Is the Enforcer unique gang ability of "prefectures" any good? Some of them only gives more skills, which you need to purchase as normal (instead of all the normal skills you already have access too). Some innate special rules which could be useful.
All the prefecture skills are in
addition to their normal skills not instead of. They also are only available for direct purchase on the higher XP mark up for selecting skills.
Palatine Prefecture:- Officer down. A double action to use the reinforcement rule when one of your squad is taken out. This is dependent on having taken a casualty and having folks on reserve. While it can keep the numbers up on the field ideally you don't want any casualties and need to have the warm bodies available. Enforcers are one of the pricy gangs so numbers may be an issue.
Also the double action puts a drag on a rounds action economy and the skill can be nullified by a canny opponent. All they have to do is take the fighter ooa after the officer has acted and they can't use the skill that round which means to use it they have to spend a turn later doing it
Priority Threat. This one is pretty good and basically encourages headhunting. If possible I would use it with your default magnacles where possible. Auto capture, random or sell to guilders and D6x10 bonus.
Shield companion. Allows a shield model to pretend he is in Vikings and yell Shield! Wall! Gives adjacent fighters a little defence boost (adjacent fighter are higher priority targets for blast and template weapons though) without having to fork out for lack luster riot shields everywhere. It's situational but ok sort of.
Mymerva prefecture:- all these require pricy "equipment" to invest in so can compete for armour gold weapons etc. also they apply for any exotic beast no lt just doggies so a one man gang is possible.
Advanced Beast Handling. The extra leash distance just improves the utility of any beast. 15" control grapple hawks are just great.
Beast Mastery. Overseer for pets. And only a basic action so you could still shoot at something. And it could stack with another fighters actual Overseer command.
Attack order. A three attack dog bite with Shock Rending and Ap. That's a fair bit of melee punch. (It boosts others as well). This one adds a tonne of combat power to any animal.
Secunda prefecture;- All equipment, no seeking rare items required, no XP expensive skills. Just credit investment.
They are all vehicle dependant so useless on a under hive battle.
Suppression Siren. A 12' radius template around your vehicle that on a toughness check bestows a Flesh wound. It's once per game so needs clever use. Have measure of a 24" diameter circle and place it on a gaming board. Ouch. Plus handing out flesh wounds makes your S4 bolters and shotguns even nastier and S3 carbines as well.
Vox Disruptor. No gang hierarchy bonuses to Break test routs. Situational but can end a battle in its tracks.
Electro Shock projector. Always on and needs no Action to use so that's pretty nice. 6" radii is good for a always active effect that moves. A 5+ S3 AP - D1 hit is meh. Unless flesh wounds are abound, Siren anyone?
Fairly mediocre at the start of a games but gets increasingly value as the bullets start flying. You could easily mop up a brace of Seriously Injured fighters in one pass at the closing stages of a game.
Badlands prefecture:- skills and kit this time.
Spoiling for a Fight. A charge that can be double the move? That's what a charge is supposed to be.
Reclamation Contracts. Common items sold full price, ok except most common items are cheap anyway. Reduction in one common item purchase, again cheap anyway.
Bionic replacements. The discount is ok but the massively slashed rarity is great. With mundane Lobo and Cortex cogitator chips, eyes arms and legs all Common all of those could, with reclamation Contracts have a price tag of 5 credits if you only need to buy them one at a time. That's great if you need them.
Poisen sea Prefecture:- skills and kit again.
Poisen Resistance. The Screw You Esher (and some delaque) skill. Pretty good if you face them, useless everywhere else.
Shock amplifier. Melee shock only.
Shock weapons get a bad rap. They can work though. The gang fighters can only get Shock Batons. A S 3 AP - D 1 parry weapon.
On a 6 hit it auto wounds (bypassing it's meh S3). With the amplifier it now does it at twice the rate. On a patrolman it is a single attack. On a subujator they have 2. That can be a lot more Auto wounds. Even without the AP automatic wounds will start to tell. The Parry ability to force an opponent to reroll an attack will keep your guy in the fight longer. The Amplifier shock baton is an attrition club.
Now give it to your leader with a thunder hammer and he becomes the Emperor incarnate.
Chems. Easier to get. The side effects are all still there which are too severe for me. Kalmar and Obscura can be telling if you go down the capture route if that's your thing. Easier access to the resurrection stinger mould is ok if you have the credits to spare.