The Smog on the Sump Brawlers
Goliath (HoC) · Lore & notes
Overview
Starting Goliath Gang
Tactics Cards List
- Adrenaline Surge
- Desperate Effort
- Seize the Initiative
- Ironhide
- Ceramide skin
- Knockout Blow
- Not Done Yet
- Second Wind
- Fireborn
- Genetically Gifted
- Get ‘em
- Improvised Projectile
- They’re only Bullets
- Brutal Charge
- Unstoppable Behemoth
- Violent Minded
- Veiled Threat
- Rapid Healing
- Double Time
- Bait and Switch
Immortan Bo
Forge Tyrant (Leader)
Quick Rules
- Disarm: Hit roll of 6+ in melee, target cannot use any weapons for reaction attacks for that round (reaction attacks are all unarmed).
- Hyper Healing: Roll one additional Injury Dice during recovery Tests and pick one to discard. During post-battle, if has any Lasting injuries roll a D6 and remoev one Lasting Injury on a Natural Roll of a "6".
- Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.
- Unstoppable: Roll D6 before Recovery Test in end phase. 4+, discard a flesh wound or roll one additional dice for the Recovery Test, and then choose which one to discard.
Hit me list
- <name>
Hit them list
- <name>
Colossus
Stimmer (Champion)
Quick Rules
- Combat Chems Stash: When activated, can choose to use. Until End Phase, +D3 attacks BUT if a natural "1" is rolled, Attacks characteristic is reduced to 1.
- Iron Man: Toughness not reduced by Flesh Wounds, but will go out of action if suffers flesh wounds equal to toughness.
- Paired: +1A for dual weapons. When charging, double Attacks Characteristic. So on charge, will normally have 8 attacks (3x2, +1, +1).
- Pulverise: After Injury Roll, roll a D6. =/+ Toughness (or natural "6"), change 1 Flesh Wound to a Seriously injured result.
Genesmithing
- Genetic Ancient (+1 Leadership, Willpower & Intelligence), Overdeveloped Musculature (+1 Strength, -1 initiative)
Hit me list
- <name>
Hit them list
- <name>
Doof
Forge Boss (Champion)
Quick Rules
- Nerves of Steel: When hit by ranged attack, Cool test. If passed, may choose to not become Prone and Pinned.
- Disarm: Hit roll of 6+ in melee, target cannot use any weapons for reaction attacks for that round (reaction attacks are all unarmed).
- Natborn: Strength and Toughness XP increases cost 6XP, not 8XP.
- Parry: Force attacker to re-roll one (none Power) melee hit.
- Rending: Wound Roll of "6", +1 Damage (Fighter) or +1 Damage dice (vehicle).
Genesmithing
- Prime Specimen (+1 Strength), Iron Flesh (+1 Wound)
Hit me list
- <name>
Hit them list
- <name>
Toast
Forge-born (Prospect)
Quick Rules
- Reckless: Randomly determine targets from all models within line of sight and range. All additional rapid fire hits must be distributed amongst as many eligible targets as possible.
- Shock: Natural 6 on hit roll = automatically wounds (no wound roll).
- Unstable: If ammo symbol rolled during ammo check, roll D6. 1-3, fighter is taken Out of Action.
Genesmithing
- Fearless but Foolish (+1 Cool, -1 Intelligence)
Hit me list
- <name>
Hit them list
- <name>
Nux
Bruiser Specialist (Specialist)
Quick Rules
- <Rules>
Genesmithing
- None
Hit me list
- <name>
Hit them list
- <name>
Bubba
Bruiser (Ganger)
Quick Rules
- Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.
Genesmithing
- Reduced Bone Density (-1 Strength)
Hit me list
- <name>
Hit them list
- <name>
Dag
Bully (Juve)
Quick Rules
- Knockback: If hit roll is =/+ than target's Toughness, moved back 1". If can't, increase Damage by 1. May trigger falling test.
Genesmithing
- None
Hit me list
- <name>
Hit them list
- <name>
Nate
Bully (Juve)
Quick Rules
- Backstab: +1 STR if not in target's vision arc.
Genesmithing
- Corrupted Slug (-1 Leadership, Willpower and Intelligence)
Hit me list
- <name>
Hit them list
- <name>