I've finally started building a Mutie mob, having had the intention for years. But I'm at a bit of a loss as to how to equip them and haven't found much help online. (There are a couple of older threads here, which I have read, but I was hoping for more.) Here, to get the ball rolling, are my initial thoughts... Unks vs Snagas. I'd like a bit of a mix, for variety. The skill tables (and the official models) make it seem like the Snagas are for shooting and the Unks for combat. I'm not convinced this works best. The Unks are stronger, but actually less likely to win combat, compared to Snagas (with A2 and I3). I think Snagas are better used for combat. I guess an Unk with close combat weapon has more chance of damaging a vehicle, but only if he gets chance. Specialists or Jack-Of-All-Trades? I assume everyone wants some kind of gun and, as Muties don't have access to pistols, this means you can't really build a close combat specialist. I suppose you could try something like Falchion + Glaive + Grenades, but this doesn't look too promising to me. You could go for a dedicated shooter, but I'm guessing everyone wants a gun and a hth weapon as soon as possible. (Perhaps it's not practical to start the campaign like this, and by late campaign some may have developed into a specialist role, but this is my assumption for early-mid campaign.) Holy weapons. The Jezail on high power can make a mess of Ork vehicles - but I don't like relying on 1 Sustained Fire dice (too likely to Jam!) and there's the risk of explosion too. The Fusil is possibly interesting. Only S4, but the blast means multiple hits on a vehicle, which gives more chance of doing damage. I'm not immediately convinced these are 'must haves' but I suppose you'll struggle to penetrate vehicle armour without them. Seeker - has to be included anyway and with BS4 and T4 I think he's the best bet for your biggest gun (rather than the Keeper). Keeper - also has WS and BS4, plus the ability to ignore his first failed ammo roll. Not being wholly persuaded of the merits of Holy weapons though, I'd be tempted to try skipping the Keeper in favour of more Snagas/Unks. If I do take one, I might try using him with an Arqueba. The 6+ ammo roll is less of a problem and having WS4 means getting in to 12" range is less dangerous too. Gunz. Anyone can carry an Arqueba which is quite scary with S5, but the short range and 6+ ammo roll make it less attractive (imho). I assume the main shooting weapons will be Arbalasts and Calivers. They are pretty similar; the Caliver costs an extra toof and loses 6" of range, in return for 1 Sustained Fire dice and an extra -1 save modifier. I doubt the save modifier will matter often and, as noted above, I don't much like weapons with 1 SF. I think I'll favour Arbalasts as my main firearm, for the longer range and cheaper cost. HTH weapons. The Glaive is the cheapest, but I don't think the extra injury dice is really worth the extra cost (compared to a basic choppa, which sadly isn't an option). I'd favour either the Falchion or the Demilune, both of which give you more chance of winning combat (either by allowing a block or by preventing secondary attacker bonuses). The Demilune is probably more useful for those intending to get close to the enemy, who may run the risk of being surrounded. The Falchion is probably more useful for those who will pick their own fights. Grenades. I rarely use grenades in Necromunda or Gorkamorka, but giving one or two models Krak grenades will be useful if having difficulty against vehicles. Since these are fairly expensive, I'd rather put them on the more survivable Unks. This suggests Krak grenade and Demilune as a potential weapon option, possibly even skipping a proper gun.