Enforcement Programs
RAW ✔️ Apocrypha Necromunda: Escape From Zalktraa, p6
Presented below are the rules for programming Enforcer Sanctioner Automata and Hardcase Cyber‑mastiffs (see Necromunda: The Vaults of Temenos), allowing you to represent the guard automata of Zalktraa. If the Arbitrator wishes, Enforcer gangs can use these new rules in their campaign.
Programming Automata
Most Sanctioner Automata and Hardcase Cyber-mastiffs follow standard Enforcer protocols, allowing them to respond to a variety of combat situations. Sometimes, Enforcers will alter the programming of the automata to focus their abilities to a specific task, such as guarding or hunting. This focus makes the robots more deadly in their chosen task, though at the expense of versatility.
At the start of a scenario, an Enforcer player may choose to enact Enforcement Programs on any or all of the Sanctioners or Cyber-mastiffs in their crew. The player then selects a program for each Sanctioner or Cyber-Mastiff in their crew and notes it down. When activated, these fighters will now act according to their chosen programming, only able to select a limited range of actions, as detailed on the Enforcement Programs table below. The exception to this is they may always take the Reboot action.
Reboot (Double): This fighter's activation ends. The next time they activate, before performing any actions they may choose a new Enforcement Program.
Enforcement Programs
| Program | Available Actions | Benefits |
|---|---|---|
| Hunt | Move (Simple), Shoot (Basic), Aim (Basic) | At the start of each End phase, move this fighter D6" closer to the nearest enemy fighter. Cyber-mastiffs with this program have to end their activation within 6" of their owner rather than the normal 3". |
| Intimidate | Move (Simple), Charge (Double), Fight (Basic) | At the end of this fighter's activation, all enemy fighters within 2" of them must make a Nerve test. |
| Guard | Shoot (Basic), Fight (Basic), Aim (Basic) | When making attacks outside of their activation (i.e., Reaction or Got Your Six attacks), add a +1 modifier to both this fighter's hit and wound rolls. |
| Capture | Charge (Double), Fight (Basic) | If this fighter takes an enemy fighter Out of Action with a Fight (Basic) Action, roll a D6. On a 4+, that fighter is Captured. If any fighters are Captured in this way, do not roll to Capture fighters in the post-battle sequence. |
| Kill | Charge (Double), Shoot (Basic), Fight (Basic) | This fighter counts both the Shoot (Basic) and Fight (Basic) actions as Simple actions. |
| Rescue | Move (Simple), Fight (Basic) | If this fighter is within 3" of a friendly Prone and Seriously Injured fighter in the Recovery phase, that fighter is considered to have automatically rolled a Flesh Wound when rolling to recover – there is no need to roll the Injury dice. |