House Goliath
RAW ✔️ House of Chains, p42
House Goliath Gang List
A House Goliath gang follows all the usual restrictions and guidelines for creating a gang.
Additional Rules
Fighters
Goliath Forge Tyrant (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 3+ | 4 | 4 | 2 | 3+ | 3 | 5+ | 4+ | 8+ | 7+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2) Gang Leader: A House Goliath gang must always include a single fighter with this special rule: Gang Hierarchy (Leader): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 12" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Goliath fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. Skills: When recruited, a Goliath Forge Tyrant may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. A Goliath Forge Tyrant may purchase weapons and Wargear from the Goliath Forge Tyrant equipment list:Special Rules
Skill Access
Equipment
Goliath Forge Tyrant Equipment List
Weapons
Item Credits BASIC WEAPONS Boltgun 55 Combat shotgun with salvo & shredder ammo 60 Shotgun with solid & scatter ammo 30 - Executioner ammo +20 - Inferno ammo +15 Stub cannon 20 PISTOLS Combi-pistol (bolt pistol/hand flamer) 110 Combi-pistol (bolt pistol/plasma pistol) 80 Combi-pistol (stub gun/ plasma pistol) 40 Bolt pistol 45 Hand flamer 75 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (bolter/flamer) 175 Combi-weapon (bolter/grenade launcher with frag grenades) 80 Combi-weapon (bolter/melta) 165 Combi-weapon (bolter/plasma gun) 115 Flamer 140 Grenade launcher with frag & krak grenades 55 - Smoke grenades +15 - Stun rounds +15 Meltagun 135 HEAVY WEAPONS Heavy bolter* 160 Heavy flamer* 195 Heavy stubber* 130 'Krumper' rivet cannon* 70 Missile launcher (with frag & krak missiles)* 165 Multi-melta* 180 CLOSE COMBAT WEAPONS Axe 10 Brute cleaver 20 Chainsword 25 Chainaxe 25 Fighting knife 10 Maul (club) 10 Power axe 35 Power hammer 45 'Renderizer' serrated axe* 40 - Master-crafted +10 Servo claw 35 Spud-jacker 15 - Master-crafted +5 Two-handed axe* 25 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Krak grenades 45 Smoke grenades 15 Stun grenades 25 ARMOUR Carapace armour - Light 80 Carapace armour - Heavy 100 Furnace plates 5 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15 Skinblade 10 Stimm-slug stash 25 WEAPON ACCESSORIES Gunshroud (Basic Weapons and Pistols only) 20 Suspensor (Heavy Weapons only) 60 Telescopic sight† (Pistols, Basic and Special Weapons only) 25 STATUS ITEMS: EXOTIC BEASTS 0-1 Sumpkroc 130
RAW ✔️ House of Chains, p46
Goliath Forge Boss (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 4+ | 4 | 4 | 2 | 4+ | 2 | 6+ | 5+ | 8+ | 8+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1) Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Goliath fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. Skills: When recruited, a Goliath Forge Boss may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value A Goliath Forge Boss may purchase weapons and Wargear from the Goliath Forge Boss equipment list:Special Rules
Skill Access
Equipment
Goliath Forge Boss Equipment List
Weapons
Item Credits BASIC WEAPONS Boltgun 55 Combat shotgun with salvo & shredder ammo 60 Shotgun with solid & scatter ammo 30 Stub cannon 20 PISTOLS Combi-pistol (bolt pistol/hand flamer) 110 Combi-pistol (bolt pistol/plasma pistol) 80 Combi-pistol (stub gun/ plasma pistol) 40 Bolt pistol 45 Hand flamer 75 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (bolter/flamer) 175 Combi-weapon (bolter/grenade launcher with frag grenades) 80 Combi-weapon (bolter/melta) 165 Combi-weapon (bolter/plasma gun) 115 Flamer 140 Grenade launcher with frag & krak grenades 55 - Smoke grenades +15 - Stun rounds +15 Meltagun 135 HEAVY WEAPONS Heavy bolter* 160 Heavy flamer* 195 Heavy stubber* 130 'Krumper' rivet cannon* 70 Missile launcher (with frag & krak missiles)* 165 Multi-melta* 180 CLOSE COMBAT WEAPONS Axe 10 Brute cleaver 20 Chainsword 25 Chainaxe 25 Fighting knife 10 Maul (club) 10 Power axe 35 Power hammer 45 'Renderizer' serrated axe* 40 - Master-crafted +10 Servo claw 35 Spud-jacker 15 - Master-crafted +5 Two-handed axe* 25 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Krak grenades 45 Smoke grenades 15 Stun grenades 25 ARMOUR Carapace armour - Light 80 Furnace plates 5 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15 Skinblade 10 Stimm-slug stash 25 WEAPON ACCESSORIES Gunshroud (Basic Weapons and Pistols only) 20 Suspensor (Heavy Weapons only) 60 Telescopic sight† (Pistols, Basic and Special Weapons only) 25 STATUS ITEMS: EXOTIC BEASTS 0-1 Sumpkroc 130
RAW ✔️ House of Chains, p48
Goliath Stimmer (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 2+ | 4+ | 4 | 4 | 2 | 3+ | 3 | 8+ | 4+ | 7+ | 8+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Combat Chems Stash Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Goliath fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Combat Chems Stash: Whenever this fighter is activated, it may choose to use Combat Chems. Until the End phase of this round this fighter gains an additional +D3 Attacks. However, if the dice roll is a natural 1, the fighter instead suffers a bad reaction and its Attacks characteristic is reduced to 1 until the End phase of this round. Skills: When recruited, a Goliath Stimmer may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. A Goliath Stimmer may purchase weapons and Wargear from the Goliath Stimmer equipment list:Special Rules
Skill Access
Equipment
Goliath Stimmer Equipment List
Weapons
Item Credits PISTOLS Stub gun 5 - Dumdum rounds +5 HEAVY WEAPONS Assault grenade launchers (twin-linked) with stun rounds & frag grenades* 65 - Krak grenades +30 - Smoke grenades +20 CLOSE COMBAT WEAPONS Fighting knife 10 'Pulverizer' serrated axe 30 - Master-crafted +10 Paired 'Pulverizers'* 50 - Master-crafted +10 'Renderizer' serrated axe* 40 - Master-crafted +10 Spud-jacker 15 - Master-crafted +5 Paired spud-jackers* 25 - Master-crafted +10 Wargear
Item Credits GRENADES Frag grenades 30 Incendiary charges 40 Krak grenades 45 Melta bombs 60 Smoke grenades 15 Stun grenades 25 ARMOUR Furnace plates 5 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Drop rig 10 Respirator 15 Skinblade 10 Stimm-slug stash 25 STATUS ITEMS: EXOTIC BEASTS 0-1 Sumpkroc 130
RAW ✔️ House of Chains, p50
Goliath Forge-Born (Prospect)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 5+ | 3 | 4 | 1 | 4+ | 1 | 9+ | 7+ | 9+ | 9+ |
Special Rules: Gang Fighter (Prospect), Tools of the Trade, Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Gang Fighter (Prospect): Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns. Promotion (Goliath Forge Boss or Goliath Stimmer): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Goliath Forge Boss or a Goliath Stimmer as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as either a Goliath Forge Boss or a Goliath Stimmer for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Goliath Forge Boss or Goliath Stimmer), Hot-headed, Fast Learner and Gang Fighter (Prospect) special rules and gain all the special rules associated with either a Goliath Forge Boss or a Goliath Stimmer, as appropriate. Note that when a fighter is promoted in this way (especially when promoted to become a Stimmer!), an appropriate model should be used to represent their new category and type. Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. Fast Learner: During campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. A Goliath Forge-born may purchase weapons and Wargear from the Goliath Forge-born equipment list:Special Rules
Skill Access
Equipment
Goliath Forge-Born Equipment List
Weapons
Item Credits PISTOLS Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Storm-welder* 75 CLOSE COMBAT WEAPONS Fighting knife 10 Heavy rock saw* 120 Wargear
Item Credits GRENADES Frag grenades 30 Incendiary charges 40 Krak grenades 45 Smoke grenades 15 ARMOUR Furnace plates 5 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Filter plugs 10
RAW ✔️ House of Chains, p52
Goliath Bruiser (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 4+ | 4 | 4 | 1 | 4+ | 1 | 8+ | 5+ | 9+ | 8+ |
Special Rules: Gang Fighter (Ganger), Promotion (Goliath Specialist), Tools of the Trade (Goliath Specialist only) Gang Fighter (Ganger): Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangerson or Hired Guns. Promotion (Goliath Specialist): When the gang is founded, a single Goliath Bruiser can be promoted to become a Goliath Specialist. During Campaign play, additional Goliath Bruisers may become Goliath Specialists by spending Experience (XP), as described in the campaign rules. A Goliath Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills. Tools of the Trade (Goliath Specialist only): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Goliath Bruisers and Goliath Specialists may purchase weapons and Wargear from the Goliath Bruiser equipment list:Special Rules
Skill Access
Equipment
Goliath Bruiser Equipment List
Weapons
Item Credits BASIC WEAPONS Boltgun 55 Combat shotgun with salvo & shredder ammo 60 Shotgun with solid & scatter ammo 30 Stub cannon 20 PISTOLS Bolt pistol 45 Hand flamer 75 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Flamer 140 Grenade launcher with frag & krak grenades 55 - Smoke grenades +15 - Stun rounds +15 Meltagun 135 CLOSE COMBAT WEAPONS Axe 10 Brute cleaver 20 Fighting knife 10 Maul (club) 10 Spud-jacker 15 Two-handed axe* 25 Two-handed hammer* 35 Wargear
Item Credits GRENADES Frag grenades 30 Incendiary charges 40 Krak grenades 45 Smoke grenades 15 ARMOUR Furnace plates 5 PERSONAL EQUIPMENT Armoured undersuit 25 Drop rig 10 Filter plugs 10 Photo-goggles 35 Respirator 15 Stimm-slug stash 25 WEAPON ACCESSORIES Telescopic sight† (Pistols, Basic and Special Weapons only) 25
RAW ✔️ House of Chains, p54
Goliath Bully (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 4+ | 5+ | 4 | 4 | 1 | 4+ | 1 | 9+ | 7+ | 9+ | 9+ |
Special Rules: Gang Fighter (Juve), Promotion (Goliath Specialist), Fast Learner Gang Fighter (Juve): Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Goliath Specialist): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become a Goliath Specialist. When a fighter is promoted in this way, they will from now on count as a Goliath Bruiser for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Goliath Specialist) and Fast Learner special rules and gain all the special rules associated with a Goliath Specialist. Fast Learner: During campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. A Goliath Bully may purchase weapons and Wargear from the Goliath Bully equipment list:Special Rules
Skill Access
Equipment
Goliath Bully Equipment List
Weapons
Item Credits PISTOLS Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Axe 10 Brute cleaver 20 Fighting knife 10 Maul (club) 10 Spud-jacker 15 Wargear
Item Credits GRENADES Frag grenades 30 Incendiary charges 40 Krak grenades 45 Smoke grenades 15 ARMOUR Furnace plates 5 PERSONAL EQUIPMENT Armoured undersuit 25 Drop rig 10 Filter plugs 10 Stimm-slug stash 25
RAW ✔️ House of Chains, p56
Exotic Beasts
Sumpkroc (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | - | 4 | 4 | 2 | 6+ | 2 | 8+ | 6+ | 7+ | 11+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Ferocious jaws | - | E | - | - | S | -1 | 1 | - | Melee, Rending |
Special Rules: Counter-charge, Scaly Hide Counter-charge: If the Sumpkroc's owner is Engaged by an enemy fighter as the result of the enemy fighter making a Charge (Double) action, and if the Sumpkroc is Standing and Active, it may immediately activate and make a Charge (Double) action, moving towards the charging enemy fighter. If, at the end of this movement, the Sumpkroc has Engaged the enemy fighter, it may immediately attack, as normal for a fighter performing a Charge (Double) action. This activation interrupts the enemy fighter's action, being performed after movement but before attacks. The Sumpkroc may only make one Counter-charge per round. Scaly Hide: The Sumpkroc has a naturally scaly and resilient hide, granting it a 5+ save roll. A Sumpkroc may not purchase weapons or Wargear. A Sumpkroc is armed with Ferocious Jaws.Special Rules
Skill Access
Equipment
RAW ✔️ House of Chains, p59
Brutes
0-1 Goliath 'Zerker (Brute)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 6+ | 6 | 5 | 3 | 5+ | 3 | 7+ | 6+ | 8+ | 10+ |
Skills: Impetuous Special Rules: Combat Chems Stash
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Open fist x2 | - | E | - | - | S | -1 | 1 | - | Knockback, Melee |
| in option: | |||||||||
| Mutated fists & bone spurs | E | 2" | - | - | S+1 | -2 | 2 | - | Knockback, Melee, Pulverise, Versatile |
Special Rules
Combat Chems Stash: Whenever this fighter is activated, it may choose to use Combat Chems. Until the End phase of this round this fighter gains an additional +D3 Attacks. However, if the dice roll is a natural 1, the fighter instead suffers a bad reaction and its Attacks characteristic is reduced to 1 until the End phase of this round.
Skill Access
Weapons
A Goliath 'Zerker is armed with two open fists.
Options
- A Goliath 'Zerker may take mutated fists & bone spurs
- +70 credits
- A Goliath 'Zerker may take furnace plates
- +10 credits
- A Goliath 'Zerker may take a stimm-slug stash
- +20 credits
RAW ✔️ House of Chains, p70
Wasteland Additional Rules
A House Goliath gang follows the standard rules for Wasteland Gang Composition.
All fighters (except crew) have access to the Wasteland Gang Equipment List.
Goliath Road Thug (Crew)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| * | * | * | * | * | * | * | 4+ | 8+ | 5+ | 9+ | 8+ |
Special Rules: Gang Fighter (Crew), Vehicle Crew Gang Fighter (Crew): Fighters with this special rule form the backbone of House Goliath gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Vehicle Crew: A Goliath Road Thug must always be equipped with a vehicle. A Goliath Road Thug must be equipped with a vehicle and they may purchase Wargear and weapons from the Goliath Road Thug equipment list.Special Rules
Skill Access
Equipment
Goliath Road Thug Equipment List
Vehicles
Item Credits Custom vehicle Variable Goliath Mauler 100 Ridgerunner 95 Rockgrinder 145 Wolfquad 70 Weapons
Item Credits PISTOLS Bolt pistol 45 Hand flamer 75 Stub gun 5 - Dumdum rounds +5 Wargear
Item Credits PERSONAL EQUIPMENT Filter plugs 10 Photo-goggles 35 Respirator 15
RAW ✔️ The Aranthian Succession – Cinderak Burning, p108
Goliath Mauler (Vehicle)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 7" | 5 | 4 | 4 | 3 | 5+ | 5+ | * | * | * | * | * |
Weapon Hardpoints: 1 Crew Operated - Arc (Front)
Upgrade Slots: 2 Body, 1 Drive, 1 Engine
Special Rules: Weapon Hardpoint, Power Ram, Hybrid Drive, Upgrade Slots Weapon Hardpoint: A Goliath Mauler has one Weapon Hardpoint. Any weapon mounted on it gains the Crew Operated and Arc (Front) traits. Power Ram: A vehicle fitted with a ram adds 2 to the Strength, AP and Damage of any vehicle impact involving its Front arc. Hybrid Drive: This vehicle uses a mix of wheels and tracks for locomotion; it counts as both wheeled and tracked and may choose which set of rules to apply when interacting with difficult terrain. Upgrade Slots: A Goliath Mauler has the following Upgrade slots available: A Goliath Mauler may be equipped with Vehicle Upgrades, Vehicle Wargear and a weapon from the Goliath Mauler equipment list.Special Rules
Body Drive Engine 2 1 1 Equipment
Goliath Mauler Equipment List
Vehicle Upgrades
Item Credits BODY UPGRADES Ablative armour 15 Extra armour 25 Reinforced armour 20 DRIVE UPGRADES Redundant drive system 15 Tyre claws 10 ENGINE UPGRADES Engine shell 15 Glys injector 20 Weapons
Item Credits BASIC Twin-linked bolters 65 SPECIAL Twin-linked grenade launchers with frag & krak grenades 75 Vehicle Wargear
Item Credits Body spikes 10 Booby-trapped fuel tanks 10 Wheel scythes 20
RAW ✔️ The Aranthian Succession – Cinderak Burning, p109
Goliath Vehicle Equipment
RAW ✔️ Necromunda: Apocrypha Necromunda (2024), p123
All vehicles in a Goliath gang add the following to their equipment lists:
Goliath Vehicle Equipment List
Weapons
| Item | Credits |
|---|---|
| BASIC WEAPONS | |
| Boltgun | 55 |
| Stub cannon | 20 |
| SPECIAL WEAPONS | |
| Meltagun | 135 |
| HEAVY WEAPONS | |
| Heavy bolter | 160 |
| 'Krumpa' rivet cannon | 70 |
| Missile launcher (with frag & krak missiles) | 165 |
| Multi-melta | 180 |
Wargear
| Item | Credits |
|---|---|
| WEAPON ACCESSORIES | |
| Telescopic sight† (Pistols, Basic and Special Weapons only) | 25 |