Editing
Enforcer Sergeant
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
[[File:Enforcer_Seargeant.PNG|180px|right|thumb|"Bravo going out!"]] Enforcer Sergeants are the second-in-command of a [[Palanite Enforcers|Palanite Enforcer]] squad of [[Necromunda]]. ==Overview== These guys are the second most senior officer of a Palantine Enforcer squad, taking orders only from the [[Enforcer Captain]]. They are far more experienced and hardened by years or decades of service and are often the next chain of command if the Captain were to be compromised in a mission. Due to their experience, the Sergeants are allowed to carry specialist weapons and equipment that would best serve their needs. While they wear [[Flak Armour]], they are armed with [[Sniper Rifle]]s, [[Pump-Action Shotgun]]s, [[Imperial Boltgun]]s, a [[Stub Gun]] sidearm and a belt of [[Grenades & Explosives#Smoke Grenade|Smoke Grenades]], [[Grenades & Explosives#Blind Grenade|Blind Grenades]], and [[Grenades & Explosives#Shock Grenade|Shock Grenades]]. They are definitely more on the shooty end of things. ==Crunch== On Necromunda, unfortunately despite the experience in the fluff, crunchwise they are not great champions. 4+ WS/BS with 1 Attack is just [[fail|underwhelming compared to other champions of its category.]] However they do get '''Group Activation''' and 2 Wounds, as well as a free skill. Enforcer Sergeants can access the '''Shooting''' Skill tree, '''Cunning''', and '''Palanite Drill'''. This gives them multiple nice options to bolster their shooting options, and only one option, '''Threat Response''', that does anything to improve their close combat utility β and even then, a counter-charge skill isnβt going to allow that 1A on 4+WS to do much to any serious threat. Therefore it is best to build your Sergeants to be as shooty as possible. If you want to have a sniper on board, equip him with a sniper rifle for big, open tables. For flexibility, the boltgun is a decent choice as the Damage 2 makes a big difference especially when you pair it with strong Shooting skills such as '''Trick Shot/Fast Shot''' and '''Hip Shooting'''. For more close enoucnters, a shotgun would work well when paired with '''Infiltrate'''. Overall, they are very situational despite appearing very flexible on-paper due to their lackluster stats. {{Palanite Enforcers}}
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Template used on this page:
Template:Palanite Enforcers
(
edit
)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information