Presenting My Hand Picked Arbitration Force

NAME MWSBSSTWIALdWeapons, Skills and Injuries
Abitrator Beach 466544639Power Maul, Web Pistol, Needle Rifle (Telescopic Sight), Grenades (Frag, Krak, Smoke, Plasma), Power Armour
Shock (Orrus) 454653539Heavy Bolt Ammo, 24" Bolter Range, 2 Sus. Fire, Body Slam, Beserk Charge, Parry.
Sneak (Yeld) 8375325383 Sus. Fire, S5 Lasers, Improved Wings (2), Improved Cham (3), Ambush, Fastshot, Marksman
Chaos (Yeld) 7555336373 Sus. Fire,Improved Wings (2), Sharpened Wings (+3), Infiltration, Dive, Ambush, Parry, Disarm
Fiend (Malcadon) 866442338Weaving Spinners (1.5"), Toxin Sacs (+2S), Improved Range (18"), Infiltration, Sprint, Beserk Charge, Parry
Swift (Jakara) 775652338Heightened Reflexes (90 Reflection), Sharpened Sword (+3S), Enhanced Shielld (x3), Disarm, Counter Attack, Dive

Now Before you go running off to the GW Police, and report me for rigging my Gang, ill explain exactly why i did just that, (rigged my gang).
One problem with the Arbitration Rules ive found, is the 'House Rule' that large gangs should retire. This rule always struck me as unwieldy, and it just so happened that it was. People where not inclined to just give up on there gangs, especially when they reached 4000+ exp. So I developed another solution: Give them a large thrashing. To do this, I put together this gang. It includes me (Dont I wish) and 4 customized Spyrers, specifically bought and trained by me. This gang is capable of seriously mauling even the hugest gang, and has done exactly that on quite a number of occasions. Each ganger has a specific Job to do, and each does it perfectly. Just imagine facing an Infiltrating Malcadon, with an 8" movement, and a 24" charge Range, Or a Yeld that can fire 2 per turn, each shot using 3 Sustained Fire Dice, and each shot Strength 5, aswell as him being able to pick any enemy, up to 48" away from him. Now thats a Heavy Weapon! On top of that, theres me, running around in the Underhive with specially 'obtained' Power Armour - Yes Power Armour. (I was contemplating Terminator Armour - hehehe, i Don't Think So.

I've Found most of the players in my campaign quite at ease with my plan, except when there precious gang is being put back a few notches on the ladder - but most understand, and accept the challenge of rebuilding the gang.

If you want to try this idea, i have a few tips. Make sure that there are not too many enhancements. By this i mean dont give any character more enhancements than he/she is allowed (I think 18 is the maximum), and dont enhance any skill/characteristic more than it is allowed. Also, NEVER use the gang to beat up a gang that doesn't deserve it, or you will find you may have a revolt on your hands, and lose your campaign altogether. If you want to try it out, try a friendly - e.g. no consequences - battle against someone who feels up to it. In fact, this is probably a good idea, so that your hand picked gang causes the amount of fear that it should!.