Goliath

Provided below are the house rules we use for Goliath gangs.

House Goliath is one of the six houses whom make their home in the "Hive City" part of Hive Primus, the capital of Necromunda. The Goliath's domains are situated unfavourably in the Hive City, occupying the lowest and harshest areas, close to the Underhive.

Most Goliaths are notoriously tough and robust by necessity, and they view everybody else as soft and weak. The members of the house are often seen as barbaric by everybody else in the Hive, the members of House Escher being the most vocal in this belief. Indeed, many of the Goliath's traditions, like the fighting pits and the Feast of the Fallen do very little to disprove these beliefs, giving the impression of a violent and brutal people inimical to their neighbours and rivals alike.

The Goliaths have a preoccupation with physique, and their style of clothing is often designed to reveal as much of their bulging muscles as possible. Most Goliaths also wear their hair in a mohawk.

House Goliath operates and owns many of the Necromunda's great foundries and its workers are the masters of the furnace. House Goliath breeds its workers like prize cattle, to create the toughest, strongest, and most unthinkingly loyal workers of the furnace in the Imperium.

Vat-birthed, a Goliath can be freakishly huge, larger than even a Space Marine. Other than their lack of speed they are also known to suffer from mental imbalances and extremely short lifespans. This has resulted in many considering them to be a classifiable strain of Abhuman.

House Goliath and House Escher are old enemies, and their mutual borders are the scene of frequent skirmishes. Escher's typical disdain for all males is particularly acute when it comes to Goliaths, who they dismiss as simple and brutish, and often refer to as "Meatnecks". House Orlock also borders Goliath territory, with the House typically considering Goliath as one of its two strongest allies...particularly considering how much Orlock ore the Goliaths buy for their furnaces.


Gang Composition

A Goliath gang must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader (if the Leader is killed, see page 24 of Gang War).
  • There can be no more than two Champions, plus one for every full 10 Reputation the gang has.
  • The total number of Gangers in the gang must be equal to or higher than the total number of other fighters in the gang, not counting Hangers On or Hive Scum.
  • When a starting gang is founded up to one Ganger may carry a Special Weapon. During campaign play, additional Gangers will become eligible to carry Special Weapons as they gain advances.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unweildy trait take up the space of two weapons.
  • A fighter does not start with Armor and the cost of Armor is not included in their profile.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of Grenades.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • A gang may hire as many Mercs as they can afford, while observing the total number of Gangers restriction described above.
  • A gang may hire a maximum of one Hangers-on for every full 5 points of Reputation the gang has.
  • A gang may hire up to five Hired Scum to fight in one battle.
  • A gang may hire up to one Bounty Hunter to fight in one battle (if certain criteria are met).

Fighters

A starting Goliath gang is made up of the following fighters. Goliath use the Goliath Characteristics Maxima .

Goliath Leader

Leader
145
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
4
4
2
3+
3
Ld
Cl
Wil
Int
5+
4+
8+
7+
Save
-

Skill Access

Primary: Brawn, Ferocity, Leadership

Secondary: Combat, Shooting

Starting: Goliath Leaders start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Goliath Champion

Champion
100
M
WS
BS
 S 
 T 
W
I
A
4"
3+
4+
4
4
2
4+
2
Ld
Cl
Wil
Int
6+
5+
8+
8+
Save
-

Skill Access

Primary: Brawn, Ferocity

Secondary: Combat, Leadership, Shooting

Starting: Goliath Champions start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Goliath Juve

Juve
10
M
WS
BS
 S 
 T 
W
I
A
4"
4+
5+
4
4
1
5+
1
Ld
Cl
Wil
Int
9+
6+
8+
8+
Save
-

Skill Access

Primary: Ferocity

Secondary: Brawn, Combat

Equipment

Access: When starting a Juve only has access to Pistols, Close Combat Weapons, and Grenades. During campaign play a Juve with three or more advances has no Equipment restrictions.

Goliath Ganger

Ganger
25
M
WS
BS
 S 
 T 
W
I
A
4"
4+
4+
4
4
1
5+
1
Ld
Cl
Wil
Int
8+
6+
8+
8+
Save
-

Skill Access

Primary: Brawn, Ferocity

Secondary: Combat, Shooting

Equipment

Access: When starting a Ganger has access to Armor, Basic Weapons, Close Combat Weapons, Grenades, Pistols, and Wargear. During campaign play, a Ganger with at least one advance gains access to Special Weapons.

150 credits

If a gang has a Goliath Riveter on their roster who is not in Recovery or Captured, the gang's player gains a Steel Constitution Tactics Card to use in the battle in addition to any other Tactics Cards available to them. If the Goliath Riveter takes part in the battle, this Tactics Card must be played on the Goliath Riveter


Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, Goliath may select from the following House Equipment list.

Armor

25
Common
10
Common
10
Common

Weapons (CCWs)

15
Common
10
Common
15
Common
10
Common
40
Common
10
Common
5
Common
25
Common
45
Common
35
Common
5
Common
20
Common

Weapons (Pistols)

Weapons (Basic)

15
Common
60 + ammo
Common

Ammunition is purchased for this weapon separately.

5
Common
10
Common
15
Common

Weapons (Specials)

55 + ammo
Common

Ammunition is purchased for this weapon separately.

Weapons (Heavies)

155
Common
130
Common
70
Common

Grenades

30
Common
45
Common
30
Common

Bionics

30
Common
40
Common
55
Common
60
Common
30
Common
90
Common
90
Common
90
Common
90
Common
30
Common
25
Common

Wargear

10
Common
10
Common
5
Common
15
Common
5
Common
5
Common
10
Common
15
Common

Tactics Cards

In addition to neutral Tactics Cards, the following are exclusively available to gangs belonging to this House:

Anything's A Weapon

You may play this card when you activate one of your gang's fighters. Tuck this card under that fighter's card.

This fighter's unarmed attacks have the Melee trait, and have a weapon profile of S+1, - AP, and 2 Damage.

Brutal Charge

You may play this card on one of your gang's fighters when that fighter declares a Charge.

For the remainder of the round this fighter's Move is increased by 2'', and any close combat attacks they make that have the Melee trait gain the Pulverize trait if they do not already have it.

Ceramite Skin

You may play this card when you set up one of your gang's fighters onto the battlefield. Tuck this card under that fighter's card.

This fighter cannot be affected by weapons with the Blaze or Radiation traits. Additionally, this fighter's Toughness is increased by 2 against Frag Grenades, Plasma weapons, and weapons with the Melta trait.

Inhuman Resilience

You may play this card instead of activating a fighter.

Any of your gang's fighters who are Seriously Injured may make a Recovery roll now, treating Out of Action results as Seriously Injured. Next, any of your gang's fighters who are Pinned may immediately stand up.

Ironhide

You may play this card when you set up one of your gang's fighters onto the battlefield. Tuck this card under that fighter's card.

This fighter's save roll is improved by 2. If the fighter does not already have a save Ironhide grants a save of 5+. This cannot be combined with other similar effects such as Armored Undersuit.

Knockout Blow

You may play this card when one of your gang's fighters inflicts at least one wound on an enemy fighter who has no Wounds remaining, before Injury dice are rolled.

The enemy fighter is taken Out of Action immediately. In campaign mode, do not make a Lasting Injury roll; the enemy fighter is Out Cold.

Not Done Yet

You may play this card when one of your gang's fighters would be taken Out of Action. Tuck this card under that fighter's card.

This fighter is not removed from play...yet. Additionally, if they were prone the fighter immediately stands up. Until their next activation the fighter cannot be Pinned or Seriously Inured, and cancels any Flesh Wounds inflicted on them. If they are still on the battlefield, the fighter is immediately taken Out of Action at the end of their next activation.

Roid Rage

You may play this card on one of your gang's fighters when you activate them.

For the remainder of the round this fighter's Strength and Attacks are increased by 1 and fighters who are Knocked back by their close combat attacks are moved 2'' away instead of 1''.

Second Wind

You may play this card instead of activating a fighter.

You may remove a Flesh Wound from one of your gang's fighters, and if they are Pinned they may immediately stand up.

Steel Constitution

You may play this card when you set up one of your gang's fighters onto the battlefield. Tuck this card under that fighter's card.

This fighter is unaffected by the Gas, Toxin, and Radiation traits. When this fighter makes a recovery test, they are considered to be assisted even when they are alone.

Ultra-Brawl

You may play this card at the beginning of a round.

For the duration of the round, all of your gang's fighters on the battlefield gain the Burly skill.

Unstoppable Behemoth

You may play this card after an attack has been made against one of your gang's fighters before any Injury rolls are made (if any).

The attack against this fighter has no further effect; no Injury roll(s) are made. Additionally, if this fighter is Pinned, they may immediately stand up.



Campaign

Goliath use the Campaign rules as written in Gang War, without modification.