Goliath Stimmer

Champion
150
M
WS
BS
 S 
 T 
W
I
A
4"
2+
5+
4
4
4
3+
3
Ld
Cl
Wil
Int
8+
4+
7+
8+
Save
-

Skill Access

Primary: Brawn, Combat, Ferocity

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

Equipment

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

Special

Goliath Stimmer: This fighter is a Goliath Stimmer; any game effect referring to Goliaths or Champions is applicable to them. This fighter uses the Goliath Characteristic Maxima, may be equipped from the Goliath Stimmer Equipment List, and when they would choose a Primary Skill they may instead choose a Stimmer Skill. This fighter is not eligible to become a gang Leader if the current Leader is killed or retires.
Combat Stims: If this fighter is Active or Engaged they may use the following free action:
Auto-Stim (Free): Immediately discard up to D3-1 Flesh Wounds this fighter has suffered (if any), and until the end of the round this fighter's Move, Strength, Toughness, and Attacks characteristics are each increased by 2. At the end of the round before the Recovery phase this fighter suffers D3-1 Flesh Wounds; if this reduces the fighter to 0 Toughness or less the fighter goes Out of Action but will be available for the gang's next battle. This ability cannot be used in the same round as another drug stash such as a Stimm Slug Stash.When activated may discard D3-1 Flesh Wounds, and gain +2'' Move, +2 Strength, +2 Toughness, +2 Attacks until end of round. At end of the round before Recovery phase suffer D3-1 Flesh Wounds; if reduced to 0 Toughness go Out of Action. Not combinable with other drug stashes (such as Stimm Slug Stashes).

Stimmer Skills

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

Brutal Charge: When this fighter makes close combat attacks as part of a Charge action, any unarmed or melee attacks they use gain the Potent and Intimidating traits.
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. When one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
Intimidating Appearance: Enemy fighters suffer a -1 penalty on all Leadership, Cool, Willpower, and Intelligence checks they make if this fighter is within their line of sight and is not Hidden.
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.
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 Stimmer Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, Goliath Stimmers 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
10
Common
5
Common
10
Common
15
Common
10
Common
25
Common
40
Common
35
Common
5
Common

Weapons (Pistols)

10
Common

Weapons (Heavies)

Ammunition is purchased for this weapon separately.

Grenades

45
Common
30
Common

Wargear

10
Common

Mutations

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