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====Gang Attributes==== Gangs have two major attributes: Rating and Reputation. Rating is the sum cost of every Fighter (and remember, a Fighter's cost is the sum of their personal cost and their gear cost). A high Rating is ''bad'' if the difference between your Rating and your opponent's is very large; having a higher rating than your opponent means you're less likely to be able to choose the scenario you're fighting in and gain worse reputation rewards (every scenario so far awards the participant with the worse rating +1 reputation per full 100 points of rating they are below their opponent). Consequently, it's unwise to fight against a gang with a lower rating than your own since you have less to gain from a victory and have less control over the scenario. Reputation on the other hand is always ''good'' - a higher reputation means you can recruit more Champions, find rare equipment more easily, and the two highest reputations at the end of a campaign fight over who wins the entire campaign, with reputation serving as their tiebreaker if they draw during the scenario. Gangs can also form Alliances for the duration of a campaign, symbolizing a connection to a prominent group like one of the guilds or a criminal organization. These grant benefits such as expanded Wargear options or adding free Hired Guns to a scenario, but they also come with drawbacks such as having less control over which scenario is chosen or giving up part of their gained credits. These drawbacks can be ignored, but the other party won't like it- they may temporarily deprive you of the alliance's benefits or end it entirely. The Law and Misrule campaign type adds Alignment, which determines whether or not your gang abides by the laws of Necromunda. This determines what kinds of Hired Guns they can use, as well as a mixture of other benefits and drawbacks depending on whether or not the gang is on the wrong side of the law. While it is possible to switch alliances partway through a campaign, doing so comes with steep costs.
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