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Goliath

Provided below are the house rules we use for Goliath gangs.

Goliath

House Goliath is one of the six houses whom 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.

House Goliath is one of the six houses whom 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.

Most Goliaths are notoriously tough and robust by necessity, and they view everybody else as soft and weak. The members of the house are often seen as barbaric by everybody else in the Hive, the members of House Escher being the most vocal in this belief. Indeed, many of the Goliath's traditions, like the fighting pits and the Feast of the Fallen do very little to disprove these beliefs, giving the impression of a violent and brutal people inimical to their neighbours and rivals alike.

The Goliaths have a preoccupation with physique, and their style of clothing is often designed to reveal as much of their bulging muscles as possible. Most Goliaths also wear their hair in a mohawk.

House Goliath operates and owns many of the Necromunda's great foundries and its workers are the masters of the furnace. House Goliath breeds its workers like prize cattle, to create the toughest, strongest, and most unthinkingly loyal workers of the furnace in the Imperium.

A Goliath can be freakishly huge, even larger than a Space Marine. Other than their lack of speed they are also known to suffer from mental imbalances and extremely short lifespans. This has resulted in many considering them to be a classifiable strain of Abhuman.

House Goliath and House Escher are old enemies, and their mutual borders are the scene of frequent skirmishes. Escher's typical disdain for all males is particularly acute when it comes to Goliaths, who they dismiss as simple and brutish, and often refer to as "Meatnecks". House Orlock also borders Goliath territory, with the House typically considering Goliath as one of its two strongest allies...particularly considering how much Orlock ore the Goliaths buy for their furnaces.


Gang Composition

A Goliath gang must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader. If the Leader is killed, a new Leader must be selected.
  • The total combined number of Prospects, Specialists, Gangers, and Juves in the gang must be equal to or higher than the total number of other fighters in the gang, not counting Hangers-on or Hive Scum.
  • When a gang is founded (and only then), up to one Specialist can be hired. During campaign play, Gangers and Juves may become Specialists via promotion.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons.
  • Armor is not included in fighter profiles or cost, but can be purchased separately and equipped on a fighter if their Equipment Access allows it.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of Grenades.
  • Hired Guns : there are various types of Hired Guns available, if the campaign format being used allows them on a case by case basis.
    • Bounty Hunter: up to one per battle (if certain criteria are met).
    • Hangers-on: up to one, plus one for every full 5 points of Reputation the gang has.
    • Hive Scum: up to 5 per battle.
    • Mercs: no limit

Fighters

A Goliath gang is made up of the following types of fighters. Goliath use the Goliath Characteristics Maxima .

Leader

Every House gang has one Leader. If the Leader is killed a new Leader will replace them from among the gang's fighters, if any are eligible.

150 credits

A Goliath Forge Tyrant is usually the biggest, strongest, or meanest meatneck in their gang (sometimes all three!), who have risen to power over a pile of bodies of lesser Goliaths. Ruling their gang with an iron grip, they are not to be trifled with.

Champions

A starting House gang can have up to two Champions, but any mix of the following Champion types is allowed. For instance a gang could have a Stimmer and / or a Forge Boss, or two Forge Bosses, or none at all. During campaign play, as the gang gains Reputation additional Champion slots will become available; new Champions can be hired directly or you can promote Specialists, Prospects, or Mercs to fill the available Champion slots.

Goliath Stimmer (0-1); + 1 per 25 Reputation
150 credits

Goliath Stimmers are hulking, imposing late stage performance enhancing drug addicts. Towering and rippling with grotesque musculature and fitted with auto-injectors capable of pushing noxious cocktails of combat drugs on demand, Stimmers are capable of bursts of insane violence.

Goliath Forge Boss (0-2); + unlimited via Promotion
100 credits

Forge Bosses are fearsome warriors and important lieutenants for their gang's leader.

Henchmen

The backbone of any House gang is made up of Prospects, Specialists, Gangers, and Juves. In campaign play an important consideration is that Gangers and Juves are more economical but Advance as Henchmen while Specialists and Prospects Advance as Heroes. Each type of fighter offers pros and cons, and caters to different play styles and strategies.

Goliath Vatforged (0-2); + 1 per 10 Reputation
75 credits

Goliath Vatforged are vat grown slabs of synth-muscle, intended for various purposes ranging from heavy industrial labor to brutal gang warfare.

Goliath Specialist (0-1); + unlimited via Promotion
40 credits

Specialists have made a name for themselves and may one day ascend to the upper echelons of their gang.

Goliath Bruiser (unlimited)
30 credits

Gangers are the backbone of most gangs, who do the often unglamorous but necessary work to advance their leader's schemes.

Goliath Lout (0-2); + 1 per 1 Forge Boss
20 credits

Juves are young House members struggling to find acceptance and make a name for themselves.

Special

A Goliath gang can hire a Sumpkroc, trained from the day it was hatched to fear and respect their Goliath masters and hate everything else. They count as Gangers for purposes of Gang Composition and are quite ferocious but do not gain experience, and thus never get any better.

Sumpkroc (0-1); + 1 per 25 Reputation
150 credits

Sumpkrocs are giant mutated crocodilians much favored as 'pets' by some members of the Underhive, particularly members of House Goliath.

Hangers-on

Hangers-on grant a gang that can afford them certain advantages, such as rogue docs who can save a grievously injured gang member, or an ammojack who keeps a gang's weapons in tip-top shape. A starting gang may only hire up to one Hangers-on, but in campaign play the gang gains an additional Hangers-on slot for every 5 full points of Reputation the gang has. If the gang loses Reputation they may keep any Hangers-on they purchased previously.

Exclusive Hangers-on

150 credits

If a gang has a Goliath Riveter on their roster who is not in Recovery or Captured, the gang's player gains a Steel Constitution Tactics Card to use in the battle in addition to any other Tactics Cards available to them.

Standard Hangers-on

300 credits

If a gang has a Luther Pattern Excavation Automata, aka an Ambot, they have a formidable robot that can both excavate among the detritus-filled lower levels of the underhive, and also contribute in combat situations as a fearsome short-ranged and hand-to-hand threat. Unlike many types of Hangers-on, Ambots confer no static bonus to their gang but are always available as fighters.

50 credits

If a gang has a Bullet Farmer who is not in Recovery or Captured, the gang's player may gain an Extra Ammo Wargear item and add it to the card of a fighter in the gang's Crew.

75 credits

If the gang is the attacker in a scenario that includes an objective to destroy, or trapped loot caskets to capture, the Demolitionist may join the gang's Crew for that scenario.

Dome Runner (0-2)
50 credits

When a gang with Dome Runner gains or steals Territory they may add 1 for each available Dome Runner to the roll to determine whether the gang gains a new Special Territory.

100 credits

If this gang has a Ratskin Guide who is not Captured or in Recovery, during the Determine Scenario step of the Pre-Battle Sequence if the selected Scenario does not dictate that it must be fought as either a Sector Mechanicus or Zone Mortalis battle, this gang's player may select which they prefer. Additionally, if the selected scenario has an attacker and defender, this gang's controller may choose whether their gang will attack or defend. However, if the opposing gang has one or more Ratskin fighters on their roster that are not Outcasts, in Recovery, or Captured, the Ratskin Guide sits this one out and their gang gains no benefit from them in the upcoming battle.

Rogue Doc (0-3)
50 credits

During the Post-Battle Sequence a Rogue Doc may treat one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart. This costs the gang no credits.

125 credits

Orlock, Goliath, Van Saar, and Void Baron gangs may hire a Squat Demolitionist as a Hangers-on. A gang may have either a Squat Demolitionist or a Demolitionist, not both. If a gang has a Squat Demolitionist on retainer, the gang may call upon them for assistance when something needs to be blown up or defused.

150 credits

Spanners are able hands with their spudjackers, both for the dismantling of scrap and for knocking heads in. A Spanner who is not in Recovery or Captured may join their gang's Crew.

Outcast Hangers-on

150 credits

Unlike many types of Hangers-on, Cawdor Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

Unlike many types of Hangers-on, Delaque Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

Unlike many types of Hangers-on, Orlock Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.


Campaign

House Gangs are allowed in most campaign types, though House Gang specific guidelines may apply. Players should consult the Arbitrator or campaign write up to determine what restrictions, exceptions, or guidelines might apply to this type of gang.

Special Territory

In campaigns that use Territories, Goliath gangs start with Secret Mine Workings.

Mine Workings: When the gang collects income, for each Mine Workings the gang controls the controlling player may select up to three available Gangers or Juves from their gang and roll a D6 for each. If a dice rolls a 1, that fighter is caught in a collapse and goes into Recovery. Otherwise, multiply the result by 5 and add this many credits to the gang’s Stash. If the gang has any Captives, each one can be sent into the mines in place of a Ganger or Juve.
Mine Workings: Collect Income step: per Mine Workings, send up to 3 Gangers/Juves/Captives. Roll D6 per fighter. On 1: Fighter goes to Recovery. Else add (Result x 5) credits to the gang's Stash immediately.

Goliath Gang Equipment List

The following list shows all of the items available to this kind of gang, organized by category, and with columns for each of this kind of gang's Hero and Henchmen types. An item from this list can be purchased as a Common item for a given type of fighter at the cost listed in the corresponding column. These costs can differ from the Trading Post costs.

If no cost is listed in a fighter type column for a given item, that kind of fighter does not have Common access to that kind of item. They might still be able to use that kind of item if one is acquired by other means, but only if that type of fighter has no restrictions on Equipment Access.

Armor
ItemForge Tyrant / Forge BossStimmerForgebornSpecialistBruiserLout
Carapace Armor25--25--
Cuirass20-20202020
Fighting Harness101010101010
Furnace Plates101010101010
Makeshift Armor101010101010
Weapons (CCWs)
ItemForge Tyrant / Forge BossStimmerForgebornSpecialistBruiserLout
Axe15-15151515
Brute Cleaver151515151515
Cestus101010101010
Chainaxe35-35353535
Chainsword40-40404040
Club555555
Fighting Knife555555
Hammer151515151515
Heavy Rocksaw70-7070--
Knife5--5--
Knuckleduster101010101010
Maul252525252525
Power Hammer45-----
Renderizer353535353535
Rocksaw35-3535--
Spudjacker555555
Two-handed Power Hammer45-----
Two-handed Weapon202020202020
Weapons (Pistols)
ItemForge Tyrant / Forge BossStimmerForgebornSpecialistBruiserLout
Autopistol10-10101010
Bolt Pistol (Umbra Pattern)25-25252525
Combi-Pistol (Plasma / Stubber)60--60--
Hand Flamer60--60--
Hurly5-5555
Laspistol10--101010
Melta Pistol55--55--
Pistol5--5-5
Stub Pistol101010101010
Weapons (Basic)
ItemForge Tyrant / Forge BossStimmerForgebornSpecialistBruiserLout
Autogun15--1515-
Bolter (Umbra Pattern)50--5050-
Combat Shotgun [No Ammo]60-606060-
Javelins55555-
Lasgun15--15--
Rifle10--10--
Sawn-off Shotgun10--1010-
Stub Cannon15--1515-
Weapons (Specials)
ItemForge Tyrant / Forge BossStimmerForgebornSpecialistBruiserLout
Assault Rifle50-5050--
Combi (Bolter / Bolter)115-115115--
Combi (Bolter / Plasma)115-115115--
Grenade Launcher [No Ammo]50--50--
Krumper70657070--
Meltagun105-105105--
Stormwelder-7070---
Throwing Daggers10-1010--
Weapons (Heavies)
ItemForge Tyrant / Forge BossStimmerForgebornSpecialistBruiserLout
Assault Grenade Launcher [No Ammo]-80----
Heavy Bolter155-----
Heavy Stubber130-----
Multimelta205-----
Grenades
ItemForge Tyrant / Forge BossStimmerForgebornSpecialistBruiserLout
Fire Bottle303030303030
Frag Grenades30-30303030
Krak Grenades454540454545
Stick Bombs303030303030
Ammunition
ItemForge Tyrant / Forge BossStimmerForgebornSpecialistBruiserLout
Dumdum rounds (Stub Pistol / Stub Rifle)55-555
Frag grenades (Grenade Launcher)3030-303030
Krak grenades (Grenade Launcher)4545-454545
Salvo shells (Combat Shotgun)20--202020
Shredder shells (Combat Shotgun)20--202020
Smoke grenades (Grenade Launcher)2020-202020
Attachments
ItemForge Tyrant / Forge BossStimmerForgebornSpecialistBruiserLout
Hair Trigger (Ranged weapons)5--5-5
Las-Projector (Ranged weapons)25--252525
Suspensor (Unwieldy Ranged Weapons)50-----
Targeter (Ranged weapons)30--30--
Underslung Grenade Launcher (Autogun)15--15--
Bionics
ItemForge Tyrant / Forge BossStimmerForgebornSpecialistBruiserLout
Bionic Actuators30-30303030
Bionic Arm45-45454545
Bionic Eye50-50505050
Bionic Leg60-60606060
Bionic Ruggedization303030303030
Bionic Upgrades45-45454545
Drill Arm90-90909090
Hammer Arm90-90909090
Servo-claw90-90909090
Servo-fist90-90909090
Skullchip35-35353535
Steel Skull25-25252525
Wargear
ItemForge Tyrant / Forge BossStimmerForgebornSpecialistBruiserLout
Ammo Cache25--25--
Armored Undersuit20-----
Biostim10-10101010
Extra Ammo10-10101010
Filter Plugs5-5555
Hands-free Lumens101010101010
Impressive Headgear20-----
Meds stash555555
Respirator15-15151515
Scary Mask1010----
Second Best5-5555
Shades555555
Stimm-slug stash10-10101010
Strip Kit15-15151515
Mutations
ItemForge Tyrant / Forge BossStimmerForgebornSpecialistBruiserLout
Battering Skull151515151515
Grotesque151515151515
Phenomenal Physique101010101010
Powerful Arms151015151515
Powerful Fists151515151515
Powerful Legs151015151515
Superior Eyes202020202020
Superior Physiology151515151515
Thick Hide101010101010
Thick Skull151515151515

Goliath Tactics Cards

A Goliath gang may select Tactics Cards from the Goliath Tactics Cards list by default, though campaign and / or scenario-specific guidelines may modify this.

Anything's A Weapon ~Gamma~

You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.

This fighter's unarmed attacks have the Melee trait, and have a weapon profile of S+1, - AP, and 2 Damage.

Brutal Charge ~Beta~

You may play this card on one of your gang's fighters when that fighter declares a Charge.

For the remainder of the round this fighter's Move is increased by 2'', and any close combat attacks they make gain the Potent trait if they do not already have it.

Ceramite Skin ~Gamma~

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter cannot be affected by weapons with the Blaze or Radiation traits. Additionally, this fighter's Toughness is increased by 2 against Frag Grenades, Plasma weapons, and weapons with the Melta trait.

Combat Drugs Stash ~Beta~

You may play this card when one of your gang's fighters is activated.

For the duration of this fighter's activation, they gain D3 additional Attacks. However if the fighter gains 3 Attacks, they take a Flesh Wound when their activation ends.

Group Tactics ~Beta~

You may play this card when you would activate a fighter.

You may make a Group Activation with up to three of your gang's fighters who are within 12'' of each other.

Homo Sapiens Robustus ~Alpha~

You may play this card at the start of any round.

For the duration of the round, all of your gang's fighters on the battlefield gain the Robust skill.

Inhuman Resilience ~Alpha~

You may play this card instead of activating a fighter.

Any of your gang's fighters who are Seriously Injured may make a Recovery roll now, treating Out of Action results as Seriously Injured. Next, any of your gang's fighters who are Pinned may immediately stand up.

Ironhide ~Gamma~

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter's save roll is improved by 2. If the fighter does not already have a save Ironhide grants a save of 5+. This cannot be combined with other similar effects such as Armored Undersuit.

Just Add Nails ~Beta~

You may play this card when one of your gang's fighters is making a ranged attack with a Frag Grenade, before rolling to hit.

For this attack only, the Frag Grenade loses the Blast (3'') trait and gains the Blast (5'') trait.

Knockout Blow ~Beta~

You may play this card when one of your gang's fighters deals damage on an enemy fighter who has no Wounds remaining, before Injury dice are rolled.

The enemy fighter is taken Out of Action immediately. In campaign mode, do not make a Lasting Injury roll; the enemy fighter is Out Cold.

Not Done Yet ~Alpha~

You may play this card on one of your gang's fighters when they would be taken Out of Action by an attack.

The active fighter's activation (if any) is interrupted. This fighter immediately stands up if prone and may take up to two actions as if they were just activated. This fighter is killed after completing this activation and play resumes as normal.

Perseverance ~Gamma~

You may play this card when one of your fighters would become Seriously Injured.

The fighter is not Seriously Injured and suffers a Flesh Wound instead. Any other effects of the injury still apply.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Roid Rage ~Gamma~

You may play this card on one of your gang's fighters when you activate them.

For the remainder of the round this fighter's Strength and Attacks are increased by 1.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Second Wind ~Gamma~

You may play this card instead of activating a fighter.

You may remove a Flesh Wound from one of your gang's fighters, and if they are Pinned they may immediately stand up.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.

Steel Constitution ~Gamma~

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter is unaffected by the Gas, Toxin, and Radiation traits. When this fighter makes a Recovery test, they are considered to be assisted even when they are alone.

Steeled Nerves ~Gamma~

You may play this card when activating a fighter. Tuck this under that fighter's card.

This fighter gains the benefits of the Nerves of Steel skill for the remainder of this battle.

Thundering Charge ~Beta~

You may play this card when one of your gang's fighters declares a Charge action.

The fighter may Charge up to double their Move Characteristic in inches instead of Move + D3''.

Unstoppable Behemoth ~Alpha~

You may play this card after an attack has been made against one of your gang's fighters before any Injury rolls are made (if any).

The attack against this fighter has no further effect; no Injury roll(s) are made. Additionally, if this fighter is Pinned, they may immediately stand up.

Wall of Flesh ~Beta~

You may play this card when an opponent hits one of your gang's fighters with one or more unarmed attacks.

Your fighter is not wounded by the unarmed attack(s); instead you roll to see if the attacking fighter is wounded by their own unarmed attack(s). If the enemy fighter is Seriously Injured or taken Out of Action by this they go Out of Action as if this fighter had attacked them, with a Grievous Injury result.

What's A Few Teeth? ~Gamma~

You may play this card when one of your gang's fighters would suffer a Flesh Wound.

The fighter does not suffer the Flesh Wound. Any other effects of the injury still apply. If they are Pinned they may immediately stand up.
    After resolving this card, you may discard a different Tactics Card to return this card to your hand.