Games Workshop - Necromunda: Palanite Subjugator Patrol

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Games Workshop - Necromunda: Palanite Subjugator Patrol

Games Workshop - Necromunda: Palanite Subjugator Patrol

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Enforcers’ long range (>24”) firepower in their armoury is restricted to Sniper Rifles and the Heavy Concussion Ram. If you play on big open tables, there is a lot of value in classic long-range Heavy Weapons, although they are expensive, and being Unwieldy practically require an additional upgrade, Suspensors for 60 credits, to work well. Heavy Stubbers are useful, but the Heavy Bolter is a lot meaner (although it will run out of ammo sooner or later). Missile Launchers, Autocannons and Lascannons can all be converted for Enforcer models and are worth using. The fearsome Multi-Melta, which is more mid-range since it’s usable to 24” and terrifying within 12”, is probably the deadliest weapon in the game. Variety of Basic Weapons First off, I'm thinking that subjugators really aren't worth buying the box. Better armour but very limited choice in weapons means you wouldn't want more than two just to get their subjugation pattern grenade launchers for the krak. First of all, where to find the rules for Enforcers? The rules for founding a gang are available in the Book of Judgement and in the Dark Uprising version of the rulebook. If you are looking to get into Necromunda now, and aren’t just borrowing a friend’s books or relying on online resources, the Book of Judgement is very useful as a resource for extra equipment and the Law & Misrule campaign type, while the Dark Uprising rulebook has the Uprising campaign type, and of course the actual rules for playing the game. There are some pertinent points in the Necromunda FAQ that update Enforcers’ rules and certain weapons, which will be mentioned in this guide. The Enforcers’ unique exotic beast, the Hardcase Cyber-Mastiff, currently only has printed rules via the Forgeworld special character, Scrutinator-Primus Servalen. But it is available as a generic option and you should access the rules for it online if you want to use those (very effective) metallic canine friends. I’m pretty confident this gang will do well, but if you think there’s something I missed, feel free to log in to the comments and tell me why it won’t if you have other ideas. I'm not sure where to go next. Got to have an enforcer captain, who I'm tempted to give either the spare enforcer boltgun, a concussion carbine, or a sniper rifle. I'd want 2 sergeants too, ideally, but one of them would have to be unequipped to fit it in the 1000 credit limit.

Hardened Upgrades . Both types of Enforcer can buy ‘Hardened’ versions of their armour (Flak and Layered Flak). This reduces incoming AP by 1, to a minimum of -1. It’s sort of like an extra point on your Save, but only affects weapons with AP-2 or greater. That’s not terrible, especially on Subjugators, who are on such a good save already against low-AP weapons. It will only become massively relevant later in a campaign, high-AP weapons are expensive, so uncommon at the outset. But you’d have to consider it against the generic (Trading Post) armour upgrades available. For Palanites, we don’t recommend this upgrade because it’s outclassed by simply swapping to an armour that’s not Flak! Again, see the TP section. Wargear Fast Shot . If you’re in position to shoot, shooting twice is obviously great. Bear in mind that even your Capt and Sgts have a starting BS4+, not Van Saar’s infamous BS2+, so it’s not quite the same. This skill is still straightforwardly powerful, especially since you can access good weapons that aren’t Scarce or a 6+ Ammo Roll. Rating: A Enforcers are a breath of fresh, recycled air. Prior to their release, Goliaths were the punchy gang and Van Saar were the shooty gang, while all other factions danced around the middle ground and tried to carve out a distinct identity between those two. Enforcers are an elite(ish) mid-to-close-range shooting gang with decent melee capabilities, but their flavor and niche comes from their equipment and their roster. Strengths No more cardboard: The original Necromunda game from 1995 was cardboard, The Dark Uprising box comes with ruined barricades, bulkheads, objective markers, high quality cards, and even modular boards. The walls on the boards create corridors of the trashy, terrain-rich underhive.M41 - Damocles Gulf Crusade: The Subjugators contributed a single squad and several armoured vehicles to the crusade. [4] 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. Vigilance Pattern Assault Shield– Combined with the subjugator’s armor, the assault shield can turn any fighter into an absolute TANK. If you’re planning on making a melee-heavy Enforcer squad, this is the weapon for you. Update: The 2019 FAQ added a 3″ blast to the Heavy Concussion Ram’s profile making it actually quite viable! It’s now a reliable Crowd Control and damage dealer, and you can get it for a reasonable price!

Palanite Rangers are Enforcers who pilot and crew the Palanites' vehicles, such as the Tauros Venator ATV. [9] Palanite Badzone Enforcers Your Captain isn’t some penpusher who takes away your gun and badge because you’re a loose cannon. No, their desk is the streets, where they use their extensive experience and skills to command a patrol. You don’t earn the spiderseal of a Palanite Captain by not being good at, well, everything – if you work hard and meet your suppression quotas, this could be you one day.Palanite Patrolmen are your all-purpose weapon carriers. Their Basic/Special weapon options are uniformly excellent, so despite their high cost and mediocre stats they can hold their own as the basis for a shooting-oriented gang. After all, Armoured Undersuits being included may not be what you’d choose at Gang Creation, but it’s decent in the long run. The challenge their cost gives you is fitting in enough bodies at the start of the campaign to keep up your activations and avoid a death spiral if you have a few fighters in Recovery at once. The Pax Helmawr strictly prohibits military intervention in matters of civil unrest. This is not because of any concern for the well-being of Necromunda’s citizens, and only partly because excessive damage to a hive from heavy ordnance might impact production. Rather, this ancient law exists simply to keep the gaze of the Adeptus Terra averted from Lord Helmawr’s domain. Rebellion is bad for business, but it gets even worse should the Imperium decide to turn a hive into a war zone. Part of Helmawr’s relationship with the Adeptus Terra involves constantly assuring them that Necromunda is a loyal member of the Emperor’s domain and completely under control. This is, of course, only partially true. Many guides to Necromunda gangs focus on Gang Creation, and thus on the initial lists of available weapons. We can’t stress enough how much of a difference it makes to use the full gamut of options in the wider Trading Post. When people say that a given gang has access to X good weapons, well, in most cases, everyone has access to those weapons, they just have to take a post-battle action and relatively easy rarity roll to buy them. Enforcers are more flexible than most gangs at time of writing – all of their fighters can use external weapons. Again, you may want to discuss that with your group, since House gangs don’t have this luxury for Gangers or Juves, and it may change in a future book or FAQ update.

To use the finest weapons, you need the best people, which is why we’ve spent years moulding you at the academy. Every member of your patrol is able to use any weapon, meaning that unlike the gangs you’ll face, there are no restrictions on Special or Heavy Weapons. This means that you could be assigned to a dedicated sniper team, demolition crew or a regular kill/capture squad. I'm getting into necromunda, and I'd like to start a palanite enforcers gang. I'm wondering what does and doesn't work for a 1000 point gang to star off a campaign. Stub Gun– Every Enforcer comes with one of these automatically. So you’ll undoubtedly get a lot of use out of yours. Grab some Dum-Dums to give it some extra punch and hit the range, rookie! Hip Shooting . This is a powerful skill because it enables shots when your opponent thinks they’re safe. Best of all with auto-hitting teardrop template, since they avoid the -1 to-hit penalty. In the Enforcers’ arsenal, the Enforcer Shotgun is the only such weapon, and it does well in the early campaign. If you swing by the Trading Post, this skill pairs very nicely with a normal Combat Shotgun with Firestorm Ammunition, or with a Webber. Rating: B , moving up to an A if you invest in the right weapon for it. Enforcers bring a really interesting new flavor to Necromunda. Instead of being lightly armored specialists, they’re tanky generalists with the best starting armor and equipment in the game. We both feel like they will be an absolute force in the beginning and middle of a campaign, but due to their weapon and personnel restrictions, they may lag behind house gangs in the late stages of a campaign. But with good skills, equipment and guidance from a crafty Necromunda player, they could easily be one of the scariest gangs out there.FAQ point. In the Book of Judgement it seems to imply that all Enforcer Patrolmen spend XP like Specialists, this is confirmed not to be the case. Patrolmen gain Advances like Gangers, Rookies like Juves. Note that Rookies apparently do not have the Fast Learner skill which helps most Juves/Prospects avoid paying fees for repeated Advances in the same stat.

Want to join the Palanite Enforcers and bring the justice of Lord Helmawr to the underhive? Well rookie, just because you’ve graduated the academy doesn’t mean that you’re ready to hit the streets yet – you need to read our Palanite Enforcer guide first! More akin to an army than a police force, the Enforcers trade in violence and control, purging settlements and habzones if even the faintest hint of sedition against Lord Helmwar’s rule is uncovered. When bigger disturbances need to be dealt with, the Subjugators are unleashed, delivering justice with extreme prejudice.

They’re kind of weird, and not as good as the wonderful Hardcase Cyber-Mastiffs, but Grapple-Hawks could be a very cool, interesting conversion for Enforcers. Converted Squat Enforcers. Credit: Fowler Final Thoughts The Enforcers’ unique skill tree is available to all of their fighter types as Primary, and there are two great skills here: As long as Necromunda remains loyal to the God-Emperor and the Imperial tithe is paid on time, the Arbites let Lord Helmawr run the planet as he sees fit. While a ganger may have several run-ins with Enforcers, the chances of them ever seeing an Arbitrator are slim. Those who do better hope that they have made their peace with the God-Emperor, because it means they’ve committed a crime so heinous that there’s only one sentence. Precision Shot : Ignore all saves on a 6 to hit – again, good, but not as good as some other choices. Rating: B



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