Goliath
Provided below are the house rules we use for Goliath gangs.
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.
Vat-birthed, a Goliath can be freakishly huge, larger than even 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.
Fighters
A starting Goliath gang is made up of the following fighters. Goliath use the
Goliath Characteristics Maxima
.
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 lesser Goliath's bodies. Ruling their gang with an iron grip, they are not to be trifled with.
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.
100 credits
Forge Bosses are fearsome warriors and important lieutenants for their gang's leader.
75 credits
Goliath Forgeborn are vat grown slabs of synth-muscle, intended for various purposes ranging from heavy industrial labor to brutal gang warfare.
40 credits
Specialists have made a name for themselves and may one day ascend to the upper echelons of their gang.
30 credits
Gangers are the backbone of most gangs, who do the often unglamorous but necessary work to advance their leader's schemes.
10 credits
Juves are young House members struggling to find acceptance and make a name for themselves.
75 credits
Sumpkrocs are giant mutated crocodilians much favored as 'pets' by some members of the Underhive, particularly members of House Goliath.
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. If the Goliath Riveter takes part in the battle, this Tactics Card must be played on the Goliath Riveter
Standard Hangers-on
50 credits
During the Pre-battle Sequence immediately after Crews have been selected, if a gang has an Acquirer who is not in Recovery or Captured, the gang's player may purchase an item of up to 2D6 Rarity from the Trading Post (with a D3 x 5 credit discount) and add it to the fighter card of an eligible fighter in the gang's Crew.
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.
100 credits
If a gang has an Ammojack, its weapons are regularly serviced and their ammo stocks are carefully maintained. As such, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to take part in the battle for the gang to receive this bonus, but if they are not available for the battle (for example if they are In Recovery or have been Captured), the bonus does not apply.
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 boxes to capture,
the Demolitionist may join the gang's Crew for that scenario.
50 credits
When a gang with Dome Runner gains or steals Turf they may add 2 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 more than one gang participating in the battle has a Ratskin Guide, they cancel one another out and none of the gangs gain any benefit from their Ratskin Guides for the upcoming battle.
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.
100 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.
Outcasts 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.
150 credits
While most Ratskins avoid contact with outsiders, some live on the fringes of underhive society and are willing to hire out their services. Unlike many types of Hangers-on, Ratskin 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, Van Saar 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.
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.
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.