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.
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.
A Goliath gang must follow these rules when it is founded, and when new fighters
are added to the gang.
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.
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 Vatforged 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.
20 credits
Juves are young House members struggling to find acceptance and make a name for themselves.
150 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.
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.
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.
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.
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.
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.