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===Starting your Gang=== Once you have picked your "faction", then you get to the nitty gritty of actually building your starting force which most tabletop gamers will be familiar with. You start with 1000 credits (read points, at least at this stage) with which you purchase your gang-members and equip them. The original six gangs are all built the same way, with the same selection of membership options, though they have access to different tables of starting gear depending on the faction you choose. The other more specialised gangs will have access to different character archetypes depending upon their fluff, but basically your gang's minimum size is three models and you can go nuts from there. *'''Gang Leader''': Most gangs have a "leader" equivalent who you must take if he's available to your gang. He usually starts off as a WS/BS4/I4/Ld8 Veteran. He's good because you need him to keep the gang together and take most of their leadership tests, as well as determining what happens between battles. He also gets access to some of the best gear, making him one of your most effective warriors in addition to his statline. **Gang Leaders invariably start out with a lot of experience to account for all the cool stuff they do. This usually equates them to about ninth level on the advancement scale, meaning they can only accumulate a few more advancements before maxing out. *'''Ganger''': After that, most gangs will have the equivalent to a squaddie, who represents your rank-and-file warrior. They have the same statlines as imperial guardsmen, and you just need them because most gangs have a minimum number of these guys you need to take. They're good because they cover most of your bases and they level-up readily. *'''Heavies''': Then you have the specialists, but some gangs have a variant which works in a different way ''(eg: Techno / Mastiff-Handler / Totem Warrior / Zealot)''. Usually, these guys are veterans of equivalent level to your Gang Leader, but often only have similar statlines to your regular Gangers. This sounds like a poor deal, but even at their most basic, they get access to the biggest guns, making them really useful in laying down the pain during your battles. They will also have access to different upgrade options, often acting as the techie dudes that fix the rest of the gang's broken shit. **Some gangs do it differently, and have these specialist dudes perform a more unique function. These guys will have different special rules depending on the faction you've chosen, but generally you're always going to want a few in your gang for the utility they bring. *'''Juves''': Not all specialist gangs have access to them; they are usually the last things you consider, but they have some of the greatest potential. They start out as WS/BS2 conscripts and they don't have access to basic (ie: rifle) weaponry. However, they are cheap to add to your gang, and they start at level zero which is actually a good thing in the long run. That is four advances behind regular gangers, therefore when they upgrade to the same level they will have earned themselves several skill or characteristic bonuses that make them stand out and excel. If you build them correctly, who cares if they keep their BS2 through-out their whole career if you made them into power-sword champions? They eventually earn the right to carry rifles later anyway so if they turn into ace marksmen you can hand them the gang's good weapons.
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