Necromunda Gangs: Goliath

Necromunda Gangs: Goliath

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).

*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).

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).

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.

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.

Operatives

1. Bitterchain 'Steelskin'
FORGE BOSS
A 2
M 5"
S 4+
W 14/14
Weapons
ATK
HIT
DMG
Krumper Rivet Cannon
Burst (Rng 5", Ceaseless)
4
4+
4/4
Charged (Rng 3", Torrent 2", Hot, *Blaze)
5
3+
3/3
Power Hammer (Shock)
4
4+
5/6
Abilities
Gene SmithingFearsome Presence1AP: Hurl*BlazeHardened Brutes

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.

*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.

NECROMUNDA GANGS, GOLIATH, GANG, LEADER, FORGE BOSS; 40
2. Dead'ead
BRUISER
A 2
M 5"
S 4+
W 13/13
Weapons
ATK
HIT
DMG
Combi-Melta (Rng 6", Dev4, Prc2, Lim 1, *Combi-Boltgun)
4
4+
6/3
Boltgun
4
4+
3/4
Fists
4
4+
3/4
Abilities
*Combi-BoltgunHardened BrutesGene Smithing
NECROMUNDA GANGS, GOLIATH, GANG,, BRUISER ; 32
3. Blitz
BRUISER
A 2
M 5"
S 4+
W 13/13
Weapons
ATK
HIT
DMG
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
Boltgun
4
4+
3/4
Fists
4
4+
3/4
Abilities
*Combi-BoltgunHardened BrutesGene Smithing
NECROMUNDA GANGS, GOLIATH, GANG,, BRUISER ; 32
4. Borker
BULLY
A 2
M 5"
S 4+
W 12/12
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
4+
3/4
Chainaxe (Severe)
4
4+
3/5
Abilities
BerserkerHardened BrutesParry And DisarmGene Smithing

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
5. Meatfist
FORGE BORN
A 2
M 5"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Stub Gun (Rng 6", Acc1)
4
5+
2/3
Rock Saw (Severe)
4
4+
4/5
Abilities
Hardened BrutesGene SmithingCouter-Attack
NECROMUNDA GANGS, GOLIATH, GANG,, FORGE BORN ; 28
6. Hammerhead
FORGE BORN
A 2
M 5"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Stub Gun (Rng 6", Acc1)
4
5+
2/3
Rock Saw (Severe)
4
4+
4/5
Abilities
Hardened BrutesGene SmithingCouter-Attack
NECROMUNDA GANGS, GOLIATH, GANG,, FORGE BORN ; 28
7. Grog
SUMP KROC
A 2
M 4"
S 6+
W 4/4
Weapons
ATK
HIT
DMG
Vicious Bite (Rending)
3
4+
2/4
Abilities
Pit TrainedBeast
NECROMUNDA GANGS, GOLIATH, GANG,, HIRED ARM, SUMP KROC; 25
8. Vorg
SUMP KROC
A 2
M 4"
S 6+
W 4/4
Weapons
ATK
HIT
DMG
Vicious Bite (Rending)
3
4+
2/4
Abilities
Pit TrainedBeast
NECROMUNDA GANGS, GOLIATH, GANG,, HIRED ARM, SUMP KROC; 25
9. Ukak
SUMP KROC
A 2
M 4"
S 6+
W 4/4
Weapons
ATK
HIT
DMG
Vicious Bite (Rending)
3
4+
2/4
Abilities
Pit TrainedBeast
NECROMUNDA GANGS, GOLIATH, GANG,, HIRED ARM, SUMP KROC; 25
10. Thal
SUMP KROC
A 2
M 4"
S 6+
W 4/4
Weapons
ATK
HIT
DMG
Vicious Bite (Rending)
3
4+
2/4
Abilities
Pit TrainedBeast
NECROMUNDA GANGS, GOLIATH, GANG,, HIRED ARM, SUMP KROC; 25

Reserves

'Sharp Tooth' Rork
STIMMER
A 2
M 5"
S 4+
W 13/13
NECROMUNDA GANGS, GOLIATH, GANG, LEADER, STIMMER; 32
Kunnk 'The Grand Dog'
ZERKER
A 2
M 4"
S 5+
W 12/12
NECROMUNDA GANGS, GOLIATH, GANG,, HIRED ARM, ZERKER; 40

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

NAAARGAH!
Firefight Ploy

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.

JUST ADD NAILS
Firefight Ploy

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.

WHAT’S A FEW TEETH?
Firefight Ploy

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.

UNSTOPPABLE BEHEMOTH
Firefight Ploy

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).

NERVES OF STEEL
Strategy Ploy

Friendly GOLIATH operatives (excluding SUMP KROC) cannot be affected by the Stun and Shock weapon rules.

WALK IT OFF
Strategy Ploy

Whenever a friendly GOLIATH operative (excluding FORGE BORN and SUMP KROC) moves, it regains 1 lost wound.

WALL OF FLESH
Strategy Ploy

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.

CRUSH LANDING
Strategy Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.