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==Overview==
==Overview==


As leaders of an Enforcer squad, Enforcer Captains are the ones who lead his teams on certain gang wars that has gone out of line of standard perimeters. They are often the ones who is in charge in issuing proceedings to his lessers to better keep them inform of any latest developments. The Captains themselves would receive their assignments from the Proctors, who themselves receive ''their'' assignments to the Provost Marshal. Enforcer Captains can also become '''Subjugator Captains''' who leads the [[Palantine Subjugator]] squad.
As leaders of an Enforcer squad, Enforcer Captains are the ones who lead his teams on certain gang wars that has gone out of line of standard perimeters. They are often the ones who is in charge in issuing proceedings to his lessers to better keep them inform of any latest developments. The Captains themselves would receive their assignments from the Proctors, who themselves receive ''their'' assignments to the Provost Marshal. Enforcer Captains can also become '''Subjugator Captains''' who leads the [[Palanite Subjugator]] squad.


Due to their seniority, Enforcer Captains are well equipped and armed even amongst his brethren. He wears [[Flak Armour]] (Yes, in most Imperial worlds, these t-shirts [[count as]] the next best thing short of power armour contrary to popular belief), [[Arc Weaponry#Shock Baton|Shock Batons]], [[Concussion Carbine]]s, [[Autopistol]]s and a belt of [[Grenades & Explosives#Smoke Grenade|Smoke Grenades]], [[Grenades & Explosives#Blind Grenade|Blind Grenades]], and [[Grenades & Explosives#Shock Grenade|Shock Grenades]]. If he leads a Subjugator squad, he carries a Vigilance-pattern Assault Shields, a [[Arc Weaponry#Shock Stave|Shock Stave]] and a giant fuck-off [[Hand Cannon]].
Due to their seniority, Enforcer Captains are well equipped and armed even amongst his brethren. He wears [[Flak Armour]] (Yes, in most Imperial worlds, these t-shirts [[count as]] the next best thing short of power armour contrary to popular belief), [[Arc Weaponry#Shock Baton|Shock Batons]], [[Concussion Carbine]]s, [[Autopistol]]s and a belt of [[Grenades & Explosives#Smoke Grenade|Smoke Grenades]], [[Grenades & Explosives#Blind Grenade|Blind Grenades]], and [[Grenades & Explosives#Shock Grenade|Shock Grenades]]. If he leads a Subjugator squad, he carries a Vigilance-pattern Assault Shields, a [[Arc Weaponry#Shock Stave|Shock Stave]] and a giant fuck-off [[Hand Cannon]].


==Crunch==
==Crunch==
on Necromunda, the standard Enforcer Captain can be upgraded to a Subjugator for +10 credits depending if you want to your playstyle of be fast and flexible or tough wall huggers. For the Captain himself, since he is a melee specialists, conventional wisdom goes that he should lead as a Subjugator despite the additional cost.  
On Necromunda, the standard Enforcer Captain can be upgraded to a Subjugator for +10 credits depending if you want to your playstyle of be fast and flexible or tough wall huggers. For the Captain himself, since he is a melee specialists, conventional wisdom goes that he should lead as a Subjugator despite the additional cost.


With 3+WS and 4+BS, and being your only model with 2 Attacks, he’s a natural pick as a melee model, and in itself, the improved armour of a Subjugator is worth the price. Since he is a melee specialist, it is best to turn your Subjugator Captain into a close-in brawler, using melee weapons (the Shock Stave is the best of a bad lot in the Enforcer armoury, but you should consider Trading Post options) and a Vigilance Assault Shield to try and keep him on the table.  
With 3+WS and 4+BS, and being your only model with 2 Attacks, he’s a natural pick as a melee model, and in itself, the improved armour of a Subjugator is worth the price. Since he is a melee specialist, it is best to turn your Subjugator Captain into a close-in brawler, using melee weapons (the Shock Stave is the best of a bad lot in the Enforcer armoury, but you should consider Trading Post options) and a Vigilance Assault Shield to try and keep him on the table.


The stand-out close combat related Skill available to a melee Capt is '''Threat Response'''. Alternatively, a regular Enforcer Captain can still take shooting-relevant skills and wield an effective weapon, if you’re emphasising ranged power in your gang, he’s just no better at it than a [[Enforcer Sergeant]].
The stand-out close combat related Skill available to a melee Capt is '''Threat Response'''. Alternatively, a regular Enforcer Captain can still take shooting-relevant skills and wield an effective weapon, if you’re emphasising ranged power in your gang, he’s just no better at it than a [[Enforcer Sergeant]].
==Gallery==
==Gallery==
<gallery>
<gallery>

Latest revision as of 00:05, 21 June 2023

The more trademark-friendly skull crushers.

Enforcer Captains are the head honchos of a typical Enforcer team from the Palanite Enforcers of Necromunda. Whilst not the top dog of the entire organisation (That belongs to the yet unseen Provost Marshal and Proctor), they are the highest ranked space cop you can play as short of going into Arbites territory.

Overview[edit]

As leaders of an Enforcer squad, Enforcer Captains are the ones who lead his teams on certain gang wars that has gone out of line of standard perimeters. They are often the ones who is in charge in issuing proceedings to his lessers to better keep them inform of any latest developments. The Captains themselves would receive their assignments from the Proctors, who themselves receive their assignments to the Provost Marshal. Enforcer Captains can also become Subjugator Captains who leads the Palanite Subjugator squad.

Due to their seniority, Enforcer Captains are well equipped and armed even amongst his brethren. He wears Flak Armour (Yes, in most Imperial worlds, these t-shirts count as the next best thing short of power armour contrary to popular belief), Shock Batons, Concussion Carbines, Autopistols and a belt of Smoke Grenades, Blind Grenades, and Shock Grenades. If he leads a Subjugator squad, he carries a Vigilance-pattern Assault Shields, a Shock Stave and a giant fuck-off Hand Cannon.

Crunch[edit]

On Necromunda, the standard Enforcer Captain can be upgraded to a Subjugator for +10 credits depending if you want to your playstyle of be fast and flexible or tough wall huggers. For the Captain himself, since he is a melee specialists, conventional wisdom goes that he should lead as a Subjugator despite the additional cost.

With 3+WS and 4+BS, and being your only model with 2 Attacks, he’s a natural pick as a melee model, and in itself, the improved armour of a Subjugator is worth the price. Since he is a melee specialist, it is best to turn your Subjugator Captain into a close-in brawler, using melee weapons (the Shock Stave is the best of a bad lot in the Enforcer armoury, but you should consider Trading Post options) and a Vigilance Assault Shield to try and keep him on the table.

The stand-out close combat related Skill available to a melee Capt is Threat Response. Alternatively, a regular Enforcer Captain can still take shooting-relevant skills and wield an effective weapon, if you’re emphasising ranged power in your gang, he’s just no better at it than a Enforcer Sergeant.

Gallery[edit]

Necromunda: Palanite Enforcers
Command: Enforcer Captain - Enforcer Sergeant
Troops: Enforcer Patrolman - Enforcer Rookie - Palanite Subjugator
Constructs: Cyber-Mastiff - Servo-hunter
Legio
Cybernetica::
Sanctioner Pattern Automaton
Vehicles: Cargo-8 Ridgehauler - Chronos Pattern Ironcrawler
Hired Guns
& Neutrals:
Agitator - Ammo-Jack - Beastwrangler - Bone Scrivener
Brute-Handler - Chem Dealer - Corpse Grinder - Dome Runner
Gang Lookout - Gun-smyth - Hive Scum - Jagerkin
Outland Beastmaster - Krieg Mester - Master Nautican
Pale Consort - Relicmonger - Rogue Doc - Scabber - Scalies
Slopper - Servitor-Ogryn - Subnautican - Syphonite - Pit Slave
Propagandist - Spyrer - Bounty Hunter
Allies: Adeptus Arbites