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Games Workshop - Necromunda: Palanite Subjugator Patrol

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But for now, there are a lot of powerful weapons available to Enforcers. The most straightforward advantage is that you can go ham with powerful Special/Heavy weapons. Bigger guns are one of the most cost-effective ways to spend creds in Necromunda. Plasma guns, melta guns, heavy bolters – the world is your oyster. You can also spend on Enforcers’ armour – they start out with more investment in this than most gangs, but it can easily be improved. Here are some suggestions for adding effective, thematic weapons to Enforcer gangs: Heavy Weapons Our advice in previous articles has always been ‘boys before toys’ with the aim of fielding 10 models, or close to it, in a starting gang. This is a stretch with Enforcers, especially if you want to use Subjugators. Because of their included gear, the base bodies are expensive (70 credits for a Palanite Patrolman, 80 for a Subjugator). The cheapest effective fighter you can get is a Palanite with Concussion Carbine, for 100 credits. Because of this, Enforcer gangs often include one or more fighters with a simple stub gun at the outset. These (relatively) cheap fighters let you have sufficient activations in early games. But as we’ve discussed in previous articles, what you really need in Necromunda is for each fighter to have one good weapon they can use to hurt the enemy. So don’t use too many at once, and have a plan to equip them after the first game, even if it means swapping models or playing some options as not WYSIWYG. It’s hard to get more than 7-8 models into a starting Enforcer patrol.

As armour more than as a weapon, the Vigilance Assault Shield is the iconic piece of kit for Subjugators, and realistically all of yours will end up with one, unless you are carrying a heavy weapon and your group won’t let you trade in the starting Stub Gun. Rating: A , basically mandatory. Unfortunately the total number of Gangers (Patrolmen) must be equal to or greater than the number of non-Gangers (Captain and Sergeants) in a starting gang. You've got a Captain and two Sergeants but only two Patrolmen. Running a gang/patrol of five dudes is going to make your start in the campaign pretty gruelling. Some gangs can just pull it off because of damage output (Van Saar and Goliath) but Enforcers have sub-par stats and limited equipment.

For the main body of the gang, I'm thinking using 5 enforcer boltguns out of the box for the patrolmen. Strength 4, ap -1 rapid fire for 50 points seems a much better choice than the 60 point enforcer shotgun. Is it worthwhile buying the hardened flak armour to help negate ap? 5 ×120 points for the patrolman and enforcer boltgun comes to 600. The Palanite Enforcers are more akin to Lord Helmawr’s personal army than a police force, and they take great pleasure in brutally enforcing his sadistic will. Chosen from those hivers who show exceptional strength of will and initiative,* Enforcers are put through a savage training regime. Only those who emerge stronger are sent out onto the streets. Autopistols and Special Ammo . Many gangs can make a reasonable choice between Stub Guns and Autopistols, but when you get the former for free, why would you ever pay full price to upgrade to the latter? The Manstopper (S4) and Fragmentation (-1AP) Rounds get top marks for coolness, but either is an additional 10 credits on top of the Autopistol, and you lose them permanently on failing an Ammo Roll. These upgrades can’t compete with the excellent Basic/Special weapons that Palanites get, and on Subjugators, since you are probably wielding an Assault Shield you want an actual melee weapon to accompany that. Rating: C+ Warhammer Community: The ‘Sanctioner’ Pattern Automaton Is a Ogryn-sized Dreadnought Violently Enforcing Lord Helmawr’s Peace (Posted on 27/02/2023) (Last accessed on 27/02/2023)

Enforcers have a variety of interesting weapon options. Some will be familiar to Necromunda players, but some are brand new and could prove to be extremely deadly. We’ll take a look at each option and provide a bit of commentary to help guide our rookie Enforcer players. Basic WeaponsSkill groupings also make a departure from the norm, in that Enforcers are the first gang where the captain (their leader) does not have Primary Skill access to Leadership. Instead, the gang primaries are Shooting and the new Palanite Drill Skill list. First of all, where to find the rules for Enforcers? The rules for founding a gang are available in the Book of Judgement and in the Dark Uprising version of the rulebook. If you are looking to get into Necromunda now, and aren’t just borrowing a friend’s books or relying on online resources, the Book of Judgement is very useful as a resource for extra equipment and the Law & Misrule campaign type, while the Dark Uprising rulebook has the Uprising campaign type, and of course the actual rules for playing the game. There are some pertinent points in the Necromunda FAQ that update Enforcers’ rules and certain weapons, which will be mentioned in this guide. The Enforcers’ unique exotic beast, the Hardcase Cyber-Mastiff, currently only has printed rules via the Forgeworld special character, Scrutinator-Primus Servalen. But it is available as a generic option and you should access the rules for it online if you want to use those (very effective) metallic canine friends. Overwatch . A popular reactive skill, very similar to Got Your Six from the Palanite Drill tree. It does require (and cost you) a Ready marker, but you can interrupt and shoot at any activating model, not just one making a Charge action. Which of these skills you take is down to how much melee fighters are a threat in your own group. Rating: A Fast Shot . If you’re in position to shoot, shooting twice is obviously great. Bear in mind that even your Capt and Sgts have a starting BS4+, not Van Saar’s infamous BS2+, so it’s not quite the same. This skill is still straightforwardly powerful, especially since you can access good weapons that aren’t Scarce or a 6+ Ammo Roll. Rating: A Autopistol– Do not buy any of these. Your characters already have free stub guns. The only reason to buy an autopistol is to create some sort of stub gun/autopistol gunfighting sergeant and please do not do this. This hypothetical character will do nothing but disappoint you, we promise.

Hip Shooting . This is a powerful skill because it enables shots when your opponent thinks they’re safe. Best of all with auto-hitting teardrop template, since they avoid the -1 to-hit penalty. In the Enforcers’ arsenal, the Enforcer Shotgun is the only such weapon, and it does well in the early campaign. If you swing by the Trading Post, this skill pairs very nicely with a normal Combat Shotgun with Firestorm Ammunition, or with a Webber. Rating: B , moving up to an A if you invest in the right weapon for it. In all honesty, you get a much better load out just running Palanite Enforcers without Subjugators as you'll have more numbers along with more Enforcer Boltguns and Shotguns which are the real workhorses of the Patrol. You’ll find that your patrol is more flexible than any underhive gang, just as good in a punch-up as they are in a firefight. With the finest range of equipment available, your Captain will ensure that you have the right tool for any job. The Trading Post is also a good way to give Subjugators some punchier ranged weapons. First of all, the generic Grenade Launcher with Frag/Krak (65 creds) is a better value weapon than the Subjugator version with Frag/Stun. It would also be cool to have Subjugators with Combat Shotguns (with Firestorm Ammunition!), Boltguns or even Storm Bolters – all would look awesome being fired around an Assault Shield. World Wide Web

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Marksman . Double damage on a 6 to hit, and ignore target priority tests – this is good, but not quite as reliable as some other options in this tree. Rating: B Dark Uprising is a fresh take on Necromunda for both veterans and newcomers alike. The box is bursting with amazing models, including modular Zone Mortalis terrain, two complete gangs – the twisted Corpse Grinder Cult and indomitable Palanite Enforcers – plus a rulebook, cards, dice and rulers. You already get pretty much all the grenades you need (Photon Flash) from your armoury. Obviously Incendiary, Blasting and Demo Charges are all great, if not particularly fluffy for Enforcers. Weapon sights are useful, I get a lot of value from a simple Telescopic Sight (25 credits) for a Boltgun, or a Concussion Carbine. But those are luxuries to consider after you’ve got enough weapons. No more cardboard: The original Necromunda game from 1995 was cardboard, The Dark Uprising box comes with ruined barricades, bulkheads, objective markers, high quality cards, and even modular boards. The walls on the boards create corridors of the trashy, terrain-rich underhive. I think the Webber, a weapon designed to non-lethally incapacitate groups of enemies, should have been a weapon available to the cops. Obviously the fact it’s one of the most effective weapons in the game is just a coincidence. Ignoring armour and circumventing Wounds and the Injury Dice, Webbers are infuriatingly good. As an auto-hitting template weapon, they go great on Rookies or on Sgts with Infiltrate. I don’t think they would be as easy to convert and make look good, but Web Pistols and Web Gauntlets are also great. Melee Options

More akin to an army than a police force, the Enforcers trade in violence and control, purging settlements and habzones if even the faintest hint of sedition against Lord Helmwar’s rule is uncovered. When bigger disturbances need to be dealt with, the Subjugators are unleashed, delivering justice with extreme prejudice. Vigilance Pattern Assault Shield– Combined with the subjugator’s armor, the assault shield can turn any fighter into an absolute TANK. If you’re planning on making a melee-heavy Enforcer squad, this is the weapon for you. Enforcers are a breath of fresh, recycled air. Prior to their release, Goliaths were the punchy gang and Van Saar were the shooty gang, while all other factions danced around the middle ground and tried to carve out a distinct identity between those two. Enforcers are an elite(ish) mid-to-close-range shooting gang with decent melee capabilities, but their flavor and niche comes from their equipment and their roster. Strengths Enforcers are chosen from the hive populace because they show strength of will and initiative beyond their peers. Many begin as rebellious individuals who are broken through savage training. They are stripped of everything they once were and are pledged only to keep Helmawr's regime secure. The training process is so rigorous that few survive it. Those that survive are given new names and stationed far from where they once lived, forming new bonds with their squad mates. [5a]Mesh Armour is one of the best values in Necromunda, and you should at least consider swapping your Palanites into it, even though they get Flak Armour for free. Subjugators’ Layered Flak Armour is a bit better already – and it’s available from the Trading Post for 20 credits! An Enforcer gang can always consider buying Layered Armour for its Palanites. As well as being fairly effective, this opens up some cool modelling possibilities, using the beefy Subjugator models as Palanites and giving them Enforcer Boltguns, Shotguns and other cool toys. It’s a shame it costs 20 credits when upgrading a Palanite to a Subjugator normally costs 10, but that’s a fair price to pay to retain access to the good ranged options in the armoury. Here we can use a mix of Subjugator models, to lay the groundwork for a passable melee Captain and some resilient models, and Palanites for fire support. This isn’t as good in the first game of a campaign as the purely shooting-focussed Palanites above, but it will give you more variety and options to develop during a campaign: Palanite Rangers are Enforcers who pilot and crew the Palanites' vehicles, such as the Tauros Venator ATV. [9] Palanite Badzone Enforcers

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