SITREP – Enforcers (Part 3)

First Monday in November so I spent it building some rather large lads for my Enforcers. The Subjugators are the rather large gentlemen who will be kicking in some doors, taking the lead (and the incoming lead) when it comes to breaking into the gang hideout. After working out a rough list, I needed to assemble two more figures for my starting gang – a Subjugator with a grenade launcher (but no shield) and then the Subjugator champion with his beating stick. And then I decided to have some fun.


Objective number 1 – grenade launcher man. Due to the way the points worked out, I managed to squeeze in a grenade launcher for putting some krak grenades down. Unfortunately, the Subjugator kit isn’t designed this specific configuration (it’s assumed you’re either using shields or the assault ram) so a little bit of improvisation was needed. I decided to go with the grenade launcher held at low ready, while the other arm is covered in strips of grenades. I kind of visualise him being a grenadle launching specialist so I could imagine him having some kind of auto-loading rack on his wrist, letting him reload without taking a hand off the carry handle, while a second rack waits for loading.

In addition, he also has parchment over his groin plate, some religious script offering protection (and matching with the other Subjugators) with a chest mounted stub pistol ready for action. The open void helmet is perfect for someone checking the fall of shot from the blooper.

Objective 2 – The Big Stick Boss. When I started putting him together, the pose I chose just came out so dynamic, shield held forward as if he was a knight, clad in armour. With the shock stave in one hand, shield in the other (along with a suitable holy symbol to match the stub pistol Subjugator I already made), he looks suitably dramatic. I decided to give him a little bit more personality by giving him the beret and gas mask but leaving the eyes open (making him stand out. He also has a stub pistol on the back of his shield, just in case.

Of course, no leader is suitably dressed without a cape – even in the underhive, one must be dashing to inspire the locals.

Finally, I had some fun. There are two heavy weapons that enforcers can pickup – a heavier version of the concussion rifle (I used last week) or the Assault Ram (a mix of grenade launcher and melee). Going on rule of cool, and matching with the visual image of smashing in bulkhead doors, I built the Assault Ram. The void helmet is suitably encompassing for hard work, the required stub pistol in a rear belt carry (assuming the trooper would simply carry the front grip while aiming the pistol) and hanging off his forward arm (obviously to protect him) another piece of Black Templar religious gear to once again tie the squad together.


These guys were really fun to assemble – all of them are big chunky boys, a nice change from the regular Enforcers. They look gloriously ready for beating the crap out of anyone they might encounter in the tunnels. It’s also amazing just how much a simple head swap can make them look different from the original models – they are really fitting into my idea of these guys being sci-fi low tech mercenaries.

I’m aiming to finish these enforcers this month, so I still have another six guys to assemble and then the painting can begin. It shouldn’t take too long to put the last few together – probably going to be a mix of boltguns and shotguns to round out the team.

SITREP – Enforcers (Part 2)

Another Monday, another long-distance painting session with the Dastardly Regular Opponent. While he started work on some more armour for our chain of command games, I decided to take a break from painting Space Marines to assemble some more of my Enforcers. Remember them?

Well, I have managed to start putting the basic list together so might as well put a few more cool guys together. As in the first SITREP, the idea is to make some Sci-Fi Mercs ready to act as enforcers in the Underhive.


First up, we have the Captain. One of the McNespy boys, sent by his Dad/Boss to clear our the Underhive and make some coin. The bald PMC head + shades seemed the most appropriate for the leader, and I decided to combine that with the stance used by the leader in the box. Additionally, I liked the image of him with pistol raised, ready to finish off a downed foe. As you can, I also added a load of kit around his waist including some Black Templar bits with a short command staff. I shaved off the Black Templar icons so it now looks suitably utilitarian.

Next up, we have a standard bolter armed trooper. However, rather than using the usual enforcer one, I discovered I had a few of the classic boltguns in the bits box. Suitable for a veteran Merc, I had to do some surgery to attach it. However, as you can see, it looks pretty damn good. The pouches big enough for bolter mags were a final addition to make the trooper.

So this guy was definitely the “oh damn the sprue is almost over and I need to make a final figure”. It doesn’t help that the Concussion Rifle on the sprue only has a single hand version so it can only be used in a single designed pose. Not wanting to use the pose recommend, I ended up with this slightly idle pose, the handgun twisted slightly to add some movement. Biker PMC head and all the kit in the world were the final touches.

Finally, we have the sniper figure. The leaning forward sniper seemed a little lacking in tactical look, so I went with a classic crouching look. I’m not technically finished with her (I need to smooth the join between the cloak and the armour) but she’s already looking pretty cool. The Female PMC head is really nice as well, with maybe a few painting tweaks to make it look a little more 40k.


At the moment I have seven assembled enforcers, six Palatine and a single Subjugator. I’ve still got the rest of the two boxes to build and plenty of parts to do it with, so there will be plenty more of these posts to come.

I’m also thinking about the colour scheme. I’m definitely not going the classic look, but I’m still not 100% on what I’ll choose. With the idea of some classic grungy mercs in space, some Colonial Marine inspired colours might be high on the list.

SITREP – Enforcers (Part 1)

So Necromunda – the game of gangers and steams pipes, of slowly buildings up heroes only to watch them die to the most ridiculous things. It’s a game I’ve been interested in for a long time, especially as my former housemates got into it after I left (due to the new release of the updated game) and keep being lured back to take part. Now having moved down to Leeds (and within striking distance of the rest of the players) I fully intended to assemble a gang and get to scrapping… until the lockdown occurred. However, this has instead given me time to assemble a crew of my own.

The real question is who to play. And (perhaps at the worst time for it) I decided to go Enforcers. I’ve always loved the idea of playing the Adeptus Arbities back in the old rules – the limited number of figures per encounter, the models in their armour, the concept of turning up to cause havoc for the rest of the players. Of course, they have changed in the new rules, becoming the Hive Lord’s enforcers, along with some rather fantastic looking figures

Now, the campaign I’m joining already has some law enforcing fellows working for the hive lords. This, of course, got my cogs turning, thinking how else to use the enforcers in an alternative role. Back in university, in a Dark Heresy game, I had an mercenary character in the game by the name of Dekko McNespy. He was always written to be one of a family in the same business, so why not go ahead and make that firm?

From this, the idea was born. Based on the setting of the campaign, my warband is going to be a group hired from ‘McNespy, Daughter and Sons’ to “assist” the local enforcers in removing the various gangs. The enforcer’s rules can represent a wealthy mercenary group, backed by a Rogue Trader family that can afford all this equipment and additional recruits.


When assembling these guys, the core idea was to use the enforcer models but then add all the extra details that hardened sci-fi mercenaries would gain throughout their time. Each figure should look like they are part of the same group but also be individual – the way I see it, the company provides the basic equipment, but each merc will then add their own kit and setup. In addition, I’ve added a new common element to each – an aerial on the back of their armour, made from bolter optics from the Intercessor kit.

The main thing though – swapping out the helmet. I think the combination of helmet and armour makes the enforcers look like enforcers. To make a more irregular look to my guys, I decided that everyone would have a different head from those in the box. Now, this doesn’t mean they will all be unique – it makes sense that some of guys in the group might have invested in the same equipment.

The other focus is making sure equipment is laid out correctly. For most of my guys, they are going to be right handed so pistols are design for that. Anything designed to use in the off hand (grenades or other gadgets) should be easy to retrieve without having to drop your primary – handy when preparing to breach and clear.


Merc 1 is the most obviously interesting pose from the announcement box – stub pistol and torch held in a Harries grip for ultimate tactical preparedness. Ideal for sweeping through the underhive. With this gear being good for a point man, I decided to go with the SAS/S10 gas mask head from Anvil Industry and then added a few of the grenades and shock maul from the enforcer sprue. For a little extra detail, a knife and pouch from the Space Marine Intercessor sprue rounded out the look.

Merc 2 is definitely more of a “Breacher” role. It’s also partially modelled off some of my kit for airsoft, mostly inspired from seeing the Ops Core helmet in the head sprues my friend sent me. To go with the role, he’s armed with the combat shotgun with a pistol stapped to his chest. As well as looking cool, it helps to cover up the circular design element on their chest. To get that pistol to fit however, I had to drim it down slightly, before re-attaching the end cap, giving this gentlemen a snub stub pistol.

To finish him off, a whole selection of pouches have been placed on his back and a pair of frag grenades are on his shoulder, easy to snatch off the panel and fling through a doorway.

Merc 3 is the first of the Subjugators (a heavier armour set design for handling the serious bad guys), I decided to go with the classic pistol and armoured shield look. This required a little bit of hand swapping around – thankfully, you can very easily trim away the hand and glue the pistol into place. Similarly, I also trimmed the holster to make it look like the pistol had just been pulled. I also wanted to make this guy seem on the religious side – a trimmed Deathwatch icon on the shield front (again covering the circular element), a Space Marine reliquary hanging from his belt and then the small Space Marine book sat on the shoulder behind the shield


I’ll admit, these first three were built mostly operating on a rule of cool. For the rest of the box, I’m going to assemble a basic list to direct me forward. However, there will still be plenty of models assembled just to look cool (I’m not being that much of a slave to the rules). I also have a few more pieces on the way, such as a few more heads (need all those shades).

In other news, after rolling up my starting territory for the campaign, turns out I’m allowed to recruit a bounty hunter. Time to get my Eldar lady and her powered armour neatened up to assist this group of mercs. Just don’t tell the Inquisition…