N18 New enforcers (not so) theory hammer

I haven't bought minis yet. Just the rulebook, cards and dice. I have some "counts as" enforcers that I've been using for a while.
If the FW kits don't take too long to come out, I might make the jump. Otherwise they are racing against Artel W to put out alternatives in the same style as my existing "enforcers".
 
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RAW: this enforcer gang structure has no "Leaders", "Champions", "Specialists", or "Gangers".
I have to disagree. This gang very much has "Leader, Champions, Juves". The Gangers are what's unclear, if they are specialists or not.

I don't think it's a good idea to listen to people talking about rules, when their written rules are a mess.

Luckily the new armour types are clearly (enough) described in the rules, so there is no uncertainty how this works.

Flak6+ / 5+ (against Blast & Template).
-Hardened6+ / 5+ (against Blast & Template). Reduce the AP by 1 (to a minimum of 0).
-Layered5+ (4+ against Blast and Template).
-Hardened Layered5+ (4+ against Blast and Template). Reduce the AP by 1 (to a minimum of 0).



Can't be bothered much with levelups/gangs/specialist problems anymore, I've house ruled the original Necromunda levelups and it solves so many problems and improves some of the worst parts of N18 to old glorious heights.
 
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I have to disagree. This gang very much has "Leader, Champions, Juves". The Gangers are what's unclear, if they are specialists or not.
I've already responded to this
Ah yes, sorry - as I was primarily talking about progression, I had my eyes too focussed on the skills table where those words don't come into play.

But the more I think about it, the words Ganger, Leader etc being along side the words Captain, Sergeant.. Is probably just for ease of reference to existing rules that use these words. (hence them being in parenthesis).
It eliminates the occasions where a rule that might refer to "enemy leader" becomes confusing, when the "leader" is actually the "captain".
It also makes copy+pasting easier for things like gang composition.

I am now thoroughly convinced that they are neither Gangers nor Specialists and are infact Patrolmen.
Patrolmen will progress in the same way as Rookies, Sergeants, and Captains.
Yes, this is now the truth. Until the book is released, it is irrefutable.
Long live Lord Helmawr.

This is the first non-gang gang (pardon the fudgey wording there). These kinds of things are interesting to discuss.
 
Ahaha you cheeky copper.

But I guess it should be
(i) discussed with your arbitrator (if you aren't them)
(ii) agreed with all players in the campaign as they may object

The reason being, not even venators get the bonus of being able to choose advances. It's just too overpowered for 70 credit (really 30 credit [70-5-25-10]) gangers, who make up the bulk of the gang.

Also one thing I noticed in the French rules, you can only ever recruit two sergeants! It makes sense (they need to command ppl),but I guess patrolmen who become specialists who become sergeants are an extra?
 
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Ahaha you cheeky copper.

But I guess it should be
(i) discussed with your arbitrator (if you aren't them)
(ii) agreed with all players in the campaign as they may object

The reason being, not even venators get the bonus of being able to choose advances. It's just too overpowered for 70 credit (really 30 credit [70-5-25-10]) gangers, who make up the bulk of the gang.

Oh no, once the book is released: those rules become as devine as though Helmawr wrote them himself.
I will follow them blindly!
Until then the rule vacuum in my mind is full of lovely fun things that are very OP and would never make sense.
 
Some other ideas, to create strong 8-man teams:

TypeCostItem 1Cost2Item 2Cost3TotalModel
Captain
140​
Bolter
50​
190​
1​
Sergeant
100​
Subjugator
10​
Grenade Launcher
50​
160​
2​
Sergeant
100​
Sniper Rifle
35​
135​
3​
Patrolman
70​
Bolter
50​
120​
4​
Patrolman
70​
Concussion Gun
30​
100​
5​
Patrolman
70​
Bolter
50​
120​
6​
Patrolman
70​
Sniper Rifle
35​
105​
7​
Patrolman
70​
70​
8​
Total
1000​
TypeCostItem 1Cost2Item 2Cost3TotalModel
Captain
140​
Subjugator
10​
Grenade Launcher
50​
200​
1​
Sergeant
100​
Sniper Rifle
35​
135​
2​
Sergeant
100​
Sniper Rifle
35​
135​
3​
Patrolman
70​
Subjugator
10​
Grenade Launcher
50​
130​
4​
Patrolman
70​
Subjugator
10​
Grenade Launcher
50​
130​
5​
Patrolman
70​
Boltgun
50​
120​
6​
Patrolman
70​
Dum Dums
5​
75​
7​
Patrolman
70​
Dum Dums
5​
75​
8​
Total
1000​

Even a 9-man team, Str4 shooting team. You could swap the dum dums for a grenade, or penetrator rounds, or something:

TypeCostItem 1Cost2Item 2Cost3TotalModel No.
Captain
140​
Boltgun
50​
190​
1​
Sergeant
100​
Sniper Rifle
35​
135​
2​
Sergeant
100​
Sniper Rifle
35​
135​
3​
Patrolman
70​
Boltgun
50​
120​
4​
Patrolman
70​
Boltgun
50​
120​
5​
Patrolman
70​
Dum Dums
5​
75​
6​
Patrolman
70​
Dum Dums
5​
75​
7​
Patrolman
70​
Dum Dums
5​
75​
8​
Patrolman
70​
Dum Dums
5​
75​
9​
Total
1000​

What do you guys think?
 
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Grenade launcher spam list looks nasty, and leaves room for customisation as the campaign progresses with he addition of different grenades. Only "problem" I see with these lists is the lack of close combat ability any specialist cc guys that make it through will likely tear you apart.
 
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Good points; in ZM they could really suffer, or against fast-moving, smoke-protected CC gangs, or during night fights. The lists don't take advantage of the captain being the best CC fighter, either.

Re the lists, I don't like them as they are too spammy and i really like to add shock staves, batons and shields, but i imagine people using lists like them.

During a campaign, however, Enforcers might suffer from not being able to use territories for credits, meaning they really rely on scenario rewards and bounties to earn cash. Judicious opponents could keep them from earning money, which could mean limited chances to upgrade GLs, and really suffering the impact of Limited on their ammunition.

For an enforcer gang, I do like something more like this:

TypeCostItem 1Cost2Item 2Cost3Item 3Cost Item 4Cost 4TotalColumn1
Captain
140​
Subjugator
10​
Shock Baton
30​
Shield
40​
220​
1​
Sergeant
100​
Boltgun
50​
150​
2​
Sergeant
100​
Sniper Rifle
35​
135​
3​
Patrolman
70​
Boltgun
50​
120​
4​
Patrolman
70​
Dum Dums
5​
2nd Stubgun5
80​
5​
Patrolman
70​
Subjugator
10​
Shock Baton
30​
Shield
40​
150​
6​
Patrolman
70​
Subjugator
10​
Grenade Launcher
50​
Photon Flares for GL
15​
145​
7​
Total
1000​
 
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I'm really tempted by the SLHG ram on the captain to give versitilty of a very effective close combat weapon and grenade launcher.

I'm wondering about how to build the "cheap" enforcers to bulk out the list.

Twin pistols are one option, either twin stub or stub and auto pistol. This is what I tend to put on my juves in delaque but not sure it's a good idea with the rest of the enforcers list
 
If I remember correctly Scavenging is a (Double) action fighters can make when you 'draw/roll' the 'Old Cache' Event (from the Book of Peril's Badzone events). You roll a D6, adding +1 to the resul for each friendly fighter within 6'' and on a 6+ you 'find' a Loot crate in base contact with the fighter that was scavenging.
 
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Grenade launcher spam list looks nasty, and leaves room for customisation as the campaign progresses with he addition of different grenades. Only "problem" I see with these lists is the lack of close combat ability any specialist cc guys that make it through will likely tear you apart.

Please don't. Necromunda isn't meant to be approached like you're going to the ITC, use some restraint when building gangs.
 
I've got the book now - looks like funding won't be an issue, thanks to the new rackets in the new campaign type. Enforcers can still own a racket and use it to earn cash. Some of them also let you instruct bounty hunters for free, meaning more cash that way, or two hive scum instead if you need bodies more than money/ skill.

I'm struggling with whether or not they get trading post access - the handcuffs/ manacles they are modelled with are described as enforcer kit, but only available on the Black Market, which it seems we can't access...
 
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I'm struggling with whether or not they get trading post access - the handcuffs/ manacles they are modelled with are described as enforcer kit, but only available on the Black Market, which it seems we can't access...

I think they can visit the trading post, the trading post isnt mentioned for any of the gang i gangs in the underhive either.
but I also think it is a mistake that the manacles isnt on the enforcers weapon list ;-)
 
I think they can visit the trading post, the trading post isnt mentioned for any of the gang i gangs in the underhive either.
but I also think it is a mistake that the manacles isnt on the enforcers weapon list ;-)
Unfortunately it is, page 11 when talking about all gang construction. Interesting, RAW it also effectively prohibits buying from the house weapons list for pre-existing gangers during a campaign, which I’m hoping isn’t intentional...