Full gang rules transcribed from the scanned rulebook pages, kept here for quick reference at the table. Switch to Source to view the original scans.
Might makes right. In strength lies power. Such are the mantras of House Goliath, the nascent but hugely influential house of giants. These towering men and women boast inhuman strength, genetically programmed from birth to be the perfect workers. Their simple and clear way of thinking has proven unstoppable — for they have the incredible constitution to back it up. It wouldn't be wrong to say that the foundation of Necromunda's industry depends on the scions of House Goliath. Yet their incredible strength comes at a price: very few of their number are capable of reproducing, and most are grown in vats, reliant on other Clan Houses in both material and method. No one can say if this will always be the case as natural-born Goliaths continue to emerge, though all clans fear the day House Goliath no longer has anything to keep its immense power in check.
As capable in combat as they are working the forges, the hardy subjects of House Goliath are almost incomparable in terms of raw strength. They fight with pure, blunt force using unwieldy weapons and tools taken straight from the furnaces and forges of their territories. It is nigh-impossible to talk down a Goliath on a rampage, for once they have set their mind on destruction, they enter a violent frenzy, often injecting themselves with combat stimms that propel their physical prowess to new heights whilst shutting down their higher brain functions.
House Goliath is a relative newcomer to the battlefield that is Necromunda's industry. Their constitution allows the Goliaths to tread where regular humans cannot, such as into blazing-hot volcanic foundries or frigidly cold factoria. This has allowed them to carve out an empire that only their own can survive in. It is from here that House Goliath produces their metals and base materials that have proven vital to the other houses' production lines for several centuries. Not everyone is happy with the Goliaths' abrupt rise to power, but as of yet, none have been able to stop them — largely because they are simply bigger and stronger than almost every other human on the planet.
The secret to House Goliath's strength lies at the moment of their creation: they were genetically manufactured centuries ago on the orders of Lord Alberoth Helmawr, who sought the perfect slave caste to carry out work unfit for even lowly factoria workers. It was Alberoth who paid the houses of Escher and Van Saar to conceive this caste, the former using their knowledge of genetic engineering and the latter employing their vast technological resources. Lord Alberoth believed that commissioning two houses to do the job would prevent them from claiming these new genesmiths wholly as their own. Yet, the Van Saar Archeoteks and Escher Chymists were constantly at each other's throats, and it was several generations before the Imperial House had its uberworkers.
The Goliaths were deliberately created to have short lifespans and limited intelligence. Most were infertile, making them reliant on the technology of their creator houses. This was by design to prevent the workers from uniting and rising up, keeping them subservient and limited in their understanding of the world. Yet, like all living beings, the Goliaths eventually evolved. They began scrawling in crude languages on the walls of their foundries for the next generation to find, learn from, and add to. No one could have anticipated the house's quiet rise to power. Hiding their hopes of rebellion, they continued to meet their production quotas all the while. When the Goliaths finally rose up, they took over only the areas they already worked — factoria located within the most extreme environments — knowing the other houses would not be able to take them back without huge casualties. The uprising led to the Van Saar striking an alliance with their former creations, making rival clans reluctant to challenge the nascent house's power. Alberoth's daughter, who had ascended following her father's death, recognised House Goliath and allowed them to take their place amongst the Clan Houses.
What the Goliaths lack in intelligence, they make up for with a hardy practicality. Their biggest weakness is the necessity of artificial creation for many of their number — in theory a well-placed strike on their gene-vats could cripple the house's manpower — thus the Goliaths station their best and strongest to guard these vats, relying on their raw strength to overcome all others. However, the Goliaths are yet to solve the problem of their reliance on other houses to reproduce. They reluctantly trade with the Escher for the chems to birth more of their kind, and still deal with the Van Saar in order to keep their gene-vats running. With House Goliath holding a monopoly on refining raw materials and processed metals, trading with them remains a lucrative prospect for now.
The Goliath dream of a day where they might become entirely self-sufficient. In every handful of Vatborn workers, some emerge with the ability to reproduce. Resulting 'Natborn' Goliath live much longer than their artificially crafted siblings and boast a more advanced intelligence. Should the Goliath ever manage to establish consistent familial lines of Natborn, the house might rise to even greater heights. Technology also exists that can transform regular Necromundans into Goliaths — and the house is willing to accept anyone who wishes to prove themselves and join their numbers in search of personal might. It is rare to survive the process, though those who succeed are known as 'Unborn' and can even go on to lead Goliath gangs themselves. These outsiders bring valuable tactics and intelligence from beyond the house's boundaries that further bolster their forces.
Many outside House Goliath consider their culture of brutality and violence to be barbaric. Yet, with strength alone deciding the rank of their subjects, Goliaths are free of the other houses' political constraints and endless scheming. Even the Overtyrant, considered the strongest Goliath on Necromunda, is decided via combat — current Overtyrant Djangar 'Gunfists' has famously won the title twice.
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.
| Fighter | ||||||
|---|---|---|---|---|---|---|
| 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 | – | – | – |
// p.49–51
| 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:
| 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:
| 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:
| 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:
| 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:
| 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:
| 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:
| 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.
// p.52 — prices for weapons and wargear available to this gang
* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.
// p.53–54 for Goliath's gang-specific weapons (Mauler boltguns/grenade launcher, 'Krumper' rivet cannon, Storm welder, natural weapons, etc.), plus standard Trading Post profiles for everything else on this gang's Equipment List. See the Trading Post & Equipment page for the full weapon list.
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Stub cannon | 9″ | 18″ | 5 | – | 1 | Knockback (5+) |
| Stub gun | 6″ | 12″ | 3 | – | 1 | Light |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Boltgun | 12″ | 24″ | 4 | -1 | 2 | Ammo (3+), Rapid Fire (1) |
| Bolt pistol | 6″ | 12″ | 4 | -1 | 2 | Ammo (3+), Light, Rapid Fire (1) |
| Mauler boltguns | 12″ | 24″ | 4 | -1 | 2 | Ammo (3+), Arc (Centreline), Rapid Fire (1), Twin-linked |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Combi-stub gun — stub gun (primary) | 6″ | 12″ | 3 | – | 1 | Combi, Light |
| Combi-stub gun — plasma pistol (secondary) | 6″ | 12″ | 5 | -2 | 2 | Ammo (6+), Combi, Damage (2), Light, Unstable |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Flamer | T | – | 4 | -1 | 1 | Ammo (6+), Blaze (5+), Template |
| Hand flamer | T | – | 3 | – | 1 | Ammo (6+), Blaze (5+), Light, Template |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Assault grenade launchers* — frag | 6″ | 24″ | 3 | – | 1 | Ammo (4+), Blast (3″), Knockback (6+), Rapid Fire (1) |
| Assault grenade launchers* — krak | 6″ | 24″ | 6 | -2 | 1 | Ammo (4+), Rapid Fire (1) |
| Assault grenade launchers* — smoke | 6″ | 24″ | – | – | – | Ammo (3+), Blast (3″), Smoke |
| Mauler grenade launcher — frag | 6″ | 24″ | 3 | – | 1 | Ammo (4+), Arc (Centreline), Blast (3″), Knockback (5+), Rapid Fire (1) |
| Mauler grenade launcher — krak | 6″ | 24″ | 6 | -2 | 1 | Ammo (4+), Arc (Centreline), Rapid Fire (1) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Meltagun | 6″ | 12″ | 8 | -4 | 3 | Ammo (6+), Damage (3) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| 'Krumper' rivet cannon | 3″ | 9″ | 4 | -1 | 1 | Assault, Blaze (5+), Rapid Fire (1) |
| Storm welder | 8″ | 16″ | 5 | – | 1 | Rapid Fire (3), Shock (6+), Unstable |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Combat shotgun — salvo ammo | 4″ | 12″ | 4 | – | 1 | Knockback (6+) |
| Combat shotgun — shredder ammo | T | – | 3 | – | 1 | Ammo (6+), Rapid Fire (1), Shred (6+), Template |
| Shotgun — scatter ammo | 4″ | 8″ | 3 | – | 1 | Rapid Fire (2) |
| Shotgun — solid ammo | 8″ | 16″ | 4 | – | 1 | Knockback (5+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Power hammer | E | – | S | -2 | 2 | Breaching (6+), Concussive (6+), Melee |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Ferocious jaws | E | – | S | -1 | 1 | Melee, Rending (6+) |
| Mutated fists & bone spurs | E | – | S+1 | -2 | 2 | Knockback (6+), Melee |
| Open fists | E | – | S | -1 | 1 | Knockback (6+), Melee |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Cleaver | E | – | S | -1 | 2 | Melee |
| Fighting knife | E | – | S | – | 1 | Backstab, Melee |
| Maul | E | – | S+1 | – | 1 | Concussive (6+), Melee |
| 'Pulverizer' serrated axe | E | – | S | -2 | 2 | Melee |
| Paired 'Pulverizers'* | E | – | S | -2 | 2 | Melee, Paired (2) |
| 'Renderizer' serrated axe* | E | – | S+2 | -1 | 2 | Damage (2), Heavy, Melee, Unwieldy |
| Two-handed axe* | E | – | S+1 | -1 | 2 | Heavy, Melee, Unwieldy |
| Two-handed hammer* | E | – | S+1 | – | 3 | Concussive (6+), Heavy, Melee, Unwieldy |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Heavy rock saw* | E | – | S+3 | -3 | 2 | Damage (2), Heavy, Melee, Unwieldy |
| Spud-jacker | E | – | S+1 | – | 1 | Concussive (6+), Knockback (6+), Melee |
| Paired spud-jackers* | E | – | S+1 | – | 1 | Concussive (6+), Knockback (6+), Melee, Paired (2) |
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:
Page 55 is studio model photography (painted showcase models) — see the Source tab to view it; no rules text is printed on that page.
This is the simplified gang list packed with the Goliath Forge Smelters starter kit — a separate, smaller fighter roster (Forge Breaker, Forge Gunner, Forge Hauler, Forge Patcher) to the full House Goliath list above. Most of its wargear is shared with the standard House Goliath Equipment List; only the items marked below are exclusive to this roster.
Furious Charge: When they perform a Charge action, Goliath Fighters gain +1 to their Strength characteristic until the end of their activation.
Gang Composition: Forge Smelters gangs do not follow the usual gang composition rules presented in the Necromunda Skirmish: Core Rulebook. Instead they may take any number of Fighters in the Forge Smelters gang list in any combination, but may never take any models that are not included in this list.
| Fighter | ||||||
|---|---|---|---|---|---|---|
| Forge Breaker | – | Secondary | Primary | Secondary | – | – |
| Forge Gunner | – | Secondary | Secondary | – | – | Primary |
| Forge Hauler | – | Primary | – | – | Secondary | Secondary |
| Forge Patcher | – | Secondary | Secondary | – | Primary | – |
// p.8–9
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 4″ | 4+ | 4+ | 3 | 4 | 1 | 3 | 2 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 6 | 6 | Fighter (Ganger) | 19 |
Skills: A Goliath Forge Breaker has the Heavy Blows and Unstoppable Force skills.
Equipment: When added to a Gang Roster, a Goliath Forge Breaker may purchase weapons and wargear from the House Goliath Equipment List:
| 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 | 6 | 6 | Fighter (Ganger) | 19 |
Skills: A Goliath Forge Gunner has the Hip-shooting and Mighty Leap skills.
Equipment: When added to a Gang Roster, a Goliath Forge Gunner may purchase weapons and wargear from the House Goliath Equipment List:
| 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 | 6 | 7 | 6 | Fighter (Ganger) | 19 |
Skills: A Goliath Forge Hauler has the Bulging Biceps and Immovable Object skills.
Equipment: When added to a Gang Roster, a Goliath Forge Hauler may purchase weapons and wargear from the House Goliath Equipment List:
| 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 | 6 | 6 | 7 | Fighter (Ganger) | 19 |
“Back to the Forge!”: A Goliath Forge Patcher may perform the Fit Bionics Post-Cycle Action. This action costs 20 credits less than normal.
Skills: A Goliath Forge Patcher has the Medicate skill.
Equipment: When added to a Gang Roster, a Goliath Forge Patcher may purchase weapons and wargear from the House Goliath Equipment List:
// p.10 — prices for weapons and wargear available to this roster. Most entries share a profile with the full House Goliath Equipment List above; items with a highlighted left edge are exclusive to this starter roster. Hover or tap a weapon name for its profile.
* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.
// p.11 — only the gear not already covered by the House Goliath Equipment Reference above. 'Krumper' rivet cannon shares the profile already listed there.
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Ignition cannon | 5″ | 10″ | 6 | -2 | 2 | Ammo (6+), Blaze (5+), Damage (2) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Crucible hooks | E | – | S+1 | -2 | 2 | Melee, Paired (2) |
| Forge axe | E | – | S+1 | -1 | 2 | Heavy, Melee, Parry, Unwieldy |
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.
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.
Immovable Object (Fighter Only): This Fighter may perform the Stand Firm action during their activation. Stand Firm (Double): Until the start of this Fighter's next activation, they apply a +2 modifier to any Armour saves and cannot be moved from their current location by any means at all, nor can they be Suppressed.
Unstoppable Force (Fighter Only): In an activation in which this Fighter performs a Charge action, all of their weapons with the Melee trait also gain the Knockback (4+) trait and they may consolidate an additional 2″.