TEXT: NECROMUNDA
  ENFORCERS
  JUSTICE in the Underhive
  By Jervis Johnson, based on original material by Andy Chambers
  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 Helmawr’s often unfair legislation, and feared for the ruthless
  efficiency with which they impose the laws of the Underhive.
  56
  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. The Imperium is incredibly vast,
  unimaginably so. It stretches to the edges of the known
  galaxy, its worlds thinly spread across the stars. On many of
  these planets, the Emperor and the Imperium he represents
  are but dimly remembered myths. All too often an Imperial
  Commander can forget the power he serves, either through
  incompetence or malice. This is why the Adeptus Arbites was
  formed. If a Governor ever considers skipping his tithes for
  a year, or perhaps ignoring the request for troops from an
  embattled neighbour, one glance towards the armoured
  Courthouse of the Arbites should be enough to make him
  reconsider.
  The bulk of the Adeptus is made up of the Arbitrators. They
  are well armed and armoured, as they are often the first line
  of defence on a traitorous world, operating in the depths of
  hive cities, the shanties of mining worlds and other savage
  environs. If planetary control is ever lost, the Arbitrators and
  Judges of the Arbites are empowered to take over and rule
  An Enforcer team prepares to storm an Escher stronghold
  “Hive cities are little more than unlit
  bonfires. They need only the sparks of
  lawlessness to burn.”
  Enforcer High Marshall Traggit.
  Selected Sayings. Vol 11, Chapter IX.
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  the world in the Emperor’s name until a suitable Imperial
  Commander can be found. Where civil unrest and crime
  threaten the stability of a world or the power of its ruler, the
  Arbitrators may be released to restore law and order.
  However, while the Adeptus Arbites are responsible for
  ensuring that Imperial Decrees are obeyed across the galaxy,
  the role of everyday control and policing usually falls to local
  security forces, working under the orders of the Imperial
  Commander and his staff. Such is the case on Necromunda,
  where policing is carried out by Necromunda Enforcers.
  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 ten-man 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
  Helmawr’s authority. They cannot be bought off, threatened,
  corrupted or negotiated with. Indeed, the Enforcers in Hive
  Primus are recruited into their ranks from other hives on
  Necromunda, thus ensuring that they do not have any
  loyalties to local citizens. They do not communicate with the
  citizenry unless absolutely necessary and only leave their
  Precinct Courts on official business.
  Individual Enforcers, particularly grizzled veterans which
  have been hardened by years of dispensing justice, act as law
  enforcers within some settlements in the Underhive. These
  are tough, no nonsense characters who command the local
  Watchmen and direct freelance bounty hunters in the
  constant battle against outlaws and Outlanders. They also
  monitor local loyalties and the activities of the Merchant
  Guild to ensure that the Imperial codes of law are
  maintained even on the frontiers of anarchy.
  Other than individual Enforcers, the most commonly
  encountered Enforcer tactical units are the Enforcer Patrol
  squads. Patrol squads are the standard law enforcement
  teams on Necromunda, that can be seen patrolling hive
  levels around Imperial establishments and important areas
  of the Underhive. They are also called in to quell serious
  disturbances, such as mob riots, or to suppress unruly gangs
  and poorly equipped Deviant Scum.
  The equipment worn by Necromunda Enforcers is based
  upon imitations of the equipment used by the Arbites, and is
  very similar in appearance. They generally wear carapace
  breastplates, with padded flak armour or additional
  vambraces and plating. This can be highly ornate on ranking
  officers, often gilded and inscribed with oaths of justice and
  Imperial commands.
  The combat shotgun used by the Enforcers is as much a
  badge of office as a weapon, and the homing Executioner
  ammunition they sometimes use is feared throughout the
  Underhive. Although most Enforcers won’t hesitate to kill,
  they often carry weapons to subdue foes wanted for
  interrogation or trial, of which the power maul is most
  common. They also make used of Cyber-mastiffs for hunting
  down their prey and to catch fugitives who attempt to
  escape.
  USING ENFORCERS IN
  NECROMUNDA
  A player may decide to control an Enforcer Precinct squad
  instead of a normal Underhive gang. A Precinct squad
  represents the team that mans one of the Precinct Houses in
  an Underhive Precinct. Note that a Precinct squad is not
  purchased by spending 1,000 credits, as is the case with
  other gangs. Instead, it always consists of a Sergeant, eight
  Enforcers, a Handler and a Cyber-mastiff. When you pick the
  squad you may choose what equipment each member of the
  squad carries, as described in the equipment section of the
  list below.
  Very Important Note: Although taken as ten-man squads,
  you will usually only be able to use a five-man Patrol team
  when you fight a battle – you won’t normally be able to take
  the whole squad! See the rules for Patrol Teams below.
  57
  Freeze!
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  58
  Enforcer Precinct Squad
  M WS BS
  S
  T
  W
  I
  A
  Ld
  Sergeant
  4
  4
  4
  3
  3
  1
  4
  1
  8
  Enforcer
  4
  3
  3
  3
  3
  1
  3
  1
  7
  Cyber-mastiff
  6
  4
  -
  5
  4
  1
  3
  1
  -
  Handler
  4
  3
  3
  3
  3
  1
  3
  1
  7
  Precinct Squad: An Enforcer Precinct squad consists of a
  Sergeant and eight Enforcers, a Cyber-mastiff and a Handler.
  Weapons: The Sergeant, Enforcers and Handler are all
  armed with a knife, bolt pistol and choke gas grenades. The
  Cyber-mastiff is armed with its teeth(!). Any member of the
  squad may replace their bolt pistol with a laspistol. The
  Sergeant may replace his bolt pistol with a plasma pistol if
  desired.
  In addition each member of the squad may be armed with
  one of the sets of weapons from the following list.
  Equipment may not be changed during the campaign.
  • Up to one member of the squad may have a heavy
  stubber.
  • Up to one member of the squad may have a flamer, or
  a plasma gun, or a grenade launcher equipped with
  choke, frag and krak grenades.
  • Any member of the squad may be armed with a bolt
  gun
  or combat shotgun
  or power maul
  or
  suppression shield.
  • Any model may replace their bolt pistol with a power
  maul and suppression shield.
  • Any member of the squad may be armed with melta-
  bombs and photon flash flares.
  Armour: All members of the squad have carapace armour
  (4+ save), including the Cyber-mastiff. 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.
  Skills: The Sergeant starts with the Iron Will skill. All
  members of the squad have the Specialist and Nerves of
  Steel skill.
  Ammo: The weapons and equipment of the Enforcers is
  better maintained than that available to the population of
  the Underhive. Consequently, members of an Enforcer
  squad may ignore their first failed Ammo roll. Simply treat
  the failed roll as if the Enforcer had passed the roll instead.
  This includes failed Ammo rolls for weapons like grenades
  that normally fail their Ammo roll automatically. If the
  Enforcer fails a second Ammo roll then they suffer the
  normal penalties.
  THE PATROL TEAM
  An Enforcer Precinct squad has numerous duties to
  perform. At any one time there will be paperwork to fill in,
  prisoners to guard, and numerous other tedious tasks that
  need to be performed. Because of this, half of the squad
  has to remain in the Precinct House at all times, leaving the
  other half of the squad to carry out patrols in the
  Underhive.
  This means you may not usually use your entire Precinct
  squad when you fight a battle, and must instead select a
  five-man Patrol team that will take part in the battle. You
  may select any five members of the squad to take part. The
  Cyber-mastiff and its Handler must be taken together (you
  can’t split them up) but only count as a single member of
  the five man patrol (ie. you can take the Cyber-mastiff, its
  Handler and four other squad members).
  The Patrol team is treated as the members of the ‘gang’ for
  all rules purposes. So, if a scenario calls for only certain
  members of a gang to be used, then this rule would be
  applied to the members of the Patrol team rather than the
  whole squad.
  If any member of the squad takes part in two patrols in a
  row, then he may not be selected for the next patrol. Any
  member of the squad must take a rest after taking part in
  two consecutive patrols.
  If the sergeant is included in a patrol then he counts as the
  ‘gang leader’ for purposes of the Necromunda rules. If he
  is not included then you must nominate a member of the
  Patrol team as its leader (and no, you can’t choose the
  Cyber-mastiff!). For the purposes of working out the
  Patrol’s ‘gang rating’, it is assumed to have a value of 1,000
  plus the Experience Points totals of the members of the
  patrol. Note that the base value of 1,000 takes into account
  the value of the members of the patrol and any equipment
  they may have.
  Please note that only the members of the Patrol team are
  eligible to gain Experience after a battle.
  Very Important Note: If the opposing side’s Gang Rating
  turns out to be twice as high or more as the Patrol team’s,
  then the rest of the Precinct squad will be called out to help
  deal with this especially tough opposition, and the entire
  squad is used instead of the five-man Patrol team. In this
  case the squad’s ‘gang rating’ is equal to 2,000 plus the
  Experience Points totals of all of the members of the squad.
  SCENARIO IDEAS
  Enforcer Patrol teams or Precinct squads can take part in
  scenarios normally, using the rules in the Necromunda:
  Underhive rulebook
  as modified
  above.
  However,
  Enforcers uphold Lord Helmawr’s law and keep the peace
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  59
  Territory, Income and
  Loss of Fighters
  Enforcer squads do not own territory, do not have any
  income, never trade, and can never buy extra members of
  the squad. Enforcers are provided with food and drink at
  their Precinct House so they are immune to the effects of
  starvation.
  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.
  If any Enforcers are killed in combat then the squad will be
  reinforced from the garrison of the Courthouse. In
  addition, a player may choose to retire an Enforcer at any
  time and replace them with a new recruit if they wish to do
  so. Before the next battle the dead or retired Enforcer is
  replaced and the replacement starts with the initial profile,
  weaponry and Experience Points for a fighter of his type
  (Sergeant, Enforcer, Handler or Cyber-mastiff). The new
  member of the squad can have any of the equipment
  allowed to a member of the squad, as long as none of the
  maximums for the squad are exceeded. For example, if the
  squad already included an Enforcer armed with a heavy
  stubber, then a new recruit could not be given a heavy
  stubber as well, as only one is allowed per squad.
  in the hive, and because of this they often take part in
  actions that are very different to those that typical
  Underhive gangs participate in.
  An attack on a Merchant
  Guild, a huge riot, rounding up suspected anarchists or
  subversives, or arresting a major Underhive crime lord are
  all events in which the Enforcers would take a part.
  Because of this it is a good idea for a Campaign Arbitrator
  to occasionally create scenarios to use Enforcers in this way.
  In addition, any scenario in which a gang goes against
  Imperial law or causes unrest in the hive is perfect for use
  with Enforcers as the opposing side. Whether the Enforcer
  player will have to use a Patrol team or a whole squad will
  depend on the number and the Experience of the
  opposition. If the Enforcers are going up against especially
  tough odds they may also be reinforced by members of
  other Precinct squads, and could even receive help from
  the Enforcers that man the Precinct’s Courthouse.
  Enforcers are equipped to deal with any situation that
  demands their attention. Each Courthouse has a large
  armoury that includes equipment available in the hive and
  some from other Imperial worlds. If the Enforcers are
  performing a special scenario, then they will be equipped
  with any relevant equipment. If, for example, the Enforcers
  were attempting a rescue then all their weapons would
  come with silencers and they would take some screamers
  as well. What extra equipment, and how much the
  Enforcers take, is for the Arbitrator designing the scenario
  to decide. It is tempting to give them everything, even a
  Mung Vase each, but they should only carry items that will
  be specifically useful in their mission.
  The Enforcer team storms the entrenched Van Saar gang.
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  60
  Enforcers that have suffered injuries which force them to
  miss battles may not be chosen as a member of a Patrol
  team until the required number of battles have taken place.
  Enforcers 
  that 
  suffer 
  injuries 
  that 
  reduce 
  their
  characteristics or disable them in some 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
  (immediately replace them with a new recruit as described
  above); on a roll of 2-3 they are returned as being ‘fit for
  service’ but must miss the next battle while away having the
  medical; and on a roll of 4-6 they may be given one bionic
  upgrade chosen from the following list. Any Enforcer that
  receives an upgrade in this way must miss the next D3
  battles while the surgery is performed and they recover.
  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 having surgery
  performed.
  Ugrade
  Notes
  Bionic Eye
  May only be given to Enforcers that have
  suffered a serious eye injury.
  Bionic Leg
  May only be given to Enforcers that have
  suffered a serious leg injury.
  Bionic Arm
  May only be given to Enforcers that have
  suffered a serious arm or hand injury.
  Bionic Implant
  May be given to any Enforcer, and
  cancels the effect of one serious injury.
  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 on pages 102-103 of the Necromunda: Underhive
  rulebook 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.
  Finally, should a member of the squad ever attain a higher
  Leadership value than the squad Sergeant, then they must
  leave the squad and be replaced by a new recruit (ie, there
  is no leadership challenge). The ‘retired’ squad member
  has actually been promoted to command his own squad.
  NEW WEAPONs and Equipment
  The Combat Shotgun
  The combat shotgun is a simple shotgun with a number of
  adaptations that allow it to fire a special ammunition type
  available only to Enforcers. In addition to the standard
  solid and scatter rounds fired by ordinary shotguns, the
  combat shotguns used
  by the
  Enforcers can
  fire
  ‘Executioner’
  adamantium-tipped
  armour piercing
  rounds, that are designed to seek out and destroy the
  toughest targets. This sophisticated shell has a tiny robot
  brain that locks onto the target’s energy pattern and seeks
  it out with unerring accuracy. This variety of ammunition
  types makes the combat shotgun a uniquely flexible
  weapon.
  Combat Shotgun Profile
  Solid Shell
  Range
  To Hit
  Save Ammo
  Short Long
  Short  Long Str. Damage
  Mod.
  Roll
  0-4
  4-18
  -
  -1
  4
  1
  -
  4+
  Scatter Shell
  Range
  To Hit
  Save Ammo
  Short Long
  Short  Long Str. Damage
  Mod.
  Roll
  0-4
  4-18
  +1
  -1
  3
  1
  -
  4+
  Executioner Shell
  Range
  To Hit
  Save Ammo
  Short Long
  Short  Long Str. Damage
  Mod.
  Roll
  0-4
  4-18
  -1
  + 1
  4
  1
  -2
  6+
  Special Rules
  See the Necromunda Rulebook for the rules on Scatter
  Shots. Executioner rounds lock onto a target’s energy
  signature the 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 shell’s tiny brain cannot
  lock onto its target until it has travelled several metres.
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  61
  The Suppression Field
  The suppression shield is a special piece of equipment
  used extensively by law enforcement agencies all across
  the Imperium. In 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.
  Range
  Strength
  Damage
  Save Mod.
  Close Combat 
  3
  1
  -1
  Special Rules
  Enforcers armed with a suppression shield receive a +2
  save modifier against any attack that originates on the 90
  degree forward arc of the model using it.
  In addition, a suppression shield counts as a close combat
  weapon with a Strength of 3 and a save modifier of -1.
  The Cyber-mastiff
  All Enforcer squads include 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 with a set of simple verbal
  commands. The following special rules apply to Cyber-
  mastiffs:
  • Cyber-mastiffs ignore flesh wounds. Treat a roll of 1
  when rolling for injuries as having no effect.
  • Cyber-mastiffs do not have to test to ‘keep their
  nerve’ if a friend goes down or out of action within
  2". In addition they are immune to the effects of fear
  and terror.
  • The Cyber-mastiff must remain within 18" of the
  Handler at all times. 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.
  • Cyber-mastiffs cannot gain Experience.
  • If a Cyber-mastiff is taken out then they are assumed
  to have been destroyed, and will be replaced with a
  new Cyber-mastiff 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.
  Enforcer Experience
  The table below shows the starting Experience for
  members of Patrol teams and the skills available to them.
  Enforcers use the standard Advancement table in the
  Necromunda Sourcebook. Enforcers have the same
  max/min values for characteristics as normal Underhive
  Gangers.
  Type of Fighter
  Initial Experience Points
  Sergeant
  60+1D6
  Enforcer
  20+ID6
  Handler
  20+1D6
  Cyber-mastiff
  25*
  *Cyber-mastiffs do not gain Experience, but we have
  included a value to help work out the ‘gang rating’ of a
  Patrol team that includes one.
  Skill Types Available
  The following skill table is used for Enforcers.
  Skill Type
  Sergeant
  Enforcer
  Handler
  Agility
  -
  -
  -
  Combat
  ✓
  ✓
  Ferocity
  ✓
  ✓
  ✓
  Muscle
  ✓
  ✓
  -
  Shooting
  ✓
  ✓
  -
  Stealth
  ✓
  ✓
  ✓
  Techno
  ✓
  -
  ✓
  Cyber-mastiff’s can’t gain skills.
  Notes On Skills
  Bulging Biceps: This skill may only be taken by Enforcers
  that are equipped with a heavy stubber.
  Inventor: This skill may be taken by an Enforcer. Items
  invented by the inventor can be given to any member of
  the squad.
  Iron Will, Fixer, Gunfighter: These skills may not be
  taken by Enforcers. Pick any other skill of the same type
  instead.
  Jervis is the Head Fanatic and GW veteran, he was
  one of the original authors of Necromunda.
  The
  Enforcers 
  and
  Necromunda:
  Underhive
  rulebook are available from your nearest Games
  Workshop or visit the website for details. (See the
  How to Order pages on page 94).
  Turn to page 82 for Gang Leadership.
  www.Necromunda.com
  Author
  Further
  Information
  More Necro
  Website
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SOURCE: textdata/thevault/Warhammer/40k/Necromunda/03 Necromunda - 2nd Edition (2003)/Gangs/Enforcers.pdf