Skip to main content

Badzone Enforcers

Badzone Enforcer Gang List

RAW ✔️ Bastions of Law, p95; Originally published in White Dwarf 477, Law in the Badzones (06/2022), p120

Gang Composition

Badzone Enforcer gangs follow all the usual restrictions and guidelines for creating a gang as described in the Necromunda Core Rulebook.

Badzone Enforcers, Prefectures And Gang Tactics

A Badzone Enforcer gang may not benefit from the Prefecture rules presented earlier in this book as they are too cut off from the chain of command to be considered part of the Prefect Provost Marshal’s forces.

In all other respects, including generating gang tactics, they are considered to be a Palanite Enforcer gang.

Additional Rules

Fighters

Badzone Enforcer Captain (Leader)

MWSBSSTWIALdClWilInt
5"3+4+3324+24+6+5+6+

Skills: 1 Primary skill (chosen) Wargear: magnacles (included in their starting cost) Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2)

Special Rules

Gang Leader: A Badzone Enforcer gang must always include a single fighter with this special rule:

  • fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see Death of a Leader in the Necromunda Core Rulebook).

Gang Hierarchy (Leader): During a battle, once this fighter’s gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Badzone Enforcer fighters that are within 12" of this fighter will automatically pass their Cool test and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Badzone Enforcer fighters equal to the number shown in brackets that are within 31 of this fighter as part of a ‘Group Activation’:

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually, groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Skills: When recruited, a Badzone Enforcer Captain may choose one skill from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value.

Skill Access

A Badzone Enforcer Captain has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPalanite Drill
-Primary--SecondarySecondary-PrimaryPrimary
Equipment

A Badzone Enforcer Captain is equipped with magnacles (included in their starting cost) and may purchase weapons and additional Wargear from the Badzone Enforcer Captain equipment list:

  • During the course of a campaign, a Badzone Enforcer Captain may be given additional weapons and Wargear purchased from this list and from the Trading Post.
  • A Badzone Enforcer Captain has no restrictions upon the types of weapon they can take; all weapon types are available.

Badzone Enforcers Captain Equipment List

Palanite Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Enforcer boltgun50
Enforcer shotgun (with salvo and shredder ammo)60
Subjugation pattern grenade launcher (with frag and stun grenades)50
PISTOLS
Autopistol10
Plasma pistol50
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Concussion carbine30
Flamer140
Web gun125
HEAVY WEAPONS
Heavy concussion ram*70
Heavy stubber*130
SLHG pattern assault ram 'sledge hammer'*90
CLOSE COMBAT WEAPONS
Power knife25
Power maul30
Shock baton30
Vigilance pattern assault shield40
Wargear
ItemCredits
GRENADES
Frag grenades30
Photon flash grenades15
Smoke grenades15
Stun grenades15
ARMOUR
Flak armour10
Hardened flak armour30
Hardened layered flak armour50
Layered flak armour20
Mesh armour15
FIELD ARMOUR
Conversion field60
Refractor field50
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Bio-scanner20
Photo-goggles35
Photo-lumens15
Respirator15
Stimm-slug stash30
WEAPON ACCESSORIES
Infra-sight (Pistols, Basic, Special and Heavy Weapons)†40
Telescopic sight (Pistols, Basic and Special Weapons)†25
STATUS ITEMS: EXOTIC BEASTS
0–1 Hacked Cyber-mastiff100

RAW ✔️ Bastions of Law, p96

Badzone Enforcers Sergeant (Champion)

MWSBSSTWIALdClWilInt
5"4+4+3324+15+6+6+7+

Skills: 1 Primary skill (chosen) Wargear: magnacles (included in their starting cost) Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1)

Special Rules

Gang Hierarchy (Champion): During a battle, once this fighter’s gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Badzone Enforcer fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons.
A fighter with this special rule may take multiple equipment sets.

Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Badzone Enforcer fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’:

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Skills: When recruited, a Badzone Enforcer Sergeant may choose one skill from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value.

Skill Access

A Badzone Enforcer Sergeant has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPalanite Drill
-Secondary-PrimarySecondarySecondary-PrimaryPrimary
Equipment

A Badzone Enforcer Sergeant is equipped with magnacles (included in their starting cost) and may purchase weapons and additional Wargear from the Badzone Enforcer Sergeant equipment list:

  • During the course of a campaign, a Badzone Enforcer Sergeant may be given additional weapons and Wargear purchased from this list and from the Trading Post.
  • A Badzone Enforcer Sergeant has no restrictions upon the types of weapon they can take; all weapon types are available.

Badzone Enforcers Sergeant Equipment List

Palanite Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Enforcer boltgun50
Enforcer shotgun (with salvo and shredder ammo)60
Subjugation pattern grenade launcher (with frag and stun grenades)50
PISTOLS
Autopistol10
Plasma pistol50
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Concussion carbine30
Flamer140
Web gun125
HEAVY WEAPONS
Heavy concussion ram*70
Heavy stubber*130
SLHG pattern assault ram 'sledge hammer'*90
CLOSE COMBAT WEAPONS
Power knife25
Power maul30
Shock baton30
Vigilance pattern assault shield40
Wargear
ItemCredits
GRENADES
Frag grenades30
Photon flash grenades15
Smoke grenades15
Stun grenades15
ARMOUR
Flak armour10
Hardened flak armour30
Hardened layered flak armour50
Layered flak armour20
Mesh armour15
FIELD ARMOUR
Conversion field60
Refractor field50
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Bio-scanner20
Photo-goggles35
Photo-lumens15
Respirator15
Stimm-slug stash30
WEAPON ACCESSORIES
Infra-sight (Pistols, Basic, Special and Heavy Weapons)†40
Telescopic sight (Pistols, Basic and Special Weapons)†25
STATUS ITEMS: EXOTIC BEASTS
0–1 Hacked Cyber-mastiff100

RAW ✔️ Bastions of Law, p98

Badzone Enforcers Patrolman (Ganger)

MWSBSSTWIALdClWilInt
5"4+4+3314+17+7+7+7+

Wargear: magnacles (included in their starting cost) Special Rules: Gang Fighter (Ganger), Promotion (Badzone Enforcers Specialist), Broken Supply Lines, Tools of the Trade (Badzone Enforcers Specialist)

Special Rules

Gang Fighter (Ganger): Fighters with this special rule form the backbone of Badzone Enforcer gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Badzone Enforcer Specialist): When the gang is founded, a single Badzone Enforcer Patrolman can be promoted to become a Badzone Enforcer Specialist. During Campaign play, additional Badzone Enforcer Patrolmen may become Badzone Enforcer Specialists by spending Experience (XP), as described in the campaign rules. A Badzone Enforcer Specialist gains the Tools of the Trade special rule, may purchase Special weapons and Heavy weapons, and may spend XP to gain additional skills.

Broken Supply Lines: The following weapons gain the Scarce trait while they are used by a Badzone Enforcer Patrolman or Badzone Enforcer Specialist:

  • Enforcer boltgun
  • Enforcer shotgun
  • Concussion carbine

Tools of the Trade (Badzone Enforcer Specialist): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Skill Access

A Badzone Enforcer Specialist has access to the following skill sets (note, however, that a Badzone Enforcer Patrolman may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPalanite Drill
-Secondary--Secondary--PrimaryPrimary
Equipment

Badzone Enforcer Patrolmen and Badzone Enforcer Specialists are equipped with magnacles (included in their starting cost) and may purchase weapons and Wargear from the Badzone Enforcer Patrolman equipment list:

  • During the course of a campaign, both Badzone Enforcer Patrolmen and Badzone Enforcer Specialists may be given additional weapons purchased from this list.
  • In addition, during a campaign both Badzone Enforcer Patrolmen and Badzone Enforcer Specialists may be given additional Wargear purchased from this list and from the Trading Post.
  • A Badzone Enforcer Patrolman may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list and the Trading Post.
  • Once promoted, a Badzone Enforcer Specialist has no restrictions upon the types of weapon they can take; all weapon types from this list or the Trading Post become available.

Badzone Enforcers Patrolman Equipment List

Palanite Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Enforcer boltgun50
Enforcer shotgun (with salvo and shredder ammo)60
PISTOLS
Autopistol10
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Concussion carbine30
Flamer140
Sniper rifle35
HEAVY WEAPONS
Heavy stubber*130
CLOSE COMBAT WEAPONS
Shock baton30
Wargear
ItemCredits
GRENADES
Frag grenades30
Photon flash grenades15
Smoke grenades15
Stun grenades15
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Bio-scanner20
Photo-goggles35
Photo-lumens15
Respirator15
Stimm-slug stash30
WEAPON ACCESSORIES
Infra-sight (Pistols, Basic, Special and Heavy Weapons)†40
Telescopic sight (Pistols, Basic and Special Weapons)†25

RAW ✔️ Bastions of Law, p100

Badzone Enforcers Enlisted Hive Scum (Juve)

MWSBSSTWIALdClWilInt
5"4+4+3314+18+8+8+8+

Wargear: None Special Rules: Promotion (Badzone Enforcers Patrolman), Expendable Conscripts

Special Rules

Promotion (Badzone Enforcer Patrolman): If, during the Downtime phase of a campaign, this fighter has gained three or more Advancements, this fighter may be promoted to become a Badzone Enforcer Patrolman.

When a fighter is promoted in this way, they will from now on count as a Badzone Enforcer Patrolman for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Badzone Enforcer Patrolman), and Expendable Conscripts special rules and gain all the special rules associated with a Badzone Enforcer Patrolman.

Expendable Conscripts: Fighters with this special rule are drafted in to bolster a gang’s numbers but are not truly part of the gang. They can never benefit from other fighters’ Gang Hierarchy (X) or Group Activation (X) special rules. Additionally, fighters with this rule can never gain the Gang Fighter (X) special rule.

Other fighters expect fighters with this special rule to be short-lived and consider them expendable. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule.

Skill Access

A Badzone Enforcer Enlisted Hive Scum has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPalanite Drill
Secondary--PrimarySecondary----
Equipment

A Badzone Enforcer Enlisted Hive Scum may purchase weapons and Wargear from the Badzone Enforcer Enlisted Hive Scum equipment list:

  • During the course of a campaign, a Badzone Enforcer Enlisted Hive Scum may be given additional weapons purchased from this list.
  • In addition, during a campaign a Badzone Enforcer Enlisted Hive Scum may be given additional Wargear purchased from this list and from the Trading Post.

Badzone Enforcers Enlisted Hive Scum Equipment List

Palanite Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Reclaimed autogun10
Lasgun15
Sawn-off shotgun with scatter ammo15
Shotgun with solid & scatter ammo30
Throwing knives10
PISTOLS
Autopistol10
Reclaimed autopistol5
Laspistol10
Stub gun5
- Dumdum rounds+5
CLOSE COMBAT WEAPONS
Axe10
Chainsword25
Fighting knife10
Flail20
Maul (club)10
Two-handed axe*25
Two-handed hammer*35
Wargear
ItemCredits
GRENADES
Blasting charges35
Frag grenades30
Krak grenades45
Smoke grenades15
ARMOUR
Flak armour10
Hazard suit10
Mesh armour15
PERSONAL EQUIPMENT
Armoured undersuit25
Drop rig10
Filter plugs10
WEAPON ACCESSORIES
Telescopic sight† (Pistols, Basic and Special Weapons only)25

RAW ✔️ Bastions of Law, p102

Exotic Beasts

Wasteland Additional Rules

Wasteland Gang Composition

A Badzone Enforcers gang follows the standard rules for Wasteland Gang Composition.

All fighters (except crew) have access to the Wasteland Gang Equipment List.