Hey folks,
I’m just wanting advice for this gang of mine please, revolving around wreckers:
(185) Road Captain (Lucky, Rocksteady, or One Punch) (Munitioneer)
- Grenade Launcher, Mesh
(180) Arms Master (Blade Breaker) (Nerves of Steel)
- Arc Hammer, Mesh
(45) Specialist
(330) 6 Wreckers
(215) plasma pistol, demo charges, sawn-off, sawn-off, flail, hand flamer
(40) Grease Monkey
SOME NOTES:
a) The list of weapons will be assigned to the wreckers. Every comma is a different wrecker. I usually like to buy a big bunch of fighters in one go, and then sort out what to give them.
b) I don’t want to go the super fixer/too pretty thing. I don’t like getting too much credits more than others, although I will give the specialist too pretty later.
c) I am thinking of making the road captain a melee combatant (if so, I’ll need to change his skill), giving the launcher to the specialist, then getting 2 heavy weapon champions. After that I’ll likely get some dogs. I also want to give the arms master a full servo harness and carapace. Likely iron stare legendary name.
d) I know the specialist is unarmed right now. I only have one because I can only upgrade to a specialist by spending XP or at the start, I can’t upgrade on recruitment.
My idea is to have a gang that rarely bottles out, even if things go badly, and wins by attrition. So skills that boost endurance and bottle checks.
What are people’s thoughts? Thanks in advance!
I’m just wanting advice for this gang of mine please, revolving around wreckers:
(185) Road Captain (Lucky, Rocksteady, or One Punch) (Munitioneer)
- Grenade Launcher, Mesh
(180) Arms Master (Blade Breaker) (Nerves of Steel)
- Arc Hammer, Mesh
(45) Specialist
(330) 6 Wreckers
(215) plasma pistol, demo charges, sawn-off, sawn-off, flail, hand flamer
(40) Grease Monkey
SOME NOTES:
a) The list of weapons will be assigned to the wreckers. Every comma is a different wrecker. I usually like to buy a big bunch of fighters in one go, and then sort out what to give them.
b) I don’t want to go the super fixer/too pretty thing. I don’t like getting too much credits more than others, although I will give the specialist too pretty later.
c) I am thinking of making the road captain a melee combatant (if so, I’ll need to change his skill), giving the launcher to the specialist, then getting 2 heavy weapon champions. After that I’ll likely get some dogs. I also want to give the arms master a full servo harness and carapace. Likely iron stare legendary name.
d) I know the specialist is unarmed right now. I only have one because I can only upgrade to a specialist by spending XP or at the start, I can’t upgrade on recruitment.
My idea is to have a gang that rarely bottles out, even if things go badly, and wins by attrition. So skills that boost endurance and bottle checks.
What are people’s thoughts? Thanks in advance!

