NCE Necromunda Community Edition

I've always thought that carapace armour is the equivalent of SWAT or some similar "breach and clear" team, and while you might always have access to carapace you shouldn't have that leap up from "naked defence" to "absolute turtle".

If the other armours are available, you could have "patrol", "riot" and "raid" weapons and equipment.

Juves have access to "patrol" level weapons and equipment (flak, stub gun, knife etc), representing that they may only be trusted with that level of equipment and level of activity, standard enforcers and dog handlers have access to "riot" (mesh, shield, shock maul etc) and "patrol", gunners and leaders have access to all levels (raid being carapace armour, and other stuff).

Getting access granted at various levels may either encourage or discourage different loadouts, but it also means that you're not getting bogged down fitting your handful of guys out with super expensive equipment from the get-go

IMO carapace armour like a 2000AD Judge is kinda the hallmark of the enforcers. I suppose mesh could be a lighter option. I like the idea that these are well equipped riot cops though. They're not your average PCSO knocking on your door because you mis-gendered your neighbour on Twitter.

How determined are you to sticking with it being pure enforcers? Because an alternative to having rookies/juves would be to have local deputies/watchmen.

Very. I'd like them to be sufficiently different to a normal gang. Closer to Spyrers than to a house gang. A few more bodies than Spyrers but not quite as crazy. These cops should be scary like Judge Dredd.
 
Very. I'd like them to be sufficiently different to a normal gang. Closer to Spyrers than to a house gang. A few more bodies than Spyrers but not quite as crazy. These cops should be scary like Judge Dredd.
Fair enough. I guess my head cannon stayed with the Arbites as being Judge Dredd and the enforcers being the next rung down, followed by ad hoc local forces.
 
IMO carapace armour like a 2000AD Judge is kinda the hallmark of the enforcers. I suppose mesh could be a lighter option. I like the idea that these are well equipped riot cops though. They're not your average PCSO knocking on your door because you mis-gendered your neighbour on Twitter.

Very. I'd like them to be sufficiently different to a normal gang. Closer to Spyrers than to a house gang. A few more bodies than Spyrers but not quite as crazy. These cops should be scary like Judge Dredd.
Fair enough. I guess my head cannon stayed with the Arbites as being Judge Dredd and the enforcers being the next rung down, followed by ad hoc local forces.
I'd agree with @Troubled Child tbh; Arbites are Arbites, funded by the planetary governor, enforcers are enforcers, funded by local guilders. While they'd have likely access to the same sort of equipment generally, I'd say enforcers wouldn't necessarily be kitted out like 2000AD judges *all* the time; especially the dog handler, who I keep thinking would be relatively lightly armoured when dealing with the cyber mastiff (don't ask me why, just more head canon than anything).
 
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I'm just thinking, would it be worth giving set loadouts?
So you can either have carapace armour and [pick 2] shield/boltpistol/power maul/chainsword/plasma pistol OR you can have mesh armour and [pick 1] boltgun/shotgun(with ammos)/etc etc

That way its not saying that everyone is auto tooled for the 9s but if you are about to go door kicking then you dress appropriately, while your regular beat cops are still more flashed out than the street toughs.

Obvs add grenades/flashbangs/whatever else in there as required.

Then you can have weapons from rare trade/requistioned seperately being added over and above normal loadout to show experienced officers learning to suppliment their precinct supplied gear
 
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Regarding size of force, maybe have it linked to boss's experience? so patrol starts with 5 guys and the dog, once sarge gets to 100 xp, he gets an extra patrolmen, at 140 he gets another, etc. Up to maybe 12?

That way as long as the patrol doesnt lose their boss, they will keep up with a normal gangs progression (obvs play out those numbers to match normal progression), but gets around the starting equipment jump, and means that they will always be wary of losing their sarge (whoes just 2 weeks away from retirement!)
 
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Fair enough. I guess my head cannon stayed with the Arbites as being Judge Dredd and the enforcers being the next rung down, followed by ad hoc local forces.
Not really next rung down... more the difference between local armed response police and UN Peacekeepers. Not really directly accountable but kinda... a bit.. 🤷‍♂️

I don't really want to make the Enforcers all that different to their prior LRB iteration; Heavily armoured, badass mo-fos styled after Judges (albeit with a more modernised aesthetic). Partly through wanting to stick to the established fluff and partly because I'm a lazy git and don't want the extra work of coming up with something vastly different. I'm ok with some guys getting mesh armour instead of carapace though, if that makes them more playable.

Don't forget, this is an NCE update for the existing Enforcer rules to make them a little more playable for a general campaign, as opposed to a newly written faction. I'd like to keep them as close to the original as possible while making them more playable.

I'm just thinking, would it be worth giving set loadouts?
So you can either have carapace armour and [pick 2] shield/boltpistol/power maul/chainsword/plasma pistol OR you can have mesh armour and [pick 1] boltgun/shotgun(with ammos)/etc etc

I'm actually erring towards something like this. This would be closer to the original and would somewhat alleviate any min-maxing. Also means you don't need to use credits at all, which is again, closer to the original. Makes them a little less varied than a normal gang but still more flexible than Spyrers. Possibly just give the choice between mesh and carapace as some players may prefer mesh on CC guys to avoid the -1I penalty. That and older minis all look to be in identical armour unlike the new models.

Regarding size of force, maybe have it linked to boss's experience? so patrol starts with 5 guys and the dog, once sarge gets to 100 xp, he gets an extra patrolmen, at 140 he gets another, etc. Up to maybe 12?

That way as long as the patrol doesnt lose their boss, they will keep up with a normal gangs progression (obvs play out those numbers to match normal progression), but gets around the starting equipment jump, and means that they will always be wary of losing their sarge (whoes just 2 weeks away from retirement!)

Sounds like a plausible way to do it. Whether its on Serge's XP or on some other metric. I'd cap at 10 plus dog like the original.

Looking at Anthony's first NCE draft of the Enforcer rules, he gave them higher starting XP to account for them starting with skills. Leader was 100+D6. Could easily tie additional fighters to every level up for Serge.
 
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Out of interest, what were the main complaints about previous iterations of the Enforcers? Was it just lack of variety in weapons / lack of rare trade? Has anyone actually tried Anthony's version in an NCE campaign? Is there merit in me trying them out at next Tribemeet before we mess with them too much?

There's a few obvious things I'd change such as their custom injury table not needing to be there, but mostly actually seems sound enough.
 
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I notice Anthony's version contains this caveat. Should this also apply to Spyrers?

Screenshot 2022-10-18 152600.jpg
 
Out of interest, what were the main complaints about previous iterations of the Enforcers? Was it just lack of variety in weapons / lack of rare trade? Has anyone actually tried Anthony's version in an NCE campaign? Is there merit in me trying them out at next Tribemeet before we mess with them too much?

There's a few obvious things I'd change such as their custom injury table not needing to be there, but mostly actually seems sound enough.
tbh they actually look really good. I'd not seen those before. The latest set of rules I could find had the pics of the white armoured enforcers in it which I didnt like (the rules, the models were lovely)
 
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I'd agree with @Troubled Child tbh; Arbites are Arbites, funded by the planetary governor, enforcers are enforcers, funded by local guilders.
Close but Arbites are Imperial and funded by Terra, Enforcers are funded by the Planetary Governor and in the case of Necromunda modelled on the Arbites, Watchmen are then funded by the guilds generally to keep an eye on locations important to trade. Enforcers did effectively just replace Arbites for all intents and purposes (probably an IP/copyright decision) in the official setting, I assume because the Arbites are all busy investigating the serious breaches of Imperial Law (psykers, genetic engineering, functioning STCs, etc, etc) that seem pretty out in the open in Hive City these days.
Regarding size of force, maybe have it linked to boss's experience? so patrol starts with 5 guys and the dog, once sarge gets to 100 xp, he gets an extra patrolmen, at 140 he gets another, etc. Up to maybe 12?
You could also link the size of the garrison to upgrades to the Precinct House, you need to build the kennels to have dog handlers for example or a weapons locker can store enough equipment for x dudes. Gives the player the option to customise as well because you could give them starting credits to 'build' the starting precinct out of.
means that they will always be wary of losing their sarge (whoes just 2 weeks away from retirement!)
In the grim darkness of the far future you are always 2 weeks away from retirement*

*retirement may constitute death, injury, imprisonment or vanishing without a trace
Not really next rung down... more the difference between local armed response police and UN Peacekeepers. Not really directly accountable but kinda... a bit.. 🤷‍♂️

I don't really want to make the Enforcers all that different to their prior LRB iteration; Heavily armoured, badass mo-fos styled after Judges (albeit with a more modernised aesthetic). Partly through wanting to stick to the established fluff and partly because I'm a lazy git and don't want the extra work of coming up with something vastly different. I'm ok with some guys getting mesh armour instead of carapace though, if that makes them more playable.

Don't forget, this is an NCE update for the existing Enforcer rules to make them a little more playable for a general campaign, as opposed to a newly written faction. I'd like to keep them as close to the original as possible while making them more playable.
I thought of it more in terms of the Yank/German strata of local, state, federal. I have to admit I never bought the 2003 book or followed the LRB as this was the dark times known only as my early 20's but I did check out the current rules as a comparison to the original WD/BitU Arbite rules. Keeping to the current rules and how to improve them I'd say there are two main problems, the first is that they are clunky. The whole having to alternate patrols thing seems like a good way of countering their advantageous starting loud out on paper, but it effectively halves your xp gain which leads to problem two, namely that they get worse as the campaign goes on. While they can be expected to pick up fewer injuries due to their armour and the free recruits maintain the numbers it's hard to imagine them keeping up with other gangs in the long run if a campaign lasts, say 6 months. I'd compare it to the power progression of fighters and wizards in D&D/Pathfinder, fighters are more powerful to begin with but get left in the dust once the wizard takes off.
 
They would indeed be likely to run out of steam by the end of a long running campaign, although by then they're taking a 10-man unit of tooled up dudes to every single fight. It kinda is what it is. Would be similar for Spyrers where they end up retiring and being replaced with new guys. Once you get a few months into a campaign, IMO its up to the Arbitrator at that point to help with balance because there will always be one or two breakaway gangs (I recall my own unstoppable 3000+ gang rating Goliath gang in our own home campaign a few years back).

In terms of only half the gang getting XP.. if you were buying models with 1000 credits, you'd only have half a gang anyway. You would indeed gain XP more slowly though, particularly with no juves.

Initial thoughts on changes from Anthony's rules:

- Injury table - Not really required. Particularly alongside their special capture rules.
- Grenades - clarify which grenades they get. Seems a bit unclear.
- Add a Webber to special weapons. They're too cool to not have for cops.
- Not sure on the retirement when they get a Ld up at Ld9. Maybe required for balance.
- Add some sort of mechanic to allow bonuses for good performance. Rare weapons. Bounty Hunter for next game. etc.
- Lower starting XP to counteract slow XP gain, or allow underdog bonus as normal.
- One model may take a hunting rifle with scope (gotta have a sniper)
 
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I've tinkered a little with Anthony's original Enforcer rules to add some more options. Please take a look, critique as harshly as you like and give feedback. Thanks.

 
I haven't been around Yaktribe much, especially not the forums, so please forgive me if this is a stupid question or the wrong place to ask (I've looked through the last few pages of this thread, as well as reading the first and second posts several times and googling for it, but I might've still missed something), but will there be any further updates to the Community Edition Rules, past the 2021 version?
My friend and I recently started our first campaign (though I got the 2021 rules in 2021, just to see what they were :) ) and I'm curious whether there'll be any new versions? The first post in the thread said the aim is to update once a year and the second post had ideas for changes & improvements to the NCE rules that don't seem to have been implemented yet, but from what I've found when trying to sift through the thread (from a page or so before the topic seemed to shift from Pit Slaves to Enforcers), I haven't been able to find out whether the project is on a hiatus or the like, or if I'm just, like I mentioned earlier, missing something :)
Thanks in advance and thanks for the great revised rulebook that we already do have! :D
 
Yep, there are quite a few updates to do, along with adding back all of the old extra gangs like enforcers. Sadly due to file compatibility issues I'm having to spend hours going through and fixing the layout for the entire document. Hopefully I'll get it done for 2024 but I'm already about 10 hours in and inspiration comes when it comes.
 
Yep, there are quite a few updates to do, along with adding back all of the old extra gangs like enforcers. Sadly due to file compatibility issues I'm having to spend hours going through and fixing the layout for the entire document. Hopefully I'll get it done for 2024 but I'm already about 10 hours in and inspiration comes when it comes.
Alright, thanks for the info. No stress on my part, so take all the time you need and don't overwork yourself; you've already done a great job with the current iteration imo :)
 
TBH I think a stable ruleset doesn’t really need too much updating, so rather than doing a Games Workshop and whacking out an edition every year, keeping it so that if it’s not broken we won’t mess with it is the right approach (one I believe @Tiny has been doing).

Obviously, fix any bad errors but otherwise keep it lean and mean.

If you’re tweaking the formatting I’m gonna lift the lid of Pandora’s box again… page numbers. Do we really need to keep the numbering system to maintain compatibility with random expansions from 20 years ago?? The project evolved so far away from the LRB I still wonder why the Community Edition can’t just be its own thing now. It won’t make any difference to GW, we’re not selling it or pretending we wrote it.

But I’m sure someone will leap in now and strike me down for the temerity to suggest we stop pretending the fluff and photos are still there and that how on earth will they find the appropriate rules referenced in a separate pdf from 2006 if we change the pagination.
 
It could be argued that if those documents from the last 27 years are still in use then we could update the references and put the updated add on in the vault. I mean if we’re updating the core rules it’s not out of the question to update the add ons too if people still use them.

If they’re not being used… why worry about it?
 
I don't see the point to putting in extra work (changing page numbers) just to break old references. Seems all round bad to me.