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>