Necromunda Gangs: Goliath
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
- FORGE BOSS equipped with one of the following options:
- 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
- BRUISER equipped with one of the following options:
- 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 :
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LEADER (FORGE BOSS or STIMMER):
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Over-Engineered: Add 1 Atk die for all of its weapons; subtract 2 from its Move stat.
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Prime Specimen: Add 2 to its Wound stat; worsen the Hit stat for all of its weapons by 1.
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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:
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Genetic Ancient: Its ranged weapons have the Punishing weapon rule; subtract 1 from its Wound stat.
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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.
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Overdeveloped Musculature: Add 1 to both Dmg stats of its melee weapons; worsen its Save stat by 1.
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-
BULLY:
-
Adaptive Biology: Improve the Hit stat of its melee weapons by 1; worsen the Hit stat of its ranged weapons by 1.
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Dermal Hardening: Normal and critical Dmg of 4 or more inflicts 1 less damage on it; worsen its Save stat by 1.
-
-
FORGE BORN:
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Proto-Goliath: Add 1 to the normal Dmg stat of its melee weapons; subtract 1 from its Move stat.
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Malformed: Add 1 to its Move stat; subtract 1 from its Wound stat.
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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: HurlSTIMMER
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 BrutesBRUISER
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 BrutesBULLY
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 DisarmFORGE 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 BrutesZERKER
A 2
M 4"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Steel Fists (Brutal, *Crush) | 5 | 3+ | 5/5 |
Abilities
*CrushHouse BruteUnleash The BeastSUMP KROC
A 2
M 4"
S 6+
W 4
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Vicious Bite (Rending) | 3 | 4+ | 2/4 |
Abilities
BeastPit TrainedFURNACE 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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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).
Strategy Ploys
Strategy: NERVES OF STEEL
Friendly GOLIATH operatives (excluding SUMP KROC) cannot be affected by the Stun and Shock weapon rules.
Strategy: WALK IT OFF
Whenever a friendly GOLIATH operative (excluding FORGE BORN and SUMP KROC) moves, it regains 1 lost wound.
Strategy: 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.
Strategy: 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.
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.
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.