Goliath Forgeborn

Prospect
75
M
WS
BS
 S 
 T 
W
I
A
4"
4+
5+
4
4
2
4+
1
Ld
Cl
Wil
Int
8+
3+
6+
9+
Save
-

Skill Access

Primary: Brawn, Ferocity

Secondary: Combat

Equipment

Access: May only select equipment from the Goliath Forgeborn Equipment List; may not be equipped from the Trading Post or with items from a gang's Stash which are not on the Goliath Forgeborn Equipment List.

Special

Goliath Forgeborn: This fighter is a Goliath Forgeborn; any game effect referring to Goliaths or Prospects is applicable to them. This fighter uses the Goliath Characteristic Maxima, may be equipped from the Goliath Forgeborn Equipment List, and when they would choose a Primary Skill they may instead choose a Forgeborn Skill. During campaign play this fighter Advances as a Hero.
Moving On Up: During campaign play if the gang has an open Champion position this fighter may be promoted to become a Goliath Forge Boss or a Goliath Stimmer. If this option is taken this fighter loses this ability and their current Equipment and Skill Access, and gains the Equipment and Skill Access of the type of Champion they become. If this fighter becomes a Goliath Forge Boss they gain Group Activation (1) and Command Aura (6''), or if they become a Goliath Stimmer they gain the Combat Stims ability; any Skills this fighter already has are retained and their characteristics remain unchanged.
Vatgrown: When this fighter is first hired and added to a gang's roster for a skirmish the controlling player may choose a Primary Skill for the fighter, while for campaign play the fighter starts with 5 XP and gains an Advancement which must be applied to the fighter immediately following the Experience and Advancement guidelines in use for the campaign format. This only applies to the fighter once, the first time they are added to a gang's roster; if the fighter is retired and rehired or becomes part of an Offshoot gang they do not gain another 5 XP.This fighter gains an Advancement when they are first added to the gang's roster.
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.

Forgeborn Skills

When a Forgeborn would choose a Primary Skill, they may instead choose one of the following Forgeborn Skills.

Clamber: When this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. Additionally, when this fighter moves across a barricade, it does not cost 2'' of their move.
Commanding Presence: This fighter can group activate one more fighter than they normally could. If this fighter does not already have a Group Activation ability, they gain the following:
Group Activation (1): this fighter may group activate with up to 1 fellow gang member within 4''.
Iron Will: While this fighter remains on the battlefield and is not Seriously Injured or Broken, they count as two (2) fighters for the purposes of Bottle tests. Bottle Test: If not Seriously Injured or Broken, counts as 2 fighters.
Mighty Leap: This fighter ignores up to 2'' of total distance per round when stepping up, crossing obstacles or difficult terrain, leaping across a gap, or jumping down. If this fighter must make an Initiative check to avoid falling after leaping across a gap they automatically pass their check.
Motivated: Once per activation, this fighter may take 1 additional action if they have at least 1 Wound remaining. If this fighter is still on the battlefield when that action ends they suffer 1 Wound; make an Injury roll for them if they are now at 0 Wounds.
Robust: When this fighter makes a Recovery Test for themselves it is resolved as if they are being assisted, and they may reroll a single Out of Action dice result. Additionally if this fighter is Pinned at the end of the End Phase, they may immediately stand up.

Goliath Forgeborn Equipment List

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

Mutations

Mutations are purchased for fighters who are allowed to have one or more in a similar way to Equipment, but are permanent additions to a fighter and cannot be removed from the fighter by any means.

Goliath fighters may have any number of Mutations purchashed for them from their Equipment List but only when the fighter is first added to a gang's Roster; if the fighter is retired and rehired or becomes part of an Offshoot gang they do not have the option of buying Mutations at that time.

Armor

20
Common
10
Common
10
Common
5
Common

Weapons (CCWs)

15
Common
15
Common
10
Common
5
Common
10
Common
15
Common
60
Common
5
Common
10
Common
25
Common
25
Common
40
Common
35
Common
25
Common
5
Common
20
Common

Weapons (Pistols)

10
Common
10
Common

Weapons (Basic)

5
Common
15
Common

Weapons (Specials)

70
Common
10
Common

Grenades

45
Common
30
Common

Bionics

35
Common
25
Common

Wargear

10
Common
10
Common
5
Common
10
Common
15
Common
5
Common
5
Common
10
Common
20
Common

Mutations

15
Common
20
Common
25
Common
10
Common
15
Common
20
Common
10
Common
20
Common