Going to use this thread to keep a log of my crew's progress.
Round One - popping the underhive cherry
Going to admit to mixed feelings about the gang's performance. They went down swinging and didn't do tooooo bad. The ratio of lasting injuries is nice and low and I can't blame the chaps for bad dice rolls
Obviously the death of my champ is a cloud over it all - RIP Scope K9 aka Scope Doggy Dog aka the Marksman of the Dog Pound
Initial thoughts are that favouring firepower over numbers might not have been the way to go..
Playing with the costs I could have ran 2 champs, 7 gangers and Alphred if I limited my cost per weapon(s) to 30 creds each.
But that wouldn't change my presence on the table a great deal and I still could have had worse injuries. So swings and roundabouts.
After looking through the Advancement options, my Leader and 2 Juves (all have 7 xp each) are going to all get a +1BS.
This counters Alphred's injury and improves the Juves. As the plan was for a ranged focused crew - these guys have next to no melee options or skill - the improved shooting seems sensible.
On to Round 2!