N18 Badzone enforcers (what changed)

Hobo86

Gang Hero
Nov 21, 2024
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Hereby a short article analyzing what changed for the badzone enforcers and how they hold up against new enforcers.

What changed:

-More Flexibility:
Each badzone enforcer fighter came with an inbuilt armoured undersuit*.
these can now only be taken from their equipment list 'at a markup' allowing more flexible builds.
by example, players can start a campaign with a telescopic visor on their bolter or with smoke grenades instead of their underarmour

-More Credits:
Badzone enforcers now have 2 extra mechanics allowing them to obtain more credits:

The precinct fortress now gives:
-D6x10 credits when collecting income (as before)
- + 2D6x10 credits per cycle if you took 4 enemies ooa during the previous cycle

In dominion campaigns they now have enhanced terrain boons for the narco- and the gambling den.
If these are in play the first doubles the income and the second can force your opponent to leave his star player (1 stimmer, nachtghul, death maiden, ...)
at home. These can become quite valuable.

-Equipment:
There are only two small changes, the captain can no longer take a sniper rifle, but al hierarchy can now take flamers
The shockstaves disappeared.
They have acces to concussion weapons, but not to grenade launchers with photon grenades, so you will need these if you want to pin your opponents.

-Enlisted scum overhaul:
They're juves with ganger stats, but you need a greater number of gang fighters (patrolmen) compared to the number of champions and enlisted scum. Forcing you to choose between tooled up champions and cheap enlisted scum. They also can't be activated by the gang hierarchy ability and they don't trigger morale tests when injured.
I have the feeling they will become a niche choice for most players... quite a shame as they used to define the old gang identity.
maybe chainswords (parry) can help these survive longer?

enlisted scum have cunning as a primary and you could try to level up a few to have infiltrators (shotgun patrolmen?)
As @quindraco mentioned, they have access to the trading post, opening up options like combat shotguns
and some more explosives

+

You also have the 'regular' 1-5 hive scum who can not become patrolmen, who do trigger morale tests and who are deployed after the rest of the gang sets up. These could function as a cheap lasgun pinning support group being supported/overlooked by your non-infiltrating badzone captain.

-The gang tactics:
There are quite a few more diverse tactical options that can be tailored to multiple builds;
D3 hipshooting models, free smoke&flash grenades for D3 models this battle, +1 to hit on an already hit model, mess with visibility for a round

* magnacles are still included in the profiles

What stays:

-Stats & skills:
the stats and skill didn't change at all, meaning the badzone enforcers are now the only enforcers with acces to cunning (infiltrate & overwatch)
but they have worser stats, compared to the palanite enforcers and the subjugators.

A few comparisons:

Badzone cpt: M5 WS3+ BS4+ S3 T3 W2 I4+ A2 LD4+ Cl6+ Wil5+ INT6+ (brawn, shooting, palanite drill)
Badzone sgt: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD5+ Cl6+ Wil6+ INT7+ (cunning, shooting, palanite drill)
Badzone Pt.: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD7+ CL7+ Wil7+ INT7+ (shooting, palanite drill)
Enlist. scum: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD8+ CL8+ Wil8+ INT8+ (cunning)

Palanite cpt.: M5 WS3+ BS3+ S3 T3 W3 I3+ A2 LD4+ CI 6+ Wil5+ INT6+ (leadership, savant, palanite drill)
Palanite sgt.: M5 WS4+ BS3+ S3 T3 W2 I3+ A1 LD5+ CL6+ Wil6+ INT7+ (shooting, palanite drill)
Palanite enf: M5 WS4+ BS4+ S3 T3 W1 I3+ A1 LD7+ CL7+ Wil7+ INT7+ (shooting, palanite drill)
Palant rook.: M6 WS5+ BS5+ S3 T3 W1 I3+ A1 LD8+ CL8+ Wil8+ INT8+ (palanite drill, juve)

Subjug. sgt.: M5 WS3+ BS4+ S3 T3 W2 I4+ A2 LD5+ CL6+ Wil6+ INT7+ (brawn, palanite drill)
Enf. Subjug.: M5 WS4+ BS4+ S3 T3 W1 I4+ A2 LD7+ CI7+ Wil7+ INT7+ (brawn, palanite drill)

-The hacked cyber-mastiff remains: 1 on 6, it will still turn insane :/
-scarce on the patrolmen weapons
-No acces to palanite haunts, hardcase cyber mastiffs, lawbots and venator (vehicle) sources and different reasonings in comments
-No access to new palanite options like riot shields, repulsion pattern chem-thrower, suspensors, lasprojectors and ammo for some weapons
-They have access to the imperial house but no improved relation with it, they have acces to house agents & bounty hunters

Tactical analyse:

I found two main ways to build them:

1) alphastrike
play them as a hard-hitting alpha strike gang, to avoid longer battles where their lower stats can come into play.
combining some gang tactics (D3x hipshooting fighters) with infiltrate and template weapons could be quite powerful.

50% of your gang has acces to cunning (sgt and juve enlisted scum) and the others 50% have access to boltguns and sniper rifles.
This feels like it was a conscious design choice.

2) concussion firebase (+ photon?)
the badzone enforcer sgt's are the only sgt still having acces to both fast shooting and the heavy concussion ram.
you can use these to get a few patrolmen with photon grenades closeup and to start doing some damage.

Other, older builds feel less viable (defensive screen enlisted scum or midranged defensive builds).
and in sustained battles badzone enforcers will be outmeleed by subjugators or outshot by palanites with more reliable gear and skills.

Possible 'dirty' combinations:

-(gang tactic) you get D3 hipshooting fighters, combined with infiltrate and template weapons this could become dirty
-infiltrating dual plasma pistols / webber / flamer + infiltrating ambot
-enforcer specialist with sniper / infrasight / got your six to support your infiltrators
-enlisted scum building up towards firestorm ammo combat shotgun or blasting charge grenade mules?
-enlisted scum with stub gun / chainsword for pinning / parry to screen other fighters
 
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I could not find a reference prohibiting the Badzonies from taking Haunts, Lawbots etc. - Do you have a ref page for me?
 
the pages with their profiles mentions specifically "palanite enforcer gangs only"
52 for the haunt
58 for the sanctionner
64 for the venator

the hardcase cybermastiff and palanite rangers are only included in the palanite enforcer rules.
no references to include them for badzone enforcers (regrettably... but there is still the ambot)
 
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There is a section in the book that says "In all other respects, a Badzone Enforcer Gang is considered to be a Palanite Enforcer Gang"
 
I'll check it later this afternoon, but I assume this talks about the gang tactics and the content (hive scum, bounty hunters, house agents)
not speaking of 'palanite enforcers only'

edit: checked it quickly:

Yes, there is a mention on page 95 (RAW):
-may not benefit from prefecture rules (precincts)
-gang tactics: they explicitly can use these

other interactions are not mentioned specifically,
but these profiles state explicitly 'available to palanite enforcer gangs only'
-haunts
-sanctionner
-venator
-while the palanite ranger and hardcase cybermastiff are part of the palanite enforcer gang list

'no mentions or explicit 'all gangs can take mentions' are present on':
-bounty hunters
-house agents
-hive scum
-servalen
-palanite companions/the imperial house (with a caveat)
-slopper, ammojack, ambot, ogryn, rogue doc, lookout, dome runner
 
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Badzone cpt: M5 WS3+ BS4+ S3 T3 W2 I4+ A2 LD4+ Cl6+ Wil5+ INT6+ (brawn, shooting, palanite drill)
Badzone sgt: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD5+ Cl6+ Wil6+ INT7+ (cunning, shooting, palanite drill)
Badzone Pt.: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD7+ CL7+ Wil7+ INT7+ (shooting, palanite drill)
Enlist. scum: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD8+ CL8+ Wil8+ INT8+ (cunning, Juve)

Palanite cpt.: M5 WS3+ BS3+ S3 T3 W3 I3+ A2 LD4+ CI 6+ Wil5+ INT6+ (leadership, savant, palanite drill)
Palanite sgt.: M5 WS4+ BS3+ S3 T3 W2 I3+ A1 LD5+ CL6+ Wil6+ INT7+ (shooting, palanite drill)
Palanite enf: M5 WS4+ BS4+ S3 T3 W1 I3+ A1 LD7+ CL7+ Wil7+ INT7+ (shooting, palanite drill)
Palant rook.: M6 WS5+ BS5+ S3 T3 W1 I3+ A1 LD8+ CL8+ Wil8+ INT8+ (palanite drill, juve)

Subjug. sgt.: M5 WS3+ BS4+ S3 T3 W2 I4+ A2 LD5+ CL6+ Wil6+ INT7+ (brawn, palanite drill)
Enf. Subjug.: M5 WS4+ BS4+ S3 T3 W1 I4+ A2 LD7+ CI7+ Wil7+ INT7+ (brawn, palanite drill)

I think this is a potentially very valuable comparison. Since the goal here is comparing statlines quickly, I'm going to reorganize the stats mostly to put the similarly relevant ones adjacent to each other for easy/quick analysis. My weirdest choice here will be putting Cl next to BS due to the need to make Cl checks to shoot whomever you want, in general.

Under skills, I'll list Drill* for Palanites to denote that they have the ability to change the Drill skill tree based on Prefecture. Specialist* for Palanites and Subjugators will be there as well to cover that they have expanded weapon access pre-promotion.

Enlisted Scum are list as Slow-witted But Worse: not only are they immune to Group Activation like the Slow-Witted rule applies, in addition they're immune to Gang Hierarchy (i.e. they can't receive assistance on Cool checks to resist Bottling).


NameMIAWSSBSClTWLdWiInCostPrimary SkillsGang Fighter?Promotion?Additional BuffsAdditional Nerfs
Badzone Cptn54+23+34+6+324+5+6+100Brawn, Shooting, DrillNONO
Palanite Cptn53+23+33+6+334+5+6+120Leadership, Savant, Drill*NONO
Badzone Sgt54+14+34+6+315+6+7+70Cunning, Shooting, DrillNONO
Palanite Sgt53+14+33+6+325+6+7+80Shooting, Drill*NONO
Subjugator Sgt54+23+34+6+325+6+7+90Brawn, Drill*NONO
Badzone Ganger54+14+34+7+317+7+7+40Shooting, DrillYESSpecialistBroken Supply Lines
Palanite Ganger53+14+34+7+317+7+7+45Shooting, Drill*YESSpecialist*
Subjugator Ganger54+24+34+7+317+7+7+55Brawn, Drill*YESSpecialist*
Palanite Juve63+15+35+8+318+8+8+25Drill*YESPalanite Specialist
Badzone Juve54+14+34+8+318+8+8+30CunningNOGangerUniversal TP Weapons Access, Hot-HeadedSlow-Witted But Worse
Value differences, per the advancement rules (we have no advancement rules for taking an additional primary skillset, so I will approximate using the Goliath Gene-Smithing cost of 10); I will note things not covered, but Prefecture is never covered:
Badzone Captain -> Palanite; I, BS, W: +75, actual cost +20
Badzone Sgt -> Palanite; I, BS, W, Lose Primary Skilltree: +65, actual cost +10
Badzone Ganger -> Palanite; I: +10, actual cost +5, Not Covered: Badzone has Broken Supply Lines, various differences in equipment access
The two juves are too incomparable to bother with something like this.

Equipment Access deltas, ignoring Telescopic Sights since that's C in the TP and basically no-one buys them in recruitment:
  • Captains:
    • Palanite
      • Penetrator Rounds, which are bad but E
      • Autopistol Frag/Manstopper, both R8 Limited
      • Bolt Pistol, bad but R8
      • Bolter Combi-Gl, Krak Ammo, Stun Ammo, all bad but R8
      • Sniper Rifle, E
      • Power Sword, R9
      • Riot Shield, inferior to Badzone shield, E
      • Choke Gas Grenades, Bad R9
      • Light Carapace, inferior to Badzone armour, R10
      • Displacer Field, R12
      • Las-projector, R9
      • Mono-Sight, R9
      • 0-2 Hardcase Cyber-Mastiff, E
    • Badzone
      • Subjugation Grenade Launcher, E, but no access to additional grenades
      • Assault Shield, E
      • Hardened Layered Flak, E
      • 0-1 Hacked Cyber-Mastiff, inferior to Palanite mastiff, I10
  • Sergeants: Skipping Subjugator Sergeants, since Badzone ones are much more similar to Palanites. As Captains, except:
    • Palanite
      • No Light Carapace, R10
    • Badzone
      • Heavy Ram, E
      • Assault Ram, E
  • Gangers:
    • Palanite:
      • Bolter isn't Scarce and has Penetrator Rounds, Bad E
      • Shotgun isn't Scarce
      • Autopistol Frag/Manstopper, both R8 Limited
      • Non-Specialist access to Carbine (which isn't Scarce) E and Sniper Rifle, E
      • Power Knife, R9
      • Power Maul, R8
      • Riot Shield, E
      • Choke Gas Grenades, Bad R9
      • Hardened Flak, E
    • Badzone:
      • Autogun C
      • Bolter and Shotgun are Scarce, E
      • Needs Specialist promotion for Carbine, Scarce, E, Sniper Rifle, E, and Flamer, R7
      • Heavy Stubber R7
      • Mesh, C
Again, the juves aren't remotely comparable. Palanite Rookies are Gangers without access to Special weapons or Melee weapons which aren't the Shock Baton. Enlisted Hive Scum are, well, Hive Scum, and unlike Palanite Rookies or any of the 3 gangers/specialists, may take Trading Post Weapons (without restriction!).

I couldn't find the explicit caveat for Imperial House alliances with Badzones. Hardcase mastiffs aren't in the Trading Post, so they're de facto Palanite only due to being only available via fighter equipment lists, and the Palanite Ranger is definitely listed as part of the Palanite gang and hence isn't in the Badzone gang. Hanger-On, Brute, and Vehicle access sure feel like your Arbi will need to make a call but RAW Badzones get all of them, and pending finding the Imperial House alliance caveat, same deal there for getting a Strong alliance. Badzones are definitely overall very inferior.

Both Palanites and Badzones have deeply weird nonsense going on with scaling - Badzone Captains/Sergeants can't wield the Sniper Rifles their Gangers can, Palanites only let Captains and Sergeants wield their cheapest/worse basic weapons, autoguns. It's all very weird. I can't imagine any Badzone list that isn't a Palanite List But Worse, really.
 
I'm including the trading post acces for the enlisted scum in the article above and in the meantime I posted a similar article about the palanites.

for the imperial house: p83; all non outlaw gangs can take them, so badzone enforcers can take them as well

With half the badzone gang having the possibility to learn infiltrate you could alphastrike the other gang
the remainder of the badzone gang (including sniper specialists) could attempt to pin down the other gang
the insanity (cybermastiff) seem it could be avoided in an alpha strike er... strategy

Edited:
One way to use enlisted scum would be to attribute one per badzone enforcer fireteam, adding a disposable meat shield to each fireteam.
Another use would be as isolated grenade runners 'suicide bombing' the opposing gang
 
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At least it is clear now that scum are not juves and are already considered competent enough. That was my opinion from the start but I know it was house rule.
 
they don't have fast learner / gain extra xp like juves,
but they can choose skills like juves/specialists, the latter is still a small advantage over gangers
 
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Ok i see your point there. I do not think that skills are more important the characteristic advancement. you can buy skill with creds thanks some item from the core rules or the secundus setting. It's much harder to level a characteristic cost wise. We may disagree on this but this is my conclusuion after doing the math for my squats. The lack of fast learner with the new rules for the badzne enforcermakes the hive scum less atractive than other possible recuits.
 
you have a point, enlisted scum have higher stats but these are distributed more widely.
Classic juves can be build (faster) in more aimed directions.

in a gang where infiltration is (regrettably) mandatory it does mean you can create more infiltrating bodies so you have more threats then one infiltrating web gun...
 
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I think Enlisted Hive Scum had mistakes in first version and also here. They should behave either as an alternative ganger or as a normal juve. They do copy-paste hired gun Hive Scum when making this, so who knows what they forgot or not.
 
it's a strong possibility, I think they 'rated' the enlisted scum as stronger juves and subsequentially nerfed them
whatever the case, or ways to limit possible abuses... I don't think players would need to choose between them and their hierarchy fighters

just found out the badzone sergeants are the only sergeants able to use fastshot on concussion rams... that might open up options
(if the concussion ram is still a blast weapon)
 
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