M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
4" | 3+ | 3+ | 4 | 5 | 2 | 3+ | 3 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
5+ | 3+ | 7+ | 7+ | 4 |
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+ +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 |
---|---|---|---|---|---|---|---|
24" | 48" | 2+ +1 |
3+ - |
4 | 1 | -1 | 6+ |
The weapon uses a Blast marker. As describe page 40
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.
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 |
---|---|---|---|---|---|---|---|
24" | 48" | 2+ +1 |
3+ - |
6 | 3 | -2 | 6+ |
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: Drop rig, Photo-goggles, Suspensor, Stimm-slug stash
An Unwieldy ranged weapon fitted with suspensors is far more manoeuvrable. Firing it becomes a Basic action rather than a Double action.
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 (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, Iron Flesh, 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
Generations of forge workers have passed onto this fighter an impressive resistance to pain, their skin hardened against both blades and burning gobbets of steel. Increase this fighter’s Wound characteristic 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.
stdClass Object ( [ganger_id] => 1482769 [label_id] => [name] => Da Boss [type] => Forge Tyrant [m] => 4 [ws] => 3 [bs] => 3 [s] => 4 [t] => 5 [w] => 2 [i] => 3 [a] => 3 [ld] => 5 [cl] => 3 [wil] => 7 [int] => 7 [cost] => 535 [xp] => 4 [kills] => 1 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Drop rig [qty] => 1 ) [1] => stdClass Object ( [name] => Armored undersuit [qty] => 1 ) [2] => stdClass Object ( [name] => Photo-goggles [qty] => 1 ) [3] => stdClass Object ( [name] => Suspensor [qty] => 1 ) [4] => stdClass Object ( [name] => Stimm-slug stash [qty] => 1 ) [5] => stdClass Object ( [name] => Furnace Plates [qty] => 1 ) [6] => stdClass Object ( [name] => Chainaxe [qty] => 1 ) [7] => stdClass Object ( [name] => Missile Launcher (Frag/Krak)* [qty] => 1 ) [8] => stdClass Object ( [name] => Natborn [qty] => 1 ) [9] => stdClass Object ( [name] => Iron Flesh [qty] => 1 ) [10] => stdClass Object ( [name] => The Tyrant's Own [qty] => 1 ) ) [skills] => Array ( [0] => Nerves of Steel ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => Natborne [datetime_added] => 2021-10-08 8:58:21 [datetime_updated] => 2021-11-04 21:42:13 [armour] => Array ( [0] => Armored undersuit [1] => Furnace Plates ) [wargear] => Array ( [0] => Drop rig [1] => Photo-goggles [2] => Suspensor [3] => Stimm-slug stash ) [weapons] => Array ( [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 ) [Missile Launcher - Frag] => stdClass Object ( [rs] => 24" [rl] => 48" [as] => 2+
+1 [al] => 3+
- [str] => 4 [d] => 1 [ap] => -1 [am] => 6+ [traits] => Array ( [0] => Blast(5) [1] => Unwieldy [2] => Knockback ) [qty] => 1 [slug] => missile_launcher___frag ) [Missile Launcher - Krak] => stdClass Object ( [rs] => 24" [rl] => 48" [as] => 2+
+1 [al] => 3+
- [str] => 6 [d] => 3 [ap] => -2 [am] => 6+ [traits] => Array ( [0] => Unwieldy ) [qty] => 1 [slug] => missile_launcher___krak ) ) [rules] => Array ( [0] => Gang Hierarchy (Leader) [1] => Tools of the Trade [2] => Group Activation (2) [3] => Physical Perfection ) [genesmithing] => Array ( [0] => Natborn [1] => Iron Flesh [2] => The Tyrant's Own ) ) 1
M | WS | BS | S | T | W | I | A |
---|---|---|---|---|---|---|---|
6" | 4+ | 5+ | 3 | 3 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
9+ | 7+ | 9+ | 9+ | 2 |
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, Doc's Experiment
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.
While this fighter was under the knife, the doc decided to try an experimental procedure. Select two of the following characteristics: Movement, Strength, Toughness or Wounds. Increase one characteristic by 1 and decrease the other characteristic by 1. You cannot choose a characteristic to decrease if doing so would lower it to 0.
stdClass Object ( [ganger_id] => 1482785 [label_id] => [name] => SpaWara [type] => Forge-Born [m] => 6 [ws] => 4 [bs] => 5 [s] => 3 [t] => 3 [w] => 1 [i] => 4 [a] => 1 [ld] => 9 [cl] => 7 [wil] => 9 [int] => 9 [cost] => 125 [xp] => 2 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Storm-welder* [qty] => 1 ) [1] => stdClass Object ( [name] => Unborn Shooting [qty] => 1 ) [2] => stdClass Object ( [name] => Doc's Experiment [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-10-08 9:17:49 [datetime_updated] => 2022-02-08 11:37:50 [armour] => Array ( ) [wargear] => Array ( ) [weapons] => Array ( [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] => Doc's Experiment ) ) 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+ | 2 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
9" | 18" | 4+ - |
4+ - |
5 | 1 | - | 3+ |
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
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] => 1482795 [label_id] => [name] => HOT [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] => 75 [xp] => 2 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stub Cannon [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-10-08 9:20:46 [datetime_updated] => 2021-11-04 20:54:08 [armour] => Array ( ) [wargear] => Array ( ) [weapons] => Array ( [Stub Cannon] => stdClass Object ( [rs] => 9" [rl] => 18" [as] => 4+
- [al] => 4+
- [str] => 5 [d] => 1 [ap] => - [am] => 3+ [traits] => Array ( [0] => Knockback ) [qty] => 1 [slug] => stub_cannon ) ) [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+ | 5+ | 4 | 4 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
9+ | 7+ | 9+ | 9+ | 2 |
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] => 1482799 [label_id] => [name] => Młody [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] => 40 [xp] => 2 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( [0] => Eye Injury ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-10-08 9:21:51 [datetime_updated] => 2022-02-08 11:37:37 [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 ) ) [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" | 2+ | 4+ | 4 | 4 | 2 | 3+ | 3 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 4+ | 7+ | 8+ | 4 |
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.
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
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.
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
6" | 18" | 4+ - |
4+ - |
3 | 1 | -1 | 4+ |
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.
Wargear: Drop rig, Stimm-slug stash, Frenzon
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.
Frenzon is a mix of Stimm, Spur, ‘Slaught and other combat drugs. The resulting chem turns users into savage killers, intent only upon murdering those in their path. Primarily, Frenzon is used on penal legions or indentured slave troops, both as a means of control and a way to drive soldiers at the enemy with little regard for their own lives. Some gang leaders use it in this way on disposable gangers and juves, though some fighters get a taste for the chem and take it willingly before battle.
A fighter under the influence of Frenzon gains the Nerves of Steel, True Grit, Unstoppable and Berserk skills, however, all their weapons count as having the Reckless Trait. Unless the fighter is Engaged or Seriously Injured, the fighter must use at least one of their actions to move toward the nearest enemy fighter or perform a Charge (Double) action against a visible enemy if one is within range.
SIDE EFFECTS
Frenzon is highly addictive. During the Wrap-up, any fighter who used Frenzon must make a Toughness check, adding 2 to the dice roll. If the check is failed, the fighter has become addicted to Frenzon. Once a fighter is addicted to Frenzon, they can only be included in a crew if they have taken a dose of the chem. The only way a fighter can shake this addiction is to pay 2D6x10 credits for anti-addiction chems during the post-battle sequence when the gang is buying equipment.
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
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.
Genesmithing: Hyper Healing, Dermal Hardening
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.
stdClass Object ( [ganger_id] => 1482805 [label_id] => [name] => Napaleniec [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] => 360 [xp] => 4 [kills] => 1 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Drop rig [qty] => 1 ) [1] => stdClass Object ( [name] => Armored undersuit [qty] => 1 ) [2] => stdClass Object ( [name] => Stimm-slug stash [qty] => 1 ) [3] => stdClass Object ( [name] => Furnace Plates [qty] => 4 ) [4] => stdClass Object ( [name] => Frenzon [qty] => 1 ) [5] => stdClass Object ( [name] => Paired Pulverizers [qty] => 2 ) [6] => stdClass Object ( [name] => Assault Grenade Launchers Stun & Frag [qty] => 1 ) [7] => stdClass Object ( [name] => Hyper Healing [qty] => 1 ) [8] => stdClass Object ( [name] => Dermal Hardening [qty] => 2 ) ) [skills] => Array ( [0] => Fists of Steel ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-10-08 9:23:52 [datetime_updated] => 2021-11-04 21:30:18 [armour] => Array ( [0] => Armored undersuit [1] => Furnace Plates ) [wargear] => Array ( [0] => Drop rig [1] => Stimm-slug stash [2] => Frenzon ) [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] => 2 [slug] => paired_pulverizers ) [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 ) [genesmithing] => Array ( [0] => Hyper Healing [1] => Dermal Hardening ) ) 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+ | 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.
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+ |
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] => 1482814 [label_id] => [name] => Got [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] => 115 [xp] => 0 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Grenade Launcher w/Frag+Krak [qty] => 1 ) [1] => stdClass Object ( [name] => Furnace Plates [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-10-08 9:33:31 [datetime_updated] => 2021-11-04 21:48:44 [armour] => Array ( [0] => Furnace Plates ) [wargear] => Array ( ) [weapons] => Array ( [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] => Promotion (Ganger to Goliath Specialist) ) [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 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
3" | 9" | 2+ +2 |
4+ - |
4 | 2 | -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 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+ - |
6 | 2 | -2 | 3+ |
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:
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 (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.
Genesmithing: Fearless But Foolish
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.
stdClass Object ( [ganger_id] => 1482820 [label_id] => [name] => Nitownica [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] => 175 [xp] => 3 [kills] => 1 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Krumper Rivet Cannon* [qty] => 1 ) [1] => stdClass Object ( [name] => Fearless But Foolish [qty] => 1 ) ) [skills] => Array ( [0] => Nerves of Steel ) [injuries] => Array ( [0] => Spinal Injury ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-10-08 9:35:39 [datetime_updated] => 2022-02-08 11:37:13 [armour] => Array ( ) [wargear] => Array ( ) [weapons] => Array ( [Rivet Cannon - Rapid Fire] => stdClass Object ( [rs] => 3" [rl] => 9" [as] => 2+
+2 [al] => 4+
- [str] => 4 [d] => 2 [ap] => -1 [am] => 3+ [traits] => Array ( [0] => Rapid Fire(1) [1] => Rending ) [qty] => 1 [slug] => rivet_cannon___rapid_fire ) [Rivet Cannon - Super-Heated] => stdClass Object ( [rs] => 3" [rl] => 9" [as] => 2+
+2 [al] => 4+
- [str] => 6 [d] => 2 [ap] => -2 [am] => 3+ [traits] => Array ( [0] => Blaze [1] => Rending ) [qty] => 1 [slug] => rivet_cannon___super_heated ) ) [rules] => Array ( [0] => Gang Hierarchy (Champion) [1] => Tools of the Trade [2] => Group Activation (1) ) [genesmithing] => Array ( [0] => Fearless But Foolish ) ) 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] => 1502118 [label_id] => [name] => Doc [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] => 2021-10-18 10:05:57 [datetime_updated] => 2021-10-18 22:05:57 [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+ | 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] => 1502119 [label_id] => [name] => Greeny [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] => 40 [xp] => 1 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Stub Gun [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-10-18 10:06:23 [datetime_updated] => 2021-11-04 21:33:47 [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 ) ) [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+ | 6+ | 6 | 5 | 3 | 5+ | 3 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
7+ | 5+ | 8+ | 10+ | 0 |
Wargear: Furnace Plate Armor, Open Fists x2, Mutated Fists
Skills: Impetuous
When this fighter consolidates at the end of a close combat, they can move up to 4", rather than the usual 2"
stdClass Object ( [ganger_id] => 1531785 [label_id] => [name] => Beast [type] => Goliath 'Zerker [m] => 4 [ws] => 3 [bs] => 6 [s] => 6 [t] => 5 [w] => 3 [i] => 5 [a] => 3 [ld] => 7 [cl] => 5 [wil] => 8 [int] => 10 [cost] => 290 [xp] => 0 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Furnace Plate Armor [qty] => 1 ) [1] => stdClass Object ( [name] => Open Fists x2 [qty] => 1 ) [2] => stdClass Object ( [name] => Mutated Fists [qty] => 1 ) ) [skills] => Array ( [0] => Impetuous ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-11-04 9:36:40 [datetime_updated] => 2021-11-04 21:43:13 [armour] => Array ( ) [wargear] => Array ( [0] => Furnace Plate Armor [1] => Open Fists x2 [2] => Mutated Fists ) [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+ | 0 |
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 4+ - |
5 (S+1) |
1 | - | - |
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
This weapon can be used during close combat attacks
RS | RL | AS | AL | Str | D | Ap | Am |
---|---|---|---|---|---|---|---|
- | E | - | 3+ +1 |
4 (S) |
1 | -1 | - |
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] => 1531794 [label_id] => [name] => Młotek [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] => 0 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Spud-Jacker [qty] => 1 ) [1] => stdClass Object ( [name] => Brute Cleaver [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-11-04 9:44:22 [datetime_updated] => 2021-11-04 21:48:23 [armour] => Array ( ) [wargear] => Array ( ) [weapons] => Array ( [Spud-Jacker] => stdClass Object ( [rs] => - [rl] => E [as] => - [al] => 4+
- [str] => 5
(S+1) [d] => 1 [ap] => - [am] => - [traits] => Array ( [0] => Knockback [1] => Melee ) [qty] => 1 [slug] => spud_jacker ) [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 ) ) [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" | 4+ | 4+ | 4 | 4 | 1 | 4+ | 1 |
Ld | Cl | Wil | Int | XP |
---|---|---|---|---|
8+ | 5+ | 9+ | 8+ | 0 |
Wargear: Two-Handed Axe*
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] => 1531796 [label_id] => [name] => Got [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] => 80 [xp] => 0 [kills] => 0 [advance_count] => 0 [equipment] => Array ( [0] => stdClass Object ( [name] => Two-Handed Axe* [qty] => 1 ) ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Alive [notes] => [datetime_added] => 2021-11-04 9:44:53 [datetime_updated] => 2021-11-04 21:47:54 [armour] => Array ( ) [wargear] => Array ( [0] => Two-Handed Axe* ) [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+ | 0 |
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] => 1482791 [label_id] => [name] => POT [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] => 55 [xp] => 0 [kills] => 0 [advance_count] => 0 [equipment] => Array ( ) [skills] => Array ( ) [injuries] => Array ( ) [image] => [status] => Dead [notes] => [datetime_added] => 2021-10-08 9:20:11 [datetime_updated] => 2021-11-04 21:45:52 [armour] => Array ( ) [wargear] => Array ( ) [weapons] => Array ( ) [rules] => Array ( [0] => Gang Fighter (Ganger) [1] => Promotion (Ganger to Goliath Specialist) ) [genesmithing] => Array ( ) ) 1