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Enforcer Precinct Team V1.5

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The Enforcer Precinct Team is intended to be played as a more ‘regular’ police force, sending out day-to-day lightly armed patrols into the local area and maintaining an Enforcer presence. They are not given the budget to use the advanced cyber-mastiffs that are used by arbites or other enforcer patrol teams, and rarely utilise heavy or special weaponry. They are not Arbites, and will try to avoid wantonly killing the civilians they protect where possible, preferring instead to subdue the known criminals, take prisoners, and will only bring out heavier weapons for crowd dispersal when required. I have tried to reflect this attitude in the equipment and weapon options available to them, including characteristic weapons such as web pistols, suppression shields, and ‘taggers’.

I decided to cut the territory and income elements, and allow them to change weaponry between games to fit the scenario. I have also added a few interesting rules into the ‘Being Captured’, Death and ‘Taggers’ sections.

These rules have been created using elements of the original GW rules, and the three main adapted rule sets available at the moment - Jaws Enforcers 3.1, Robert J. Reiner's Enforcers: Part 1 - Gang Revamp and Anthony Case’s Enforcement Squad. They should work with all versions of the rulebook.
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Dixie
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Latest updates

  1. Text fixes

    Just a few quick fixes for spelling and grammar.
  2. Playtesting Tweaks

    Following a game last night, I've made a few revisions to my Enforcer list. Please have a read...
  3. V1.4

    Added smoke grenades and autoguns as weapon options, to allow for increased modelling opportunities.