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Games Workshop - Necromunda: Palanite Subjugator Patrol

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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

The Pax Helmawr strictly prohibits military intervention in matters of civil unrest. This is not because of any concern for the well-being of Necromunda’s citizens, and only partly because excessive damage to a hive from heavy ordnance might impact production. Rather, this ancient law exists simply to keep the gaze of the Adeptus Terra averted from Lord Helmawr’s domain. Rebellion is bad for business, but it gets even worse should the Imperium decide to turn a hive into a war zone. Part of Helmawr’s relationship with the Adeptus Terra involves constantly assuring them that Necromunda is a loyal member of the Emperor’s domain and completely under control. This is, of course, only partially true. If you only have access to Palanite models, say because you only bought that one box, it makes sense to focus your starting gang on shooting. Bear in mind the 10-model kit comes with options for 4 boltguns or shotguns, but only 2 concussion carbines and 2 sniper rifles, so some proxying may be needed. Admittance into the Subjugator battalions is reserved for those who have proved themselves to be both utterly loyal to House Helmawr and pitiless in the execution of their duties. An Enforcer is given little choice in the receipt of this honour once they have been singled out by their superiors. The induction into this inner circle of the Palanites involves the taking of an oath to their battalion commander and gene-marking. From this point on the Enforcer is part of an organisation within an organisation, and can expect better access to resources and,more favourable missions. When their commander calls, however, they are expected to forsake their patrol in favour of the battalion, and follow wherever it leads. Subjugation Pattern Grenade Launcher– A re-named grenade launcher. This one is cheaper than GLs in other gangs, and is the mainstay of the Subjugator “class” in Enforcer gangs. You’ll want at least one of these in every squad as they are crucial for actually doing damage and piercing armor. Enforcers have a lot of low-strength and AP weapons, and you’ll need krak grenades in the late game.

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 Palanite Patrolmen are your all-purpose weapon carriers. Their Basic/Special weapon options are uniformly excellent, so despite their high cost and mediocre stats they can hold their own as the basis for a shooting-oriented gang. After all, Armoured Undersuits being included may not be what you’d choose at Gang Creation, but it’s decent in the long run. The challenge their cost gives you is fitting in enough bodies at the start of the campaign to keep up your activations and avoid a death spiral if you have a few fighters in Recovery at once. 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]

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 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. Now that we’ve had a look at all the particulars involved in a Palanite Enforcer gang, we’re both going to construct an example squad of 1,000 credits and explain our choices along the way. Additionally The Sex Cannon found a truly hilarious gang that costs exactly 1000 credits so we’ll give you a look at that one, too.Your Captain isn’t some penpusher who takes away your gun and badge because you’re a loose cannon. No, their desk is the streets, where they use their extensive experience and skills to command a patrol. You don’t earn the spiderseal of a Palanite Captain by not being good at, well, everything – if you work hard and meet your suppression quotas, this could be you one day. 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. Your patrol has been through years of rigorous training, which has given them – and, in time, you – access to an exclusive set of skills. It includes things like Got Your Six , which allows your partner to shoot an enemy that is trying to Charge you.

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. 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 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 It’s not all sun lamps and rose-scented fungal fields: Let’s talk about the downsides, starting with the Ambull in the room:I’m pretty confident this gang will do well, but if you think there’s something I missed, feel free to log in to the comments and tell me why it won’t if you have other ideas. They’re kind of weird, and not as good as the wonderful Hardcase Cyber-Mastiffs, but Grapple-Hawks could be a very cool, interesting conversion for Enforcers. Converted Squat Enforcers. Credit: Fowler Final Thoughts 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.

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