Tuesday, November 15, 2011

The gangs of SD: The Chain Gang

To round things off the last of the major gangs, the current rules of SD: the Chain Gang


H) The Chain Gang

-          The gang: Stories have it that in the time before the War, criminals were chained together and set to work in the scorching desert sun. While physically being chained together doesn’t make for a sound combat tactic, the idea of ‚the chains that bind’ stuck with the first Chain Gangers. Veterans of many smaller street gangs, these first members of the gang had grown weary of the backstabbing, betrayal and disloyalty that spelled the end for many aspiring gangs. Tired of the wasted potential and being on the bottom rung of the ladder, a few of them bound together a decade ago to form the Chain Gang, based on the simple principle that before all else, a member owes his or her full allegiance to the gang and its members. The Chain Gang grew fast and attracted many of the other street gangers from the western part of SD. After setting a gruesome example of those who did prove to be disloyal, the gang quickly became one of the most disciplined around, and the gang made its grab for power. As the Jackhammers were struggling to put down their slave revolt, the Chain Gang came down in force upon them, slaughtering all who stood in their way and claiming the Jackhammer’s turf for their own. Taking over the slaving business, more money started pouring in.

 The Chain Gang are now more than two hundred seasoned raiders strong, most of them equipped and highly skilled with small firearms and explosives. Their brutality is second only to their mettle in combat and their fierce dedication to the gang. Raids with the sole purpose of avenging a fallen brother or sister are commonplace, and the gang will go through great lengths to free captured members.

 On entering the gang, a new member has three shackles tattooed on his or her wrists. Each following year additional links gets added to the original chain, according to how dedicated the raider has been to the gang. Some of the most veteran Chain Gangers boast impressive tattoos snaking up each arm.

 The Chain Gangers respect only one thing, and that is strength. When the raider Barbatus, frustrated with the complacency of the gang as he perceived it, challenged Monroe, the leader of the gang to a duel for the leadership, Monroe refused. Once word got around Monroe quickly lost the respect of the gangers, and his position got so tenuous that soon enough he stepped down in favor of Barbatus. It was Barbatus and his ambition that would catapult the Chain Gang to dominance.

-          Turf: The Chain Gang have set themselves up along the ruined promenade in the Park. The area is heavily guarded. What remains standing of the California tower has been turned into a sniper’s nest surveying the surroundings. Barbatus and his cronies have taken Balboa palace as their personal quarters. The Chain Gang claims most of the crop fields in the eastern Park area as their private territory, worked by slaves. Many of the other fields worked by the commoners are under their „protection“.

-          Influence: The Chain Gang are one of the major gangs in SD, and under Barbatus’ leadership have claimed dominance over the other gangs. While Barbatus gathers support and finishes his plans for a daring raid on the NCR border towns with the five united gangs, most day-to-day responsibilities of the Chain Gang have been relegated to his second-in-command Caleb, a raider which grew up on the streets together with Barbatus. Barbatus is rarely seen outside his palace anymore, except when making proclamations to the people of SD. His enormous mute bodyguard Rafe is rumoured to follow him everywhere. The Chain Gang receives homage from the Ship Rats, the Lawmen, the Angels of Mercy, the Jetheads and the Puñetazo. Many believe Barbatus’  forced alliance won’t last long, unless he delivers on his promise of raiding NCR in the near future.



Chain Ganger

St d8, Ag d8, Vi d8, Sm d6, Sp d8

Fighting d8, Small Guns d8, Explosives d6, Intimidate d6, Taunt d8, Notice d8, Stealth d6

Pace 6, Run d6, Toughness 6/7(1), Parry 6

-Combat Leather Jacket (+1 vs Fighting, 0 vs Bullets), Leather Armor (+1)

-Brass/Spiked Knuckles St+d4

-Metal Chain St+d4+1

-Sledgehammer St+d8, Parry -1

-10mm Pistol 12/24/48 2d6 RoF1

-Hunting Rifle 24/48/96 2d8 RoF1

-Double Barrel 12/24/48 1-3d6 RoF1, 1 action to reload

-MP9 10mm SMG 12/24/48 2d6 RoF3

-Frag Grenade 12/24/48 3d6



Chain Ganger Veteran

St d12, Ag d8, Vi d8, Sm d6, Sp d12

Fighting d10, Small Guns d12, Explosives d8, Intimidate d10, Taunt d12, Notice d10, Stealth d6

Pace 6, Run d6, Toughness 6/7(1), Parry 7

-Combat Leather Jacket (+1 vs Fighting, 0 vs Bullets), Leather Armor (+1)

-Brass/Spiked Knuckles St+d4

-Metal Chain St+d4+1

-10mm Pistol 12/24/48 2d6 RoF1

-Sawed-off Double Barrel 4/8/16 1-3d6 RoF1, 1 action to reload

-MP9 10mm SMG 12/24/48 2d6 RoF3

-Assault Rifle 24/48/96 2d8 RoF3

-Molotov Cocktail 10/20/40 2d6 Med Burst Templ, Can start fires

-Frag Grenade 12/24/48 3d6



Caleb

St d10, Ag d10, Vi d10, Sm d8, Sp d12

Fighting d10, Small Guns d12, Explosives d8, Intimidate d10, Taunt d12, Notice d10, Stealth d6, Persuasion d8, Barter d8

Pace 6, Run d6, Toughness 8(1), Parry 7

-Leather Armor (+1)

-Spiked Knuckles St+d4

-.44 Magnum 12/24/48 2d6+1 RoF1, 1 action to reload

-Combat Shotgun 12/24/48 1-3d6 RoF1, 1 action to reload



Rafe

St d12, Ag d8, Vi d12, Sm d6, Sp d12

Fighting d12, Small Guns d6, Explosives d4, Intimidate d12, Notice d12

Pace 6, Run d6, Toughness 11/12(+2/+3 vs Energy Weapons), Parry 7

Brawny, Imp. Sweep

-Metal Armor (+2/+3 vs Energy Weapons)

-Super Sledge St+d8+2, Parry -1, AP2

-FN FAL 24/48/96 2d8+1 RoF3

-Frag Grenade 12/24/48 3d6



Barbatus (Wild Card)

St d10, Ag d10, Vi d10, Sm d8, Sp d12

Fighting d12, Small Guns d12, Explosives d8, Intimidate d10, Taunt d12, Notice d10, Persuasion d8, Barter d10

Pace 6, Run d6, Toughness 8(1), Parry 8

Marksman

-Leather Armor (+1)

-Combat Knife St+d4+1

-.223 Pistol 15/30/60 2d6+1 RoF1

Thursday, November 10, 2011

The gangs of SD: The Puñetazo

From the savage lands to the south comes a gang matched by very few in SD.




G) The Puñetazo

-          The gang: The Puñetazo are without a doubt the most brutal of all the SD gangs. The gang first moved into town two years ago, coming from the lawless wasteland far to the south, where a man’s life is cheap and a gun is worth several times more. Some think the gang moved north looking for easier victims, others speculate that the Puñetazo themselves were on the run from bigger, tougher gangs. It’s unlikely the truth of the matter will ever be known, as the gang is extremely xenophobic and has almost no dealings with the other gangs, except for the killing variety. The majority of members of the Puñetazo don’t even speak the local language, but communicate in a southern speech called español, unknown to most of the SD natives. The gang is entirely self-reliant, and it is assumed that whatever supplies they can’t manufacture themselves, they trade with other raiders from the south, as well as get fresh recruits there.
 The two hundred-odd Puñetazo members are all skilled fighters, excelling in unarmed brawling as well as the use of various melee weapons. The gang considers fighting from a distance cowardly, and nothing is to be revelled more in than feeling one’s opponent’s jaw breaking underneath one’s fist, or feel the blade of one’s knife sink deep into his abdomen. The gang knows well enough the strategic value of firearms of course, and their seasoned members who have mercilessly proven their worth in battle are supplied with very fine weapony. Even those often prefer guns to get up close and personal with, such as shotguns or assault rifles. Their brutal, martial culture resonates in all aspects of life. If a conflict arises between gang members, it is usually settled through a fight mano-a-mano, often to the death if the insult or loss is perceived serious enough. Strict obedience is demanded in everything, and their members are considered the most disciplined raiding force of all SD.
 The grunts (cuchillos) and seasoned warriors (fusiles) make up the fighting force of the gang, called the mano armada. Only men are allowed in: women are treated as little more than merchandise, only slightly more respected than slaves. Mutants are, as a rule, shot on sight.
 The gang is led by its five most veteran warriors, a group called the puño. Designed to keep one single man from becoming too powerful and assuring the gang has leadership to fall back on at all times, the puño controls everything that happens in the gang’s turf and has final say in all matters. A new member of the puño, called a dedo, is chosen when four of the five dedos unanimously decide that the fifth dedo is no longer fit to run the gang. This could be because of health related issues such as old age (infrequent) or because he is no longer trusted or too often disagrees with the rest of the puño (more frequently). The dedo who will be ousted has the right to defend his position, by challenging his appointed successor to a fight to the death. If the incumbent dedo wins, his position cannot be challenged again for a year. As those dedos who try and remain in power usually come to a bad end soon after, many wisely forgo this right and slink away into obscurity, often preferring to quit the gang territory entirely to be safe. The gang’s mark is a blood red fist on a black background, a sign that smart raiders have come to avoid.

-          Turf: The Puñetazo control most of downtown SD, the former turf of the Lawmen and historically one of the more tumultuous parts of town. Though, or perhaps because, the gang’s brutality is famed and feared throughout SD, their turf is now one of the safest, most prosperous and populous areas in SD. Many ‘independent’ bars, gambling holes and brothels are located there, permitted and guarded by the gang as long as they obey the gang laws and regularly pay their protection money. As such most of the common rabble has moved into their turf. Even outsiders and members of nearby street gangs are allowed into their turf unmolested, as long as they have the permission of the puño; of course these interlopers are constantly kept under watch.

-          Influence: One of the largest, well equipped, trained and disciplined gangs of the city, the Puñetazo are a force to be reckoned with. Barbatus knew he had to get the gang on board or his united SD raider force would be an empty vessel. When the puño refused his advances during the Convent massacre, Barbatus had them killed. While four of them died, one of the foremost dedos, Sebastián “Meñique” - despite his nickname a cold, lumbering hulk of a man - managed to escape the onslaught. While all dedos are officially equal, it’s a common sentiment in the gang that the current puño is a particularly weak one, and that Meñique is now de facto in charge; the four new dedos, though capable warriors, little more than glorified yes men. With the old puño severed, Meñique (grudgingly) accepted the Chain Gang’s position as ‘leader of the coalition of equals’, though many assume it won’t be long before the Puñetazo will strike again. The Puñetazo pay homage to the Chain Gang. They are mortal enemies of the Lawmen and the Gassers.



Cuchillo

St d8, Ag d8, Vi d8, Sm d6, Sp d10

Fighting d10, Small Guns d6, Intimidate d8, Taunt d6, Notice d10

Pace 6, Run d6, Toughness 6/7(1), Parry 7

-Combat Leather Jacket (+1 vs Fighting, 0 vs Bullets), Leather Armor (+1)

-Brass/Spiked Knuckles St+d4

-Crowbar St+d4+1

-Combat Knife St+d4+1

-Sledgehammer St+d8, Parry -1

-10mm Pistol 12/24/48 2d6 RoF1



Fusil

St d10, Ag d8, Vi d10, Sm d6, Sp d12

Fighting d12, Small Guns d8, Intimidate d12, Taunt d8, Notice d12

Pace 6, Run d6, Toughness 8(1), Parry 8

-Leather Armor (+1)

-Brass/Spiked Knuckles St+d4

-Combat Knife St+d4+1

-Sledgehammer St+d8, Parry -1

-10mm Pistol 12/24/48 2d6 RoF1

-Double Barrel 12/24/48 1-3d6 RoF1, 1 action to reload

-MP9 10mm SMG 12/24/48 2d6 RoF3

-Assault Rifle 24/48/96 2d8 RoF3



The Puño



Carlos “El Geco”

            St d6, Ag d12, Vi d8, Sm d8, Sp d10

Fighting d12, Small Guns d6, Intimidate d6, Taunt d10, Notice d12, Stealth d8

Pace 6, Run d6, Toughness 6/7(1), Parry 8

Ambidextrous, Two-Fisted, Imp. Frenzy

            -Combat Leather Jacket (+1 vs Fighting, 0 vs Bullets)

-2 x Spiked Knuckles St+d4

-Throwing Knives 3/6/12 St+d4 RoF 1

            -.44 Magnum 12/24/48 2d6+1 RoF1, 1 action to reload



            Cid

            St d10, Ag d10, Vi d10, Sm d6, Sp d12

Fighting d12, Small Guns d6, Intimidate d12, Taunt d8, Notice d10

Pace 6, Run d6, Toughness 9(1), Parry 8

Brawny, Imp. Sweep

-Leather Armor (+1)

-Super Sledge St+d8+2, Parry -1, AP2

-.223 Pistol 15/30/60 2d6+1 RoF1



Santiago “El Viejo”

            St d6, Ag d6, Vi d6, Sm d8, Sp d10

Fighting d8, Small Guns d10, Intimidate d4, Taunt d10, Notice d8

Pace 5, Run d6, Toughness 5/6(1), Parry 6

Elderly, Marksman

-Combat Leather Jacket (+1 vs Fighting, 0 vs Bullets)

-Shiv St+d4

-Sawed-off Double Barrel 4/8/16 1-3d6 RoF1, 1 action to reload



Ramírez

St d8, Ag d8, Vi d8, Sm d6, Sp d8

Fighting d10, Small Guns d6, Heavy Weapons d10, Explosives d8, Intimidate d12, Taunt d6, Notice d12

Pace 6, Run d6, Toughness 7(1), Parry 7

Rock and Roll!

-Leather Armor (+1)

-Combat Knife St+d4+1

-Minigun 24/48/96 2d8+2 RoF3, AP2, Snapfire, 2 actions to reload

-Frag Grenade 12/24/48 3d6



Sebastián “Meñique” (Wild Card)

St d10, Ag d8, Vi d10, Sm d8, Sp d12

Fighting d10, Small Guns d8, Intimidate d12, Taunt d10, Notice d12, Persuasion d8,
Barter d8

Pace 6, Run d6, Toughness 9(1), Parry 7

Brawny, Two-Fisted

-Leather Armor (+1)

-Machete St+d4+1

-H&K P90C 12/24/48 2d6+1 RoF3

Saturday, November 5, 2011

The gangs of SD: The Jetheads

Arms dealers and chem manufacturers, the economic strongmen of SD: the Jetheads



F) The Jetheads

-          The gang: Whether named for their dominance in SD’s chem dealing business or for the dozens of wrecked airplanes that litter the runways next to their compound, the Jetheads are the wealthiest, best equipped gang in the entire city. They control most of the chem and alcohol production and distrubition, as well as being the largest gun suppliers to the smaller gangs. The street gangs usually lack the resources, knowhow or connections to set up their own production or trafficking network, and are dependent on the Jetheads to fulfill their needs. It’s commonly speculated that the gang buys it weapons through a series of middlemen from the Gun Runners LA Boneyard factories. In the Marine Corps depot on the opposite end of their turf the gang has set up its own chem lab and alcohol distillery, worked mostly by a team of Ghoulish gang members, following the old adage “Don’t get wasted on your own stuff”.

Though the Jetheads lack the number of the Puñetazo or the Chain Gang, totalling about a hundred members, they easily make up for it by being the best outfitted gang, boasting an impressive weapons cache of heavy ordnance and laser guns. Their members are well trained in their use, making any frontal assault on the gang’s turf a suicide mission. Though they have no fixed gang sign, Jethead members can often be found wearing leather bomber jackets.

 After a disastrous push into the Park zone two years ago, the Jetheads have been very quiet, keeping to their heavily fortified compound in the old airport terminal, concentrating on their lucrative enterprises rather than raiding. Some believe the Jetheads have settled for the role of kingmaker, supporting those gangs which it would be in their best interest to see rising to prominence (while making twice the money by selling to their rivals at the same time as well); while others believe the gang is just biding its time, weakening its enemies by proxy (through the support of smaller gangs such as the Lawmen, the Gassers and the Angels of Mercy) until the opportunity presents itself to grab complete control over the city. Be it as it may, their leader, an obese, sweaty man by the name of Harry Collins (often called Fat Harry or Fatty Collins, though never to his face), guarded at all times by two huge bodyguards, has declared his gang in full support of Barbatus and the Chain Gang, though few doubt that Collins’ words carry little actual weight. There never was much amity between the two gangs, and all bets are on which of the two will backstab the other first.

-          Turf: The Jetheads control a huge slice of SD northwest of downtown, including the heavily fortified airport terminal which the gang made their main base of operations, as well as the relatively intact Marine Corps Depot to the north. Their turf is bordered by the ruined highway on the east side, together with the vast empty stretches of parking lots and runways making for a great buffer against raiding rival gangs coming from the east. The airport control towers have been turned into sniper nests, and heavily armed guards patrol the terrain and the gangs’ production facility extensively. The docks to the south are also part of their territory, though the gang has allowed the Lawmen to make their hideout there.

-          Influence: It’s said that Fat Harry has a finger in all the pies of SD, and not just judging by his weight. The Jetheads harbor the Lawmen, are presumed to arm the Angels of Mercy and keep the Gassers riled up with cheap chems. Myriad small street gangs deal exclusively with the Jetheads for their chem, alcohol and weapon needs. Though the gang has subscribed to Barbatus’ idea of a united SD, many believe it’s only a matter of time before the Jetheads will make their move and try to claim dominance over the other gangs. Whether that would be as in the capacity of first among equals or, instead, as the undisputed, sole leader, none can say. For now, they pay homage to the Chain Gang and receive it from the Lawmen.


Jethead

St d6, Ag d6, Vi d6, Sm d6, Sp d6

Fighting d6, Small Guns d8, Heavy Weapons d8, Explosives d8, Taunt d6, Intimidate d6, Notice d6

Pace 6, Run d6, Toughness 5/6(1), Parry 5, Uses Buffout, Jet

-Leather Bomber Jacket (+1 vs Fighting, 0 vs Bullets)

-Combat Knife St+d4+1

-Cattle Prod 2d6 RoF1

-.223 Pistol 15/30/60 2d6+1 RoF1

-Laser Pistol 15/30/60  2d6+1 RoF1, AP2

-Hunting Rifle 24/48/96 2d8 RoF1

-H&K P90C 12/24/48 2d6+1 RoF3

-FN FAL 24/48/96 2d8+1 RoF3

-Combat Shotgun 12/24/48 1-3d6 RoF1, 1 action to reload

-Laser Rifle 24/48/96 2d10+1 RoF1, AP2, Snapfire

-Frag Grenade 12/24/48 3d6 Med Burst Templ



Jethead Compound Guard

St d8, Ag d6, Vi d8, Sm d6, Sp d8

Fighting d8, Small Guns d10, Heavy Weapons d10, Explosives d8, Taunt d8, Intimidate d8, Notice d10

Pace 6, Run d6, Toughness 6/7(1), Parry 6, Uses Buffout, Jet, Stimpaks

-Leather Bomber Jacket (+1 vs Fighting, 0 vs Bullets)

-Combat Knife St+d4+1

-Cattle Prod 2d6 RoF1

-.223 Pistol 15/30/60 2d6+1 RoF1

-Laser Pistol 15/30/60 2d6+1 RoF1, AP2

-FN FAL 24/48/96 2d8+1 RoF3

-7.62mm Sniper Rifle 50/100/200 2d10 RoF1

-Laser Rifle 24/48/96 2d10+1 RoF1, AP2, Snapfire

-M60 30/60/90 2d8+1 RoF3, AP2, Stationary, 1 action to reload

-Minigun 24/48/96 2d8+2 RoF3, AP2, Snapfire, 2 actions to reload

-Rocket Launcher 15/30/60 4d8 RoF1, AP9, Snapfire, 2 actions to reload

-Frag Grenade 12/24/48 3d6 Med Burst Templ



“Fat” Harry Collins (Wild Card)

St d6, Ag d4, Vi d8, Sm d8, Sp d10

Fighting d4, Small Guns d4, Taunt d8, Intimidate d12, Notice d8, Persuasion d12, Barter d12

Pace 5, Run d4, Toughness 7, Parry 4, Uses Mentats, Med-X, Super Stimpaks

Obese

-Pinstripe Suit

-Stingy Brim Fedora

-Pulse Pistol 10/20/40 2d8+1 RoF1, AP4, Snapfire, Disintegrates target