Badzone Enforcers
The following section, along with the Palanite Enforcers list, provide all the rules needed top run a Badzone Enforcers gang in your campaigns of Necromunda.
Gang Composition
Enforcers follow normal rules with the following exceptions:
- Must have at least 1 Ganger per Leader / Champion.
Fighters
Captain (Leader)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 4+ | 6+ | 5+ | 6+ |
Skills: 1 Primary (custom).
Wargear: Magnacles, armoured undersuit.
Restrictions: None.
Sergeant (Champion)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 7+ |
Skills: 1 Primary (custom).
Wargear: Magnacles, armoured undersuit.
Restrictions: None.
Patrolman (Ganger)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ |
Wargear: Magnacles, armoured undersuit.
Restrictions: None.
Broken Supply Lines
Gain Scarce for the following weapons:
- Enforcer Boltgun.
- Combat shotgun.
- Concussion carbine.
Enlisted Hive Scum (Juve)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ |
Restrictions: Pistols, Basic and Close Combat.
Expendable Conscript
Cannot benefit from or participate in Leading By Example or Group Activation.
Does not trigger Nerve tests to friendly fighters without this special rule within 3” (when Seriously Injured or taken Out of Action).
Enlisted Hive Scum are not exactly Juves. They promote after 5 advancements like Juve. Stats like Ganger / Hive Scum. Hot-headed like Specialist Juve (Prospect). And promoted to Ganger! But they don't have Fast Learner advancement discount.
So it is entirely unclear how they spend XP. To make things easy, they will be treated as Juves here.
0-1 Cyber-Mastiff (Hacked) (Exotic Beast)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | - | 3 | 3 | 1 | 4+ | 1 | 8+ | 6+ | 8+ | 8+ |
Weapons: Flensing knife (same as: jaws).
Glitchy
In each activation, roll a 2+ or gain Insanity.
Tenacious
If taken Out of Action while not yet activated this round, this fighter is not removed from the battlefield until after completing its activation.
Skill Access
Agility | Brawn | Combat | Cunning | Ferocity | Leadership | Shooting | Palanite Drill | |
---|---|---|---|---|---|---|---|---|
Leader | - | Primary | - | - | Secondary | Secondary | Primary | Primary |
Champion | - | Secondary | - | Primary | Secondary | Secondary | Primary | Primary |
Specialist | - | Secondary | - | - | Secondary | - | Primary | Primary |
Juve | Secondary | - | - | Primary | Secondary | - | - | - |
Exotic Beast | - | - | Primary | - | Secondary | - | - | - |
Special Rules
Follow normal rules as other gangs with the following exceptions:
- Ganger (Specialist): Access to Special & Heavy weapons from the gang equipment table.