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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

From the desert nomads of Rynn’s 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 gang’s 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.

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.

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

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

Special:

This is a career especially suited for using the optional rules for young characters (see Character Generation).

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

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 gang’s territory, earning money for the gang’s 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.

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

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

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

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.

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

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

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

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.

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

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)

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

Sometimes, when a gang defeats its rivals in a turf war, it may lay claim not only to the losing gang’s territory, but occasionally its fighters as well, the defeated gangers declaring allegiance to the victorious leader. This is particularly common when the losing side’s 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.

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

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

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

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