N18 New Orlock Gang for Campaign

Craigisonfire

New Member
Mar 19, 2025
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I've put together an Orlock gang for a new campaign and was looking for some advice:

Model: Road Captain
Skills: Fixer, too Pretty for Primus
Wargear Stub Gun, Grenade Launcher, Mesh Armour

Model: Road Sergeant
Skills: Iron Stare, True Grit
Wargear Stub Gun, Boltgun, Mesh Armour

Model: Arms Master
Skills: Iron Hard, Shotgun Savant
Wargear Combat Shotgun, Mesh Armour, Armoured Undersuit

Model: Gunner Specialist
Wargear Combat Shotgun, Mesh Armour

Model: Gunner
Wargear: Shotgun, Mesh Armour

Model: Gunner
Wargear: Autogun, Mesh Armour

Model: Wrecker
Wargear: Stub-gun x2, Fighting Knife, Flak Armour

Model: Wrecker
Wargear: Stub-gun x2, Fighting Knife, Flak Armour

Have i spread myself out too much with 8 gangers?
 
Your guys are a bit over equipped. You could drop:
- flak armor x2 (20 credits)
- mesh armor x3 (off the gangers 45 credits)
- armor undersuit (25 credits)
- 4x stubguns (1 off each wrecker, your champion, and your leader 20 credits)

You now have 110 credits to get more guys or a heavy weapon for your champion (in which case you'd drop the bolter and have 165 credits).

8 members is the min I'd start with, but the closer to 10 the better.

Go forth!
 
Put the Boltgun on your leader and GL on Roadmaster, Munitioneer on whichever of the two you do decide to put the Boltgun on.
Your Arms master may find better use of his skill with a standard shotgun and inferno ammo, would also swap the undersuit for a power knife personally so he has more bite with his 2A.
If you are playing on zone mortalis boards more often than not I would keep the rest of the gang as is, if sector mech boards are more common, the specialist could swap to a Boltgun for the double range and stand near your Munitioneer, they can then bodyguard each other and bother get the reroll ;)
 
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