Before you start: Page 17 of the Arena Rulebook gives a good example for creating your team from scratch. My advice is to read pages 3 and 4 a couple of times first until you’re familiar with the core concepts and aspects of the game. It’ll make picking managers, duellists and gears a bit more of an informed decision.
The Manager (pages 19-21)
The first step in creating a HGA team is deciding the type of Manager you want. Reading through the Manager types I’ve decided to go for a Noble, a snake blooded Southerner by the name of Hercule Guiliard. His 3 skills are as basic as they get but he has a enough cash to kill a Bull Springer (I applaud you if you get the reference). His basic skills would be a problem if we couldn’t buy modifiers for the Headhunt and Hiring rolls. since he has enough cash to cover these he’s a solid choice.
The initial benefits that come with the Noble manager is one Duellist and one civilian sponsor. I pick a Military Duellist and a Sponsor with the Engineering Marvel perk. This gives me a solid Duellist over whom the Noble has a bit more influence than any subsequent hires and accesses to uncommon components straight off the bat.
Support personnel (page 33)
With a mixture of bribes, threats and signing bonuses Team Pyre’s initial staff roster includes;
- 3 Technicians: Each is dedicated to a specific gear and help in repairs and upgrades.
- 1 Engineer: As with the techs but can repair more and install advanced components and weaponry.
- 2 Fixers: These guys/gals are your primary access point to the Black Market. Without corporate sponsorship they are your only chance of getting Uncommon, Rare and Black listed weapons, components and gears.
- 1 Cheerleading Team: All the benefits and hindrances you’d expect them to bring to the team…
I should note that I failed my rolls for the Promoter and the Handlers … This cost me 30K in modifiers proving that having the money isn’t enough.