I'm interested in helping, hit me up with details and we can talk 


I delegate to you to define what those roles means@TopsyKretts perhaps clearing up what those roles entail would be a good idea- we don't want people getting overburdened, a strong division of labour will be in our best interests. And of course not all suggestions can be implemented, and somebody has to drop the hammer.
I'll look into it tonight... and save my posting for tomorrow. Orngog out
PS if you are reading this, kudos! It's great to see the community come together

We have a 1st pass of sections to run through. So far we only started on the top item, "general principles". Next section is "The rules (game structure, priority phase, action phase, movement, shooting, close combat, resolve hits, and end phase)". Scenarios is currently the last section, unless we want to change the order.I think a look at scenarios is definitely important.
But perhaps a discussion for after we've gotten the core rules battened down?
I have actually been experimenting with this sort of thing. However, the tables for this game are enormous! Each purchasable item has up to 13 differente costs (1 universal trading post and 1 per gang, 12 gangs total). That's 13 columns for the cost alone. In addition, the weapon stats have 9 columns. And one column must be used for the name of the item. That's a total of 23 columns for the "ultimate" table. It won't fit on any suitable pageWas going to reply with some things, like Overwatch desperately needing a rewrite and how cool it would be to have the rare trade prices in the weapons/gear description /stats pages, but it is all too much. Best of luck to those who are attempting this undertaking.
*wanders off to continue mucking about with N+ rules for my filthy Scavvies*