<p class="source-note">From <a href="../goliath-journal/">Goliath Journal</a>. <a href="../lore-goliath-journal/">Read this book’s lore</a>. Readable tables and original source diagrams.</p>

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### RANGED WEAPONS

| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
| --- | --- | --- | --- | --- | --- | --- | --- | --- |
| Ignition cannon\* | 5" | 10" | 6 | -2 | 2 | Ammo (6+), Blaze (5+), Damage (2) | - | E |

### CLOSE COMBAT WEAPONS

| Weapon | SR | LR | Str | AP | L | Traits | Creds | TP |
| --- | --- | --- | --- | --- | --- | --- | --- | --- |
| Crucible hooks\* | E | - | S+1 | -2 | 2 | Melee, Paired (2) | - | E |
| Forge axe\* | E | - | S+1 | -1 | 2 | Heavy, Melee, Parry, Unwieldy | - | E |
| Forge hammer\* | E | - | S+1 | - | 3 | Heavy, Knockback (5+), Melee, Unwieldy | - | E |
| Servo-arm | E | - | S+3 | - | 2 | Concussive (5+), Melee, Unwieldy | - | E |

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### PERSONAL EQUIPMENT

### CHEM SLUGGER

**Exclusive**

An Active Fighter equipped with a chem slugger may perform the Chem Slug action:

Chem Slug (Single): Target a friendly Fighter within 2", during their next activation they may perform an additional action. At the end of their activation, roll a D6. On a result of 4+, nothing happens. On a result of 1-3, the Fighter's system is overloaded and they suffer a Str -, AP -, L1 Hit that Wounds automatically with no saves allowed.

### MEDI SKULL

**Exclusive**

A medi skull is represented by a model placed within 1" of the owning model. Whenever the owning model moves for any reason, their controlling player may place the medi skull anywhere within 1" of the owning model after the move is finished. The medi skull has a Toughness characteristic of 3 and a Save characteristic of 6+ and can be targeted with ranged or melee attacks as if it were a Fighter. If the medi skull is ever Wounded it is removed from the battlefield, though it will be available in future battles.

While the medi skull is on the battlefield, its owning model may perform either the Treat Ally action or Heal Ally action as a Free action once per activation, even if the model is Injured/Damaged.

### SERVO-MEDICAE

**Exclusive**

An Active Fighter equipped with a servo-medicae may perform the Auto-medicate action:

Auto-medicate (Free): When a Fighter performs this action, target either them or a friendly Active or Suppressed Fighter within 3" and make an Intelligence check for this Fighter. If the check is passed then the targeted Fighter regains 1 Wound lost earlier in the battle.

### POST-CYCLE ACTIONS

### ENHANCE WEAPON (FURNACE BRUTES FIGHTER ONLY)

The Fighter works on a weapon in order to improve its effectiveness. Select either a Primitive Weapon or a Repurposed Tool with the Melee trait that either the Fighter is equipped with or is in the gang's Stash and pay 10 credits. Select one of the following options to apply to the weapon:

- If the weapon does not have the Unwieldy trait, increase its Lethality by 1 and give it the Unwieldy trait.

- If the weapon does not have the Heavy or Paired trait, increase its Strength by 1 and give it the Heavy trait.

- If the weapon does not have the Concussive (X+) trait, give it the Concussive (6+) trait. If the weapon does have the Concussive (X+) trait, decrease the value of X by 1 to a minimum of 4. 

- Improve the weapon's AP by 1 to a minimum of -2.

- If the weapon has the Heavy trait but does not have the Knockback (X+) trait, give it the Knockback (6+) trait. If the weapon does have the Knockback (X+) trait, decrease the value of X by 1 to a minimum of 4.

These changes are permanently applied to the weapon and increase the Credit Value of the weapon by 5 each.