(Yet another) Enforcer Rewrite...

Jul 1, 2015
27
22
8
Lowestoft UK
Hi all,

I've been having a bit of fun playing around with using the Enforcers as a 'gang' - link at the bottom there...
I've nicked ideas from everywhere and added my own stuff.
The results are just the way I feel they should be played.

Let me know what you think, I'd love to hear some feedback!

D.

>v4 - updated 01.09.14<
https://app.box.com/s/1p1vk3hjc6wffntluz2k0tndn24mcldw
 
Last edited:
  • Like
Reactions: trollmeat
maybe make it so that the armor gives a 5 or 6+ to shooting and a 4+ in melee for 30-40 points instead of 80 points cuz thats to much.
 
also for the attack dog. they are not hard to come by for the enforcers so if one suffered a limp they would put it down and get a new one.
 
The cost of the armour includes a 4+ save, photo visor, respirator so isn't a bad deal really.
Plus it's iconic and defines the Enforcers as an er, force!

Lasguns might be a bit against theme and more like a Guardsmen than paramilitary force - I'll see how it affects game balance though.
I added the rubbers for the autopistol as anyone in need of a backup weapon might like that nice chance of taking an extra captive.
The way I look at rubbers is as a bonus. You can always fire the normal ammo.

Finally, the dogs are possibly the weakest part of these rules and I'm happy to change them but the dogs are as much characters as the Enforcers so I'd hate to see them go. My own gangs dog (Scrappy Doo) has a limp but is also S4 with disarm and dodge. Last game he tore a hole in the enemy lines :)

Cheers for the feedback fellas, hopefully I can improve this a fair bit :)
 
i wasnt suggesting taking out the dogs but i think there shouldnt be a limp because the enfrocers would cease to use a weak dog. maybe just change the chart a tiny bit.
 
Being Outlawed can often be the death of a gang. Any additional modifiers should be minimal. If it is too easy to Outlaw people, they are more likely to just take Outlanders and Choose to suffer starvation.
In addition the following modifiers also apply:
"-2 Reported by Enforcers – Enforcers are persuasive and know how to lean on local law enforcement and militias."

Despite their supposed disassociation from the locals, Enforcers are known to begrudge anyone who is ever even slightly in their way, I'd drop this -2 entirely. Enforcers enforce, rather than clog up the judges tables with paperwork.

"-2 For each Enforcer killed by the gang being reported – Enforcers never forget cop-killers so this modifier applies to all future Outlaw rolls made by the gang when reported by the Patrol Team."
Perhaps ~”-1 for each Enforcer ever killed by the gang – Enforcers never forget cop-killers”.

"-2 Fought the battle on the same side as an outlaw or outlander ga"...

Recruiting: I'm not entirely understanding the first 6 Enforcers being Free. Is this so you can afford to kit out the gang with heaps of equipment? Wouldn't it be simpler to just increase the initial funds?

Handler/Dogs
I think I would prefer dogs to not be bound to one model, but that seems to be the way most people have worked it for Cyber Mastifs/etc, and as a Filthy Scavvy I've not really looked too much into it (except for an attempt to make Scavvy Dogs as a Plague Zombie substitute/replacement) :)

Ammo Roll
It is mentioned earlier in the piece, in Reliable Weapons, that each member may ignore their first failed ammo roll for each weapon they carry, but this is not specified in the Armoury. It would probably work better/smoother if it was just their first failed ammo roll rather than for each weapon they carry.

Weapons
- If the Baton(club) is free, shouldn't the price of the models go up a little? Not even Scavvies have free clubs anymore. :'(
- Laspistol with Hotshot Power Pack is basically a Boltpistol, but 15 creds more expensive. It is kinda a useless failed item in general and something I don't see Enforcers using.

Rubber Bullets
A more interesting/thematic name could be “Suppression Shells”. While they are interesting, and the replacement 12-16 dead=captured if Enforcers won is nice (that 11 is still dead works well). However, having a lowered Strength means you'll only be actually taking people out on a 5 or 6. If wanting to show the non-lethal during battle a bit more, could perhaps make 1-2 “Flesh Wound”, and ~”models recovering to Flesh Wound from an injury caused by Suppression Shells do not suffer any of the usual Flesh Wound negative stats”.

Suppression Shield
Basic, Special & Heavy weapons may not be used...

Scenarios – Captured
Lovely touch that they can ransom and say it is a “fine” ;-)

Medic!
Just wondering if maybe just roll a D6 for each member that has pre-existing serious injuries, and on a 6 they get one treated, player choosing which injury is fixed? Sure, they are integral to keeping society in order, but they are low paid and expendable/replaceable, but they are also supposed to be tough and shrug off/push through the pain.

Territory/Income
Really nicely done, quite like that the Enforcers go out and rough citizens up a bit and collect bribes. Only think I'd change at a glance is 26, Special Informant: Rolling a 6 means that any scenario modifiers that the other player may have acquired/paid for are overwritten. Perhaps just give +2/-2?

Courthouse Reserves
Only skimmed through this bit, but there are no Underhive Scum?

Really nice work, look forward to seeing minis and battle reports. :-D
 
Last edited by a moderator:
Wow, thanks for the reply - that's exactly the kind of reply I hoped to recieve!


Being Outlawed can often be the death of a gang. Any additional modifiers should be minimal. If it is too easy to Outlaw people, they are more likely to just take Outlanders and Choose to suffer starvation.
In addition the following modifiers also apply:
"-2 Reported by Enforcers – Enforcers are persuasive and know how to lean on local law enforcement and militias."

Despite their supposed disassociation from the locals, Enforcers are known to begrudge anyone who is ever even slightly in their way, I'd drop this -2 entirely. Enforcers enforce, rather than clog up the judges tables with paperwork.

"-2 For each Enforcer killed by the gang being reported – Enforcers never forget cop-killers so this modifier applies to all future Outlaw rolls made by the gang when reported by the Patrol Team."
Perhaps ~”-1 for each Enforcer ever killed by the gang – Enforcers never forget cop-killers”.

"-2 Fought the battle on the same side as an outlaw or outlander ga"...

You are of course correct about the effect of Outlaw status on house gangs although bigger gangs seem better able to suck it up.
So just have the dead Enforcer modifier?

Recruiting: I'm not entirely understanding the first 6 Enforcers being Free. Is this so you can afford to kit out the gang with heaps of equipment? Wouldn't it be simpler to just increase the initial funds?

I wasn't really aiming for loads of equipment, it's just the Armour and most weapons are expensive.
You're forced to make a choide between weapons and extra bodies so you could deck your guys out if you really want to.
I deliberately didn't add Armour to the cost of squad members as I wanted players to be forced to save to get that armour for replacement guys, making deaths hurt a little more (and making the player hate that the gang that caused them!)

Handler/Dogs
I think I would prefer dogs to not be bound to one model, but that seems to be the way most people have worked it for Cyber Mastifs/etc, and as a Filthy Scavvy I've not really looked too much into it (except for an attempt to make Scavvy Dogs as a Plague Zombie substitute/replacement) :)

But who controls muttly?!?!?!?!

Ammo Roll
It is mentioned earlier in the piece, in Reliable Weapons, that each member may ignore their first failed ammo roll for each weapon they carry, but this is not specified in the Armoury. It would probably work better/smoother if it was just their first failed ammo roll rather than for each weapon they carry.

Good catch, i'd been flip-flopping about passed ammo rolls being all weapons or just once.
My thought process is clearly captured in having both rules in there!
I initially went with all weapons but having reworked 'courthhouse reinforcements' I'm beginning to think again.

Weapons
- If the Baton(club) is free, shouldn't the price of the models go up a little? Not even Scavvies have free clubs anymore. :'(
- Laspistol with Hotshot Power Pack is basically a Boltpistol, but 15 creds more expensive. It is kinda a useless failed item in general and something I don't see Enforcers using.

I feel your pain :(
I hadn't even considered the cost of the baton in relation to the cost of team members.
I'll ammend them all up 10 I think.
Perhaps the shock mauls should be reduced in cost though (as it makes the baton pointless on those models)?

Rubber Bullets
A more interesting/thematic name could be “Suppression Shells”. While they are interesting, and the replacement 12-16 dead=captured if Enforcers won is nice (that 11 is still dead works well). However, having a lowered Strength means you'll only be actually taking people out on a 5 or 6. If wanting to show the non-lethal during battle a bit more, could perhaps make 1-2 “Flesh Wound”, and ~”models recovering to Flesh Wound from an injury caused by Suppression Shells do not suffer any of the usual Flesh Wound negative stats”.

Love it! Consider that name well and truely stolen!
Maybe put the strength back to normal and count 1-3 as a flesh wound with all the usual penelties?

Suppression Shield
Basic, Special & Heavy weapons may not be used...

Whoops...

Scenarios – Captured
Lovely touch that they can ransom and say it is a “fine” ;-)

Thanks :)
I've been aiming for capture/fines to be the main earner for Enforcers which is why the Patrol Sectors are relatively low value and why I introduced Suppression Shells ;)

Medic!
Just wondering if maybe just roll a D6 for each member that has pre-existing serious injuries, and on a 6 they get one treated, player choosing which injury is fixed? Sure, they are integral to keeping society in order, but they are low paid and expendable/replaceable, but they are also supposed to be tough and shrug off/push through the pain.

Territory/Income
Really nicely done, quite like that the Enforcers go out and rough citizens up a bit and collect bribes. Only think I'd change at a glance is 26, Special Informant: Rolling a 6 means that any scenario modifiers that the other player may have acquired/paid for are overwritten. Perhaps just give +2/-2?

But who'd go to fight if they weren't looked after?
Having the table (especially with retirement) and free replacements keeps the team churning over and makes it feel more like an organisation with movement of members rather than a gang.

Again nicely spotted re the special informant.
I'll be honest - I copy pasted that!

Courthouse Reserves
Only skimmed through this bit, but there are no Underhive Scum?

No scum. They are after all, er, scum!

Really nice work, look forward to seeing minis and battle reports. :-D

Need to get them painted first but I'll get them up asap :)
 
Last edited by a moderator:
  • Like
Reactions: trollmeat
Version 4 now available.
Changes made are:

Tighter system for recieving reinforcements and more choice as to what turns up.
Removal of all but the dead enforcer modifier for being outlawed.
Ammo rolls are now ignored once only.
Value of batons added enforcer base cost (up 5 as enforcers don't get knives)
Hot shot power pack removed.
Change of rubber bullets to suppression shells and rubber grenades to area suppression grenades.
Suppression shield cannot be used with heavy weapons (!)
Decreased chance of dogs and enforcers recieving bionics for wounds.
Special informant patrol sector changed to -/+2 on scenario table.
2 new missions.

It's not quite done yet, I need to add another mission and have a final proof read.
Link : https://app.box.com/s/1p1vk3hjc6wffntluz2k0tndn24mcldw
Looking forward to getting your feedback guys :)
 
  • Like
Reactions: trollmeat
Still not decided on how Suppression shells should work.
-1 strength or normal strength with injuries being 1-3 flesh wound, 4-5 down and 6 OOA?

Neither? Just 12-16 = Captured? Say although designed for crowd suppression the addition of Tracking chits in the ammo makes suppression rounds a viable option for Bounty Hunters and Lawkeepers alike.
 
I appear to have something against being Outlawed, which is odd considering I'm an Outlander :-D

Lower -2 to -1 for killing Enforcer? There are already other modifiers for being Reported, including -1 for each ganger killed beyond the first. Where killing 2 models usually gives -1, killing 2 Enforcers woud be -5
(( -1 For each additional enemy fighter taken out of action of which died from a Dead serious injury
that game (e.g. 3 Dead models confers a -2 mod). ))


[-2] Kill 1 Enforcer = -2.
[-1] Kill 1 Enforcer = -1.
[--] Kill 1 Ganger = -0.

[-2] Kill 2 Enforcers = -5. ( -2 Enforcer, -2 Enforcer, -1 for each kill beyond first )
[-1] Kill 2 Enforcers = -3. ( -1 Enforcer, -1 Enforcer, -1 for each kill beyond first )
[--] Kill 2 Gangers = -1. ( -1 for each kill beyond first )

[-2] Kill 3 Enforcers = -8. ( -2 Enforcer, -2 Enforcer, -2 Enforcer, -1 for each kill beyond first, -1 )
[-1] Kill 3 Enforcers = -5. ( -1 Enforcer, -1 Enforcer, -1 Enforcer, -1 for each kill beyond first, -1 )
[--] Kill 3 Gangers = -2 ( -1 for each kill beyond first, -1 )

For the permanent negative, perhaps a straight up -1 if the gang has ever killed an Enforcer, even when reported by non-enforcers. This would be on top of any Enforcers killed this game. Otherwise, a permanent minus for each enforcer killed would mean a gang that fights against enforcers will definitely become Outlawed, it would just be a matter of time (stacking would mean if you kill 1 enforcer every game, over 5 games you'd be rolling either -5, or -10). There would be no chance for them to flaunt the law and frustrate the Enforcers by walking the thin line between being a "good citizen" and "dirty criminal" :p

.....

Just thinking about the Handlers, perhaps there could be two in the gang, but only one permitted per battle. This would mean that rotating out one handler doesn't always mean the gang would lack the +models in dog form...

Look forward to pics and battle reports :-D
 
Hi mate, cheers for the reply.
Will definitely look at the outlaw modifier - I think it needs changing.

Now that our gaming group has finally (and including me!) realised that failed ammo rolls extend to all ammo carried for that weapon, the value of a S2 Suppression Shell or Grenade seems very much reduced.
I've already removed the Hallucinogen grenades from my Specialist :(
I'm definitely looking at changing that to 1-3 = Flesh Wounds but keeping original weapon strength the same.

Pics!

(Just realised that I've not finished painting them - I've missed some of the eyes, the big police sign on a shield and the numbers on the back of their helmets! The bases need a little work too).

20150902_070658.jpg


20150902_070847.jpg


20150902_070914.jpg


20150902_070800_1.jpg


20150902_071106.jpg


Still looking for a suitable left hand for that shock maul dude...
 
My first 4 missions with the Enforcers all seemed to involve captives in some way.

Game 1:
First up, a gang that had held a captive for too long without giving a chance of rescue (he was playing saga) was forced to turn their captive over to 592 Enforcer Precinct.
It ended badly with the Omega Strikers getting their guy, and an Enforcer, quite quickly.

Game 2:
The Enforcer rescue mission went better for me, especially when I played the "Power Cut" event card just as I was about to get the captive.
While the alarm went off, the superior night vision of the Enforcers allowed them to outgun the gangers rushing to the scene, taking most of them down before they could even see where the shots were coming from.
2 Omega Striker gangers were hauled in for questioning :)
Sadly, Dog 1, an Attack Dog was killed after taking 3 enemy gangers down >sniff<

Game 3:
What a (fun) mess of a game.
As 2 gangs had 2 captives taken by an opponent we played this weird rescue mission where the captives had to be taken off the opposite board edge while the other 2 gangs had to stop us.
The Boon Takers, the largest gang in the campaign, just happened to be scavenging in the area so we played a 2 vs 2 vs 1 game.
Despite the Enforcers going down quickly to some appaling armour saves, not to mention some appaling alliances, they held their nerve to face down the Omega Strikers (again!)
Scrappy Doo, Dog 1's replacement, fared well and faced down 4 enemy gangers before being taken OOA and recieving a permenant limp.
Sadly, a lucky grenade blast took down the last Enforcer just as he was getting the captive back to the Precinct so the Strikers regained their men :(
Enforcer Officer Burton was deafened by that finl explosion and recieved a bionic implant after being sent for a medical.

Game 4:
Finally, and most fun so far was the Assault on Precinct 14.

Clearly tired of the Enforcer's meddling in their affairs, the Omega Strikers brokered a shaky alliance with the Boon Takers and The Hurting to try and crack the Enforcers safe.

Inter-gang fueds showed early on with the gang leaders having no kind of a plan for the assault.
However, when they eventually got their act together and started to target the gate things became more interesting...

20150828_224750.jpg


LITTLE PIG, LITTLE PIG, LET ME IN!!!

I was all ready to lead a suppression shield charge down the ramp...

20150828_224759.jpg


Thel I remembered one of those guys had a flamer...so the meatshield were pushed forward...

20150828_230426.jpg


All 5 bounty hunters went down...

Sadly I have no more pics but the game decended into a 6 turn scrum when I baton charged doen the ramp but performed poorly against the tougher gangers assembled there.

Eventually the Omega Strikers and The Hurting ran just as The Boon Takers managed to force their way into the Precinct.
The Boon Takers then decided enough was enough and voluntarily left the field!

Thanks to the special rules for the scenario and heavy use of suppression weaponry and shock mauls, 7 enemy gangers were captured and one killed.

I decided to send a message to the gangs that lawlessness will not be tolerated and submitted them to the witches test.
They were thrown from the tower above the gate (11" so high impact) and if they died they were innocent, if they survived they were guilty (clearly the enforcers hadn't realised they could now get back to their gang!)
All survived, 5 with serious injuries!

After the game the Hurting and Omega Strikers were outlawed because of the -3 outlaw scenario modifier.
Corporal Jenkins suffered an eye injury and is currently having a bionic fitted.
Scrappy Doo is now "better than ever" and no longer limps.
 
Last edited:
  • Like
Reactions: trollmeat