Home ruled Enforcers

Raben

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Aug 28, 2012
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Hi everyone!

Me and some friends are starting our first Necromunda campaign and I wanted to play Enforcers as my first "gang". The campaign will be played with the Paradise City rules.

So what are my doubts?
I took a look on the Internet, and on some forums people weren't very happy about the Enforcer rules, so I figured out some potential home rules, based on my gaming experience (WH40k, Kill Team and other GW games).

1) The Enforcers have to "rest" every 2 battles. This includes the leader and since the standard value of the Enforcers is 1000 i can't figure out how it could be the same without the leader (plus, the leader gains way less experience than the other leaders). ??? So I thought about changing this rule in "all the enforcers exept the leader have to retire every two battles fought."

2) Money. The Enforcers can't get money. In Paradise City money is a fundamental piece of the game, so don't having any is quite bad. Wouldn't it be better if the Enforcers can gain money from bounties, selling and missions in exchange of their "extra special equipment"? So if my handler or leader gain the Inventor skill (and since 70% of the equipment createt with this skill is of no use for the Enforcers) I can at least sell these pieces and buy some equipment I really need from the market.

3) Territories. Enforcers can't get any. Ok, fine, I gave gratis gangers and equip. I would like to change it in "the Enforcers can't gain money from their territories", so if I have the money (from selling equip and bounties) and the right territory i could get (as in Paradise City with some special territories) intelligence info which gives me the possibility to change a little bit the dice result for the next encounter.

I'm sure that the "veterans" of you can help me out! ;D
 
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I'll give this some thought and get back to you. We also have someone who wants to play an enforcer team (ala section 9) so were looking at how to fit them.smoothly into our campaign.
 
Personally, playing Enforcers as your first gang in your first time playing Necromunda is just a bad idea and takes away from experiencing Necromunda at its core.
 
If the sergeant is included in a patrol then he counts as the 'gang leader' for purposes of the Necromunda rules. If he is not included then you must nominate a member of the Patrol team as its leader (and no, you can't choose the Cyber-mastiff!). For the purposes of working out the Parol's 'gang rating', it is assumed to have a value of 1,000 plus the Experience Points totals of the members of the patrol. Note that the base value of 1,000 takes into account the value of the members of the patrol and any equipment they may have.

This is saying that no matter which members of the precinct are on patrol the gang rating is considered 1000 plus experience and gear load out. meaning enforcers ALWAYS start with a base 1000 gang rating even when all patrol members are new and wearing nothing but a smile. the sargent's participation in the patrol only gives you a definitive leader. i would assume otherwise, that role goes to the highest leadership currently in use.

the idea behind the enforcers is that they're the "law". they don't gain money because they don't need it. food and equipment is provided for them. they don't need territories because the entire hive could be considered their territory (somewhere in the advancements it mentions if an enforcer gang member surpasses the leader in leadership score, that member gets a transfer to his own squad.)

edit by Malo: Equipment is included in the cost of the gang
 
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Actually the idea was to play an Enforcer squad walking the line between crime and law. Something like "the Shield" or the policemen in "Barb Wire" (our campaign will be named "Steel Harbour" ;D).

I know the Enforcers don't need to earn money for they get all the equip they need for free. It's just... I wanted them to be paid for the work they do, and any non-standard equip to be purchased. The fact that they can't get any money from territories should balance the fact that I don't pay for new gangars, get them fully equipped and don't need to pay for each man under my command. After all, there are very few scenarios that make you earn money and bounty hunting is quite a difficult task even with 2 shock mauls in the squad.

I just liked the idea of making them more "gangish". ;)
 
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I would urge caution.

Enforcers are already a powerhouse gang. You mentioned earlier about the gang rating. Even a five man patrol would cost 1500 credits or more (depending on the squad members/weapons you choose) if you were to add up the credits value of the patrol and their equipment.* Now having some of the regular territories wouldn't make much difference, and even some of the 'scenario choosing' ones would not be enough to affect their potency too much, but if your Enforcers were to get Tunnels or Vents then they would risk becoming seriously unbalanced and too much to handle for some gangs. Also, the Paradise City territories are not radical enough to present any compelling reasons why Enforcers would suddenly be disadvantaged by not having any.

You also say that you'd like to be able to buy them new equipment and things like that, but again, a lot of the nice equipment that you can still use (I'm thinking special weapons, power weapons, gunsights, grav-chutes, auto-repairers) risk overbalancing the capabilities of your average Enforcer patrol. You would also run into problems working out gang ratings this way. A patrol squad could be running around with a few hundred credits worth of extra gear and yet still only cost 1000 creds (+ xp).

At the risk of sounding overly harsh, and I'm really not intending to, it sounds like you'd like to get the best of both worlds. On the one hand you have a gang that starts with way more equipment than a starting gang could afford (even with only five men, never mind ten + dog), and on the other you have all the territories and trading.

You said yourself that you liked the idea of making them more gangish. Might I suggest that, if you really want to do territories and trading, you start out with a regular gang. There's nothing to stop you doing a watchmen/deputies themed gang who aren't afraid to abuse the law when it suits them. As Malo said, if it's your first gang and campaign then you'll get a much better feel for the game by playing as one of the regular gangs (and in my experience of running campaigns with first time players, much more satisfaction). I love the Enforcers, and I think their rules work very well the way they are, and your changes, while good natured in spirit and characterful to your narrative, have the capacity to let the squad get out of control.



*Based on: 4 x gangers - 200; 1 x Leader - 120; 5 x Carapace Armour - 300; 5 x Choke Grenades - 75; 5 x Respirator - 75; 5 x Photovisor - 125; 5 x Infra-goggles - 150; 4 x Bolt Pistol - 125; 2 x Bolter - 70; 2 x Shotgun - 40, 1 x Plasma Pistol - 30; 1 x Shock Maul - 35; = 1345. In addition; 2 x Executioner ammo for shotguns (based on Bolt Shells) - 30; Exp cost for free skills based on 1 credit per xp point, and 20 points per advance for leader and 10 per ganger (Iron Will for Leader, Specialist and Nerves of Steel for all 5, plus an extra skill each to represent Ammo special rule) - 200; Total Cost = 1545 credits.
 
Thank you very much, Ross. I just wanted an opinion from more expert players, that was all. I was afraid they were a bit underpowered (some people on other forums complained about their scarce numbers and weapon choose at higher levels) so I figured out what the problems could be and asked about your opinion before using them.

I think I'm gonna try them anyway with their normal rules and in case I'll change to another law-themed gang.

;D
 
They can have some trouble against more powerfull gangs. Ones when campaigns are in mid swing, people have dozens of well armed gangers and lots of back up weapons with very advanced gangers. My own gang rating for example is over the 3000 mark, I have 14 gangers and 11 terretories. Its almost impossible for me run out of ammo on most weapons and ive got some very deadly gangers 8)

Any starting enforcer gang would bring out all 10+mastiff against me mind but things like armor and the respirtators and such wont always help the enforcers out. Most weapons tend to reduce armor saves and with I2 (thanks to carapace armor) enforcers run a huge risk in getting overwhelmed in combat :(

That said id start with a normal gang. Even if just to understand the rules and get a feel for the game. You can always start a unit of enforcers later on ;)
 
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Raben said:
Thank you very much, Ross. I just wanted an opinion from more expert players, that was all. I was afraid they were a bit underpowered (some people on other forums complained about their scarce numbers and weapon choose at higher levels) so I figured out what the problems could be and asked about your opinion before using them.

I think I'm gonna try them anyway with their normal rules and in case I'll change to another law-themed gang.

;D

No problem! Remember that the Enforcer rules do permit for them to take extra equipment during special scenarios, so if there's a particularly characterful piece of kit that you'd like to use then there's no reason why you couldn't just ask your opponent if he minds you using it in that game, or if you have a campaign arbitrator you can run it past them.

As Demoulius said, once the gang ratings of the other gangs start to increase past the Enforcers double limit they're going to start to struggle. You'll find yourself facing plenty of high strength gangers and weapons that make great can openers, and the Enforcers' lack of numbers and big guns will make it hard to take down all the multi-wound, high toughness monsters that are running around at that stage of the campaign.
 
Couldn't they just be scaled up? So start off with 15 or 20 on the starting roster and when your opponents gang rating is double yours you get the full precinct (10) if the enemy gang is 3 times your rating you can take 15 etc? (A division maybe?)

Only just beginning to look into enforcers really (they didn't exist last time I regularly played) so just throwing ideas around.

Thinking about territories, you could have it so that although you can't make use of territories you can still own campaign map tiles for example if you win a gang fight and inflict 3 times as many casualties as your opponent you take his territory. Although you can't use it or benefit from it in any way, you can colour it in blue (or whatever) on the map and call the area secure or locked down.

If an enforcer player ever locks down or secures the whole map ( or a pre determined number of tile hexs) he wins the campaign.

Again just throwing ideas at you, but fixed win conditions for a campaign are something we are experimenting with in our group. A little bit like in civ.

As well as having a few common VCs Different gangs can have different victory conditions and this seems like a good one for the enforcers.
 
Thinking about territories, you could have it so that although you can't make use of territories you can still own campaign map tiles for example if you win a gang fight and inflict 3 times as many casualties as your opponent you take his territory. Although you can't use it or benefit from it in any way, you can colour it in blue (or whatever) on the map and call the area secure or locked down.

That's exactly the idea I had. I haven't thought about the Victory Condition, but it could be a good idea.

I took another look at the Enforcer rules and it says that if you are still in disadvantage after calling in all your Patrol (10 men) you can call in help from other Patrols or from the Courthouse, increasing effectively the number of Enforcers you can play. (But with no rules about how many points they are worth. Since 5 Enforcers are 1000 points worth I assume that every extra model I play is 200 points worth.)

Anyway, the home rules I mentioned above were created to fix these things and giving the Enforcers a specific "point value". I wanted to give up the extra help (equipment and reinforcements) and instead gain the possibility to earn a little money (only from collecting bounties, wich is quite a hard task, or from the few scenarios that give you some credits) to balance the fact that in a few battles, using the territory income, the others will gain good equipment and even more gangers. Of course the extra equip I buy will be counted in the gang rating.

Ok, they have mouths to feed and gangers to buy, but if you think they get 100-300 or even more credits per battle from the territories income, whilst I earn only about 100 credits every few games and only if I catch an Outlaw (of course Enforcers don't sell prisoners to the slave-traders XD), then it seems quite balanced to me. Consider that no gang in game starts as Outlaw, so for the first couple of games I simply can't earn credits.
 
the other gangs aren't getting 300+ credits per game, at least, not to spend on the things they want.

i'd say around 40-50 would actually be a rather nice level of income for a house gang most of the time (depending on territories and gang size, it would vary). most outlaw gangs won't have nearly that much unless they're getting scenarios with extra money rewards (though most outlaw gangs also have some sort of method to help deal with the lower income - ratskins are much more likely to be able to choose scenarios with money, scavvies get a few free bullet magnets per game and can eat people, redemptionists get more money than most outlaw gangs and get a chance at new juves if someone dies plus a bunch of inexpensive weapons, spyrers don't use money.... and pit slaves are actually pretty much screwed, i think.)
 
the other gangs aren't getting 300+ credits per game, at least, not to spend on the things they want.

Sorry, I've never been good in maths. Probably even the bounty value is wrong, but you get the idea. ;D
 
Raben said:
the other gangs aren't getting 300+ credits per game, at least, not to spend on the things they want.

Sorry, I've never been good in maths. Probably even the bounty value is wrong, but you get the idea. ;D

well, i'm just wondering now if your group has noticed the difference between income and profit... there's a table where you reference your gang's income vs your gang's size to see how much you actually have to spend on stuff like new equipment and gang members. if you aren't using that table, you're going to get wildly different results from normal.