View Full Version : Enforcers

26-03-2007, 16:47
I was just wondering if anyone had any tips on how to use Enforcers sensibly within a campaign as a sort of police force.

27-03-2007, 01:29
Here you go. Straight from the Specialist Games (http://www.specialist-games.com/assets/nec_enfor.pdf) article.

27-03-2007, 03:52
I think he meant how to use those rules, not as a gang but as an arbitrator tool.

27-03-2007, 11:10
I think he meant how to use those rules, not as a gang but as an arbitrator tool.

Yup. The link was useful though, I lost my copy of the pdf file.

27-03-2007, 13:37
Sorry, misunderstood your question.

As an Arbitrator tool, always use the full 10 men and throw them aginst gangs that have been dominating the game. Give them extra equipment and skills as you see fit. Also, ditch the Initiative Penalty for Carapace Armour, they have trained to use it properly. I would also give them Killer Reputation, WS and BS4. Maybe make Executioner Shells 4+ ammo roll. The rules in that PDF are meant to be balanced for use as a gang but as an Arbitrator tool, can be powered up to whatever level you require.

Autobot HQ
27-03-2007, 23:16
I give them anything they need for the mission. I usualy field the full ten men, and I agree with dropping the Initiative penalty on them, they've been trained since birth with these things. The WS/BS isn't essential but does help, I usually find what I end up doing is including whatever they need for the mission, which I'd also recommend choosing. Give them all silencers for inflitrating missions along with a couple of stummers, and a sniper rifle for example. Things like that can help give them the edge.