TeyMunda Tools

Serrated Edge

Arnold 280 cred.

Forge Tyrant

« »
M WS BS S T W I A
4" 3+ 3+ 4 6 3 3+ 3
Ld Cl Wil Int XP
5+ 4+ 8+ 7+ 0

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.

Weapons

Combi-Pistol - Plasma Pistol
RS RL AS AL Str D Ap Am
6" 12" 1+
+2
3+
-
5 2 -1 5+
Traits
Sidearm, Combi, Scarce

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.

Combi-Pistol - Stub Gun
RS RL AS AL Str D Ap Am
6" 12" 1+
+2
3+
-
3 1 - 4+
Traits
Sidearm, Combi, Plentiful

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.

Chainaxe
RS RL AS AL Str D Ap Am
- E - 2+
+1
5
(S+1)
1 -1 -
Traits
Disarm, Melee, Parry, Rending

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.

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 (Leader), Tools of the Trade, Group Activation (2), Physical Perfection

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.

Natborn have the blessing of near-perfect flesh and can build their muscles faster than any other Goliath sub-types. Natborn Leaders, Champions, Prospects, Juves and Specialists can increase their Strength or Toughness at a cost of 6 XP rather than 8 XP. When Natborn Gangers gain an Advancement, they either roll on the Ganger Advancement table, or increase either their Strength or Toughness by 1.

Genesmithing: Natborn, Prime Specimen, The Tyrant's Own

Natborn are longer lived and more ‘evolved’ than their genetic cousins form the vat, though the promise of a longer life and their superior intelligence makes them less reckless with their existence. They enjoy some of the most potent genetic gifts of all Goliaths, representing, as they do, a development of the clan’s genetic heritage from its inception as a slave race. Natborn fighters have the Clever but Cautious and Physical Perfection special rules

The fighter is a perfect example of their kind, and represents the ideal that all Goliaths aspire to. This fighter can improve one of their characteristics by 1.

The Over-Tyrant’s offspring are among the strongest of all Goliaths, and often walk the path of the Alpha, their gaxe set upon one day claiming the title of Over-tyrant for themselves. This fighter can improve any two of their characteristics by 1. Only a Forge Tyrant (Leader) may take this Gene-smithed upgrade.

Debug
            stdClass Object
(
    [ganger_id] => 1396022
    [label_id] => 
    [name] => Arnold
    [type] => Forge Tyrant
    [m] => 4
    [ws] => 3
    [bs] => 3
    [s] => 4
    [t] => 6
    [w] => 3
    [i] => 3
    [a] => 3
    [ld] => 5
    [cl] => 4
    [wil] => 8
    [int] => 7
    [cost] => 280
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Combi-Pistol (Stub/Plasma)
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Armored undersuit
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Furnace Plates
                    [qty] => 1
                )

            [3] => stdClass Object
                (
                    [name] => Chainaxe
                    [qty] => 1
                )

            [4] => stdClass Object
                (
                    [name] => Natborn
                    [qty] => 1
                )

            [5] => stdClass Object
                (
                    [name] => Prime Specimen
                    [qty] => 1
                )

            [6] => stdClass Object
                (
                    [name] => The Tyrant's Own
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Nerves of Steel
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-08-19 12:39:07
    [datetime_updated] => 2021-09-03 20:14:29
    [armour] => Array
        (
            [0] => Armored undersuit
            [1] => Furnace Plates
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Combi-Pistol - Plasma Pistol] => stdClass Object
                (
                    [rs] => 6"
                    [rl] => 12"
                    [as] => 1+
+2 [al] => 3+
- [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] => 1+
+2 [al] => 3+
- [str] => 3 [d] => 1 [ap] => - [am] => 4+ [traits] => Array ( [0] => Sidearm [1] => Combi [2] => Plentiful ) [qty] => 1 [slug] => combi_pistol___stub_gun ) [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 (Leader) [1] => Tools of the Trade [2] => Group Activation (2) [3] => Physical Perfection ) [genesmithing] => Array ( [0] => Natborn [1] => Prime Specimen [2] => The Tyrant's Own ) ) 1

Sylvester 220 cred.

Stimmer

« »
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+ 0

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.

Weapons

Assault Grenade Launcher-Frag
RS RL AS AL Str D Ap Am
6" 24" 5+
-1
4+
-
3 1 - 6+
Traits
Blast(3), Knockback, Rapid Fire(1), Unstable

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

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.

Assault Grenade Launcher-Stun
RS RL AS AL Str D Ap Am
6" 18" 4+
-
4+
-
3 1 -1 4+
Traits
Concussion, Rapid Fire(1)

Any model hit by a Concussion weapon has their Initiative reduced by 2 to a minimum of 6+ until the end of the round

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.

Skills: Fists of Steel

Unarmed attacks made by this fighter count as having a Strength 2 higher than normal and inflict 2 damage.

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, Hyper Healing, Dermal Hardening

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.

This fighter’s flesh retains many of the regenerative properties of the amneo-tank. The fighter can roll an extra Injury dice when making a recovery test and choose the dice they wish to use. In addition, during the post-battle sequence, if this fighter has any Lasting Injuries. Ona 6, the fighter can heal one of their Lastng Injuries and remove its effects from their Fighter card.

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.

Debug
            stdClass Object
(
    [ganger_id] => 1396031
    [label_id] => 
    [name] => Sylvester
    [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] => 220
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Furnace Plates
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Assault Grenade Launchers Stun & Frag
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Vatborn
                    [qty] => 1
                )

            [3] => stdClass Object
                (
                    [name] => Hyper Healing
                    [qty] => 1
                )

            [4] => stdClass Object
                (
                    [name] => Dermal Hardening
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Fists of Steel
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-08-19 12:44:30
    [datetime_updated] => 2021-08-23 13:21:35
    [armour] => Array
        (
            [0] => Furnace Plates
        )

    [wargear] => Array
        (
        )

    [weapons] => Array
        (
            [Assault 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 [2] => Rapid Fire(1) [3] => Unstable ) [qty] => 1 [slug] => assault_grenade_launcher_frag ) [Assault Grenade Launcher-Stun] => stdClass Object ( [rs] => 6" [rl] => 18" [as] => 4+
- [al] => 4+
- [str] => 3 [d] => 1 [ap] => -1 [am] => 4+ [traits] => Array ( [0] => Concussion [1] => Rapid Fire(1) ) [qty] => 1 [slug] => assault_grenade_launcher_stun ) ) [rules] => Array ( [0] => Gang Hierarchy (Champion) [1] => Tools of the Trade [2] => Combat Chem Stash [3] => Baseline Goliath ) [genesmithing] => Array ( [0] => Vatborn [1] => Hyper Healing [2] => Dermal Hardening ) ) 1

Dolph 195 cred.

Stimmer

« »
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+ 0

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.

Weapons

Paired Pulverizers
RS RL AS AL Str D Ap Am
- E - 2+
-
5
(S+1)
1 -1 -
Traits
Melee, Paired, Pulverise

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.

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, Fearless But Foolish, Dermal Hardening

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.

A quirk of the indoctrination process has resulted in this fighter having almost no regard for their own life. Increase this fighter’s Cool by 1, but reduce the fighter’s Intelligence by 1.

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.

Debug
            stdClass Object
(
    [ganger_id] => 1396046
    [label_id] => 
    [name] => Dolph
    [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] => 195
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Furnace Plates
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Paired Pulverizers
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Vatborn
                    [qty] => 1
                )

            [3] => stdClass Object
                (
                    [name] => Fearless But Foolish
                    [qty] => 1
                )

            [4] => stdClass Object
                (
                    [name] => Dermal Hardening
                    [qty] => 1
                )

        )

    [skills] => Array
        (
            [0] => Nerves of Steel
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-08-19 1:06:17
    [datetime_updated] => 2021-08-23 12:56:59
    [armour] => Array
        (
            [0] => Furnace Plates
        )

    [wargear] => Array
        (
        )

    [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] => Fearless But Foolish [2] => Dermal Hardening ) ) 1

Expendable #1 130 cred.

Bruiser

« »
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+ 0

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.

Weapons

Stub Gun
RS RL AS AL Str D Ap Am
6" 12" 2+
+2
4+
-
3 1 - 4+
Traits
Sidearm, Plentiful

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.

Wargear: Boltgun

Rules: Gang Fighter (Ganger), Promotion (Ganger to Goliath Specialist), 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.

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.

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

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.

Debug
            stdClass Object
(
    [ganger_id] => 1396618
    [label_id] => 
    [name] => Expendable #1
    [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] => 130
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Boltgun
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Furnace Plates
                    [qty] => 1
                )

            [3] => stdClass Object
                (
                    [name] => Vatborn
                    [qty] => 1
                )

            [4] => stdClass Object
                (
                    [name] => Dermal Hardening
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-08-19 8:14:31
    [datetime_updated] => 2021-09-03 15:34:50
    [armour] => Array
        (
            [0] => Furnace Plates
        )

    [wargear] => Array
        (
            [0] => Boltgun
        )

    [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 ( [0] => Gang Fighter (Ganger) [1] => Promotion (Ganger to Goliath Specialist) [2] => Baseline Goliath ) [genesmithing] => Array ( [0] => Vatborn [1] => Dermal Hardening ) ) 1

Expendable #5 110 cred.

Bruiser

« »
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+ 0

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.

Weapons

Axe
RS RL AS AL Str D Ap Am
- E - 4+
-
5
(S+1)
1 - -
Traits
Melee, Disarm

This weapon can be used during close combat attacks

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.

Shotgun - Solid Ammo
RS RL AS AL Str D Ap Am
8" 16" 3+
+1
4+
4 2 - 4+
Traits
Knockback

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

Shotgun - Scatter Ammo
RS RL AS AL Str D Ap Am
4+
4+
Traits

Rules: Gang Fighter (Ganger), Promotion (Ganger to Goliath Specialist), 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.

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.

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

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.

Debug
            stdClass Object
(
    [ganger_id] => 1418783
    [label_id] => 
    [name] => Expendable #5
    [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] => 110
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Axe
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Shotgun - Solid/Scatter
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Furnace Plates
                    [qty] => 1
                )

            [3] => stdClass Object
                (
                    [name] => Vatborn
                    [qty] => 1
                )

            [4] => stdClass Object
                (
                    [name] => Dermal Hardening
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-08-31 10:40:20
    [datetime_updated] => 2021-08-31 10:41:00
    [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 ) [Shotgun - Solid Ammo] => stdClass Object ( [rs] => 8" [rl] => 16" [as] => 3+
+1 [al] => 4+
[str] => 4 [d] => 2 [ap] => - [am] => 4+ [traits] => Array ( [0] => Knockback ) [qty] => 1 [slug] => shotgun___solid_ammo ) [Shotgun - Scatter Ammo] => stdClass Object ( [rs] => [rl] => [as] => 4+
[al] => 4+
[str] => [d] => [ap] => [am] => [traits] => Array ( ) [qty] => 1 [slug] => shotgun___scatter_ammo ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Promotion (Ganger to Goliath Specialist) [2] => Baseline Goliath ) [genesmithing] => Array ( [0] => Vatborn [1] => Dermal Hardening ) ) 1

Expendable #3 110 cred.

Bruiser

« »
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+ 0

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.

Weapons

Axe
RS RL AS AL Str D Ap Am
- E - 4+
-
5
(S+1)
1 - -
Traits
Melee, Disarm

This weapon can be used during close combat attacks

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.

Shotgun - Solid Ammo
RS RL AS AL Str D Ap Am
8" 16" 3+
+1
4+
4 2 - 4+
Traits
Knockback

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

Shotgun - Scatter Ammo
RS RL AS AL Str D Ap Am
4+
4+
Traits

Rules: Gang Fighter (Ganger), Promotion (Ganger to Goliath Specialist), 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.

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.

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

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.

Debug
            stdClass Object
(
    [ganger_id] => 1424432
    [label_id] => 
    [name] => Expendable #3
    [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] => 110
    [xp] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Axe
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Shotgun - Solid/Scatter
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Furnace Plates
                    [qty] => 1
                )

            [3] => stdClass Object
                (
                    [name] => Vatborn
                    [qty] => 1
                )

            [4] => stdClass Object
                (
                    [name] => Dermal Hardening
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-09-03 3:39:25
    [datetime_updated] => 2021-09-03 15:41:14
    [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 ) [Shotgun - Solid Ammo] => stdClass Object ( [rs] => 8" [rl] => 16" [as] => 3+
+1 [al] => 4+
[str] => 4 [d] => 2 [ap] => - [am] => 4+ [traits] => Array ( [0] => Knockback ) [qty] => 1 [slug] => shotgun___solid_ammo ) [Shotgun - Scatter Ammo] => stdClass Object ( [rs] => [rl] => [as] => 4+
[al] => 4+
[str] => [d] => [ap] => [am] => [traits] => Array ( ) [qty] => 1 [slug] => shotgun___scatter_ammo ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Promotion (Ganger to Goliath Specialist) [2] => Baseline Goliath ) [genesmithing] => Array ( [0] => Vatborn [1] => Dermal Hardening ) ) 1

Expendable #2 140 cred.

Bruiser Specialist

« »
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+ 0

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.

Weapons

Axe
RS RL AS AL Str D Ap Am
- E - 4+
-
5
(S+1)
1 - -
Traits
Melee, Disarm

This weapon can be used during close combat attacks

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.

Stub Gun
RS RL AS AL Str D Ap Am
6" 12" 2+
+2
4+
-
3 1 - 4+
Traits
Sidearm, Plentiful

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.

Grenade Launcher - Frag
RS RL AS AL Str D Ap Am
6" 24" 5+
-1
4+
-
3 1 - 6+
Traits
Blast(3), Knockback

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

Grenade Launcher - Krak
RS RL AS AL Str D Ap Am
6" 24" 5+
-1
4+
-
6 2 -2 6+
Traits

Rules: Gang Fighter (Ganger), Tools of the Trade, 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.

This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple fighter sets.

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

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.

Debug
            stdClass Object
(
    [ganger_id] => 1396619
    [label_id] => 
    [name] => Expendable #2
    [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] => 0
    [kills] => 0
    [advance_count] => 0
    [equipment] => Array
        (
            [0] => stdClass Object
                (
                    [name] => Axe
                    [qty] => 1
                )

            [1] => stdClass Object
                (
                    [name] => Stub Gun
                    [qty] => 1
                )

            [2] => stdClass Object
                (
                    [name] => Grenade Launcher w/Frag+Krak
                    [qty] => 1
                )

            [3] => stdClass Object
                (
                    [name] => Furnace Plates
                    [qty] => 1
                )

            [4] => stdClass Object
                (
                    [name] => Vatborn
                    [qty] => 1
                )

            [5] => stdClass Object
                (
                    [name] => Dermal Hardening
                    [qty] => 1
                )

        )

    [skills] => Array
        (
        )

    [injuries] => Array
        (
        )

    [image] => 
    [status] => Alive
    [notes] => 
    [datetime_added] => 2021-08-19 8:15:07
    [datetime_updated] => 2021-09-03 15:40:32
    [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 ) [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 ) [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 ) ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Tools of the Trade [2] => Baseline Goliath ) [genesmithing] => Array ( [0] => Vatborn [1] => Dermal Hardening ) ) 1