It has occurred to me that even in the FASA days exactly what kind of gear gangs should be toting and in what quantities has been something they haven't laid a baseline for. Even in sourcebooks supposedly dedicated to the underworld. Sure they'll give stats for a single typical ganger, but they don't give indications of the complete package especially in regards to things like heavy and special weapons.
And the stats do give are somewhat questionable. (You'll pay for hand razors but not an armored jacket, heavy pistol, or melee weapon? No wonder the halloweeners as written in SR4 got wiped out.)
Typically I've just balanced things along the lines of how much cash flow the gang probably has compared to the availability of weapons and the like, and then just winged it with only a handful of extra heavy weapons if any.
Still I'm feeling bugged by it. On one hand real world gangs may have lots of money, but in developed nations they tend to not have anything heavier than an assault rifle, and even in third world countries they seem to only be able to come up with some LMGs and a smattering of RPGs.
However gangs are known to be able to make LOTS of money in the drug trade etc, and I think we all know what the PCs would do if you had them play gang leaders with a six figure budget.
Typically my games haven't centered around gangs to much so it wasn't enough of a factor for me to worry about. But now I'm running a game out of the Redmond Barrens so gang contact is a bigger factor.
When it comes to your typical street gangs cheep.
The hand razors are likly second hand used cyberware.
The gangs may make alot of money off drugs and BLT chips but they also blow most of the profit on there own drugs and BLT chips.
The gangs actually making a profit in the SR world graduate to criminal syndicates.
The gangs also need the contacts to get a hold of this stuff. Many fixers might not want to deal with street trash as there is a high probability of getting screwed if not by them then by a rivial.
Also the gang colors would get them stopped by police alot more. And being sinless Lone Star can simple take their armor and weapons on a whim. So they stick to streetlines and the like that will escape mad scanners.
Finally the go-gangers like the Halloweeners are meant to be stupid. They aren't ment to be very threatening. Some enemies have to be the easy guys so make it the street punks. All the successful street gangs joined criminal syndicates.
This doens't mean a gang might not have heavier weapons and armor hidden away. They just don't want there members causing a ruckess and lossing that stuff.
light pistols, decent melee skills and edged/clubs. A gang leader might carry a shotgun, heavy pistol or smg. Gang members go to war with clubs (wood, lead pipes, baseball bats, wrenches, crowbars), knives/shivs (kitchen knives, sharpened screwdrivers, sharpened junk, broken bottles, syringes (
) etc.) and even larger weapons like swords, and occasionally gangs have the odd lowly trained spellcaster who can cast low force heal and fireball/powerbolt, as well as being tough in a punch up.
Generally, a gang will have some nicer stolen vehicles, probably average cars like standard ford Americars (if those exist in SR4) and maybe even some roadmasters, westwinds (''), all not so expensive, and souped up, painted, and covered with makeshift armor and gun placements.
Ware is usually simple things like the occasional cyberlimb, lots of spurs/razors, crazy coloured cybereyes and maybe even boosted reflexes or plastic bone lacing.
There are several grades of gang described in Runner Havens.
I think Sir Psycho's description is good for a street gang, but I'd be inclined to make those larger gangs (which may be associated with a syndicate) rather better equiped. I'd still consider extensive 'ware to be unusual as it costs a lot, and how do you decide which ganger gets it? But then I tend to run a low 'ware gameworld.
Remember too that gangs focus more on appearance than utility in a lot of cases.
A big nail studded rusty bat is more valuable than a more dangerous, but not nearly as impressive, combat knife. A Super Warhawk, with it's heft and boom, is more useful than a Predator loaded with Stick n' Shock. Cyberweapons show your street cred. Etc.
Also, present day, a majority of gangers either think they're invincible, or don't care one way or the other. So in a choice between something that gets you street cred (hand razors) or something that keeps you alive longer (Armor jacket), most will pick the street cred.
The SR3 Companion covered some of this, and I think the SR4 BBB grunts section covers the rest.
According to the SR3 Shadowrun Companion, gang-fights always break down into a numbers game, by convention. It doesn't matter whether this is the way it should work or not, but as far as gangers are concerned, it does.
"No matter hos tuough its members, a small gang will always lose to a larger gang in the long run, and so the gamemaster should aim for a roughly equal balance of forces." -SR3, Runners Companion
The SR4 grunts section outlines a weak Professional Rating 1 ganger and what he would have, and this seems consistant with the "numbers over expertise" viewpoint.
The Companion further goes on to outline these members. For example, the Halloweeners shows 5 lieutenants built as prime runners. Whether you want to build these as SR4 Prime Runners or SR4 Lieutenant Grunts is really a matter of taste, but to keep the whole idea that gangers are anything better than a joke, I'd stick with making these 5 individuals superior prime runners.
The SR4 Companion lists the Halloweeners as having 25-40 members. I would assume most, if not all, of these people are grunts or lieutenant grunts, using the SR4 grunt rules.
These forces make for a healthy little gang fight, no?
The economics of gangs, also from SR3 Companion, describes how gangs don't work on "get paid for the job" system but rather do "jobs" that they don't get paid for, such as turf ways with other gangs. They get a steady income from some kind of illegal activity they do regularly. So over time, a gang's numbers will grow or the grunts in that gang will get better stuff, but I prefer to think that most of this money is going to the 5 people on the top, and there's really nothing anybody can do about it, because they're a bunch of grunts.
In summation, I'd make 3-6 prime runners with fully dished out cyberwear and weapons and stuff. The works. Everything you can, but try to keep with the idea that everything's second-hand or cheap. Then figure they have 10 times that number in grunts.
I should point out that Fanpro has officially said that the SR3 Companion is *not* compatible with SR4 and that they will be releasing a "Runner's Companion" for SR4 that appears to cover some of the same issues. (At least, I know they both cover metahuman variants...)
Your typical ganger probably would be carrynig a melee weapon of some kind and a pistol. The gang will probably have something heavier, like shotguns, and a few automatic weapons for the bigger gangs. Then again, there is no reason a small gang couldn't have something like that in their arsenal too. The big guns would be kept at the gang's HQ and would only come out when really needed. It wouldn't do to have it lost when a ganger got caught strolling up the street with it.
The more developed gangs like the Tongs and such, well, they would have more of the heavy weapons, but still would only use them when really necessary.
Another way to look at this is to use the gang archetypes in SR4 or the previous generations. That's what I used to do in terms of getting loot off of them, with some variation of course.
Gang members in 2070 going to war with clubs? Clubs?!?
That is the most absurd thing I've heard on Dumpshock.
@cetia: The SR3 companion does indeed have gang info (I'd forgotten about it though). However it doesn't actually give any armament info. Other than Halloweners have a flamethrower.
Even in your otherwise well reasoned comments you avoid it. Or when you say "prime runner" do you mean "assault cannons and missile launchers"
@lorechaser that was a clever rationalization. I may use that logic with them a lot.
If anyone is interested I spent a little while going through dusty tomes and came across an adventure called Elven Fire that deals with Ancients gang(and the rise to power of Green Lucifer, who is lucky he's an elf because this adventure was SR1 and he'd be old now otherwise).
Anyway the ancients (who are Tir backed and large it must be granted) are all equipped with scorpion bikes, UZI III's and Shotguns if they want them. "lieutenant" level members having better SMGs with vents and the like. And the leaders would be superior prime runners save for being light on the cyberware. The text describes an all out war with another gang and they pulled out a goodly number of mages, at least a pair of LAWs, and a sniper rifle.
The opposing gang, the meat junkies, manage to field four heavily armored trucks (not armoured enough to handle a LAW though) and a smattering of bikes. Otherwise they're armed with Uzi III's, Mossburg CMDT shotguns, and AK-97's. No heavy weapons.
While the Meat Junky members were fairly unimpressive, even the Ancients near grunts were more skillfull than a Knight Errant team member.
| QUOTE (sunnyside) |
| While the Meat Junky members were fairly unimpressive, even the Ancients near grunts were more skillfull than a Knight Errant team member. |
I still do high tech and low life, but, yes, somewhere in my GMing I suppose I did lose some of the angst and punk. Ironically the system actually supports the punk more now as the prices on cyberware and hacker grade hardware have plumeted.
Which is something I'll can use. Once you toss in the old mods for 2nd rate cyberware, used cyberware, and increased essense you can probably drop the price on the stuff by a factor of five. That starts putting much of the ware into some gangs price ranges (and offers some fun flavor as it may malfunction).
| QUOTE (sunnyside @ Jan 20 2007, 03:07 PM) |
| @cetia: The SR3 companion does indeed have gang info (I'd forgotten about it though). However it doesn't actually give any armament info. Other than Halloweners have a flamethrower. Even in your otherwise well reasoned comments you avoid it. Or when you say "prime runner" do you mean "assault cannons and missile launchers" |
What the gangers have could also depend on if they have a patron or not.
Curfrently, my group of players has sponsored a small street gang. Equiped them with UZIs and decent Commlinks. They plan on continuing with better armor, some cyber, etc... Gang has 10 members right now.
Like others, most gangers don't carry their "good" weapons with them at all times. Think of the Hell's Angels. They mostly will have small stuff, usually not even a firearm. But while "working", they will carry more, and if at war, a whole lot more.
Part of the threat of gangs, is their number. If you don't take them all out, the rest will be after you.
As well, they may have connections with organized crime, who may take a dim view of your messing with their entry level people.
| QUOTE (cetiah) | ||
Hmmm... sorry about that. Yeah, by "prime runners" I mean exactly what you would expect player character shadowrunners to be armed with. That being said, I think the character generation restrictions in SR3 Companion were good, even by SR4 standards, and I'd recommend them for building the prime runners: -No ganger can have a Knowledge, Technical, or Magical skill above rating 3. -Gangers cannot have any gear with an Availability higher than 5. -Contacts are generally restricted to Street contacts. I would stretch the availability limit up to 10, so that they can at least get some of the cool goodies that their grunts have. Maybe the leader can go higher, like 12 or more, for large/scary gangs, but leaving the Halloweeners at 10 makes sense to me. This gives them some basic cyberwear (hand spurs, wired reflexes 1) and a decent selection of firearms and armor. I would suggest, however, not applying the availability limits to vehicles or any vehicle equipment (i.e., vehicular weapons) since the book specifically suggests that gangers have an edge in this area, stealing cars and souping them up. |
| QUOTE |
| Like others, most gangers don't carry their "good" weapons with them at all times. Think of the Hell's Angels. They mostly will have small stuff, usually not even a firearm. But while "working", they will carry more, and if at war, a whole lot more. |
True,
I had AAA-C zones in mind.
I would still think that pistols would be the normal weapon carried in the other zones.
| QUOTE (Mistwalker) |
| What the gangers have could also depend on if they have a patron or not. |
| QUOTE (Jaid) |
personally, i say 9 is a good rule of thumb for street level availability. 10 is what i have often seen, but imo that's just a hair high, whereas 8 is too low to allow important, basic stuff to go up to a decent rating (for example, a rating 3 fake SIN). |
I wouldn't bother sticking to arbitrary generation rules when creating NPCs. I just go by what feels right for that particular individual ... or group. There's no reason why one of the Halloweeners can't have a Synaptic Accelerator, or that the Red Hot Nukes don't have access to high-rated explosives. Quite a few gangs make their money from running weapons, some like the Ancients do it on a large scale, and have access to quite a bit of mil-spec stuff.
As I said, I would just go with what feels right.
| QUOTE (Fortune @ Jan 20 2007, 09:05 PM) |
| I wouldn't bother sticking to arbitrary generation rules when creating NPCs. I just go by what feels right for that particular individual ... or group. There's no reason why one of the Halloweeners can't have a Synaptic Accelerator, or that the Red Hot Nukes don't have access to high-rated explosives. Quite a few gangs make their money from running weapons, some like the Ancients do it on a large scale, and have access to quite a bit of mil-spec stuff. As I said, I would just go with what feels right. |
I just don't see how I'm crippling myself by saying that all gangs ... and even all gangers are not the same. It seems to me that you are doing twice the work by creating a basic 'ganger template" and then adjusting it later.
Different styles I guess, but I've never really had to stress myself in order to create appropriate NPCs, even on the fly.
Admitedly, I run a lowerpowered game, BUT, for my, Greg teh Ganger will have a knife or club, because each is easy to conceal and doesn't get them horribly hassled by the police, but, can intimidate civillians, and a leather jacket (Again, they mostly deal with melee weapons, thus, armored clothes = not so handy.)
The core gangers, a step above teh punks, get Streetline Specials (Thus proving that they're a "Soldier"), and armored clotehs to go with their leather jacket.
Lieutenants get a heavier weapon ... a heavy pistol, shotgun, even an AK-97 if fairly well off.
Bosses always pack a heavy pistol and something else to stand out. Tehy usually upgrade to an armroed vest as well.
Now, if the gang is connected, such as being a Syndicate heavy, or a major gang, then things go up a notch. *Everybody* gets armored clothes and a streetline special, for example. These are "Real" gangers that the lower level gangs like teh one I mentioned above want to be someday. This gang's LT's have armored vests and either a heavy pistol or an assault rifle standard.
The bosses get special gear, while the Big Boss is tricked out heavily. Everyone at this stage is packing boosts as well, be it Quickened spells (Triads), cyberware (Yakuza), or serious social contacts (Mobsters).
The generic Ganger, tho, is pretty much like today ... a high school/Jr High kid who's dirt poor, lives at home, and pushes drugs to try and get ahead. He looks forward to fighting, to try and get himself a rep, but sucks at it to be honest. It's all about strength in numbers and intimidation.
As an aside gangs like the Nova Rich probably have, well, whatever they want.
| QUOTE (cetiah) | ||
It's always assumed that gangs have some way of making money... whether it's looting other gangs, stealing cars, selling illegal drugs and btl chips, running protection rackets, performing low-level shadowruns, or performing "services" for a patron corp, government, gang, or wealthy individual. The method by which a gang makes its money is irrelevant. |
| QUOTE |
I wasn't talking about them having a way to make money. I was talking about a patron who gives them gear (weapons, cyber, etc..). This isn't them making money and deciding between buying the gear or buying booze and recreational partners. They are getting an upgrade on their gear, nuyen free. They would be in a lot of trouble if they sold said gear without permission. |
| QUOTE |
| Your little local gang that runs a few drugs and BTLs, doesn't normally have a lot of firepower, nor the resources to get it. |
Gangs don't buy their stuff, they steal it. All it takes for The Spikes to to get anti-tank weapons is one poorly-planned arms shipment to Tir Tairngire.
| QUOTE (hyzmarca @ Jan 21 2007, 01:56 AM) |
| Gangs don't buy their stuff, they steal it. All it takes for The Spikes to to get anti-tank weapons is one poorly-planned arms shipment to Tir Tairngire. |
Another thing to consider is, how much skill, tenacity and toughness is there in shooting someone?
How much in beating them nearly to death with a baseball bat?
Gangers want to be thought of as tough, any slitch can pull a trigger, how many can beat you so bad your own mother couldn't recognize you using astral sight, a dna test and that birthmark only she knows about?
Even if a gang manages to pick up a shipment of AK-97's, I imagine they wouldn't be too shit hot at using them. I imagine them doing silly things like firing from the hip, and firing in wild burstfire.
| QUOTE (hyzmarca) |
| Gangs don't buy their stuff, they steal it. All it takes for The Spikes to to get anti-tank weapons is one poorly-planned arms shipment to Tir Tairngire. |
Lone Star is unlikely to arrest Jimmy The Ganger because that would require going onto gang turf and potentially igniting a full-scale war. Gangs in Shadowrun are like the Gangs in The Warriors. They all have wacky themes and if they had a common enemy to rally against (such as the police) when they would be able to conquer Seattle, routh both Lone Star and the Metroplex guard, depose the government, and turn the whole metroplex into a gang-state. If they had a common enemy to rally against.
As it is they are too busy fighting each other and doing their petty criminal stuff, like murdering Insect Spirits (for the Spiders) and executing elves (for the Spikes), and setting cops on fire (for the Halloweeners).
But, if the police violated one gang's turf it would set a bad precedent and might just inspire some entrepreneurial gang leader to become the next Alexander the Great.
I'd rather agree with the original poster...
I'm not a big fan of the "madmax" vision of street gangs...that is IMHO a small fraction of the gangs, mostly the go-gangs which have a sort of tribal organization, heavily steeped into rituals and stuff...
As Sunnyside put it, gangs that deal drugs (BTL or good'old chemical crap) get their hands on lots of money. Which means they get access to a lot of hardware.
Nevertheless, it's true that every gangbanger will not pull out an Ares Alpha at every street corner, prefering to keep to the non-automatic weapons (handguns) simply because it's easily concealed and because it's not the same sentence if you get caught by the cops...
As for cyberware...well things didn't use to be that much of a problem back in SR3 since the price of implants and surgery limited this kind of gear to the upper echelons...
Now, implant prices have dropped so much that every street dealer will quickly make enough money to get wired (think about the kind of cars these guys buy in real world and compare the price of a car in SR4 with wired reflexes 1...)
So if you want to be consistent with the overall picture, gangers should definitely be cybered...
(in fact this problem of cyberware costs is the thing that really bugs me in SR4...way too low compared with some lowtech stuff like cars for exemple , or even to the average income of a Middle Class sarariman, which strangely enough hasn't changed...I understand the game mechanics involved to balance the game and allow players to get a sense of possible progression instead of having to get tons of nuyens to even consider a simple upgrade as it was in SR3...but it still remains a problem for me...)
i wouldn't worry too much about the cheap cyber. most of the real good stuff is bioware anyways, and that's not nearly so cheap.
I'm hoping taht we'll get some stats on secondhand cyber and some cheaper, low availability stuff for thrillgangers.
Non-retractable handrazors, chem-injector implants, and so on.
Some freaky, rictis-grinning ganger with tubes flowing out of his arms and into his pack while he talks about revving up on Jazz or Novecoke or whatever. that's creepy. It's a *way* more lowtech version of Wired Reflexes, but easy to cobble together, so will be cheap and low availability, but with a few, erm.
...
Side-effects.
| QUOTE |
| I'm not a big fan of the "madmax" vision of street gangs...that is IMHO a small fraction of the gangs, mostly the go-gangs which have a sort of tribal organization, heavily steeped into rituals and stuff... |
| QUOTE (HappyDaze @ Jan 20 2007, 07:50 PM) |
| This is really dependent upon a gang's territory. In a suburban B/C zone knives and even some pistols will be fine, but if the gang operates in a E zone you can bet pistols are the rule with many guys packing something heavier in the car. In a Z zone you might get guys packing SMGs, shotguns and rifles along with big melee weapons (axes, swords. etc.) as an everyday thing. |
Gangs have another limit, and thats organized crime.
Gangs may deal in drugs and weapons, but they tend to go through the big fish to do it. ( And the big fish don't like competition.)
Actually, I had always assumed that gangs were the pawns of the organized crime world, and a valuable asset, when controlled. Kind of what shadowrunners tend to be to corps, gangs tend to be to mob bosses. But that's just me and my campaign...
For starters, I can see them having to pay off a big chunk of what they've earned to the organized crime folks, maybe in subtle ways that they don't even know of. I also see that as where they get most of their high-tech gear and where they go for protection from the corps when they need it.
Oh. It seems so obvious but it just occured to me.
Gangs should have drugs. And those give them stat bonuses. Though to be fair maybe they should only have those bonuses when partying or going on the warpath.
Considering the low cost and easy to hit Availability, gangers should have no problem getting firearms up to AK-97s (assault rifle or SMG/carbine model). Likewise, many forms of armor are very cheap and easy to find. Considering that the Armor Jacket is the "most popular armor solution on the streets," don't be surprised to find gangers with pretty good armor.
Now that I look at it, with the exception of a few of the more exotic items, there is no reason that typical gangers should be any less equipped than your typical shadowrunners. This helps to explain why runners with such equipment don't attract too much attention.
| QUOTE (cetiah) |
| That being said, I think the character generation restrictions in SR3 Companion were good, even by SR4 standards, and I'd recommend them for building the prime runners: -No ganger can have a Knowledge, Technical, or Magical skill above rating 3. -Gangers cannot have any gear with an Availability higher than 5. -Contacts are generally restricted to Street contacts. I would stretch the availability limit up to 10, so that they can at least get some of the cool goodies that their grunts have. Maybe the leader can go higher, like 12 or more, for large/scary gangs, but leaving the Halloweeners at 10 makes sense to me. This gives them some basic cyberwear (hand spurs, wired reflexes 1) and a decent selection of firearms and armor. |
If I have certain NPCs that are addicted to a given drug, I just roll the addiction test prior to the scene. If they make it, they're clean and will have to jack-up during the scene if they want, otherwise they are assumed to be halfway through their jacked-up time period. Groups get one roll for the whole dang group.
| QUOTE (Dale) |
| Gang members in 2070 going to war with clubs? Clubs?!? That is the most absurd thing I've heard on Dumpshock. |
I think the operative word being objected to in this case was 'war'. As in one gang deciding to take out another gang, and so everyone grabs a baseball bat. Kind of like a scene from Westside Story, isn't it?
I've decided that not enough gangs that operate as a survival mechanism in a place that has no regular power, water, police presence or incoming stream of supplies use guns that they made themselves.
Street Sweeper: Because very fast rocks can hurt just as much as very fast pieces of metal, and are more likely to give you an infection.
I'm not sure about how realistic it is, but in a TV series such as The Shield, and others beside (usually US cops series), the gangers all have pistols (easy to conceal, especially in those baggy clothes of theirs), or machine-pistols (the famed Tek-9 or whatever), or sometimes sawed-off shotguns (not necessarily in everydaylife, but at least if they intend to beat/shoot the hell out of another gang.
I'd rather see a gang war as drive-by shootings and petrol-bombing an HQ, rather than an old-fashioned, medieval banging with clubs and chop-chops. Especially in gang-controlled territory (Redmond, Pullayup…), where you don't give a fvck about gunfire noise, since the cops won't come anyway.
| QUOTE (cetiah) |
| I think the operative word being objected to in this case was 'war'. As in one gang deciding to take out another gang, and so everyone grabs a baseball bat. Kind of like a scene from Westside Story, isn't it? |
Ganger eqipment
Cash, Gun/knife (both could be conceled easily), gang parafenelia (tats and gang colors) & transportation.
Travel in groups of 4 to 12 usually wearing baggy clothes all year around.
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