From Goliath Journal. Read this book’s lore. Readable tables and original source diagrams.
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GOLIATH GANG TACTICS
When a Goliath gang generates a Gang Tactic, they may choose to generate the Gang Tactic by rolling on the table below instead of the table provided in the Necromunda Skirmish: Core Rulebook.
| D6 | Name | Timing | Effect |
|---|---|---|---|
| 1 | And Stay Down! | Play this Gang Tactic after an enemy Fighter has been moved as a result of the Knockback trait. | The enemy Fighter becomes Suppressed. |
| 2 | Crunch Time | Play this Gang Tactic at the start of any round, before the roll for Priority. | For the duration of the round, all attacks made by friendly Fighters with hand weapons are resolved at +1 Strength and as if they had the Concussive (5+) trait. |
| 3 | Forgeborn | Play this Gang Tactic at the start of the first round, before the first roll for Priority. | Select three friendly Fighters. For the duration of the battle, they are immune to the Blaze (X+) and Rad-phage traits. |
| 4 | "Get 'Em!" | Play this Gang Tactic at the start of any round, before the roll for Priority. | For the duration of the round, whenever a friendly Fighter is activated as part of a Group Activation action they may increase their Movement characteristic by 2". |
| 5 | Force of Habit | Play this Gang Tactic at the start of any round, before the roll for Priority. | Select a friendly Fighter. For the duration of the round, they may use their skills even if they are Injured. |
| 6 | Ironhide | Play this Gang Tactic after a friendly Fighter is Wounded by an attack, before any Injury dice are rolled. | Reduce the Lethality characteristic of the attack to 1. |