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===Enforcers=== Enforcers are something that many people waited for. They got [[skub]] models and okay-ish rules. Enforcers are in theory an elite(ish) mid-to-close-range shooting gang with very limited cc capabilities. Their flavor and niche comes from their equipment and their roster. They cost an arm and leg, have pretty mediocre stats and downright disgusting Heavy Weapons, but they can be made workable, and make no mistake, when either a bolter or a combat shotgun hits, it hits ''hard''. Several campaigns with their rules confirmed that. They are also massively underpowered in dominion campaign based on how their territories work, because they are obviously intended for "Law and Misrule". Their main problem, as mentioned, is cost, but after a few games with Intrigues enabled you'd be swimming in credits. '''Alternative take:''' While having a gang full of bolters is nice and hits like a truck, a 'pacifist' Enforcer gang is possible. You can load up your grenade launchers with photon flash grenades, that denies an activation on a failed Initiative check, and run concussion carbines on your standard Enforcers; that lowers the target's initiative rolls. Then close in with some bodies armed with riot shields and handcuff some ganger scum to deny more activations. Not all that effective against Escher without serious prep (and a bit of luck), but can lead to your Enforcers having more activations than a gang that outnumbers you, making up for your mediocre statline. Grab a gravgun from the trading post in the later game and you can really punish an opponent for bad positioning and control their side of the board. '''Stats:''' Enforcers have the worst stat line in the entire game while being as expensive as Goliaths (most expensive gang model wise) models. Their leader is 3+ WS 4+ BS with 2 wounds and flak/armored undersuit while costing a whopping 140 cr. They are also only gang that has champions with WS and BS both on 4+. On top of that they can have only two champions ever. Bear in mind all your guys come stock with Armored Undersuit (25 credits), so that sweetens the pill somewhat. Yeah, so do the Van Saar, but they are OP as fuck. '''Equipment:''' First of all their equipment is of similar cost to standard. 5 cr discount on boltguns is basically all discount they have. Their “house” armour is decent with boltguns, assault shotguns and grenade launchers that player can put on every model. Unfortunately, it lacks in department of heavy weapons with only two entries there that are very meh, one is basically longer-range boltgun with knockback and concussion but without rapid fire other is renderizer axe with an attached grenade launcher that cannot decide if it should shoot or be a cc weapon (it also looks derp). Enforcers do have access to both trading post more black market (new thing in book of judgment) as of December 2019 FAQ. Flak armor and Armored Undersuits are standard issue, giving Enforcers a gang-wide 5+ save (4+ vs Blasts/Templates) by default, with the option to upgrade into Hardened Flak for a 4+ save (3+ vs Blasts/Templates) for additional 10 cr. Be sure to exchange all that stuff for Mesh Armor for gang-wide 4+. There is also option of buying layered armor. It is very expensive at 20 or 30 cr and same stats as flack and hardened flack - 5+/4+ on explosions but what you pay extra for is ability do decrease ap of enemy shooting weapons by 1. Great, right? Well, not really, since this feature is only ever-decreasing ap to -1 at best so it is useless against no ap and ap-1 weapons which are most common in the game (there is some ambiguity on that point as versions in different languages are different: English states that ap can be decreased to minimum of 1, German that to minimum of -1 and Italian to minimum of -). *All Enforcers get a shiny new pair of Magnacles for free as of December 2019 Errata. Be sure to try them on Goliaths! *Enforcer Boltguns are one of the very good things about them. Cheaper than the usual variety by 5 cr, and come with a 4+ Ammo Check to represent their reliability. Sadly their effectiveness is hampered by gang-wide 4+ bs, which means you have to be close and personal for that +1 S range bonus. Enforcers have access to number of template and blast weapons in form of grenade launchers (with frag and stun as standard, but no krak, which sucks) and concussion rifles (18' range and low s but small template with seismic, concussion and knockback - decent for throwing people off the ridges if you can get in range) as well as assault shotguns. '''Automatic Replacement:''' Interesting little mechanic designed to compensate for insane cost of new fighter in case of losing one. Whenever an Enforcer is permanently killed, they are automatically replaced on the gang roster with a fresh rookie (juve) at no cost. As regular patrolmen and sergeants (gangers and champions) can be purchased normally, this free replacement method ensure there will be some models on the table. They can use Basic equipment, unlike other gang's Juves, though their stats are on par with those. Hint: template weapons like assault shotguns care not for the BS of the user... '''Skills:''' Enforcers have excellent Primary skills with Shooting (Leaders, Champions, Gangers) and Cunning (Champions). No Leadership for the Captain, he has Brawn instead, which is sub-optimal, to say the least. However, all of them also have their own Palanite Enforcer Drills special tree, and a rather mediocre one, too. '''As per December 2019 Errata you have access to the Trading Post or Black Market.''' Mind that even if you manage to sneak an unauthorized weapon into your stash, all of the Enforcers’ profiles state that they “may only choose weapons from the Palanite/Subjugator List.” No similar restriction for wargear. **Something of note, however: in FAQ there is a question, quoting here "Can an Enforcer buy and use weapons from the Trading Post and/or Black Market?". The answer is "Yes. Enforcers can use the Trading Post just like any other gang." That is confusing, to say the least: there is no actual rules corrections that'd allow Enforcers to use weapons outside of their list. Don't try to play [[That_guy|a rules lawyer]] and be sure to discuss this with your Arbitrator before the start of a campaign. '''Expensive Things.''' Cheaper bolters are good to have, but they’re still pricey, and so having them as the de-facto basic service weapon means Enforcers can’t afford to roll as deep as Cawdor, and will frequently be outnumbered except possibly against Van Saar and Goliaths. That is never a good thing. However, do remember some missions limit the number of fighters deployed, and in those you'd be the one laughing. '''Limited Number of Champions.''' Palanite Enforcers are prohibited from having more than 2 of their version of the gang champion, the Palanite Sergeant. Not a game-breaking deal since your gangers, being cops in a place equivalent to the third world, have no weapon restrictions, but the loss of extra skills hurts. Also, they’re still able to hire hangers-on and brutes as normal, so Ambots is a welcome addition and a guarantee no one would like to get too close to you. '''Palatine Drill Skills:''' they range from worse than useless to situational. *'''Got Your Six:''' Another flavor of the Overwatch skill, this one is only triggered when a visible enemy declares a charge, rather than when they activate. On the other hand, it does not require nor remove a ready marker, making this a valid side-grade option if you’d be using it to cover a fire-team that expects to be advancing towards the enemy into close range (which you will to get S range bonuses). You ''really'' don't want to be caught in melee, so giving your sniper that skill can be worth it. It is generally worse than the Overwatch though. *'''Helmawr’s Justice:''' Roll twice on the lasting injury table when the skill-bearer performs a Coup de Grace, and pick one. This is a terrible skill, as it does zero to get you closer to performing the CdG in the first place. The only argument in favor of this skill is an extra chance for a memorable death for a credit bounty in the Law campaign and taking out or maiming enemy dudes. *'''Non-Verbal Comms:''' The bearer of this skill can use a double action to trigger a Cool check on a friendly model within 6” to have a 360° vision arc for the remainder of the round. This is.. Probably the worst skill in the game, period. We’re not quite sure how a skill with this many trigger restrictions can possibly be attached to a result of this minor. Facings barely even factor into current Necromunda mechanics outside of Furnace Plates, shields and melee reactions. *'''Restraint Protocols:''' Giving an Enforcer this skill allows them to restrain a seriously injured opponent in lieu of a Coup de Grace, giving your end of game capture check a +1 for each opponent restrained in this manner. Capturing an enemy allows you to ransom them back to their owner at whatever price you set or to sell them to the guilders for a percentage of their credit value, which is always great for a quick payday unless of course enemy goes for rescue and massacre you gang. It also puts the target Out of Action, as per December 2019 Errata. Still it does nothing to actually improve chance of winning the game. *'''Team Work:''' Functionally identical to Commanding Presence, straight up. If you’re running your Enforcers as separate fire-teams, this can get you a little more initiative with your activations. Nothing flashy, but useful for Specialists or in certain builds. *'''Threat Response:''' After an enemy charges, any models with this skill can trade their ready marker for a guaranteed 6” countercharge that swings before the enemy has a chance to attack. Nice but situational as it requires very particular setup and a number of melee-oriented guys ready in vicinity or charges target (and not for example pinned). This is made worse by the fact Enforcers are not cc gang by any sensible definition so actually charging someone might be just adding more meat to the grinder. Remember you'll get +1 to hit, and the enemy's hit roll will be correspondingly worse for outnumbering, not that it will save your bacon from Goliath on Frenzon striking on 2+. '''Enforcers weapons.''' Here are descriptions of weapons. Some are decent but all are expensive. '''Basic Weapons''' *'''Enforcer Boltgun''' – It doesn’t get more basic than the boltgun. The Enforcer variety comes with a 4+ ammo roll instead of the stock 6+. Additionally, it’s 5 credits cheaper than the stock bolter. Bolters are great in Necromunda, and this will be your go-to for the majority of your enforcers. Sadly it’s effectiveness is somewhat hampered by 4+ bs. *'''Enforcer Shotgun''' – This is a re-named combat shotgun no more no less. Even price is the same. Short range is a problem (hint: Hip Shooting). Also cannot take Firestorm ammunition like the regular Combat Shotgun from the Trading post so it's S2 template will struggle against tougher warbands. *'''Subjugation Pattern Grenade Launcher''' – A re-named grenade launcher. It carries frag and stun grenades, but additional types are available. '''Pistols''' *'''Stub Gun''' – Every Enforcer comes with one of these automatically. 5 cr save you would otherwise not spent anyway. Dum-dum is and option for increased S. If need be. *'''Autopistol''' – Do not buy any of these. Your characters already have free stub guns. The only reason to buy an autopistol is to create some sort of stub gun/autopistol gunfighting sergeant and please do not do this. This hypothetical character will do nothing but disappoint you, we promise. There are 2 special ammo types for this weapon in the list: one with ap-1, one with s+1. Not worth the cost mostly. '''Special Weapons''' *'''Concussion Carbine''' – This weapon is situational but interesting. For 30 credits you get an 18” frag grenade launcher that auto-pins, knocks back, drops the targets initiative by -2 and has AP -1. This is an useful and relatively cheap weapon that somewhat mitigates meh BS of an Enforcer squad. It’s effectiveness is limited by its short range and fact that its most useful for throwing enemies off the ridges or into the pits... if enforcer is able to hit with it in a right way that is. It's concussion special rule which reduces the targets initiative also combines well with Photon Flash Grenades and Magnacles should you use them. *'''Sniper Rifle''' – Basically long rifle. Enforcers are almost entirely based around short- to mid-ranged shooting, so including one or two of these in a squad will drastically improve enforcers range. Or go full bananas and make this baby a weapon of choice, as it costs less than a Bolter by 15 points. Don't try it in ZM, of course. Possibility of good combo with overwatch on Sergeants with Infra-sights. '''Heavy Weapons:''' there is no auto-choice here. *'''Heavy Concussion Ram''' – We gotta be honest with you, reader. There is no reason that we can see as to why this crappy bolter costs 20 credits more. It is same s and ap as boltgun has slightly better range but nor rapid fire. There is instead knockback, seismic and concussion. This weapon sucks, please avoid it. Now with Blast (3") so slightly more usable. *'''SLHG Pattern Assault Ram''' “Sledge Hammer” – This is a high-strength, versatile melee weapon similar to rendrizer axe as far as stats go, with a built-in grenade launcher with frag and stun grenades. It’s a weird one. Grenade launchers want to be far from their targets, but this is a melee weapon with an attached GL. It doesn’t make a ton of sense. It could, however, be deadly in the hands of a later-campaign champion or leader if you have cr to buy it. It is your best CC weapon... And CC is probably not the place you want to be in. Alternate take: GL is its primary use so maintain range, when an enemy closes in you've got something to smash face with (Especially with Threat response and screening units?). Probably better on your Leader due to better WS, but as mentioned previously we aren't really in it for the CC thrills. '''Close Combat Weapons''' *'''Shock Baton''' – The shock stave is better and cheaper. This thing has parry, but it’s otherwise uninspiring. Avoid. *'''Shock stave''' – 25 credits for +1 Strength, shock, and versatile. Best choice if someone is going for cc. *'''Vigilance Pattern Assault Shield''' – This is the same as a van saar energy shield. If you’re planning on making a melee-heavy Enforcer squad, this is the weapon for you. Sadly there are none of those on the sprue. And since you don’t want Enforcers to be in cc due to their stats and skills this is basically a very expensive way to get +1 AS or +2 AS in cc. '''Exotic Pet''' *'''Hardcase Cyber Mastiff''' - Added to draw attention to one line in the FW Character Pack, Scrutinator-Primus Servalen. The Hardcase Cyber Mastiff is not exclusive to Servalen and is added to the Enforcer House Equipment List at 0-2. And this pupper is worth paying attention to, the Hardcase is a beast! Coming in at 70 credits, it has Light Carapace and a Respirator, 3+ WS and Threat Response. It has Tenacious (even if killed, will still take an action before being removed) and prevents Coup De Grace actions against it's owner. Compared to other Exotic Pets, this is a steal; the Orlock Mastiff is 100 credits and comes with a fraction of the extras. While the Hardcase won't win you a game alone, this is the CC upgrade to get for when that Goliath Stimmer charges your gunline and threatens to kill everything.
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