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> Gangers and Stats, Does this seem about right?
Apathy
post Mar 13 2004, 11:55 PM
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Small Gang (only known within the neighborhood, might not even have a name, 15-35 members)
Modern Equivalents = Shilohs, Bush Mob, Black Gangster Deciples
Weapons - Cheap Melee wpns (club/knife/chain), pistols, shotguns, cheap assault rifles (AK74s) and the occasional grenade.
Armor - Armored Jacket or Vest

Medium Gang (known throughout the sprawl, but not outside the city, 100-300 members)
Modern Equivalent = Westies, Latin Kings (now, not in their prime)
Weapons - Small Gang stuff + occasional LMG maybe an armored van
Armor - Armored Jacket or Vest

Large Gang (national reputation, presence in multiple cities, over 1,000 members)
Modern Equivalent = Crips, Bloods, Aryan Nation
Weapons - up to HMGs, Rocket Launchers, Doberman drones
Armor - Armored Jacket or Vest + FFBA

+++++++++++++++++++++++++++++++++++++++++++++
Ganger Stats:


Street Punks: (the guys standing around on the corner)
B Q S I W C R
4 4 4 2 2 2 3+1D

Pistol/Lt Pstl 2
Unarmed 4
Club or Knife 2
Athletics 2
Street Etiquette 3
Stealth 1
Illegal Drugs 2

---------------------------------------------------
Punk Leader[PL]: (leads a crew of 4-7 street punks, generally toughest in crew)
B Q S I W C R
5 4 4 2 3 3 5+2D

Pistol 4
Unarmed 4
Club or Knife 5
Athletics 2
Street Etiquette 4
Stealth 1
Illegal Drugs 3
Intimidation 4

---------------------------------------------------
Neighborhood Gang Leader[NGL]: (heads up a crews from 3-5 crews, runs the money making rackets)
B Q S I W C R
4 3 3 3 5 4 5+2D

Pistol 4
Shotgun 4
Club or Knife 3
Unarmed 3
Athletics 2
Street Etiquette 4
Stealth 1
Illegal Drugs 4
Intimidation 2
Leadership 3

---------------------------------------------------
City-wide Gang Leader[CWGL]: (heads up a crews from 5-10 neighborhoods)
B Q S I W C R
4 3 3 5 6 5 6+2D

Pistol 3
Unarmed 4
Athletics 2
Street Etiquette 5
Stealth 1
Illegal Drugs 5
Prositution 3
Smuggling 2
Numbers Rackets 3
Protection Rckts 4
Intimidation 3
Leadership 5

---------------------------------------------------
City-wide Elites/Heavies: (CWGL has a crew of tough guys to act as bodyguards/enforcers)
B Q S I W C R
5(7)5 6(8)3 5 2 8+3D

Pistol 4
Unarmed 6
Assault Rifle 5
Thrown/Grenade 2/4
Athletics 2
Street Etiquette 3
Stealth 3
Intimidation 5
Torture 3

---------------------------------------------------
Gang King [GK](in charge of all city chapters)
B Q S I W C R
3 3 3 5 7 6 4

Pistol 2
Unarmed 2
Street Etiquette 6
Legal Etiquette 3
Stealth 1
Leadership 6

---------------------------------------------------
King's Guard: (GK has a crew of tough guys to act as bodyguards)
B Q S I W C R
7(8)6(9)8(11)3 5 2 12+3D

Pistol 5
Unarmed 7
Assault Rifle 5
Athletics 2
Street Etiquette 3
Stealth 3
Intimidation 5
Torture 3

===================================================

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toturi
post Mar 14 2004, 12:35 AM
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I think the Underworld Sourcebook and SRComp has rules on gangers and their stats. Check them out first.
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Diesel
post Mar 14 2004, 03:08 AM
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These look fine until the high end guys...7 unarmed is a little much. Otherwise, good stuff.
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Kagetenshi
post Mar 14 2004, 04:25 AM
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Agreed. 7 Willpower is also probably a bit much for the Gang King.

~J
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Apathy
post Mar 15 2004, 12:51 AM
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QUOTE
I think the Underworld Sourcebook and SRComp has rules on gangers and their stats. Check them out first


Don't have Underworld Sourcebook yet, but I thought the ganger rules in SRComp were crap. Most of them are only listed as having a couple dozen people yet are somehow considered forces to be reckoned with by Corps and Lonestar alike? I tried to get my numbers from what you see today, and then beef them up just a little to account for the more chaotic 2060's.

At the high end, I figured the enforcers/elites/bodyguards would be equivalent to moderately experienced runners, and I could easily build comparable characters with chargen rules.
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BitBasher
post Mar 15 2004, 12:55 AM
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Also, I woudl have no problems with top of the line gangs with rocket launchers (Great Dragon ATGM is only avail 6) but I would never, ever give them any drones, period. Drones have too much of an ongoing maintenence to keep them running.
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toturi
post Mar 15 2004, 02:26 AM
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Usually the lower tier gangs wouldn't even figure into the calculations of the megacorps at all, perhaps the A or national corps. The tier 1 gangs like the Ancients would have some influence in the decisions of the AA or AAAs but still they are little more than speed bumps.

The gangs featured in SRComp are mostly lower tiered ones.
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DV8
post Mar 15 2004, 11:41 AM
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If you're interested in quick ganger stats, and don't want to slave over your desk hours before your game trying to come up with a varied set of ganger stats, look here for a Random Gang Generator.
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Crimson Jack
post Mar 15 2004, 12:16 PM
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Cool generator, DV8. 8)
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ShadowPhoenix
post Mar 15 2004, 07:21 PM
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Don't forget in the New Seattle Source that some of the gang bosses are ex shadowrunners, meaning a gang boss, like say Grinder is a retired Ex-Runner PhysAd, I'd imagine that duking it out with him is probably pretty nasty. So high end stats for gangers aren't necessarily inaccurate, depends on the story of that character.
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theartthief
post Mar 16 2004, 06:11 AM
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I really liked the gang generator....

That was some nice programming.

- theartthief
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Apathy
post Mar 16 2004, 03:01 PM
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All the generators on that site were pretty cool.

(Although it made me realize I was doing some things wrong when I calculated my bug spirits manually)
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