N18 New enforcers (not so) theory hammer

Magnacles not being in the house list is a oversight surely..... Please
Got very confused if they can go to the trading post but think it's clearer now that they can but only for wargear as each model can only use weapons from their house list.
 
I hope they add magnacles in oversight or not. Enforcers could you a rapid black and white FAQ (shh let me dream a while)

That confirms they can take hangers on and their sub group of brutes. If they can hire hired guns and how if at all they interact with trading posts be it normal/badlands and or outlaw.
 
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I'm of the No TP school of thought myself, but I do think I'll make an exception for the Magnacles when I start up my next campaign if any of my players wants to run Enforcers. The first sentence of the entry is enough for me to let that one item slide right into their house list, as far as I'm concerned.

I'm a bit surprised that I haven't seen more love for the Concussion Carbine. 30 credits is incredibly cheap for a 18" seismic blast that autopins even Nerves of Steel Goliaths, not to mention the knockback and conc.
 
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 3CostItem 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​

Yes, I like this list better too.

I do not have a list yet, but I would think a nice palanite enforcer team needs:

1. A detention and cc command
2. A team for fire fighting
3. A sniper sergeant giving cover from afar

And I think a shock baton or stave, shield, concussion carbine and later a ram are a fluffy must have.
 
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I really like the concussion carbine and wish they had put at least one more pose into into the kit or at least didn't have a single handed pointed upward pointing pose.

How siesmic works with blast markers is a little up for debate. I'm going for anyone under the template is pinned rather than the "targeted model" I think but open to debate
 
Yeah I really like the building block approach to arbites in my theory hammering of enforcers.

In the absence of new on subjugators I am thinking that I'm going to give stubguns and shock mauls a go as my CC guys. I see them as your friendly neighbourhood patrol team, these guys will be backed up by a concussion carbine guy to prevent them being swarmed.

2nd group is the heavier patrol team thinking two bolters and a combat shotgun

One champion with a sniper rifle and infrasight for board control skill wise torn between fast shot and got you six...

2nd champion and captain are still up for debate.
Need to work out how
 
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Yeah the wrist is an odd pose so it doesn't really fit any of the other arms so it needs cutting up I'm wondering about a conversion with it slung across the chest/maglocked to the side of the model with its stubgun drawn
 
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I really like the concussion carbine and wish they had put at least one more pose into into the kit or at least didn't have a single handed pointed upward pointing pose.

How siesmic works with blast markers is a little up for debate. I'm going for anyone under the template is pinned rather than the "targeted model" I think but open to debate
That's how I would arbitrate it (and did, for the purposes of Archaeotech Device'd up weapons).

But RAW the Seismic rule has no effect attached to a Blast weapon, since models are not targeted when a Blast weapon is fired.
 
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Technically you can still target models with blasts? But RAW Seismic could perhaps only be applied to the single model targeted, and often when targeting a model, you get negative hit modifier from cover.
 
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Yeah it's a tricky one do you apply siesmic only to the guy under the centre hole of the template closest thing to targeting with a blast marker or everyone under the template.

A big part of siesmic is it apply to models targeted before the hit roll (assuming I read it correctly) with blast markers already being a "special" way to target people I'm torn. I like the idea of under the centre hole when targeted auto pinned and then others under the template affected on a 4+
 
That’s interesting, I’ve always assumed that it was functionally an autohit for every model under a blast but I’ll have to check the books to see if there’s some weird rules non-interaction in there.

Also I’ve rewritten my notes on Enforcers and enlisted a second opinion from a friend, hopefully this breakdown is helpful to folks who haven’t had a chance to get too deep into the new book.

 
Technically you can still target models with blasts? But RAW Seismic could perhaps only be applied to the single model targeted, and often when targeting a model, you get negative hit modifier from cover.
Unless you've ID'ed a tidbit of rules text I've never noticed, it's not quite correct that you can technically target a model.

You can certainly target a point on a model, but you're still always targeting a physical point in the playspace, and never targeting "a model".
 
That’s interesting, I’ve always assumed that it was functionally an autohit for every model under a blast but I’ll have to check the books to see if there’s some weird rules non-interaction in there.
You're correct that a blast is functionally an autohit. The issue that Seismic triggers on being targeted, instead of triggering on being hit.
 
Our group is still trying to figure out the money issue in Dominion campaigns- if they can't claim any Territory Boons, is that really intended to cut out the income (which is listed under Boons!) as well, even though they can claim income from Rackets in Crime & Misrule?

Likewise, how are people reconciling the Police Territory action (which grants bonus rep with every successful defense of the policed territory) with the Gang Assault rule and writing that implies that *all* challenges against the Enforcer player during the Takeover phase are treated as assaults on the Precinct?
 
Does anybody understand the benefit of the restraint protocols skill? Surely it’s strictly worse than coup de grace? They both give +1 to the capture roll and there’s no lasting injury roll when restrained.
 
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Iw was added in the gang leader accessory pack (or whatever it was called). I haven't read the N18 thoroughly enough to see if this, or a version of it, made it into the main rules. However, I think it's a quite good way to get around some of the inconsistencies that the blast rule comes with - for instance what is 'the board' etc.