House Goliath

Printed pages 48–54 · PDF pages 52–58

From Gangs of the Underhive. Read this book’s lore. Readable tables and original source diagrams.

PDF page 52 Printed page 48

HOUSE GOLIATH GANG LIST

The following pages contain the Goliath gang list.

GANG SPECIAL RULES

Furious Charge: When they perform a Charge action, Goliath Fighters gain +1 to their Strength characteristic until the end of their activation.

Starting Skills: When added to a Gang Roster, all Goliath Leaders and Champions may select one skill from one of their Primary Skill Sets.

Skill Access: This gang’s Fighters have access to the following Skill Sets:

Fighter Agility Brawn Combat Cunning Savant Shooting
Forge Tyrant - Primary Secondary - Primary Secondary
Forge Boss - Primary Primary - Secondary -
Stimmer - Primary Primary - - Secondary
Bruiser - Primary Secondary - - Secondary
Forge-Born Secondary Primary - - - -
Bully - Primary Secondary - - -
'Zerker - Primary Secondary - - -
Sumpkroc - Primary Secondary - - -
PDF page 53 Printed page 49

Goliath Forge Tyrant

Cost: 140 credits.

M WS BS S T W I A Sv
4" 3+ 3+ 3 4 3 4 3 5+
Ld Cl Wil Int Type Starting XP
8 8 7 8 Fighter (Leader) 61

Equipment: When added to a Gang Roster, a Goliath Forge Tyrant may purchase weapons and wargear from the House Goliath Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Goliath Equipment List and from the Trading Post.

Goliath Forge Boss

Cost: 100 credits.

M WS BS S T W I A Sv
4" 3+ 3+ 3 4 2 3 2 5+
Ld Cl Wil Int Type Starting XP
7 8 6 6 Fighter (Champion) 37

Equipment: When added to a Gang Roster, a Goliath Forge Boss may purchase weapons and wargear from the House Goliath Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Goliath Equipment List and from the Trading Post.

Goliath Stimmer

Cost: 120 credits.

M WS BS S T W I A Sv
4" 3+ 4+ 4 4 2 4 3 5+
Ld Cl Wil Int Type Starting XP
6 8 7 6 Fighter (Champion, Loner) 49

Combat Chems Stash: Whenever a Goliath Stimmer is activated, they may choose to use Combat Chems. Until the End phase of this round they gain an additional +D3 Attacks. However, if the dice roll is a natural 1, they instead suffer a bad reaction and their Attacks characteristic is reduced to 1 until the End phase of this round.

Equipment: When added to a Gang Roster, a Goliath Stimmer may purchase weapons and wargear from the House Goliath Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Goliath Equipment List and from the Trading Post.
PDF page 54 Printed page 50

Goliath Bruiser

Cost: 45 credits.

M WS BS S T W I A Sv
4" 4+ 4+ 3 4 1 3 1 6+
Ld Cl Wil Int Type Starting XP
6 7 5 6 Fighter (Ganger, Specialist) 13

Equipment: When added to a Gang Roster, a Goliath Bruiser may purchase weapons and wargear from the House Goliath Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Goliath Equipment List and from the Trading Post.

Goliath Forge-Born

Cost: 35 credits.

M WS BS S T W I A Sv
5" 5+ 5+ 3 4 1 3 1 6+
Ld Cl Wil Int Type Starting XP
5 6 5 5 Fighter (Prospect) 4

Skills: A Goliath Forge-Born has the Iron Jaw skill.

Equipment: When added to a Gang Roster, a Goliath Forge-Born may purchase weapons and wargear from the House Goliath Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Goliath Equipment List and from the Trading Post.

Goliath Bully

Cost: 25 credits.

M WS BS S T W I A Sv
4" 5+ 5+ 3 4 1 3 1 6+
Ld Cl Wil Int Type Starting XP
5 6 5 5 Fighter (Prospect) 1

Equipment: When added to a Gang Roster, a Goliath Bully may purchase weapons and wargear from the House Goliath Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Goliath Equipment List and from the Trading Post.
PDF page 55 Printed page 51

Goliath 'Zerker

Cost: 175 credits.

M WS BS S T W I A Sv
4" 3+ 6+ 6 5 4 2 3 6+
Ld Cl Wil Int Type Starting XP
6 7 6 4 Fighter (Brute, Loner) 25

Combat Chems Stash: Whenever a Goliath ’Zerker is activated, they may choose to use Combat Chems. If they do, until the End phase of this round they gain an additional +D3 Attacks. However, if the dice roll is a natural 1, they instead suffer a bad reaction and their Attacks characteristic is reduced to 1 until the End phase of this round.

Equipment: A Goliath ’Zerker is armed with open fists. They may select any of the following options when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:

  • A Goliath 'Zerker may replace their open fists with mutated fists & bone spurs: +45 credits.

  • A Goliath 'Zerker may take a stimm-slug stash: +25 credits.

Sumpkroc

Cost: 65 credits.

M WS BS S T W I A Sv
4" 3+ 6+ 3 3 1 2 2 5+
Ld Cl Wil Int Type Starting XP
6 7 6 4 Fighter (Beast, Pet) 13

Leash Range: A Sumpkroc has a 3" Leash range.

Counter-charge: If the Sumpkroc’s owner is Engaged by an enemy Fighter as the result of the enemy Fighter making a Charge or Engage action, and if the Sumpkroc is Active, it may immediately activate and make a Charge action, moving towards the Engaging enemy Fighter. This activation interrupts the enemy Fighter’s action, being performed after movement but before attacks.

A Sumpkroc may only make one Counter-charge per round.

Equipment: A Sumpkroc is armed with ferocious jaws. They may not purchase or be equipped with additional weapons or wargear.

PDF page 56 Printed page 52

House Goliath Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Stub cannon 35
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Bolt Weapons Boltgun 55
Ranged weapons / Bolt Weapons Bolt pistol 45
Ranged weapons / Combi-Pistols Combi-pistol (stub gun/plasma pistol) 75
Ranged weapons / Flamers Flamer 70
Ranged weapons / Flamers Hand flamer 45
Ranged weapons / Grenade Launchers Assault grenade launchers with frag grenades* (Stimmer only) 45
Ranged weapons / Grenade Launchers Assault grenade launchers with frag grenades* (Stimmer only) - krak grenades +50
Ranged weapons / Grenade Launchers Assault grenade launchers with frag grenades* (Stimmer only) - smoke grenades +20
Ranged weapons / Grenade Launchers Grenade launcher with frag & krak grenades 80
Ranged weapons / Grenade Launchers Grenade launcher with frag & krak grenades - smoke grenades +15
Ranged weapons / Melta Weapons Meltagun 140
Ranged weapons / Repurposed Tools 'Krumper' rivet cannon 45
Ranged weapons / Repurposed Tools Storm welder (Forge-Born only) 60
Ranged weapons / Shotguns Combat shotgun with salvo & shredder ammo 35
Ranged weapons / Shotguns Shotgun with solid & scatter ammo 35
Category Equipment Credits
Close combat weapons / Power Weapons Power hammer 40
Close combat weapons / Primitive Weapons Cleaver 25
Close combat weapons / Primitive Weapons Fighting knife 5
Close combat weapons / Primitive Weapons Maul 20
Close combat weapons / Primitive Weapons 'Pulverizer' serrated axe 35
Close combat weapons / Primitive Weapons Paired 'Pulverizers'* 55
Close combat weapons / Primitive Weapons 'Renderizer' serrated axe* 65
Close combat weapons / Primitive Weapons Two-handed axe* 40
Close combat weapons / Primitive Weapons Two-handed hammer* 40
Close combat weapons / Repurposed Tools Heavy rock saw* (Forge-Born only) 100
Close combat weapons / Repurposed Tools • Spud-jacker 25
Close combat weapons / Repurposed Tools Paired spud-jackers* 40
Wargear / Grenades Frag grenades 30
Wargear / Grenades Incendiary charges 40
Wargear / Grenades Krak grenades 45
Wargear / Grenades Smoke grenades 15
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Respirator 15
Wargear / Personal Equipment Stimm-slug stash 25
Wargear / Weapon Accessories Telescopic sight 20
Wargear / Mounts Dirt bike 35
Wargear / Mounts Goliath Mauler 100
Wargear / Pets Sumpkroc 65
PDF page 57 Printed page 53

Ranged weapons / Auto/stub weapons

Weapon SR LR Str AP L Traits Creds TP
Stub cannon 9" 18" 5 - 1 Knockback (5+) - E
Stub cannon
SR
9"
LR
18"
Str
5
AP
-
L
1
Cr
-
TP
E
Traits Knockback (5+)

Ranged weapons / Bolt weapons

Weapon SR LR Str AP L Traits Creds TP
Mauler boltguns 12" 24" 4 -1 2 Ammo (3+), Arc (Centreline), Rapid Fire (1), Twin-linked - E
Mauler boltguns
SR
12"
LR
24"
Str
4
AP
-1
L
2
Cr
-
TP
E
Traits Ammo (3+), Arc (Centreline), Rapid Fire (1), Twin-linked

Ranged weapons / Combi-pistols

Weapon SR LR Str AP L Traits Creds TP
Combi-stub gun - - - - - - - E
- stub gun (primary component) 6" 12" 3 - 1 Combi, Light - -
- plasma pistol (secondary component) 6" 12" 5 -2 2 Ammo (6+), Combi, Damage (2), Light, Unstable - -
Combi-stub gun
SR
-
LR
-
Str
-
AP
-
L
-
Cr
-
TP
E
Traits -
Combi-stub gun- stub gun (primary component)
SR
6"
LR
12"
Str
3
AP
-
L
1
Cr
-
TP
-
Traits Combi, Light
Combi-stub gun- plasma pistol (secondary component)
SR
6"
LR
12"
Str
5
AP
-2
L
2
Cr
-
TP
-
Traits Ammo (6+), Combi, Damage (2), Light, Unstable

Ranged weapons / Grenade launchers

Weapon SR LR Str AP L Traits Creds TP
Assault grenade launchers* - - - - - - - E
- frag grenades 6" 24" 3 - 1 Ammo (4+), Blast (3"), Knockback (6+), Rapid Fire (1) - E
- krak grenades 6" 24" 6 -2 1 Ammo (4+), Rapid Fire (1) - E
- smoke grenades 6" 24" - - - Ammo (3+), Blast (3"), Smoke - E
Mauler grenade launcher - - - - - - - E
- frag grenades 6" 24" 3 - 1 Ammo (4+), Arc (Centreline), Blast (3"), Knockback (5+), Rapid Fire (1) - -
- krak grenades 6" 24" 6 -2 1 Ammo (4+), Arc (Centreline), Rapid Fire (1) - -
Assault grenade launchers*
SR
-
LR
-
Str
-
AP
-
L
-
Cr
-
TP
E
Traits -
Assault grenade launchers*- frag grenades
SR
6"
LR
24"
Str
3
AP
-
L
1
Cr
-
TP
E
Traits Ammo (4+), Blast (3"), Knockback (6+), Rapid Fire (1)
Assault grenade launchers*- krak grenades
SR
6"
LR
24"
Str
6
AP
-2
L
1
Cr
-
TP
E
Traits Ammo (4+), Rapid Fire (1)
Assault grenade launchers*- smoke grenades
SR
6"
LR
24"
Str
-
AP
-
L
-
Cr
-
TP
E
Traits Ammo (3+), Blast (3"), Smoke
Mauler grenade launcher
SR
-
LR
-
Str
-
AP
-
L
-
Cr
-
TP
E
Traits -
Mauler grenade launcher- frag grenades
SR
6"
LR
24"
Str
3
AP
-
L
1
Cr
-
TP
-
Traits Ammo (4+), Arc (Centreline), Blast (3"), Knockback (5+), Rapid Fire (1)
Mauler grenade launcher- krak grenades
SR
6"
LR
24"
Str
6
AP
-2
L
1
Cr
-
TP
-
Traits Ammo (4+), Arc (Centreline), Rapid Fire (1)

Ranged weapons / Repurposed tools

Weapon SR LR Str AP L Traits Creds TP
'Krumper' rivet cannon 3" 9" 4 -1 1 Assault, Blaze (5+), Rapid Fire (1) - E
Storm welder 8" 16" 5 - 1 Rapid Fire (3), Shock (6+), Unstable - E
'Krumper' rivet cannon
SR
3"
LR
9"
Str
4
AP
-1
L
1
Cr
-
TP
E
Traits Assault, Blaze (5+), Rapid Fire (1)
Storm welder
SR
8"
LR
16"
Str
5
AP
-
L
1
Cr
-
TP
E
Traits Rapid Fire (3), Shock (6+), Unstable
PDF page 58 Printed page 54

Close combat weapons / Natural weapons

Weapon SR LR Str AP L Traits Creds TP
Ferocious jaws E - S -1 1 Melee, Rending (6+) - E
Mutated fists & bone spurs E - S+1 -2 2 Knockback (6+), Melee - E
Open fists E - S -1 1 Knockback (6+), Melee - E
Ferocious jaws
SR
E
LR
-
Str
S
AP
-1
L
1
Cr
-
TP
E
Traits Melee, Rending (6+)
Mutated fists & bone spurs
SR
E
LR
-
Str
S+1
AP
-2
L
2
Cr
-
TP
E
Traits Knockback (6+), Melee
Open fists
SR
E
LR
-
Str
S
AP
-1
L
1
Cr
-
TP
E
Traits Knockback (6+), Melee

Close combat weapons / Primitive weapons

Weapon SR LR Str AP L Traits Creds TP
Cleaver E - S -1 2 Melee - E
'Pulverizer' serrated axe E - S -2 2 Melee - E
Paired 'Pulverizers'* E - S -2 2 Melee, Paired (2) - E
'Renderizer' serrated axe* E - S+2 -1 2 Damage (2), Heavy, Melee, Unwieldy - E
Cleaver
SR
E
LR
-
Str
S
AP
-1
L
2
Cr
-
TP
E
Traits Melee
'Pulverizer' serrated axe
SR
E
LR
-
Str
S
AP
-2
L
2
Cr
-
TP
E
Traits Melee
Paired 'Pulverizers'*
SR
E
LR
-
Str
S
AP
-2
L
2
Cr
-
TP
E
Traits Melee, Paired (2)
'Renderizer' serrated axe*
SR
E
LR
-
Str
S+2
AP
-1
L
2
Cr
-
TP
E
Traits Damage (2), Heavy, Melee, Unwieldy

Close combat weapons / Repurposed tools

Weapon SR LR Str AP L Traits Creds TP
Heavy rock saw* E - S+3 -3 2 Damage (2), Heavy, Melee, Unwieldy - E
Spud-jacker E - S+1 - 1 Concussive (6+), Knockback (6+), Melee - E
Paired spud-jackers* E - S+1 - 1 Concussive (6+), Knockback (6+), Melee, Paired (2) - E
Heavy rock saw*
SR
E
LR
-
Str
S+3
AP
-3
L
2
Cr
-
TP
E
Traits Damage (2), Heavy, Melee, Unwieldy
Spud-jacker
SR
E
LR
-
Str
S+1
AP
-
L
1
Cr
-
TP
E
Traits Concussive (6+), Knockback (6+), Melee
Paired spud-jackers*
SR
E
LR
-
Str
S+1
AP
-
L
1
Cr
-
TP
E
Traits Concussive (6+), Knockback (6+), Melee, Paired (2)

MOUNTS

GOLIATH MAULER

A Fighter equipped with a Goliath Mauler gains the Mounted Subtype and sets their Movement characteristic to 7". When they perform a Dash action, they add 4" to their Movement characteristic instead of their Initiative.

A Goliath Mauler is equipped with Mauler boltguns. It may select the following option when added to the Gang Roster or during any Post-cycle Sequence:

  • Replace the Mauler boltguns with a Mauler grenade launcher with frag & krak grenades: +25 credits.