Necromunda Gangs: Goliath

Homebrew by Aionexron1441

House Goliath, also known as the House of Chains, is one of the six Clan Houses who 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. As a result, most Goliaths are notoriously tough and robust by necessity, and they view everybody else as soft and weak. The house breeds its workers like prize cattle - to create the toughest, strongest, and most unthinkingly loyal workers of the furnace in the Imperium. They are, however, known for being extremely slow, relying on strength alone in battle.

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Composition

A GOLIATH KillTeam is composed of:

  • 1 GOLIATH LEADER operative selected from the following list:
    • FORGE BOSS equipped with one of the following options:
      • Multi Melta; Renderizer
      • Missile Launcher; Renderizer
      • Krumper Rivet Cannon; Power Axe
      • Krumper Rivet Cannon; Power Hammer
    • STIMMER equipped with one of the following options:
      • Paired Spud-Jackers
      • Pulverizers
  • 4 GOLIATH operatives selected from the following list:
    • BRUISER equipped with one of the following options:
      • Combi-Melta; Fists*
      • Combi-Plasma; Fists*
      • Combi-Flamer; Fists*
      • Combi-Grenade Launcher; Fists*
      • Stub Cannon; Brute Cleaver
      • Boltgun; Two-Handed Axe
      • Boltgun; Two-Handed Hammer
    • BULLY equipped with one of the following options:
      • Brute Cleaver
      • Chainaxe
    • FORGE BORN
  • 2 GOLIATH HIRED ARM operatives selected from the following list:
    • ZERKER
    • SUMP KROC

Other than BRUISER, BULLY, FORGE BORN and SUMP KROC, your kill team can only include each operative on these lists once.

Your kill team can include up to three BRUISER, two BULLY, four FORGEBORN and four SUMP KROC operatives.

FORGEBORN and SUMP KROC operatives each counts as half a selection. ZERKER operative counts as two selections.

*You cannot select this option more than once and you cannot select more than 2 of these options combined.

Common Abilities and Options

Gene Smithing:
At the end of the Select Operatives step, You can select one Gene Smithing rule for each type of operatives to have for the battle from the following options :

  • LEADER (FORGE BOSS or STIMMER):

    • Over-Engineered: Add 1 Atk die for all of its weapons; subtract 2 from its Move stat.

    • Prime Specimen: Add 2 to its Wound stat; worsen the Hit stat for all of its weapons by 1.

    • Alpha’s Lineage: Ignore any changes to its stats from being injured and it is not affected by Poison, Toxic, Stun, Shock or Brutal rules; worsen its Save stat by 1.

  • BRUISER:

    • Genetic Ancient: Its ranged weapons have the Punishing weapon rule; subtract 1 from its Wound stat.

    • Hyper Healing: Subtract 1 from its Move stat; it regains 1D3 lost wound after each action that was performed in which damage was inflicted on that friendly operative.

    • Overdeveloped Musculature: Add 1 to both Dmg stats of its melee weapons; worsen its Save stat by 1.

  • BULLY:

    • Adaptive Biology: Improve the Hit stat of its melee weapons by 1; worsen the Hit stat of its ranged weapons by 1.

    • Dermal Hardening: Normal and critical Dmg of 4 or more inflicts 1 less damage on it; worsen its Save stat by 1.

  • FORGE BORN:

    • Proto-Goliath: Add 1 to the normal Dmg stat of its melee weapons; subtract 1 from its Move stat.

    • Malformed: Add 1 to its Move stat; subtract 1 from its Wound stat.

Hardened Brutes:
Whenever a friendly GOLIATH operative (excluding HIRED ARM) is activated and you change its order from Conceal to Engage, Improve its Save stat by 1 for until the end of the turning point.

You must spend 1 additional AP whenever a friendly GOLIATH operative (excluding HIRED ARM) performs a Pick Up Marker and/or Mission actions (excluding Operate Hatch).

FORGE BOSS
A 2
M 5"
S 4+
W 14
Weapons
ATK
HIT
DMG
Multi-Melta (Hvy(Repos), Dev4, Prc2)
4
4+
6/3
Missile Launcher
Frag (Hvy(Repos), Blast 2")
4
3+
4/5
Krak (Hvy(Repos), Prc1)
4
3+
5/7
Krumper Rivet Cannon
Burst (Rng 5", Ceaseless)
4
4+
4/4
Charged (Rng 3", Torrent 2", Hot, *Blaze)
5
3+
3/3
Renderizers (Rending, Punishing)
4
3+
4/5
Power Axe (Brutal)
4
4+
4/7
Power Hammer (Shock)
4
4+
5/6
Abilities
*BlazeFearsome PresenceGene SmithingHardened Brutes1AP: Hurl

*Blaze: If you inflict damage with any critical success, the operative this weapon is being used against gains one of your Blaze Tokens (if it doesn’t already have one). Whenever an operative that has one of your Blaze Tokens is activated, inflict 1D3 damage on it then remove that token from it.

Fearsome Presence: - STRATEGIC GAMBIT if this operative is in the killzone. Select 2 other friendly GOLIATH operatives (excluding HIRED ARM) within 6 inches of this operative to have GROUP ACTIVATION* rule until the end of the turning point.

*GROUP ACTIVATION: Whenever that friendly GOLIATH operative is expended, you must then activate one other ready friendly operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

  • Whenever an enemy operative performs a Charge action during its activation and ends that move within control range of this operative, roll a 1D6; if the result is equal to or lower than this operative’s APL stat, that enemy operative immidiately performs a free Fall Back action and cannot perform a Charge action during that activation or counteraction (any AP spent for that action is not refunded).

  • Whenever this operative is fighting, in the resolve attack dice step, you can select a success to inflicts 1D3+1 damage in addition to the damage equal to the die result.

Hurl (1AP): You can move one enemy operative within this operative’s control range up to 3 inches in a location where it can be placed. Then inflict D3+1 damage on it; if the 1D3 result is a 3, that operative is expended until the end of the turning point. This operative cannot perform this action unless an enemy operative is within its control range.

NECROMUNDA GANGS, GOLIATH, GANG, LEADER, FORGE BOSS; 40
STIMMER
A 2
M 5"
S 4+
W 13
Weapons
ATK
HIT
DMG
Rapid Fire Grenade Launchers
Frag (Hvy(Repos), Blast 3", *Rapid Fire)
5
5+
2/4
Krak (Hvy(Repos), Prc1, *Rapid Fire)
5
5+
4/5
Paired Spud-Jackers (Shock)
4
3+
4/4
Pulverizers (Brutal, Severe)
4
3+
4/5
Abilities
*Rapid Fire1AP: Bull ChargeCombat ChemGene SmithingHardened Brutes

*Rapid Fire: Until the end of the turning point; whenever this operative is performing a shooting attack and it did not perform a Reposition or Charge or Fall Back action during its activation, this weapon has the Balanced weapon rule. If the operative did not move during its activation, this weapon has the Ceaseless weapon rule.

Bull Charge (1AP): This operative can perform a free Charge action. After that action ends, you can move each enemy operative within this operative’s control range up to 3 inches to a location where it can be placed. Then inflict 1D3+1 damage on it (even if you don’t move it) (roll for each enemy operative separately); if the 1D3 result is a 3, subtract 1 from that enemy operative’s APL stat until the end of its next activation. This operative can then immediately perform another free Charge action (this takes precedence over action restrictions), but cannot move more than 3 inches during that action.

Combat Chem: STRATEGIC GAMBIT if this operative is in the killzone. Select one Combat Chem rule once per battle for this operative until the end of the turning point:

  • FOCUS: Improve the Hit stat of this operative’s ranged weapons by 1; subtract 1 from the Atk dice of its melee weapons.

  • FEROCITY: Improve the Hit stat of this operative’s melee weapons by 1; subtract 1 from the Atk dice of the its ranged weapons.

  • FAST AND FURIOUS: Whenever this operative is climbing up, ignore the first 2 inches of that climb; whenever this operative is fighting during an activation which it performed a Charge action in it, worsen the Hit stat of all its weapons by 1.

NECROMUNDA GANGS, GOLIATH, GANG, LEADER, STIMMER; 32
BRUISER
A 2
M 5"
S 4+
W 13
Weapons
ATK
HIT
DMG
Combi-Melta (Rng 6", Dev4, Prc2, Lim 1, *Combi-Boltgun)
4
4+
6/3
Combi-Grenade Launcher
Frag (Blast 2", Lim 1, *Combi-Boltgun)
4
4+
2/4
Krak (Prc1, Lim 1, *Combi-Boltgun)
4
4+
4/5
Combi-Plasma Gun
Standard (Prc1, Lim 1, *Combi-Boltgun)
4
4+
4/6
Supercharge (Prc1, Lethal 5+, Hot, Lim 1, *Combi-Boltgun)
4
4+
5/6
Combi-Flamer (Rng 8", Saturate, Tor 2", Lim 1, *Combi-Boltgun)
4
3+
3/3
Stub Cannon (Acc1, Tor 2")
5
4+
2/3
Boltgun
4
4+
3/4
Brute Cleaver (Rending)
4
4+
3/5
Two-Handed Axe (Brutal, Severe)
3
4+
3/4
Two-Handed Hammer (Brutal, Shock)
3
4+
3/4
Fists
4
4+
3/4
Abilities
*Combi-BoltgunGene SmithingHardened Brutes

*Combi-Boltgun: This weapon can be used in a Shoot action durng the same turning point in which a Shoot action was performed using a Boltgun (or vice versa).

NECROMUNDA GANGS, GOLIATH, GANG,, BRUISER ; 32
BULLY
A 2
M 5"
S 4+
W 12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
4+
3/4
Brute Cleaver (Rending)
4
4+
3/5
Chainaxe (Severe)
4
4+
3/5
Abilities
BerserkerGene SmithingHardened BrutesParry And Disarm

Berserker: Whenever this operative performs a Fight action during an activation in which it has performed a Charge action, add 1 to the Atk stat of the melee weapon in-use for that action.

Parry And Disarm: Whenever this operative is fighting or retaliating; in the Resolve Attack Dice step, whenever you block a critical unresolved success with a critical success. You and your opponent can roll-off a 1D6 (adding 1 to your result if that enemy operative is injured). If your result is higher than your opponent’s, your opponent must discard all its remaining unresolved successes (if any) for that sequence.

NECROMUNDA GANGS, GOLIATH, GANG,, BULLY; 32
FORGE BORN
A 2
M 5"
S 5+
W 9
Weapons
ATK
HIT
DMG
Stub Gun (Rng 6", Acc1)
4
5+
2/3
Rock Saw (Severe)
4
4+
4/5
Abilities
Couter-AttackGene SmithingHardened Brutes

Couter-Attack: Whenever this operative is retaliating; in the Resolve Attack Dice step, after your opponent resolves a success and it is your turn to resolve, you can resolve 2 normal successes (instead of 1).

NECROMUNDA GANGS, GOLIATH, GANG,, FORGE BORN ; 28
ZERKER
A 2
M 4"
S 5+
W 12
Weapons
ATK
HIT
DMG
Steel Fists (Brutal, *Crush)
5
3+
5/5
Abilities
*CrushHouse BruteUnleash The Beast

*Crush: Whenever you strike with a critical success, you and your opponent roll-off each a 1D6, adding 1 to your result if the operative this weapon is being used against has a Wound stat of 9 or less. If you win, inflict additional damage on that operative equal to the difference between the dice results (to a maximum of 2 additional damage).

House Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. Whilst this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

This operative cannot perform Pick Up Marker or Mission actions (excluding Operate Hatch).

Unleash The Beast: Once per battle, when this operative is activated, you can use this rule. If you do, until the end of the battle:

  • Add 1D3+2 to this operative’s Wound stat.

  • Its melee weapon have the Relentless weapon rules.

  • This operative can perform two Fight actions (the second one is free).

NECROMUNDA GANGS, GOLIATH, GANG,, HIRED ARM, ZERKER; 40
SUMP KROC
A 2
M 4"
S 6+
W 4
Weapons
ATK
HIT
DMG
Vicious Bite (Rending)
3
4+
2/4
Abilities
BeastPit Trained

Beast: In the Firefight Phase, whenever you determine this operative's order, you cannot select Conceal. This operative cannot perform any actions other than Charge, Dash, Reposition and Fight, or use any weapons that are not on its data card.

Pit Trained: Whenever a friendly GOLIATH operative (excluding HIRED ARM) is visible to and within 2 inches of this operative and was selected as the valid target to fight against during a Fight action. Select this operative to become the valid target or to be fought against (as appropriate) instead, even if it normally would not be valid for this, treat that other operative as being within the fighting operative's control range for the duration of that action.

NECROMUNDA GANGS, GOLIATH, GANG,, HIRED ARM, SUMP KROC; 25
Equipment

FURNACE PLATES:
Whenever an operative is shooting a friendly GOLIATH operative (excluding HIRED ARM), you can re-roll one of your defense dice.


BLASTING CHARGES:
Once per turning point, a friendly GOLIATH BRUISER operative can perform a Place Marker action for one of your Blasting Charge Markers to place it touching a terrain feature. After that action ends, that friendly operative can immediately perform a free Dash action. That friendly operative can perfom the Detonate action.

DETONATE (0 AP): Inflict 1D3+2 damage on each operative within control range of one of your Blasting Charge Marker which is within 6 inches of a friendly GOLIATH BRUISER operative, then remove that Blasting Charge Marker from the killzone and place one of your Breach Markers within 1 inch of where that Blasting Charge Marker was placed and touching the same terrain feature it was touching. Whenever an operative is within 1 inch of a Breach Marker, it treats parts of that terrain feature that are no more than 1 inch thick as Accessible Terrain. That friendly operative cannot perform this action while within control range of an enemy operative or if there was no Blasting Charge Markers in the killzone. Treat this action as a Unique action.


REFLEC SHROUD:
Once per turning point; when an operative is shooting a friendly GOLIATH operative (excluding HIRED ARM), at the start of the Roll Defence Dice step, you can use this rule. If you do so, worsen the x of the Piercing weapon rule by 1 (if any) until the end of that sequence. Note that Piercing 1 would therefore be ignored.


STIM-SLAG STASH:
You can set up one of your Stimm-Slug Stash Markers wholly within your territory and more than 2 inches from other markers, access points, and Accessible terrain. Once per turning point; whenever a Stimm-Slug Stash Marker is within control range of a friendly GOLIATH operative, that friendly operative (excluding LEADER and HIRED ARM) can perform the Not Done Yet! action.

NOT DONE YET! (0 AP): Select one Combat Chem rule (i.e. from COMBAT CHEM rule) for a friendly GOLIATH operative (excluding LEADER and HIRED ARM) within 1 inch of one of your Stim-Slug Stash Marker until the end of the turning point. Roll a 1D3; if the result is 1, that friendly operative is injured until the end of the turning point. Treat this action as a Mission action.


Ploys

Firefight - NAAARGAH!:
Use this firefight ploy during a friendly GOLIATH operative’s activation (excluding FORGE BORN and HIRED ARM) and while it has an Engage order. Until the end of that operative’s activation, add 1 to its APL stat. That operative (except for LEADER) can perform two Shoot or Fight actions.


Firefight - JUST ADD NAILS:
Use this firefight ploy when a friendly GOLIATH operative performs a Shoot action and a weapon with the Blast weapon rule (except Missile Launcher and Rapid Fire Grenade Launchers) is selected. Until the end of that action, add 1 inch to that weapon’s Blast weapon rule and it has the Severe weapon rule when shooting the primary target.


Firefight - WHAT’S A FEW TEETH?:
Use this firefight ploy when an attack die inflicts critical damage on a friendly GOLIATH operative (excluding HIRED ARM). That attack die inflicts normal damage instead.


Firefight - UNSTOPPABLE BEHEMOTH:
Use this firefight ploy during a friendly GOLIATH LEADER or ZERKER operative’s activation. That operative can do the Operate Hatch action for 1 less AP. It can move through enemy operatives and within control range of them. It can perform Charge or Reposition actions while within control range of an enemy operative, and can leave that operative’s control range to do so (but then the normal requirements for that move apply).


Strategic - NERVES OF STEEL:
Friendly GOLIATH operatives (excluding SUMP KROC) cannot be affected by the Stun and Shock weapon rules.


Strategic - WALK IT OFF:
Whenever a friendly GOLIATH operative (excluding FORGE BORN and SUMP KROC) moves, it regains 1 lost wound.


Strategic - WALL OF FLESH:
Ignore any inflicted damage on friendly GOLIATH operatives (excluding FORGE BORN and SUMP KROC) from any or all attack dice successes with 2 or less Dmg stat.


Strategic - CRUSH LANDING:
Whenever a friendly GOLIATH operative (except FORGE BORN and SUMP KROC) is dropping from a 3+ inches height (measured vertically); once that operative is placed, you can inflict 1D3+1 damage on each operative within control range of that operative.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.