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Freelancer Careers
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Gang
A feature of many, but by no means most, Imperial worlds is the presence of a gang culture, where citizens usually males from adolescent age onwards group together for mutual protection against a hostile environment. These groupings are not necessarily for criminal purposes, although the tight-knit culture does allow for members to get away with criminal offences, should the gang allow it. When rival gangs, even normally law-abiding ones, possess overlapping turf, skirmishes and eventually gang warfare may ensue.
(Basic) Gang Juve |
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From the desert nomads of Rynns World, to the clan-based hive gangs of Necromunda, to the aristocratic hedonists of Begalis, the structure of the gangs is the same there is a pecking order of members, and the youngest are at the bottom. In many cases, they are the sons or younger siblings of more senior members, usually between the age of around eleven to fifteen (although in some cultures, this range may extend in either direction), armed only with hand-me-down weapons from other gang members. Being so young, the juves are easily indoctrinated with the us and them attitude that holds the gang together, and many a gang leader started out from such a lowly status, his rise through the ranks assured by his devotion to the gangs credo. Other juves are less fortunate, and are abused in one way or another, and some gangs even sell them into slavery, indentured servitude or prostitution if cash is short. |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Juve |
- |
- |
- |
- |
- |
1 |
- |
- |
- |
Restrictions: Only characters below the age of sixteen may enter this career. |
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Abilities: Secret Language Street 50% chance of Concealment Urban 50% chance of Flee |
50% chance of Secret Signs Street 50% chance of Shadowing 25% chance of Bluff |
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Equipment: Clothing with at least one item displaying gang colours or other form of dress code |
50% chance of a knife 25% chance of any civilian pistol with one clip of ammunition |
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Special: This is a career especially suited for using the optional rules for young characters (see Character Generation). |
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Career Exits (Military): Adeptus Astartes Aspirant Imperial Navy Rating Officio Assassinorum Novice |
Career Exits (Freelancer): Gang Fighter Criminal Henchman Criminal Narcotics Dealer Spacer Crewman |
Career Exits (Scholar): |
Career Exits (Citizen): Craftsman Apprentice Cultist Novice Menial Factory Worker Menial Labourer Menial Maintenance Worker Menial Miner Menial Servant Scum Escort Scum Informant Scum Slave |
(Basic) Gang Fighter |
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As soon as a juve is old enough to carry a decent sized gun and handle himself in a fight, he is given an initiation rite. Depending on the nature of the gang, this may be as simple as the leader hiring the services of an escort so that the boy can become a man or as difficult and dangerous as single-handedly hunting down a person or creature, perhaps having to kill it as well a ritual commonly known as blooding. Once this initiation has been successfully completed, the juve is now a full ganger, or gang fighter. Generally in their late teens or their twenties, fighters form the bulk of most gangs. They run the gangs territory, earning money for the gangs funds and ensuring outsiders do not enter their turf. When rivals do trespass, the fighters will band together, arming themselves with whatever they can lay their hands on, and move out to meet them. What follows may be comparable to two troupes of chimpanzees encountering one another at a waterfall, with members of each group whooping it up and trying to eyeball the opposing gang into backing down, it may be calm negotiation and exchange of promises of alliance or favours. More often than not, a straight shootout develops, and many lives are needlessly lost for a few streets of tenement buildings and a corner shop. |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Fighter |
1 |
1 |
- |
- |
- |
1 |
- |
- |
- |
Abilities: Secret Language Street Secret Signs Street One of the following: - Specialist Weapon Archery - Specialist Weapon Blackpowder - Specialist Weapon Fist - Specialist Weapon Flail - Specialist Weapon Grenade - Specialist Weapon Thrown - Specialist Weapon Two-handed |
Two of the following: - Blade Master - Brawler - Combat Master - Deadeye Shot - Disarm - Head Butt - Hipshooting - Strike to Stun - Wrestling |
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Equipment: Any civilian pistol or basic weapon with one clip of ammunition Knife Clothing with at least one item displaying gang colours or other form of dress code 50% chance of any civilian close combat weapon |
50% chance of any civilian pistol with one clip of ammunition 25% chance of one of the following: - a frag grenade - an incendiary grenade - a smoke grenade |
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Career Exits (Military): Imperial Navy Rating Planetary Defence Force Trooper |
Career Exits (Freelancer): Gang Heavy Gang Leader Bodyguard Minder Criminal Burglar Criminal Pickpocket Criminal Robber Outlaw Bandit Prize Fighter Pit Fighter Shootist Gunslinger Spacer Crewman |
Career Exits (Scholar): |
Career Exits (Citizen): Menial Factory Worker Menial Labourer Menial Maintenance Worker Menial Miner Law Enforcement Beat Officer |
(Advanced) Gang Heavy |
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Heavies provide fire support during confrontations with other gangs. Although most are self-taught, they are reasonably proficient in the use of heavy or specialist weapons. Finding these can be difficult though, and most heavies have to make do with second-hand or low quality guns. |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Heavy |
1 |
3 |
2 |
- |
1 |
1 |
- |
1 |
1 |
Abilities: Secret Language Street Secret Signs Street Specialist Weapon Heavy |
One of the following: - Specialist Weapon Bolt - Specialist Weapon Flamer - Specialist Weapon Launcher - Specialist Weapon Melta - Specialist Weapon Plasma |
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Equipment: One of the following: - A rocket launcher with 2 super-frag and 1 super-krak missile - A single-shot grenade launcher with 2 frag grenades and 2 smoke grenades - Any other military specialist or heavy weapon with one clip of ammunition. |
Any civilian pistol or basic weapon with one clip of ammunition Knife Clothing with at least one item displaying gang colours or other form of dress code |
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Career Exits (Military): Imperial Navy Armsman Planetary Defence Force Trooper |
Career Exits (Freelancer): Bodyguard Minder Criminal Racketeer Gang Leader Mercenary Squad Leader Outlaw Hijacker Shootist Bounty Hunter Shootist Hitman Spacer Crewman |
Career Exits (Scholar): |
Career Exits (Citizen): Menial Overseer |
(Advanced) Gang Leader |
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Most gangers either retire from active membership (although no one ever leaves a gang entirely) or die violently, but a few manage to claw their way to leadership of a gang. A gang can consist of just a few close friends, or it can be the population of an entire hab-unit, but gang leaders are always treated with respect (or fear, which is, to most leaders, the next best thing) when they swagger through their turf. |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Leader |
3 |
2 |
2 |
1 |
2 |
3 |
1 |
2 |
2 |
Abilities: Intimidate Leader Secret Language Street Secret Signs Street Three of the following: - Specialist Weapon Archery - Specialist Weapon Blackpowder - Specialist Weapon Chain - Specialist Weapon Fist - Specialist Weapon Flail - Specialist Weapon Grenade - Specialist Weapon Power - Specialist Weapon Shock - Specialist Weapon Thrown - Specialist Weapon Two-handed |
Five of the following: - Blade Master - Brawler - Combat Master - Crushing Blow - Deadeye Shot - Disarm - Gunfighter - Head Butt - Hipshooting - Hurl Opponent - Quickload - Strike to Stun - Wrestling |
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Equipment: Any civilian pistol or basic weapon with one clip of ammunition Any civilian pistol with one clip of ammunition Any civilian or military close combat weapon, with a power pack if necessary One of the following: - a frag grenade - an incendiary grenade - a smoke grenade |
Knife Flak armour vest Clothing with at least one item displaying gang colours or other form of dress code Leadership of a gang consisting of at least D6+3 members (Juves and Fighters, and possibly a few Heavies, Bodyguards or Shootists) |
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Career Exits (Military): Planetary Defence Force Junior Officer Imperial Navy Petty Officer |
Career Exits (Freelancer): Gang Kingpin Criminal Narcotics Baron Criminal Racketeer Mercenary Captain Outlaw Brigand Shootist Bounty Hunter Shootist Hitman Spacer Mate |
Career Exits (Scholar): |
Career Exits (Citizen): Menial Manager |
(Advanced) Gang Kingpin |
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Sometimes, when a gang defeats its rivals in a turf war, it may lay claim not only to the losing gangs territory, but occasionally its fighters as well, the defeated gangers declaring allegiance to the victorious leader. This is particularly common when the losing sides leader did not survive the war. Gang leaders who amass followers in this way become known as kingpins, holding together coalitions of gangs that would normally fight one another. Provided the peace can be maintained, kingpins have incredible power by dint of the number of fighters and amount of territory they possess. When two kingpins go to war against one another, or against the criminal underworld, the sheer scale causes civil unrest and may necessitate military or Arbites intervention should law enforcement agencies become overstretched. |
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Advance Scheme |
WS |
BS |
S |
T |
I |
Wp |
Sg |
Nv |
Ld |
Kingpin |
3 |
3 |
2 |
2 |
3 |
5 |
2 |
3 |
3 |
Abilities: Intimidate Leader Secret Language Street Secret Signs Street Four of the following: - Specialist Weapon Archery - Specialist Weapon Blackpowder - Specialist Weapon Bolt - Specialist Weapon Chain - Specialist Weapon Fist - Specialist Weapon Flail - Specialist Weapon Grenade - Specialist Weapon Plasma - Specialist Weapon Power - Specialist Weapon Shock - Specialist Weapon Thrown - Specialist Weapon Two-handed |
Seven of the following: - Blade Master - Brawler - Combat Master - Crushing Blow - Deadeye Shot - Disarm - Gunfighter - Head Butt - Hipshooting - Hurl Opponent - Quickload - Shoot to Maim - Strike to Stun - Wrestling |
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Equipment: Any civilian or military pistol or basic weapon with one clip of ammunition Any civilian or military pistol with one clip of ammunition Any civilian or military close combat weapon, with a power pack if necessary One of the following: - a frag grenade - an incendiary grenade - a smoke grenade Knife Clothing with at least one item displaying gang colours or other form of dress code, and possibly the colours of other gangs under his leadership |
Flak armour vest Leadership of a gang consisting of at least D6+3 members (Juves and Fighters, and possibly a few Heavies, Bodyguards or Shootists) The allegiance of at least D6 other gangs, each consisting of a leader and other members as described above Various legitimate and illegal business ventures (at least one per controlled gang), including shops, brothels, protection rackets, restaurants, vehicle dealerships, smuggling routes and blackmail rackets |
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Career Exits (Military): Planetary Defence Force Junior Officer |
Career Exits (Freelancer): Mercenary Captain Rebel General Spacer Captain |
Career Exits (Scholar): Politician Representative |
Career Exits (Citizen): Cultist Demagogue |