Games Workshop - Necromunda: Palanite Subjugator Patrol

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Games Workshop - Necromunda: Palanite Subjugator Patrol

Games Workshop - Necromunda: Palanite Subjugator Patrol

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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. 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. Enforcers cannot hold territories in Dominion campaigns (the campaign in the 2018 Necromunda Rulebook), instead disrupting other gangs’ control of theirs. This basically cripples their income generation across the campaign, causing all but the most successful players to fall behind the power curve. We strongly recommend that if you are playing Enforcers in a Dominion campaign, you simply talk with your Arbitrator/group and disregard this rule. It’s an unnecessary restriction on a gang that isn’t particularly powerful. Law in the Imperium is enforced in a million different ways – the cruel whims of each planetary governor dictating how the Lex Imperialis is implemented on their world. Few are more cruel than Lord Helmawr of Necromunda, and the forthcoming Book of Judgement fleshes out how his Palanite Enforcers keep the peace. Today, we delve into this new publication to look at Necromunda’s various law enforcers. Enforcers

M41 - Damocles Gulf Crusade: The Subjugators contributed a single squad and several armoured vehicles to the crusade. [4]

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. To use the finest weapons, you need the best people, which is why we’ve spent years moulding you at the academy. Every member of your patrol is able to use any weapon, meaning that unlike the gangs you’ll face, there are no restrictions on Special or Heavy Weapons. This means that you could be assigned to a dedicated sniper team, demolition crew or a regular kill/capture squad. 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

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. Expensive Things. Cheaper bolters are good to have, but they’re still pricey, and so having them as the de-facto basic service weapon means Enforcers can’t afford to roll as deep as Cawdor, and will frequently be outnumbered by everyone except possibly Van Saar. The support is really limited at the moment. The starter box is great, but there are two gangs plus one more on the way, which is nowhere near the dozen factions of the original. Considering that you need 5-6 people to play, you’ll be seeing many of the same models for quite some time.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 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. The Subjugators are unusual in that they only field the Annihilator variant of the Predator. [8] They are described in one source as "idiosyncratic". [7] Notable Battles 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) Got Your Six. This skill lets you interrupt enemy charges against a friendly model, taking an immediate shot at them and stopping the charge entirely if you at least pin them. This is a more focussed version of Overwatch (see below) – it only works against Charge actions specifically, so will only frequently come up against gangs that are including significant close combat threats. On the other hand, it does not require the skill-user to be Ready, or remove that Ready marker if they have one. So unlike Overwatch, where you give up your Activation for a single Shoot Action at the right time, with Got Your Six you aren’t giving anything up. This is damn powerful and ideal for punchy mid to close range shooters. It will be intensely frustrating for melee-heavy gangs trying to get into combat with you, if you position models with this skill correctly. Rating: A



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