Hardened, professional criminals, Gangers are generally the lowest-ranking members of violent groups, syndicates, cartels, and other illicit enterprises. Steeped in blood and variously motivated by hatred, greed, or just general anger, Gangers can be formidable adversaries, particularly in groups. Those who survive and thrive may begin to specialise. Some are branded Skulkers, ruthless and stealthy killers, while others become Heavies, violent bullies who readily employ heavy weaponry and intimidation to get what they want. Such monikers vary from world to world and hive to hive, but similar individuals arise wherever there is opportunity and desperation — which is to say, almost everywhere in the Imperium. Regardless of their title, it is often a Ganger’s reputation that speaks for them most of all. Infamous Gangers gain compliance simply by their reputation and all the despicable things they have done to get it


WS
BS
STR
TGH
AG
INT
PER
WP
FEL
35
35
30
40
40
20
30
20
20

Armour
Wounds
Crit. Wounds
2
13
0
Initiative
Speed
Resolve
7
Normal
1

Skills: Melee 40, Presence 40, Ranged 40, Stealth 50.

Traits

Ambusher: The Ganger can attempt to make a Stealth Test as part of their Movement if the Zone they are in has Cover.

Home Turf: The Ganger has +1 Resolve and Advantage on Discipline Tests if they are in their own Gang's territory.

Attacks

Autogun: Ranged (Long guns) 40, 6 + SL Damage, Long Range. Loud, Two-handed.

Stub Automatic: Ranged (Pistols) 40, 6 + SL Damage, Medium Range. Close, Loud.

Knife: Melee (One-handed) 40, 3 + SL difference Damage. Subtle, Thrown (Short).

Possessions: Heavy Leathers, Gang Colours, Filtration Plugs, 1d10 solars.


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