I have a few questions I could add, sorry if they've already been mentioned and I hadn't noticed.
25 Creds for for a pipe (chaos cults)?
Why do delaque leaders have worse amour than the rest of the gang?
Did they intend chaos cults to consistently end up the wealthiest gangs (due to witches counting as champions giving them more money early on).
Why do escher juves, and only escher juves, suffer the dubious distinction of being the only S2 model in the game? Why bother, since they'll probably just rely on pistols and toxin anyway? It just seems kind of pointless and slightly insulting. It'sd not like they're actualy any smaller than the goliath juves after all.
Why do orlocks, but not delauques, get cheaper access to photovisors?
Holy crap, stub guns are amazing now! (2) Stubbers for 10 cr and any ganger is a serious threat, in shooting or in CC, for more effective for points than nearly any other weapon (except maybe the silly broken grenade launcher).
We played it as:
Misprint
Misprint
Perhaps. But they also have a severe lack of access to gear, so spending that money on anything other than really basic stuff requires you to send your leader to the Trade Post, which in effect increases the cost of what you buy by a lot.
For example, last game I tried to get a grenade launcher by sending the Demagogue and a Disciple to the TP, rolled too low, so that cost me 2D6x10 credits. Next game I will likely need to try again (and hopefully succeed), which again costs me 2D6x10 credits, and I have to pay for the launcher too. So on average that gun will have cost me 205 credits, while other gangs only pay 55/65.
Escher Juves are really good as it is. It affects how easy they are to knock back. I guess the idea is that it's easier to push little girls out of the way than grown men (knockback)?
Gang of Legend have a get-you-by list. It's riddled with errors and you shouldn't read too much into it.
Stub guns are ok and cheap, but remember that you can't remove weapons from a Ganger after you given them the guns. Firing 2 stubs at the same time gives you a -1 to hit, so often harder to hit than shooting a single autopistol if both are at long range (comparable if both are at short too). The autopistol get about 2 shots on average too, so the offensive output is comparable. In close combat, the stub guns really only give you 1 extra attack (that is easily lost due to ammo rolls!), while for only 5 pts more you could have a club and autopistol, with the club doing 2D and the autopistol doing up to 3 hits with a single attack.
Even on my super-cheap Cultists, I would rather have a 50 pts dude with an autopistol and club than a 45 pts dude with two stub guns. 5 pts isn't much, and the 50 pts dude is massively better in close combat, while being about as good (if not better!) at range.