chitching said:
I like some of the ideas in the first PDF
Good to hear, but I'd repeat that
these aren't my rules, but AGs. These were done well over three years ago and were since lost to the world through forum changes where they were stored and AG losing them in some life incident or other. These rules need more rounding, in my opinion, but they're a damn good start on making enforcers more worthwhile than a "arbitrator-only gang that for some reason anyone can play".
chitching said:
Enforcers aren't there to be a campaign gang, they're there to fulfil some fluff, as in, "We're here kicking seven shades of brown out of each other, but the 5-0 aren't about?!".
Again, different playstyles. I'd want whoever chose to play enforcers to be able to have just as much fun as everyone else playing standard gangs; the guy who played enforcers felt left out when we were doing post-battle territory rolls and buying, and would probably have better enjoyed playing a standard gang - but if the problem isn't necessarily with the player, but the gang, then the rules aren't there to make the enforcers fun.
chitching said:
If I captured someone's gear, it'd be in the precinct lockup, sat on a shelf, waiting for trial and given as evidence. But this could lead into a very nice "RAID ON PRECINCT 40K" (different to the one given in PDF form, by ardavion), where the gang are attempting to sneak into the precinct, grab their gear and get out. Think like a Raid with sentries and all that. If you're spotted, you're outlawed. It's risky, but depending on what has been stolen, it may be worth it! ... Yes? No? Just an idea...
My idea was in line with rebel grots, who get paid teef depending on their performance in the previous battle, so perhaps enforcers get a better return on sold equipment as they're rewarded for removing dangerous weapons from the general populace, and/or they get more favour with their benefactor for funding.
chitching said:
This leads me onto the Territory list. Again, it's something I'd drop. Giving the enforcers money is redundant in my eyes. They're backed by the Emperor, funded to the gills, given free troops upon death, armed with awesome kit... They're a force to be reckoned with. But again, this is why they aren't a campaign gang in the sense that the rest (minus Spyrers - But they have the risk of failing their oath by death) of the gangs are.
Again, different gang style and play style. I'd say that my reading of the fluff is that enforcers are funded by the local Guilders, not the Emperor. Arbitrators are funded by the Adeptus Arbites. Enforcers are not Arbitrators, in my mind.
chitching said:
The Cybermastif getting a temporary stat boost is pretty good, though! For one game, it may be stronger, like it hasn't run a diagnostic check and is operating at 150% (how I see it) or it may be a shambling wreck!
I like the push towards a "beastmaster-like" approach to the cybermastiff handler, but I haven't looked too much at the specific rules to really comment on it.
chitching said:
However, and this leads back to the enforcers having income issue, having to "pay for overtime" if you are out rated by over 1000 is just ridiculous and makes the whole affair take forever when working out costs and all that.
I'll reiterate that these rules aren't finished, in my mind; at least not to a point I'd feel comfortable using them. Working on balancing income for Enforcers would be key to making the gang work; the hand-wave of "they get supplied automatically but don't buy or sell anything" really irks me.
chitching said:
I have some enforcers which I will be playing at some point, and I will be taking some of the good ideas (Cybermastif overclocking, tagging) and fitting them in with the rules I downloaded from the GW site.
The Raid on the Precinct may just be used for rescue missions against Enforcers, too!
Post up on here how it all turns out, I'd be interested in hearing how it goes.
chitching said:
And as much as I may have sounded very negative about these rules, I hope you can see it as more of a critical eye on it. I'm not saying, play my way or rot in a box in the loft for all eternity, more, I don't think these bits would lend itself to a campaign and have it enjoyable for everyone involved. Ans as I said, there are elements I'll be using!
If I have just misread something, please let me know! And tell me your views on the stuff, you may just word it in a way that makes me consider something I saw as a poor feature.
I'll have to refresh my memory; there were some key points stuck in my head that made me feel they're a step in the right direction for enforcers, but I haven't read them since I found them last year.
chitching said:
But thanks for sharing these files. They've been added to my folder of Necro-PDFs!
No problem, I just hope I've not angered anyone (Arbitrator General, for one) by posting them.