26 [datetime_updated] => 2022-04-29 21:45:29 [armour] => Array ( [0] => Furnace Plates ) [wargear] => Array ( [0] => Stimm-slug stash ) [weapons] => Array ( [Combi-Pistol - Plasma Pistol] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 2+
+2 [al] => 4+
- [str] => 5 [d] => 2 [ap] => -1 [am] => 5+ [traits] => Array ( [0] => Sidearm [1] => Combi [2] => Scarce ) [qty] => 1 [slug] => combi_pistol___plasma_pistol ) [Combi-Pistol - Stub Gun] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 2+
+2 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Combi [2] => Plentiful ) [qty] => 1 [slug] => combi_pistol___stub_gun ) [Smoke Grenade] => stdClass Object ( [rs] => - [rl] => 12"
(S*3) [as] => - [al] => 4+
- [str] => - [d] => - [ap] => - [am] => 4+ [traits] => Array ( [0] => Grenade [1] => Smoke [2] => Blast(*) ) [qty] => 1 [slug] => smoke_grenade ) [Chainaxe] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 2+
+1 [str] => 5
(S+1) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Disarm [1] => Melee [2] => Parry [3] => Rending ) [qty] => 1 [slug] => chainaxe ) ) [rules] => Array ( [0] => Gang Hierarchy (Champion) [1] => Tools of the Trade [2] => Group Activation (1) ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
4" | 4+ | 4+ | 4 | 5 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 5+ | 9+ | 7+ | 3 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 4+ - |
5 (S+1) |
1 | - | - |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
4" | 12" | 3+ +1 |
4+ - |
4 | 2 | - | 4+ |
If the hit roll for a weapon with the Knockback trait is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking fighter. If the fighter cannot be moved the full 1" because of impassable terrain or another fighter, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter's base crosses the edge of a platform, make an Initiative check. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform
When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle. If a Rapid Fire weapon scores more than one hit, he hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3’’ of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | T | - | 4+ - |
2 | 1 | - | 4+ |
When a target is hit by a scattershot attack, make D6 wounds roll instead of 1.
Template weapons use the Flame template to determine how many targets they hit. See page 14.
Wargear: Combat Shotgun-Firestorm Ammo
Rules: Gang Fighter (Ganger), Promotion (Ganger to Goliath Specialist)
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.
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.
stdClass Object ( [ganger_id] => 1343528 [label_id] => [name] => Logan [type] => Bruiser [m] => 4 [ws] => 4 [bs] => 4 [s] => 4 [t] => 5 [w] => 1 [i] => 4 [a] => 1 [ld] => 8 [cl] => 5 [wil] => 9 [int] => 7 [cost] => 190 [xp] => 3 [kills] => 0 [advance_count] => 2 [equipment] => Array ( [0] => stdClass Object ( [name] => Axe [qty] => 1 ) [1] => stdClass Object ( [name] => Combat Shotgun-w/Salvo+Shredder [qty] => 1 ) [2] => stdClass Object ( [name] => Combat Shotgun-Firestorm Ammo [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( [0] => Hand Injury [1] => Out Cold [2] => Grievous Injury [3] => Grievous Injury ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/70/70873-ef69fe040671304b34ae777d9f3c43b4.jpg?1644581208 [status] => Recovery [notes] => [datetime_added] => 2021-07-17 2:46:50 [datetime_updated] => 2022-04-29 21:44:17 [armour] => Array ( ) [wargear] => Array ( [0] => Combat Shotgun-Firestorm Ammo ) [weapons] => Array ( [Axe] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 4+
- [str] => 5
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Disarm ) [qty] => 1 [slug] => axe ) [Combat Shotgun - Salvo] => stdClass Object ( [rs] => 4" [rl] => 12" [as] => 3+
+1 [al] => 4+
- [str] => 4 [d] => 2 [ap] => - [am] => 4+ [traits] => Array ( [0] => Knockback [1] => Rapid Fire(1) ) [qty] => 1 [slug] => combat_shotgun___salvo ) [Combat Shotgun - Shredder] => stdClass Object ( [rs] => - [rl] => T [as] => - [al] => 4+
- [str] => 2 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Scattershot [1] => Template ) [qty] => 1 [slug] => combat_shotgun___shredder ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Promotion (Ganger to Goliath Specialist) ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 5+ | 4 | 4 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
9+ | 7+ | 9+ | 9+ | 6 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 4+ - |
5 (S+1) |
1 | - | - |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 3+ +2 |
5+ - |
3 | 1 | - | 4+ |
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.
Rules: Gang Fighter (Juve), Promotion (Juve to Goliath Specialist), Fast Learner
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.
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 an Goliath Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change but they will lost the Gang Fighter (Juve), Promotion (Goliath Specialist) and Fast Learner special rules and gain all the Special Rules associated with a Goliath Specialist.
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 already has been Improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP shown each time.
stdClass Object ( [ganger_id] => 1343536 [label_id] => [name] => Blaze [type] => Bully [m] => 5 [ws] => 4 [bs] => 5 [s] => 4 [t] => 4 [w] => 1 [i] => 4 [a] => 1 [ld] => 9 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 60 [xp] => 6 [kills] => 1 [advance_count] => 1 [equipment] => Array ( [0] => stdClass Object ( [name] => Axe [qty] => 1 ) [1] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( [0] => Grievous Injury [1] => Grievous Injury ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/70/70870-67b1bdea113694d72a799346cb2576a7.jpg?1644581196 [status] => Recovery [notes] => [datetime_added] => 2021-07-17 2:47:28 [datetime_updated] => 2022-04-29 21:44:38 [armour] => Array ( ) [wargear] => Array ( ) [weapons] => Array ( [Axe] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 4+
- [str] => 5
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Disarm ) [qty] => 1 [slug] => axe ) [Stub Gun] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 3+
+2 [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) ) [rules] => Array ( [0] => Gang Fighter (Juve) [1] => Promotion (Juve to Goliath Specialist) [2] => Fast Learner ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
4" | 3+ | 4+ | 4 | 4 | 2 | 4+ | 2 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
6+ | 5+ | 8+ | 8+ | 3 |
Armour: Furnace Plates
Furnace plates grant a 6+ save roll. This is increased to 5+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed prone and is Pinned. If it is not clear if the attacker is within the fighter’s arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 6+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 2+ +1 |
4 (S) |
1 | -1 | - |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 24" | 5+ -1 |
4+ - |
3 | 1 | - | 6+ |
The weapon uses a Blast marker. As describe page 40
If the hit roll for a weapon with the Knockback trait is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking fighter. If the fighter cannot be moved the full 1" because of impassable terrain or another fighter, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter's base crosses the edge of a platform, make an Initiative check. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 24" | 5+ -1 |
4+ - |
6 | 2 | -2 | 6+ |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 24" | 5+ -1 |
4+ - |
- | - | - | 4+ |
Smoke weapons do not cause hits on fighters – they do not cause Pinning and cannot inflict Wounds. Instead, mark the location where they hit with a counter. They generate an area of dense smoke, which extends 2.5’’ out from the centre of the counter; a 5’’ Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the counter is removed.
The weapon uses a Blast marker. As describe page 40
Skills: Fearsome
If an enemy wishes to make a Charge (Double) action that would result in them making one or more close combat attacks against this fighter, they must make a Willpower check before moving. If the check is failed, they cannot move and their activation ends immediately
Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1)
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 automatically pass their Cool check and will not flee the battlefield.
Additionally, during Campaign play, this fighter may perform post-battle actions.
This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple fighter sets.
When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready 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 the fighter 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.
stdClass Object ( [ganger_id] => 1658765 [label_id] => [name] => Baar [type] => Forge Boss [m] => 4 [ws] => 3 [bs] => 4 [s] => 4 [t] => 4 [w] => 2 [i] => 4 [a] => 2 [ld] => 6 [cl] => 5 [wil] => 8 [int] => 8 [cost] => 195 [xp] => 3 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Brute Cleaver [qty] => 1 ) [1] => stdClass Object ( [name] => Grenade Launcher w/Frag+Krak [qty] => 1 ) [2] => stdClass Object ( [name] => Grenade Launcher-Smoke Ammo [qty] => 1 ) [3] => stdClass Object ( [name] => Furnace Plates [qty] => 1 ) ) [skills] => Array ( [0] => Fearsome ) [injuries] => Array ( [0] => Eye Injury ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/70/70868-1cf3b67aaa39d5c8e66816e2c66a9a45.jpg?1644581186 [status] => Recovery [notes] => [datetime_added] => 2022-01-15 9:40:41 [datetime_updated] => 2022-04-29 21:45:10 [armour] => Array ( [0] => Furnace Plates ) [wargear] => Array ( ) [weapons] => Array ( [Brute Cleaver] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 2+
+1 [str] => 4
(S) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Disarm ) [qty] => 1 [slug] => brute_cleaver ) [Grenade Launcher - Frag] => stdClass Object ( [rs] => 6" [rl] => 24" [as] => 5+
-1 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 6+ [traits] => Array ( [0] => Blast(3) [1] => Knockback ) [qty] => 1 [slug] => grenade_launcher___frag ) [Grenade Launcher - Krak] => stdClass Object ( [rs] => 6" [rl] => 24" [as] => 5+
-1 [al] => 4+
- [str] => 6 [d] => 2 [ap] => -2 [am] => 6+ [traits] => Array ( ) [qty] => 1 [slug] => grenade_launcher___krak ) [Grenade Launcher-Smoke Ammo] => stdClass Object ( [rs] => 6" [rl] => 24" [as] => 5+
-1 [al] => 4+
- [str] => - [d] => - [ap] => - [am] => 4+ [traits] => Array ( [0] => Smoke [1] => Blast(*) ) [qty] => 1 [slug] => grenade_launcher_smoke_ammo ) ) [rules] => Array ( [0] => Gang Hierarchy (Champion) [1] => Tools of the Trade [2] => Group Activation (1) ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 4+ | 5+ | 4 | 3 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
9+ | 7+ | 9+ | 9+ | 5 |
Armour: Furnace Plates
Furnace plates grant a 6+ save roll. This is increased to 5+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed prone and is Pinned. If it is not clear if the attacker is within the fighter’s arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 6+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 4+ - |
4 (S) |
1 | -1 | - |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 3+ +2 |
5+ - |
3 | 1 | - | 4+ |
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 12" (S*3) |
- | 5+ - |
- | - | - | 4+ |
Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.
Smoke weapons do not cause hits on fighters – they do not cause Pinning and cannot inflict Wounds. Instead, mark the location where they hit with a counter. They generate an area of dense smoke, which extends 2.5’’ out from the centre of the counter; a 5’’ Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the counter is removed.
The weapon uses a Blast marker. As describe page 40
Rules: Gang Fighter (Prospect), Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner
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.
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 a Goliath Forge Boss or 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 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.
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” of them do not have to take a Nerve test, unless they also have this special rule.
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 already has been Improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP shown each time.
stdClass Object ( [ganger_id] => 1438343 [label_id] => [name] => Poick [type] => Forge-Born [m] => 5 [ws] => 4 [bs] => 5 [s] => 4 [t] => 3 [w] => 1 [i] => 4 [a] => 1 [ld] => 9 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 100 [xp] => 5 [kills] => 0 [advance_count] => 1 [equipment] => Array ( [0] => stdClass Object ( [name] => Fighting Knife [qty] => 1 ) [1] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) [2] => stdClass Object ( [name] => Furnace Plates [qty] => 1 ) [3] => stdClass Object ( [name] => Smoke Grenade [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( [0] => Grievous Injury [1] => Grievous Injury [2] => Grievous Injury [3] => Enfeebled ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/70/70877-9583615ba7688df3d3b054093ee6bd15.jpg?1644581226 [status] => Recovery [notes] => [datetime_added] => 2021-09-12 8:51:40 [datetime_updated] => 2022-04-29 21:42:43 [armour] => Array ( [0] => Furnace Plates ) [wargear] => Array ( ) [weapons] => Array ( [Fighting Knife] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 4+
- [str] => 4
(S) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Backstab [1] => Melee ) [qty] => 1 [slug] => fighting_knife ) [Stub Gun] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 3+
+2 [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) [Smoke Grenade] => stdClass Object ( [rs] => - [rl] => 12"
(S*3) [as] => - [al] => 5+
- [str] => - [d] => - [ap] => - [am] => 4+ [traits] => Array ( [0] => Grenade [1] => Smoke [2] => Blast(*) ) [qty] => 1 [slug] => smoke_grenade ) ) [rules] => Array ( [0] => Gang Fighter (Prospect) [1] => Promotion (Goliath Forge Boss or Goliath Stimmer) [2] => Hot-headed [3] => Fast Learner ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
6" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
9+ | 7+ | 9+ | 9+ | 6 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 3+ +2 |
5+ - |
3 | 1 | - | 4+ |
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 9" (S*3) |
- | 5+ - |
3 | 1 | - | 5+ |
The weapon uses a Blast marker. As describe page 40
After an attack with the Blaze trait has been resolved, roll a D6 if the target was hit but not taken Out Of Action. On a 4, 5 or 6, they become subject to the Blaze condition. When activated, a fighter subject to the Blaze condition suffers an immediate Strength 3, AP -1, Damage 1 hit before acting as follows:
Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
8" | 16" | 4+ +1 |
5+ - |
5 | 1 | - | 3+ |
When firing with a Rapid Fire weapon, a successful hit roll scores a number of hits equal to the number of bullet holes on the Firepower dice. In addition the controlling player can roll more than one Firepower dice, up to the number shown in brackets (for example, when firing a Rapid Fire (2) weapon, up to two firepower dice can be rolled). Make an Ammo check for each Ammo symbol that is rolled. If any of them fail, the gun runs Out of Ammo. If two or more of them fail, the gun has jammed and cannot be used for the rest of the battle. If a Rapid Fire weapon scores more than one hit, he hits can be split between multiple targets. The first must be allocated to the initial target, but the remainder can be allocated to other fighters within 3’’ of the first who are also within range and line of sight. These must not be any harder to hit than the original target – if a target in the open is hit, an obscured target cannot have hits allocated to it. Allocate all of the hits before making any wound rolls.
If the Ammo Symbol is rolled on the Firepower dice when attacking with this weapon, there is a chance the weapon will overheat in addition to needing an Ammo check. Roll a D6. On a 1, 2 or 3, the weapon suffers a catastrophic overload and the attacker is taken Out of Action. The attack is still resolved against the target. When using a grenade which is unstable, such as a plasma grenade, the Firepower dice does not need to be rolled because it is assumed that the Ammo symbol has been rolled and an Ammo check is made automatically. That being the case, the Unstable trait functions as normal and a test must be rolled.
If the hit roll for a Shock weapon is a natural 6, the wound roll is considered to automatically succeed (no wound roll needs to be made)
Reckless weapons are indiscriminate in what they target:
Rules: Gang Fighter (Prospect), Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner, Outsider
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.
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 a Goliath Forge Boss or 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 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.
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” of them do not have to take a Nerve test, unless they also have this special rule.
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 already has been Improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP shown each time.
A life before joining the Clan House has given the Unborn wider experience of Necromunda and its societies than most Goliath ever see.
Unborn fighters can choose to have an additional Primary skill set chosen from: Agility, Brawn, Combat, Cunning, Ferocity, Shooting or Savant. However, Unborn fighters may never select skills from the Muscle skill group.
Genesmithing: Unborn, Survivor
As outsiders, Unborn fighters bring a variety of benefits from other parts of Necromunda to House Goliath. They are also among the hardiest of the clan, other having survived great pain and peril to be counted as one of the Clan House. Unborn fighters have the Outsider special rule.
When added to the gang, Unborn fighters can choose from any of the Gene-smithed upgrades below, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost. These represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath list.
This fighter has suffered untold hardship during their life, yet each time death has tried to claim them, they have fought their way back from the abyss. When making Recovery tests for this fighter, they can reroll one of the Injury dice rolled.
stdClass Object ( [ganger_id] => 1507308 [label_id] => [name] => Lorei [type] => Forge-Born [m] => 6 [ws] => 4 [bs] => 5 [s] => 3 [t] => 4 [w] => 1 [i] => 4 [a] => 1 [ld] => 9 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 185 [xp] => 6 [kills] => 2 [advance_count] => 1 [equipment] => Array ( [0] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) [1] => stdClass Object ( [name] => Incendiary Charge [qty] => 1 ) [2] => stdClass Object ( [name] => Storm-welder* [qty] => 1 ) [3] => stdClass Object ( [name] => Unborn Cunning [qty] => 1 ) [4] => stdClass Object ( [name] => Survivor [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( [0] => Head Injury [1] => Out Cold [2] => Grievous Injury ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/70/70874-9fa2f5843cbc651937429094570c49f9.jpg?1644581211 [status] => Recovery [notes] => [datetime_added] => 2021-10-21 3:40:21 [datetime_updated] => 2022-04-29 21:43:48 [armour] => Array ( ) [wargear] => Array ( ) [weapons] => Array ( [Stub Gun] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 3+
+2 [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) [Incendiary Charge] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 5+ [traits] => Array ( [0] => Blast(5) [1] => Blaze [2] => Grenade ) [qty] => 1 [slug] => incendiary_charge ) [Storm-welder*] => stdClass Object ( [rs] => 8" [rl] => 16" [as] => 4+
+1 [al] => 5+
- [str] => 5 [d] => 1 [ap] => - [am] => 3+ [traits] => Array ( [0] => Rapid Fire(3) [1] => Unstable [2] => Shock [3] => Reckless ) [qty] => 1 [slug] => storm_welder ) ) [rules] => Array ( [0] => Gang Fighter (Prospect) [1] => Promotion (Goliath Forge Boss or Goliath Stimmer) [2] => Hot-headed [3] => Fast Learner [4] => Outsider ) [genesmithing] => Array ( [0] => Unborn [1] => Survivor ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
4" | 4+ | 5+ | 4 | 4 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
9+ | 7+ | 9+ | 9+ | 2 |
Armour: Furnace Plates
Furnace plates grant a 6+ save roll. This is increased to 5+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed prone and is Pinned. If it is not clear if the attacker is within the fighter’s arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 6+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 3+ +1 |
4 (S) |
1 | -1 | - |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 12" | 3+ +2 |
5+ - |
3 | 1 | - | 4+ |
Weapons with this Trait can be used to make ranged attacks, and can also be used in close combat to make a single attack. Note that their Accuracy bonus only applies when making a ranged attack, not when used to make a close combat attack.
Ammunition for this weapon is incredibly common. When reloading it, no Ammo check is required – it is automatically reloaded.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 12" (S*3) |
- | 5+ - |
- | - | - | 4+ |
Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.
Smoke weapons do not cause hits on fighters – they do not cause Pinning and cannot inflict Wounds. Instead, mark the location where they hit with a counter. They generate an area of dense smoke, which extends 2.5’’ out from the centre of the counter; a 5’’ Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the counter is removed.
The weapon uses a Blast marker. As describe page 40
Wargear: Reduced Bone Density Strength
Rules: Gang Fighter (Juve), Promotion (Juve to Goliath Specialist), Fast Learner, Baseline Goliath
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.
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 an Goliath Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change but they will lost the Gang Fighter (Juve), Promotion (Goliath Specialist) and Fast Learner special rules and gain all the Special Rules associated with a Goliath Specialist.
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 already has been Improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP shown each time.
Even without the genetic manipulation common with the clans, a Goliath is an impressive specimen. Vatborn fighters represent the baseline of the Goliath genetic line, and have no specific benefits or drawbacks.
Genesmithing: Vatborn
Vatborn fighters make up the vast majority of Goliath gangs, and have all the usual gifts and drawbacks of their kind. They are, however, the most mutable of their clan, and have available to them a wide variety of options for genetic tampering, many having been grown for particular environments or purposes. Vatborn fighters have the Baseline Goliath special rule
When added to the gang, Vatborn fighters can choose from any of the Gene-smithed upgrades below, adjusting the credits cost of the fighter accordingly. Note that some ‘upgrades’ have a negative cost. These represent flaws and deficiencies that weaken the fighter in some way. In these instances, the cost of the upgrade is deducted from the fighter’s base cost as shown in the Goliath list.
stdClass Object ( [ganger_id] => 1658717 [label_id] => [name] => Ingrum [type] => Bully [m] => 4 [ws] => 4 [bs] => 5 [s] => 4 [t] => 4 [w] => 1 [i] => 4 [a] => 1 [ld] => 9 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 70 [xp] => 2 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Brute Cleaver [qty] => 1 ) [1] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) [2] => stdClass Object ( [name] => Furnace Plates [qty] => 1 ) [3] => stdClass Object ( [name] => Smoke Grenade [qty] => 1 ) [4] => stdClass Object ( [name] => Vatborn [qty] => 1 ) [5] => stdClass Object ( [name] => Reduced Bone Density Strength [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( [0] => Grievous Injury ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/70/70871-944fe9aa0e830fc570932d2b68d22c28.jpg?1644581200 [status] => Recovery [notes] => [datetime_added] => 2022-01-15 9:20:23 [datetime_updated] => 2022-04-29 21:46:18 [armour] => Array ( [0] => Furnace Plates ) [wargear] => Array ( [0] => Reduced Bone Density Strength ) [weapons] => Array ( [Brute Cleaver] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 3+
+1 [str] => 4
(S) [d] => 1 [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Disarm ) [qty] => 1 [slug] => brute_cleaver ) [Stub Gun] => stdClass Object ( [rs] => 6" [rl] => 12" [as] => 3+
+2 [al] => 5+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Plentiful ) [qty] => 1 [slug] => stub_gun ) [Smoke Grenade] => stdClass Object ( [rs] => - [rl] => 12"
(S*3) [as] => - [al] => 5+
- [str] => - [d] => - [ap] => - [am] => 4+ [traits] => Array ( [0] => Grenade [1] => Smoke [2] => Blast(*) ) [qty] => 1 [slug] => smoke_grenade ) ) [rules] => Array ( [0] => Gang Fighter (Juve) [1] => Promotion (Juve to Goliath Specialist) [2] => Fast Learner [3] => Baseline Goliath ) [genesmithing] => Array ( [0] => Vatborn ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
4" | 4+ | 4+ | 5 | 4 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 5+ | 9+ | 8+ | 4 |
Rules: Gang Fighter (Ganger), Promotion (Ganger to Goliath Specialist)
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.
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.
stdClass Object ( [ganger_id] => 1343530 [label_id] => [name] => Groff [type] => Bruiser [m] => 4 [ws] => 4 [bs] => 4 [s] => 5 [t] => 4 [w] => 1 [i] => 4 [a] => 1 [ld] => 8 [cl] => 5 [wil] => 9 [int] => 8 [cost] => 85 [xp] => 4 [kills] => 1 [advance_count] => 1 [equipment] => Array ( ) [skills] => Array ( ) [injuries] => Array ( ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/62/62282-181f7fea9cbce9876bf67a2a1a2b2581.jpg?1626547603 [status] => Dead [notes] => [datetime_added] => 2021-07-17 2:46:57 [datetime_updated] => 2021-08-30 08:28:08 [armour] => Array ( ) [wargear] => Array ( ) [weapons] => Array ( ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Promotion (Ganger to Goliath Specialist) ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
4" | 4+ | 4+ | 4 | 4 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 5+ | 9+ | 8+ | 7 |
Armour: Furnace Plates
Furnace plates grant a 6+ save roll. This is increased to 5+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed prone and is Pinned. If it is not clear if the attacker is within the fighter’s arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 6+ save roll.
Rules: Gang Fighter (Ganger), Promotion (Ganger to Goliath Specialist)
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.
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.
stdClass Object ( [ganger_id] => 1343533 [label_id] => [name] => Hagem [type] => Bruiser [m] => 4 [ws] => 4 [bs] => 4 [s] => 4 [t] => 4 [w] => 1 [i] => 4 [a] => 1 [ld] => 8 [cl] => 5 [wil] => 9 [int] => 8 [cost] => 60 [xp] => 7 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Furnace Plates [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( [0] => Head Injury [1] => Critical Injury ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/62/62283-eb5ddd9076f694f54a995f8f16470508.jpg?1626547603 [status] => Dead [notes] => [datetime_added] => 2021-07-17 2:47:05 [datetime_updated] => 2021-10-16 09:31:42 [armour] => Array ( [0] => Furnace Plates ) [wargear] => Array ( ) [weapons] => Array ( ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Promotion (Ganger to Goliath Specialist) ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
7+ | 5+ | 6+ | 6+ | 2 |
Armour: Armored undersuit, Hardened Layered Flak
If a fighter is wearing an armoured undersuit, their save roll is improved by 1. For example, if they are wearing Flak armour and an armoured undersuit, they would have a 5+ save, which would be increased to a 4+ save against blasts. If a fighter does not already have a save roll, an armoured undersuit grants a save of 6+.
Hardened layered flak armour grants a 5+ save roll. Against weapons that use a Blast marker or Flame template, this is increased to a 4+ save roll. Additionally, when an enemy fighter makes a ranged attack against a fighter wearing hardened layered flak armour, the Armour Penetration of the weapon used is decreased by 1, to a minimum of -1.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 3+ - |
- | - | -1 | - |
This weapon can be used during close combat attacks
After an enemy makes close combat attacks against a fighter armed with a Parry weapon, the defending fighter’s owning player can force the attacking player to re-roll one successful hit. If the defending fighter is armed with two Parry weapons, their owning player can force the attacking player to re-roll two successful hits instead.
Instead of making a wound roll for a Toxin attack, roll a D6. If the result is equal to or higher than the target’s Toughness, or is a natural 6, make an Injury roll for them (regardless of their Wounds characteristic). If the roll is lower than the target’s Toughness, they shrug off the toxin’s effects.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | 9" (S*3) |
- | 3+ - |
- | - | - | 5+ |
Despite being Wargear, grenades are treated as a special type of ranged weapon. A fighter equipped with grenades can throw one as a Shoot (Basic) action. Grenades do not have a Short range, and their Long range is determined by multiplying the fighter’s Strength by the amount shown. A fighter can only carry a limited number of grenades. The Firepower dice is not rolled when attacking with a grenade. Instead, after the attack has been resolved, an Ammo check is made automatically. If this is failed, grenades cannot be reloaded; the fighter has run out of that type of grenade and cannot use them for the remainder of the battle.
The weapon uses a Blast marker. As describe page 40
If a fighter is hit by a Flash weapon, no wound roll is made. Instead, make an Initiative check for the target. If it is failed, they are blinded. A blinded fighter loses their Ready marker; if they do not have a Ready marker, they do not gain a Ready marker at the start of the following round. Until the next time the fighter is activated, they cannot make any attacks other than reaction attacks, for which any hit rolls will only succeed on a natural 6.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | T | - | 3+ - |
4 | - | - | 6+ |
In scenarios that use the Sneak Attack special rules, there is no test to see whether the alarm is raised when this weapon is fired. Additionally, if using the Pitch Black rules, a fighter using this weapon that is Hidden does not become Revealed.
Template weapons use the Flame template to determine how many targets they hit. See page 14.
If the wound roll for a Web attack is successful, no wound is inflicted, and no save roll or Injury roll is made. Instead, the target automatically becomes Webbed. Treat the fighter as if they were Seriously Injured and roll for Recovery for them during the End phase (Web contains a powerful sedative capable of rendering the strongest fighter unconscious). If a Flesh Wound result is rolled during Recovery, apply the result to the fighter as usual and remove the Webbed condition. If a Serious Injury is rolled, the fighter remains Webbed. If an Out of Action result is rolled, the fighter succumbs to the powerful sedative and is removed from play, automatically suffering a result of 12-26 (Out Cold) on the Lasting Injuries table. A fighter that is Webbed at the end of the game does not succumb to their Injuries and will automatically recover. However, during the Wrap Up, when rolling to determine if any enemy fighters are Captured at the end of the game, add +1 to the dice roll for each enemy fighter currently Webbed and include themamong any eligible to be Captured.
Wargear: Demolition Charge
Skills: Infiltrate, Spring up
If this fighter should be set up at the start of a battle, they may instead placed to one side. Then, immediately before the start of the first round, their controlling player may set them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6’’ of any of them. If both players have fighters with this skill, take turns to set one up, starting with the winner of a roll-off
If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a Stand Up (Basic) action for free. If the check is failed, the fighter may still stand up, but it costs one action, as usual.
stdClass Object ( [ganger_id] => 1561365 [label_id] => [name] => Mara [type] => Bounty Hunter M5 [m] => 5 [ws] => 3 [bs] => 3 [s] => 3 [t] => 3 [w] => 2 [i] => 3 [a] => 1 [ld] => 7 [cl] => 5 [wil] => 6 [int] => 6 [cost] => 330 [xp] => 2 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stiletto Sword [qty] => 1 ) [1] => stdClass Object ( [name] => Armored undersuit [qty] => 1 ) [2] => stdClass Object ( [name] => Demolition Charge [qty] => 1 ) [3] => stdClass Object ( [name] => Photon Flash Grenade [qty] => 1 ) [4] => stdClass Object ( [name] => Web Pistol [qty] => 1 ) [5] => stdClass Object ( [name] => Hardened Layered Flak [qty] => 1 ) ) [skills] => Array ( [0] => Infiltrate [1] => Spring up ) [injuries] => Array ( ) [image] => [status] => Dead [notes] => Mara powróci Dead, żeby nie liczyło do wartosci gangu [datetime_added] => 2021-11-21 10:10:53 [datetime_updated] => 2022-02-11 12:13:51 [armour] => Array ( [0] => Armored undersuit [1] => Hardened Layered Flak ) [wargear] => Array ( [0] => Demolition Charge ) [weapons] => Array ( [Stiletto Sword] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 3+
- [str] => - [d] => - [ap] => -1 [am] => - [traits] => Array ( [0] => Melee [1] => Parry [2] => Toxin ) [qty] => 1 [slug] => stiletto_sword ) [Photon Flash Grenade] => stdClass Object ( [rs] => - [rl] => 9"
(S*3) [as] => - [al] => 3+
- [str] => - [d] => - [ap] => - [am] => 5+ [traits] => Array ( [0] => Grenade [1] => Blast(5) [2] => Flash ) [qty] => 1 [slug] => photon_flash_grenade ) [Web Pistol] => stdClass Object ( [rs] => - [rl] => T [as] => - [al] => 3+
- [str] => 4 [d] => - [ap] => - [am] => 6+ [traits] => Array ( [0] => Silent [1] => Template [2] => Web ) [qty] => 1 [slug] => web_pistol ) ) [rules] => Array ( ) [genesmithing] => Array ( ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
4" | 4+ | 4+ | 4 | 4 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 5+ | 9+ | 8+ | 10 |
Armour: Furnace Plates
Furnace plates grant a 6+ save roll. This is increased to 5+ against attacks originating within the fighter’s vision arc (the 90° arc to their front); check this before the fighter model is placed prone and is Pinned. If it is not clear if the attacker is within the fighter’s arc, use a Vision Arc template to check – if the centre of the attacker’s base is within the arc, use the 5+ save roll. Against attacks with the Blast trait, use the centre of the Blast marker in place of the attacker. If the fighter does not have a facing (for example, if they are prone), use the 6+ save roll.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 4+ - |
5 (S+1) |
1 | - | - |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 24" | 5+ -1 |
4+ - |
3 | 1 | - | 6+ |
The weapon uses a Blast marker. As describe page 40
If the hit roll for a weapon with the Knockback trait is equal to or higher than the target’s Strength, they are immediately moved 1" directly away from the attacking fighter. If the fighter cannot be moved the full 1" because of impassable terrain or another fighter, they move as far as possible and the attack’s Damage is increased by 1. If a Blast weapon has the Knockback trait, roll a D6 for each fighter that is hit. If the result is equal to or higher than their Strength, they are knocked back as described above – however, they are moved directly away from the centre of the Blast marker instead. If the centre of the Blast marker was over the centre of their base, roll a Scatter dice to determine which way they are moved. If a Melee weapon has the Knockback trait, the attacking fighter can choose to follow the target up, moving directly towards them after they have been knocked back to remain in base contact. If the attack was made across a barricade, the attacker cannot do this. If any part of the knocked back fighter's base crosses the edge of a platform, make an Initiative check. If this is failed, they will fall. If this is passed, they stop moving at the edge of the platform
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 24" | 5+ -1 |
4+ - |
6 | 2 | -2 | 6+ |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 24" | 5+ -1 |
4+ - |
- | - | - | 4+ |
Smoke weapons do not cause hits on fighters – they do not cause Pinning and cannot inflict Wounds. Instead, mark the location where they hit with a counter. They generate an area of dense smoke, which extends 2.5’’ out from the centre of the counter; a 5’’ Blast marker can be used to determine this area, but it should be considered to extend vertically as well as horizontally. Fighters can move through the smoke, but it blocks line of sight, so attacks cannot be made into, out of or through it. In the End phase, roll a D6. On a 4 or less, the cloud dissipates and the counter is removed.
The weapon uses a Blast marker. As describe page 40
Rules: Gang Fighter (Ganger), Tools of the Trade
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.
This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple fighter sets.
stdClass Object ( [ganger_id] => 1343534 [label_id] => [name] => Pitkid [type] => Bruiser Specialist [m] => 4 [ws] => 4 [bs] => 4 [s] => 4 [t] => 4 [w] => 1 [i] => 4 [a] => 1 [ld] => 8 [cl] => 5 [wil] => 9 [int] => 8 [cost] => 140 [xp] => 10 [kills] => 1 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Axe [qty] => 1 ) [1] => stdClass Object ( [name] => Grenade Launcher w/Frag+Krak [qty] => 1 ) [2] => stdClass Object ( [name] => Grenade Launcher-Smoke Ammo [qty] => 1 ) [3] => stdClass Object ( [name] => Furnace Plates [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( [0] => Grievous Injury ) [image] => https://yaktribe.games/community/data/xfmg/thumbnail/62/62288-7683399282965d9661eb158b5d96f3fe.jpg?1626547608 [status] => Slavers [notes] => [datetime_added] => 2021-07-17 2:47:16 [datetime_updated] => 2022-02-11 12:13:37 [armour] => Array ( [0] => Furnace Plates ) [wargear] => Array ( ) [weapons] => Array ( [Axe] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 4+
- [str] => 5
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Melee [1] => Disarm ) [qty] => 1 [slug] => axe ) [Grenade Launcher - Frag] => stdClass Object ( [rs] => 6" [rl] => 24" [as] => 5+
-1 [al] => 4+
- [str] => 3 [d] => 1 [ap] => - [am] => 6+ [traits] => Array ( [0] => Blast(3) [1] => Knockback ) [qty] => 1 [slug] => grenade_launcher___frag ) [Grenade Launcher - Krak] => stdClass Object ( [rs] => 6" [rl] => 24" [as] => 5+
-1 [al] => 4+
- [str] => 6 [d] => 2 [ap] => -2 [am] => 6+ [traits] => Array ( ) [qty] => 1 [slug] => grenade_launcher___krak ) [Grenade Launcher-Smoke Ammo] => stdClass Object ( [rs] => 6" [rl] => 24" [as] => 5+
-1 [al] => 4+
- [str] => - [d] => - [ap] => - [am] => 4+ [traits] => Array ( [0] => Smoke [1] => Blast(*) ) [qty] => 1 [slug] => grenade_launcher_smoke_ammo ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Tools of the Trade ) [genesmithing] => Array ( ) ) 1