N18 My first new Necromunda gang (Enforcers). Legal and viable?

Ozorik

New Member
Feb 19, 2017
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I played a lot in the days of yore although this will be my first forray into the new game. I am intending to use this gang in a campaign that a local club is running in January (I'm not sure what setting as yet though)


Palanite Cpt: Boltgun and fast shot
Palanite Sgt: Sniper rifle and overwatch
Palanite Patrolman: Concussion carbine
Palanite Patrolman: Concussion carbine
Palanite Patrolman: extra stub gun, dum dum ammo
Palanite Patrolman: extra stub gun, dum dum ammo and smoke grenades
Subjugator Sgt: grenade launcher and fast shot
Subjugator patrolman: grenade launcher

990 credits.

Lots and lots of AoE which is admittedly low strength but as a lot of it is concussive I have crazy ideas of arresting everyone who gets close thanks to universal magnacles and all the initiative penalties that I would be throwing around (does concussive stack?). I plan on adding equipment rather than bodies at the start of the campaign (principally extra grenade types and basic weapons for my pistol guys).
 
Fast shot doesn’t work on blast weapons, so that grenade launcher on your sergeant is useless unless you’ve bought krak grenades for it. With the new FAQ I’d suggest the heavy concussion ram over a grenade launcher if you can fit it in. It’s got a higher strength, better range, better accuracy and additional special rules over frags from the launchers. I’d also recommend shock staves on your pistol only guys - they are cheap and very effective in a pinch!
 
The skill description for fast shot only prevents its use with unweidly weapons and the subjugation grenade launcher doesn't have that key word, I can't find a restriction on it's use elsewhere (there is a lot of elsewhere though so I may well have missed it).

I only have 10Cr left so no shockstaves as yet :) When the subjugators come out I will get some shockstave+sheild guys

I would prefer the ram but I don't have a suitable model for it.
 
Remember your Dumdum ammo only applies to a single Stub gun, so those 2 Patrolmen with 2 Stub guns only have it on one of their guns. Might be an idea to spend the last 10creds on giving them both an extra load of dumdum rounds.
 
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Get Krak grenades for your Grenade launchers. They are pretty crappy without.

I would also suggest Trick shot instead of Fast shot on your GL Sergeant. Since the weapon has an ammo roll of 6+ it's better to make every shot count than to be pumping out more of them. Most of the time, you are not going to be able to use Fast shot anyway, since you'll need to move or stand up to get off a shot.

All those extra Stub guns and Dumdums are wasted creds, IMO. They don't add much to the gang.
 
All those extra Stub guns and Dumdums are wasted creds, IMO. They don't add much to the gang.

Only 20 Cr though and I don't have much to spend those on. At least this way it gives my pistol patrolmen a fair bit more lethality while I save up for their shotguns/boltguns. This is also why I didn't get 2 loads of dum dum ammo. Considering the sheer size of their stub guns they should be S4 anyway.

Do you feel lucky punk.....

I was considering overwatch on my GL Sgt but I am not sure how useful that would be, at least without krak grenades.

Would I be able to fire 2 different grenade types in one activation with fast shot, for example flash and krak? I can't find anything against it by RAW but it sounds a little dubious.
 
Would I be able to fire 2 different grenade types in one activation with fast shot, for example flash and krak? I can't find anything against it by RAW but it sounds a little dubious.
It is definitely legal. And I see no problem with it thematically either. At least not if it's one of those "revolver" style grenade launchers. Then the guy could have just loaded different types of grenades before battle and fire them as he needs to.

Why you would want to do it that is another question. The situations where it is beneficial to fire anything else than krak are extremely few.
 
Hitting a key target with a stun or krak and then a flash grenade seems like a pretty powerful combination.

To be honest flash grenades seem like a more utilitarian option than krak to me, especially against low I gangs, not least as they will almost never miss thanks to their huge template.