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House Goliath

Source: House of Chains

Gang Composition

House Goliath follows the normal rules for Gang Composition.

Special Rules

Follow normal rules as other gangs with the following exceptions:

  • Gene-smithing.
  • Specialist Champion does not have Group Activation (1).

Fighters

135 credits

Goliath Forge Tyrant (Leader)

MWSBSSTWIALdClWilInt
4”3+3+4423+35+4+8+7+

Restrictions: None.
Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2).

Special Rules

Gang Leader: A House Goliath gang must always include a single fighter with this special rule:

  • A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see ‘Death of a Leader’ ).

Gang Hierarchy (Leader): During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 12" of this fighter will automatically pass their Cool check and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Goliath fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’:

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Skills: When recruited, a Goliath Forge Tyrant may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value.

Skill Access

A Goliath Forge Tyrant has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingMuscle
-PrimarySecondary-PrimaryPrimary-SecondarySecondary
Equipment

A Goliath Forge Tyrant may purchase weapons and Wargear from the Goliath Forge Tyrant equipment list:

  • During the course of a campaign, a Goliath Forge Tyrant may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Goliath Forge Tyrant has no restrictions upon the types of weapon they can take; all weapon types are available.

Goliath Forge Tyrant Equipment List


Weapons
ItemCredits
BASIC WEAPONS
Boltgun55
Combat shotgun with salvo & shredder ammo60
Shotgun with solid & scatter ammo30
- Executioner ammo+20
- Inferno ammo+15
Stub cannon20
PISTOLS
Combi-pistol (bolt pistol/ hand flamer)110
Combi-pistol (bolt pistol/ plasma pistol)80
Combi-pistol (stub gun/ plasma pistol)40
Bolt pistol45
Hand flamer75
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Combi-weapon (bolter/flamer)175
Combi-weapon (bolter/ grenade launcher with frag grenades)80
Combi-weapon (bolter/melta)165
Combi-weapon (bolter/plasma gun)115
Flamer140
Grenade launcher with frag & krak grenades55
- Smoke grenades+15
- Stun rounds+15
Meltagun135
HEAVY WEAPONS
Heavy bolter*160
Heavy flamer*195
Heavy stubber*130
‘Krumper’ rivet cannon*70
Missile launcher (with frag & krak missiles)*165
Multi-melta*180
CLOSE COMBAT WEAPONS
Axe10
Brute cleaver20
Chainsword25
Chainaxe25
Fighting knife10
Maul (club)10
Power axe35
Power hammer45
‘Renderizer’ serrated axe*40
- Master-crafted+10
Servo claw35
Spud-jacker15
- Master-crafted+5
Two-handed axe25
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges35
Frag grenades30
Krak grenades45
Smoke grenades15
Stun grenades25
ARMOUR
Carapace armour - Light80
Carapace armour - Heavy100
Furnace plates5
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15
Skinblade10
Stimm-slug stash25
WEAPON ACCESSORIES
Gunshroud (Basic Weapons and Pistols only)20
Suspensor (Heavy Weapons only)60
Telescopic sight† (Pistols, Basic and Special Weapons only)25
STATUS ITEMS: EXOTIC BEASTS
0-1 Sumpkroc130

Source: House of Chains

100 credits

Goliath Forge Boss (Champion)

MWSBSSTWIALdClWilInt
4”3+4+4424+26+5+8+8+

Restrictions: None.
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1).

Special Rules

Gang Hierarchy (Champion): During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Goliath fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’:

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Skills: When recruited, a Goliath Forge Boss may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value

Skill Access

A Goliath Forge Boss has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingMuscle
-PrimarySecondary-PrimarySecondary-SecondarySecondary
Equipment

A Goliath Forge Boss may purchase weapons and Wargear from the Goliath Forge Boss equipment list:

  • During the course of a campaign, a Goliath Forge Boss may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Goliath Forge Boss has no restrictions upon the types of weapon they can take; all weapon types are available.

Goliath Forge Boss Equipment List


Weapons
ItemCredits
BASIC WEAPONS
Boltgun55
Combat shotgun with salvo & shredder ammo60
Shotgun with solid & scatter ammo30
Stub cannon20
PISTOLS
Combi-pistol (bolt pistol/ hand flamer)110
Combi-pistol (bolt pistol/ plasma pistol)80
Combi-pistol (stub gun/ plasma pistol)40
Bolt pistol45
Hand flamer75
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Combi-weapon (bolter/flamer)175
Combi-weapon (bolter/ grenade launcher with frag grenades)80
Combi-weapon (bolter/melta)165
Combi-weapon (bolter/plasma gun)115
Flamer140
Grenade launcher with frag & krak grenades55
- Smoke grenades+15
- Stun rounds+15
Meltagun135
HEAVY WEAPONS
Heavy bolter*160
Heavy flamer*195
Heavy stubber*130
‘Krumper’ rivet cannon*70
Missile launcher (with frag & krak missiles)*165
Multi-melta*180
CLOSE COMBAT WEAPONS
Axe10
Brute cleaver20
Chainsword25
Chainaxe25
Fighting knife10
Maul (club)10
Power axe35
Power hammer45
‘Renderizer’ serrated axe*40
- Master-crafted+10
Servo claw35
Spud-jacker15
- Master-crafted+5
Two-handed axe25
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges35
Frag grenades30
Krak grenades45
Smoke grenades15
Stun grenades25
ARMOUR
Carapace armour - Light80
Furnace plates5
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15
Skinblade10
Stimm-slug stash25
WEAPON ACCESSORIES
Gunshroud (Basic Weapons and Pistols only)20
Suspensor (Heavy Weapons only)60
Telescopic sight† (Pistols, Basic and Special Weapons only)25
STATUS ITEMS: EXOTIC BEASTS
0-1 Sumpkroc130
125 credits

Stimmer (Specialist Champion)

MWSBSSTWIALdClWilInt
4”2+4+4424+38+4+7+8+

Restrictions: Pistol, Heavy and Close Combat.
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Combat Chems Stash.

Special Rules

Gang Hierarchy (Champion): During a battle, once this fighter’s gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Combat Chems Stash: Whenever this fighter is activated, it may choose to use Combat Chems. Until the End phase of this round this fighter gains an additional +D3 Attacks. However, if the dice roll is a natural 1, the fighter instead suffers a bad reaction and its Attacks characteristic is reduced to 1 until the End phase of this round.

Skills: When recruited, a Goliath Stimmer may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value.

Skill Access

A Goliath Stimmer has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingMuscle
-SecondarySecondary-Primary---Primary
Equipment

A Goliath Stimmer may purchase weapons and Wargear from the Goliath Stimmer equipment list:

  • During the course of a campaign, a Goliath Stimmer may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Goliath Stimmer may only be equipped with weapons chosen from this list, or from the Pistols, Heavy Weapons and Close Combat Weapons sections of the Trading Post or the Black Market.

Goliath Stimmer Equipment List


Weapons
ItemCredits
PISTOLS
Stub gun5
- Dumdum rounds+5
HEAVY WEAPONS
Assault grenade launchers (twin-linked) with stun rounds & frag grenades*65
- Krak grenades+30
- Smoke grenades+20
CLOSE COMBAT WEAPONS
Fighting knife10
‘Pulverizer’ serrated axe30
- Master-crafted+10
Paired ‘Pulverizers’*50
- Master-crafted+10
‘Renderizer’ serrated axe*40
- Master-crafted+10
Spud-jacker15
- Master-crafted+5
Paired spud-jackers*25
- Master-crafted+10
Wargear
ItemCredits
GRENADES
Frag grenades30
Incendiary charges40
Krak grenades45
Melta bombs60
Smoke grenades15
Stun grenades25
ARMOUR
Furnace plates5
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Drop rig10
Respirator15
Skinblade10
Stimm-slug stash25
STATUS ITEMS: EXOTIC BEASTS
0-1 Sumpkroc130
35 credits

Goliath Forge-Born (Prospect)

MWSBSSTWIALdClWilInt
5”4+5+3414+19+7+9+9+

Restrictions: Pistol, Special, Close Combat.
Special Rules: Gang Fighter (Prospect), Tools of the Trade, Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner.

Special Rules

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Gang Fighter (Prospect): Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns.

Promotion (Goliath Forge Boss or Goliath Stimmer): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Goliath Forge Boss or a Goliath Stimmer as the controlling player wishes.

When a fighter is promoted in this way, they will from now on count as either a Goliath Forge Boss or a Goliath Stimmer for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner and Gang Fighter (Prospect) special rules and gain all the special rules associated with either a Goliath Forge Boss or a Goliath Stimmer, as appropriate.

Note that when a fighter is promoted in this way (especially when promoted to become a Stimmer!), an appropriate model should be used to represent their new category and type.

Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule.

Fast Learner: During campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.

Skill Access

A Goliath Forge-born has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingMuscle
Secondary-Primary----Secondary-
Equipment

A Goliath Forge-born may purchase weapons and Wargear from the Goliath Forge-born equipment list:

  • During the course of a campaign, a Goliath Forge-born may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Goliath Forge-born may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading Post or the Black Market.

Goliath Forge-Born Equipment List


Weapons
ItemCredits
PISTOLS
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Storm-welder*75
CLOSE COMBAT WEAPONS
Fighting knife10
Heavy rock saw*120
Wargear
ItemCredits
GRENADES
Frag grenades30
Incendiary charges40
Krak grenades45
Smoke grenades15
ARMOUR
Furnace plates5
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Filter plugs10
55 credits

Goliath Bruiser (Ganger)

MWSBSSTWIALdClWilInt
4”4+4+4414+18+5+9+8+

Restrictions: Pistol, Basic, Close Combat.
Special Rules: Gang Fighter (Ganger), Promotion (Goliath Specialist), Tools of the Trade (Goliath Specialist only).

Special Rules

Gang Fighter (Ganger): Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns.

Promotion (Goliath Specialist): When the gang is founded, a single Goliath Bruiser can be promoted to become a Goliath Specialist. During Campaign play, additional Goliath Bruisers may become Goliath Specialists by spending Experience (XP), as described in the campaign rules. A Goliath Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills.

Tools of the Trade (Goliath Specialist only): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Skill Access

A Goliath Specialist has access to the following skill sets (note, however, that a Goliath Bruiser may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingMuscle
-PrimarySecondary-Primary--Secondary-
Equipment

Goliath Bruisers and Goliath Specialists may purchase weapons and Wargear from the Goliath Bruiser equipment list:

  • During the course of a campaign, both Goliath Bruisers and Goliath Specialists may be given additional weapons purchased from this list.
  • In addition, during a campaign both Goliath Bruisers and Goliath Specialists may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Goliath Bruiser may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list.
  • Once promoted, a Goliath Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available.

Goliath Bruiser Equipment List


Weapons
ItemCredits
BASIC WEAPONS
Boltgun55
Combat shotgun with salvo & shredder ammo60
Shotgun with solid & scatter ammo30
Stub cannon20
PISTOLS
Bolt pistol45
Hand flamer75
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Flamer140
Grenade launcher with frag & krak grenades55
- Smoke grenades+15
- Stun rounds+15
Meltagun135
CLOSE COMBAT WEAPONS
Axe10
Brute cleaver20
Fighting knife10
Maul (club)10
Spud-jacker15
Two-handed axe*25
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Frag grenades30
Incendiary charges40
Krak grenades45
Smoke grenades15
ARMOUR
Furnace plates5
PERSONAL EQUIPMENT
Armoured undersuit25
Drop rig10
Filter plugs10
Photo-goggles35
Respirator15
Stimm-slug stash25
WEAPON ACCESSORIES
Telescopic sight† (Pistols, Basic and Special Weapons only)25
35 credits

Goliath Bully (Juve)

MWSBSSTWIALdClWilInt
4”4+5+4414+19+7+9+9+

Restrictions: Pistol and Close Combat.
Special Rules: Gang Fighter (Juve), Promotion (Goliath Specialist), Fast Learner.

Special Rules

Gang Fighter (Juve): Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Goliath Specialist): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become a Goliath Specialist.

When a fighter is promoted in this way, they will from now on count as a Goliath Bruiser for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Goliath Specialist) and Fast Learner special rules and gain all the special rules associated with a Goliath Specialist.

Fast Learner: During campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.

Skill Access

A Goliath Bully has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingMuscle
SecondarySecondary--Primary----
Equipment

A Goliath Bully may purchase weapons and Wargear from the Goliath Bully equipment list:

  • During the course of a campaign, a Goliath Bully may be given additional weapons purchased from this list.
  • In addition, during a campaign a Goliath Bully may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.

Goliath Bully Equipment List


Weapons
ItemCredits
PISTOLS
Stub gun5
- Dumdum rounds+5
CLOSE COMBAT WEAPONS
Axe10
Brute cleaver20
Fighting knife10
Spud-jacker15
Wargear
ItemCredits
GRENADES
Frag grenades30
Incendiary charges40
Krak grenades45
Smoke grenades15
ARMOUR
Furnace plates5
PERSONAL EQUIPMENT
Armoured undersuit25
Drop rig10
Filter plugs10
Stimm-slug stash25
210 credits

0-1 'Zerker (Brute)

MWSBSSTWIALdClWilInt
4”3+6+6535+37+6+8+10+

Skills: Impetuous (consolidate 4” instead of 2”).
Wargear: 2 x Open Fists.
Restrictions: 'Zerker Brute options.

Can roll a D6 when activated to modify the Attack characteristic (until the end of the round):

D6Outcome
1Attack = 1
2+1 Attack
3-4+2 Attack
5-6+3 Attack
120 credits

0-1 Sumpkroc (Exotic Beast)

MWSBSSTWIALdClWilInt
4”3+-4426+28+68+7+11+

Wargear: Flensing knife (same as ferocious jaws), mesh armour (5+, same as: Scaly Hide 2).

Counter-charge

Once per round, if all conditions are true:

  • Active.
  • An enemy charges the owner.

After the enemy movement, interrupt the Activation by performing a Charge (Double) action against the enemy fighter, including the Fight (Basic) action. Finally, the enemy can continue the Charge action and make the attacks as normal (if still Engaged).

100 credits

Mauler (Vehicle)

MFrontSideRearWHndSv
7”54435+5+

Type: Hybrid drive (wheeled & tracked).
Upgrade Slots: 2 Body, 1 Drive, 1 Engine.
Weapon Locomotion: 1 (Crew: Front).

Power Ram

Improve S, AP and D by 2 for vehicle impacts involving this vehicle's front arc.

25 credits

Road Thug (Crew)

BSLdClWilInt
4+7+7+7+7+

Special Rules: Gang Fighter (Crew), Vehicle Crew.

Skill Access

AgilityBrawnCombatDrivingFerocityLeadershipSavantShootingMuscle
Leader-PrimarySecondary-PrimaryPrimary-SecondarySecondary
Champion (Specialist)-SecondarySecondary-Primary---Primary
Champion-PrimarySecondary-PrimarySecondary-SecondarySecondary
Ganger (Specialist)-PrimarySecondary-Primary--Secondary-
Juve (Specialist)Secondary-Primary----Secondary-
JuveSecondarySecondary--Primary----
Brute (‘Zerker)-PrimarySecondary-Secondary---Primary
Exotic Beast (Sumpkroc)-Primary--Secondary----
Crew (Road Thug)---Primary-SecondarySecondaryPrimary-

Vehicles

All vehicles in a Goliath gang add the following to their equipment lists:

Goliath Vehicle Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Boltgun55
Stub cannon20
SPECIAL WEAPONS
Meltagun135
HEAVY WEAPONS
Heavy bolter160
‘Krumpa’ rivet cannon70
Missile launcher (with frag & krak missiles)165
Multi-melta180
Wargear
ItemCredits
WEAPON ACCESSORIES
Telescopic sight† (Pistols, Basic and Special Weapons only)25