Gang Selection

    There are a few pointers I have to anyone starting a gang.

  1. Think of (decent!) names. A Gang without a name is nothing, and in my campaign, I don't allow no-name gangs. I find it best to base gangers names around a theme, e.g. Names like Smash, Crush and Skull for Goliath gangs. Another good Idea is to give a ganger a normal name, and then a Nick name, e.g. I had a juve called Harry 'The Fool'. These nicknames should represent the gang members role (Harries was to stand in front of my Heavy) and can change as their roles do, e.g. Harry got the Specialist skill, and I bought him a Flamer, so his nickname changed to Harry 'The Pyscho'.
  2. Start with at least 5 gangers, (6 is better), or you won't be able to collect all your terrain.
  3. You always need a leader, and if he dies your in deep, so get him well equipped. Leaders can use special weapons, so take advantage of this, by giving him(her) one. A Meltagun is deadly up close, but give him a chainsword aswell to fend off enemies who get through. A Plasma Gun is also good, but group him with a moving shooter (see below) so he can maximise his shooting oportunities.
  4. Have pre-determined roles for your fighters, and arm them accordingly:
  5. Heavy's should be armed with Heavy Stubbers at the start, and upgrade to something shootier when (if?) you get the money. A Heavy Bolter is alright, but only has a 6+ ammo roll, which can stuff you around a bit. The Other option is to by two Heavies with Flamers. These can be unbelievably deadly if used well together. (You could also give your leader a Flamer, and have a 3-way crossfire! Survive that if you can!)
  6. I Find it best to always have at least one Shooter (Movers incl.) for each other type if your a shooting House (Van Saar, Orlock, or Delaque), and only one shooter for every two of other types for Hand-to-Hand Houses (Goliath, Escher or, Cawdor.
  7. Always pick your gang with a number of 'teams' of fighters in mind. e.g. I group my Heavy(s) with my Stationary shooters, and a Juve with a chain (no parries) to defend them in h-t-h. My Leader is grouped with a Shotgun Cowboy (or two), and the rest of the juves and h-t-h experts are split up as equally as possible.
  8. The number of members in your gang should be kept to either 9,12,15,18 or 21 members. This means that you gain the most money based on the number of Gangers you have.

Try to keep to the Background according to houses, as it often seems to work better, e.g. its no good having heaps of h-t-h troops in a Van Saar gang.

I Also like to make themes for my gangs, e.g. the Plasma Pirates were a fledgling gang I made (got beat!) which consisted of a Leader with a Plasma Gun, Heavy with heavy Plasma Gun, and Gangers and Juves with plasma pistols wherever possible.


Contact Me: Arbitrator Beach