Hello there!
At the behest of my D&D group, I am getting into Necromunda after a decade-long break from the 41st millennium. Members of our group have already picked Orlocks (which probably would have been my go-to) and Goliaths, so after a bit of research I found myself drawn to the Enforcer gang. As a former Guard player, the idea of baseline humans with decent equipment trying to hold the line against all manner of heresy appeals to me - the Judge Dredd vibe certainly doesn't hurt, either!
After some scheming, I've come up with a couple of potential list ideas:
BREACH, BANG AND CLEAR
LESS THAN LETHAL:
THE GRENADE LAUNCHER IS A LAWGIVER!
The issue is, having NEVER played Necromunda in my life, I have no idea if these lists are actually any good or not, and I likewise have absolutely no idea what skills would work for my grenadiers and captain. Any feedback, constructive criticism or advice would be greatly appreciated!
At the behest of my D&D group, I am getting into Necromunda after a decade-long break from the 41st millennium. Members of our group have already picked Orlocks (which probably would have been my go-to) and Goliaths, so after a bit of research I found myself drawn to the Enforcer gang. As a former Guard player, the idea of baseline humans with decent equipment trying to hold the line against all manner of heresy appeals to me - the Judge Dredd vibe certainly doesn't hurt, either!
After some scheming, I've come up with a couple of potential list ideas:
BREACH, BANG AND CLEAR
This was the first list I came up with, based loosely on nostalgia from playing SWAT 3, Rainbow Six Siege and Republic Commando. I wanted a unit that could punch through a locked door, stun anyone on the other side non-lethally, and then eliminate criminals before they had a chance to recover. To achieve this, I used a basic three-man team as the nucleus of the squad. The combination of Concussion Carbine and Flash Grenades seems like it would be beautiful. For the third enforcer (the one who, in theory, will go in and finish off any stunned perpetrators) I decided against the Boltgun. It's a very effective weapon, but it just didn't strike me as thematic for space cops. A nice shotty, however, seems perfect for blowing off heads and with a template it means I don't have to worry about the middling BS my lads have.
Two of these fire teams fills out the list. The Captain is equipped with a Boltgun (if anyone's going to have such a rare and nasty weapon, it should be the head honcho), who will accompany whichever of the fireteams he feels needs some slightly heavier firepower. This list relies on medium-range shenanigans, so priority for upgrades will be smoke grenades for the Sergeants, and more lads to bring each team up to four. A potential tweak I am toying with is downgrading the Captain to a Sniper Rifle (so he can force enemies to come to me), using the freed up points to get a head start on the smoke grenades.
LESS THAN LETHAL:
I'm not sure if this is an evolution of the previous list, or a devolution of it. As I started to play around with storyline ideas, I watched a couple of movies for inspiration. It seems most SWAT teams roll in groups of four or more, so I needed a reason that my lads couldn't even muster two full teams. Hot Fuzz gave me an idea - what if this particular Precinct was in a 'quiet' part of town, and so kept getting troops and heavy equipment transferred to more volatile zones, leaving a sleepy police force that isn't at a particularly high degree of readiness? Even better, what if the Precinct-Captain is determined to keep it that way, to the point of forcing his subordinates to carry non-lethal weapons to prevent escalation?
I was also trying to figure out a way to get those smoke grenades in, mostly because I was afraid of Van Saar gunlines, and the two solutions met neatly in the middle. By replacing the two shotguns in the list with Concussion Carbines, and the Boltgun with a Sniper Rifle, I freed up enough points to do what I wanted AND to give everyone dumdum ammunition for their pistol. With the pistol becoming the primary 'lethal' armament, it made sense to beef them up a little bit. Plus, the lawgiver vibe of switching between ammunition was nice.
The idea here is that when a campaign starts, the Enforcers are caught with their pants down. When they realize things are more serious than they expected (after a game or two), they reach into the armoury and start breaking out the actually lethal weapons. Of course, by that point the 'lawgiver' vibe of the Stub Pistol with Dumdums got me thinking...
THE GRENADE LAUNCHER IS A LAWGIVER!
Okay, hear me out. The Subjugator Grenade Launcher is a one-handed weapon capable of firing up to SEVEN(!) types of ammunition, ranging from non-lethal stun round to AP, fragmentation, smoke and flares. If I wanted versatility and non-lethal options, the Subjugator Grenade Launcher had pretty much everything I wanted. Flashbang a room? Photon Grenades. Protect me from Van Saar snipers? Smoke Grenades. Take down that Stimmer before he stomps me into paste? Krak Grenades. Use beanbag ammunition until someone surrenders? Stun Grenades.
As it turns out, you can fit six Subjugators with Grenade Launchers into a 1,000 list, with enough points left to give everyone a special ammunition type (as long as it is 15pts). The thing I love about this idea is that it is INCREDIBLY versatile (with anyone able to take up any role in the Breach, Bang and Clear setup, you can adapt to different situations), and it can very easily grow to meet changing requirements. Just buy the ammo you need.
This leans really heavy into the Dredd vibe in composition as well. Whilst I can organize two 'SWAT' teams, I could also pair each of my Patrolmen with a veteran and run classic 'street cop' two person patrols.
The issue is, having NEVER played Necromunda in my life, I have no idea if these lists are actually any good or not, and I likewise have absolutely no idea what skills would work for my grenadiers and captain. Any feedback, constructive criticism or advice would be greatly appreciated!