Kenshi.zoneWorld Encyclopedia

Big FangReport

English:Big Fang · Characters

Leader of the Twinblades, the smallest of the Swamp's five gangs, who lives off kidnapping, ransom and the organ trade; he is also the only swamp gang boss with no world state attached to him at all.

Big Fang is the head of the Twinblades, one of the five great gangs of the Swamp, and a Scorchlander. He is permanently stationed in the swamp village of Mud Town north of Shark, holed up inside the Twinblades' compound there.

The Twinblades: the smallest of the five gangs, and the one that makes skin crawl

The Twinblades are the smallest of the swamp gangs — so small that they hold not a single settlement of their own and merely lodge in Mud Town. But their line of business keeps every other gang at a distance: kidnapping and ransom, and when the ransom cannot be paid the captive is killed and the organs are harvested for sale. They even extort doctors and surgeons in the other direction, forcing them to hand over their stocks of organs.

The gist of what a swamp bartender says about them: this lot are deranged beyond measure, the kind who give you goosebumps; their trade is organ smuggling, kidnapping and ransom, and where the "goods" come from is something he would rather not know.

Big Fang himself is tagged with the Maniacal personality, which suits the business well enough.

Mud Town, where Big Fang has his base
Mud Town, where Big Fang has his base

A boss with no diplomatic status

Mechanically, Big Fang differs from the other swamp bosses on two points:

The reverse still applies to him, however: if the Grayflayers take Shark, the Twinblades' base moves along with it, and Big Fang will appear in Shark instead.

TipIf the player is already allied with the Hounds and delivers Big Fang alive to the Hounds' headquarters in Shark, Big Grim will rename him "Li'l Fang" to his face, and ask the player to take a break from hauling gang bosses in.

Combat and gear

StatValue
Strength11.7 – 20.7
Toughness13 – 23
Dexterity14.3 – 25.3
All weapon skills13 – 23
Melee Attack / Defence13 – 23
Athletics15.6 – 27.6
Dodge-3.84 – 8.16

(Figures drift by ±5 at random, and NPCs level up through combat.)

For a boss these are low numbers — roughly the level an early-to-mid squad can already handle, nowhere near the likes of the Bugmaster. His weaknesses are just as plain: Dodge, Perception and Stealth all sit near zero.

For equipment, his main weapon is an Ancient-made blade, with a one-in-three chance of each of the three grades; a Mercenary Club hangs permanently at his belt — a blunt weapon, meaning he is equipped to knock people out rather than kill them, which fits the kidnap-and-ransom trade. His armour is fixed at Standard grade (5% chance of High Grade), the set being an Armoured Face Plate, a Drifters Leather Jacket, a Leather Turtleneck, Drifter's Leather Pants and boots.

See also