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HIVE ENFORCERS

Version 1.4 by Rob Henson In the Underhive of Necromunda there is one force whose word is law. They are the Necromunda Enforcers, and it is their unenviable task to impose the rule of Lord Helmawr on the citizens and outlaws that inhabit the lower reaches of Hive Primus. The Enforcers are hated and feared by the bulk of inhabitants of the Underhive: they are hated for being implacable and authoritarian imposers of Lord Helmawrs often unfair legislation, and feared for the ruthless efficiency with which they impose the laws of the Underhive. Necromunda Enforcers are modelled closely on the Adeptus Arbites. The Judges and Arbitrators of this huge organisation serve primarily to remind Imperial servants of their duties and loyalties, and to enforce the Imperial Decrees passed by the High Lords of Terra. Every hive on Necromunda is divided into Precincts, each with its own fortified courthouse and a substantial number of Enforcers. In addition there are thousands of small Precinct Houses scattered through the hive, each of which is manned by a Enforcer Precinct squad. Necromunda is a vital planet to the Imperium, but population pressures mean that it is in constant danger of devolving into anarchy and civil war. The Enforcers maintain a constant vigilance from their Courthouses and Precinct Houses, constantly on the watch for signs of disloyalty, subversion, or criminality. They are grim and uncompromising reminders of Lord Helmawrs authority. Territory: Enforcer squads do not require territory in the same way as other gangs. In situations where an opposing gang would normally take one of the Enforcers territories, then the opposing gang may generate a new random territory from the Territory table instead. This extra territory represents the gang being able to take over an area close to the Precinct House, where they would not have dared to go before. If, on the other hand, the Enforcers are allowed to take a territory from an opposing gang, then they are allowed to force their opponent to lose one territory instead. Income: Enforcers do not collect income in the same way as a normal gang. They are allocated an enforcement budget that they can spend to recruit extra staff or requisition additional weapons and equipment. The amount of income gained after each game is 50 credits. This is not washed through the income table.

SPECIAL RULES
Outlaws: Enforcers cannot be outlaws and never roll on the Outlaw table. Hired Guns: Few hivers would risk working alongside Enforcers, reputation like that can get a man killed, not to mention having several heavily armed officers watching your every move is somewhat unnerving. The only Hired Gun that will work for Enforcers are Bounty Hunters. Leadership: Should a member of the squad ever attain a higher Leadership value than the squad Sergeant, then they must leave the squad. The retired squad member has actually been promoted to command his own squad.

Capture: Enforcers are not allowed to ransom or trade for captured Enforcers they must mount a rescue mission instead, or do nothing at all. Captured Enforcer equipment may not be used, traded or sold by opposing gangs it is too hot an item to be found in possession of, and is rumoured to include tracking chips that allow the Enforcers to quickly reclaim any item they lose. Enemy fighters captured by an Enforcer team that are not rescued are sent to the courts. Roll a D6 for the captured model (Outlaws suffer a -1 penalty). D6 Roll Result 1 or less Death: The fighter is sentenced to death for his crimes. 2-3 Sentenced: The fighter is jailed for the next D3+2 games. After he has served his time he is released, but any equipment he carried is confiscated and lost. 4-5 Fined: D6x10 credits. His gang may free the fighter by paying his fine. 6 Insufficient Evidence: Released immediately. Fines must be paid out of the gangs stash before the gangs next game. If a player is unable or unwilling to pay the fine the fighter is sentenced instead. For every enemy fighter that is successfully convicted by the courts the patrol team receives a 10 credit bounty, this is increased to 15 credits if the fighter was an Outlaw. Trading: An Enforcer Sergeant may visit the trading post during the post match sequence in the same way as a gang leader. Enforcers may also be sent, counting as gangers. Government Backing: An Enforcer Patrol Team is armed and supplied from the garrison of the Courthouse. If any Enforcers are killed in combat then the squad will be automatically reinforced from the garrison of the Courthouse. This means that should the patrol team drop below 5 models in strength, a fresh Enforcer may be added to the patrol team for free. The exception to this is the squad Sergeant, who will always be replaced with a new Sergeant sent down by the garrison to take charge of the squad. In addition, a player may choose to retire an Enforcer at any time. Any equipment that was brought by the patrol team will be retained, but any standard issue equipment will be lost

Standard Issue: All squad members are allocated a basic set of equipment. This standard issue kit cannot be sold or traded off. All members of the squad (including any Cybermastiffs) have carapace armour. The carapace armour includes a helmet with a respirator, photo visor and infra goggles. The Initiative penalty for wearing carapace armour does not apply to the Cyber-mastiff, but does apply to the rest of the squad. All members of the squad (excluding any Cybermastiffs) are armed with a Laspistol, or a Stubgun and Dum Dum bullets. Trained Professionals: Enforcer teams are trained to the highest standards; all members of the squad (including any Cyber-mastiffs) have the Nerves of Steel skill. Medic! Patrol members that suffer injuries that reduce their characteristics or disable them in some way may be sent for a medical. This happens in the Post Battle sequence, after allocating Experience Points and before recruiting new fighters. Note that fit members of the squad may not be sent for a medical! An Enforcer maybe sent for a medical at any time not just when an injury is suffered. They may be sent more than once, as long as they still have persistent injuries. Roll a D6 for the Enforcer going to have a medical: on a roll of 1 they are forced to retire on medical grounds; on a roll of 2+ they are returned with all of their serious injures healed, but must miss the next D3 games while away having the medical. Only one Enforcer may be sent for a medical after each battle, and no other Enforcer may be sent for a medical while another member of the squad is away.

Recruiting Your Team


You have 1,000 credits to spend on recruiting and arming your team within the following guidelines. Minimum 5 Fighters: the team must have at least five models (excluding any Cyber-mastiffs). Maximum 8 Fighters: the team may never contain more than 8 models (excluding any Cyber-mastiffs). Sergeant: Your team must include one. Specialist: Your team may include up to two. Enforcer: Your team may include up to five. Cyber-mastiff: A team may include one per dog handler. M 4 WS 3 BS 3

Specialist
Cost to recruit: 110 credits S 3 T 3 W 1 I 3 A 1 LD 7

Weapons: A Specialist can be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic and Extras lists. Specialist: A specialist may either be a Dog Handler, Commando or a Weapons expert. Each specialist is unique highly trained individual, as such, specialists may not be duplicated. Dog Handler: A Dog handler may have a single Cyber-mastiff assigned to him. Commando: A Commando has the Specialist, Marksman and Infiltration skills. Weapons Expert: A Weapons Expert has the Specialist skill and may be armed with heavy weapons.

Sergeant
Cost to recruit: 170 credits M 4 WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 LD 8

Weapons: The Sergeant can be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic, Special and Extras lists. Leader: The Sergeant has the Leader and Iron Will skills.

Enforcer
Cost to recruit: 100 credits M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 7

Weapons: An Enforcer can be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic and Extras lists.

Cyber-mastiff
Cost to recruit: 100 credits Enforcer squads may contain an artificial attack-construct known as a Cyber-mastiff. They are also commonly known as kill-dogs, razorfangs and rending rovers by the inhabitants of the Underhive. Cyber-mastiffs have in-built hunting and attack instincts, but require a specially trained Handler to direct them. M 6 WS 4 BS S 4 T 4 W 1 I 4 A 1 LD -

Weapons: A Cyber-Mastiff cannot use weapons or equipment; they fight with their own natural abilities. Handler: A Cyber-mastiff is always deployed alongside its handler. It does not count as a gang member in situations where only a limited number of fighters may be used. Except for when charging, the Cyber-mastiff must remain within 18" of its handler. If the Cyber-mastiff starts the turn more than 18" from its handler then he must immediately attempt to get back to within 18" of the handler. If the Cyber-mastiff is engaged in hand-to-hand combat then the combat is completed first. If the Handler is taken down, or out of action, then the Cyber-mastiff must remain within 18" of his body, but may otherwise continue to move and fight normally. As long as the Cyber-mastiff is not out of action, then his Handler may not be captured (the Cyber-mastiff will protect him). Treat rolls of 61-63 on the Serious Injury table as a roll of 66 instead. A Cyber-mastiff that does not have a handler may not participate in any games. Robo-dog: Cyber-mastiffs are immune to Fear, Terror and automatically pass any nerve tests they are required to make. However, should the controlling gang Bottle out then any Cyber-mastiffs will also be removed from the table. If a Cyber-mastiff is taken out then they are assumed to have been disabled, and will be repaired in time for the next battle. Consequently you should not roll on the Serious Injury table for Cyber-mastiffs that were taken out of action. Because it is an animal a Cyber-mastiff cannot climb, through it may freely jump onto or over any surface that is 1" or less in height. Take-down: On the turn it charges a Cyber-mastiff gains +1 Strength. Neural Net Processor: Cyber-mastiffs are fitted with advanced artificial intelligence that allows them to learn and adept. While they are still constrained by their base level animal intelligence, a handler of sufficient training and skill will be able to better direct any Cyber-mastiff under his control. When a Cyber-mastiffs handler reaches the experience brackets as indicated below, any Cybermastiff under his control benefits from the skills and characteristic increases as noted below. Handler Experience 0 80 81 100 101 130 131 150 151 200 201+ Effect on Mastiff No Bonus Disarm Skill Counter Attack Skill +1 Weapon Skill +1 Initiative Evade Skill

Note that while a Cyber-mastiff gains all benefits from its current handlers experience level, should its handler change for any reason (typically because he got killed) it will lose any previously gained abilities and gain any bestowed by its new handler.

Enforcer Equipment
The Suppression Shield: The suppression shield is a special piece of equipment used extensively by law enforcement agencies all across the Imperium. It consists of a metal or fibre-alloy shield that has a built-in generator. When the generator is activated a glowing blue field of energy, called a suppression field, surrounds the shield. A suppression field diverts and stores away the energy of an attack. In hand to hand combat the shield can be used to bash an opponent, at which point the stored charged is released as a powerful electrical discharge that is perfectly capable of stunning or even killing an opponent. Special Rules: Enforcers armed with a suppression shield receive a +1 save modifier against any attack that originates on the 180 degree forward arc of the model using it. The wielder also counts as if he had the Juggernaut skill (or reroll any failed Juggernaut tests if he already has the skill). In addition, a suppression shield counts as a close combat weapon. Due to its size, a suppression shield may not be carried by a model carrying a basic, special or heavy weapon.

ENFORCER WEAPONS LIST Hand-to-Hand Weapons Knife Club Shock Maul Suppression Shield (25 Credits) Pistols Stub Gun Autopistol Laspistol Bolt Pistol Plasma Pistol Basic Weapons Autogun Shotgun Lasgun Boltgun Special Weapons Flamer Grenade Launcher Plasma Gun Heavy Weapons Heavy Stubber

Executioner Shells: Executioner rounds lock onto a targets energy signature and so may even be fired at hidden targets. The Executioner round is unusual in that it receives a +1 To Hit modifier at long range and a -1 To Hit modifier at short range. This is because the shells tiny brain cannot lock onto its target until it has travelled several metres.

Range To Hit Save Ammo Short Long Short Long Str. Dam. Mod. Roll 0-4 4-18 -1 +1 4 1 -2 6+

Extras Grenades Frag Grenades Krak Grenades Smoke Bombs Choke Grenades Photon Flash Flares Ammunition Dum-dum Bullets Manstopper Shells Hot Shot Shells Bolt Shells Executioner Shells (15 Credits) Miscellaneous Clip Harness Silencer Weapon Reload

Experience
Enforcers follow all of the usual experience and advances rules with the following exceptions. Model Type Sergeant Specialist Enforcer Cyber-mastiff Starting Experience 60+D6 60+D6 20+D6 n/a

Advance Rolls
Enforcers use the standard gang advancement table when making advancement rolls.

Cyber-mastiff: Cyber-mastiffs never gain experience. Experience Points 0-5 6-10 11-15 16-20 21-30 31-40 41-50 51-60 61-80 81-100 101-120 121-140 141-160 161-180 181-200 201-240 241-280 281-320 321-360 361-400 401+ Title Enforcer Enforcer Enforcer Enforcer Enforcer Enforcer Enforcer Enforcer Law bringer Law bringer Law bringer Law bringer Law bringer Law bringer Law bringer Judge Judge Judge Judge Judge Senior Judge

Fighter Sergeant Dog Handler Commando Weapons Expert Enforcer

Agility -

Combat X X X X X

Ferocity X X -

Muscle X X -

Shooting X X X X X

Stealth X -

Techno X X X X X

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