Image 1 — My pet loving enforcers have picked up a spicy stray cat (totally sanctioned)
Image 2 — My pet loving enforcers have picked up a spicy stray cat (totally sanctioned)

My pet loving enforcers have picked up a spicy stray cat (totally sanctioned)

u/Berbom — 17 hours ago

Current enforcer list a month into the campaign (and a wall of text after it)

/s roast my list

But on a more serious note… is this list too oppressive? We are a month into the end of the edition campaign (with a mid campaign multiplayer game, and another month after that).

I did happen to roll really well on the post game rewards, plus had a bounty hunter (Hagar) stick around for quite a few games (only triggering one of the rules that make him leave at a time).

For the hardcase mastiffs I always punch the capture protocol (as we have house rule that the fighters are returned instantly, and the gang that captured them gets half the value).

Next highest value gang is about 800-1000 creds behind me.

No territories (only the starting settlement). No alliances.

And I honestly didn’t expect this list to do well, let alone run away with the game.

Other gangs in the campaign feature - Vansaar, 2 GSC, incursion Escher, Delaque, malstrain, 3 more enforcers, orlock, Goliaths, and 2 more Eschers.

u/Berbom — 9 days ago

Putting the “force” into Enforcers!

Sergeant “Mad Dog” Max is adept of the “barbarian stealth technique.” Even though he was issued with a falsehood, he never turns it on, as the enemies just prefer to ignore this massive brute charging at “mach fuck” at… hopefully not them.

Armed quite unconventionally for an enforcer with Whisperbane knives (and Crushing blow) he also fully commits to his call sign and wears a frenzon collar.

(Yes, I’m giving as many chances to the meme of double Whisperbane knives before the end of the edition!)

u/Berbom — 13 days ago

Whisper - head of the Dead saint society

Since my dice are apparently cursed to only rolls sixes… I need to make a second gang to enter into the campaign I’m in(*). And this time I’m going to gimp myself to the point my cursed dice won’t let me runaway with the game(**).

Meet Whisper! The leader of my death cult venator gang - Dead saint society. She’s geared with two Whisperbane knives, throwing knives, falsehood, armourweave and frenzon collar. And since this particular cult is not outlawed… yet. They still prefer to operate under the cover of darkness, so she’s a psyker with Manipulate lumens.

* - 66ed my opponent’s 440 credit champion with a bounty hunter on my side, and then proceeded to roll fives and sixes for rewards, extra loot (we were using the scenario cards) and settlement.

** - Running a venator gang with only melee weapons and throwing knives, no armour on hunters until they “prove themselves.” Leader and one champion are a bit of a meme/blender combo to still pose somewhat of a challenge.

u/Berbom — 21 days ago

Deputized hive scum

“Okay, but I want a cool jacket!” - Tamara the hive scum when she was deputized by my enforcer gang

u/Berbom — 24 days ago

Threat response, plus exotic beasts, plus group activation interaction

Hello fellow hive citizens!

Need your collective wisdom on the following conundrum:

How does Threat Response skill (from palanite drill skills) interact with exotic beasts belonging to the fighter, as well as group activation?

Unlike Overwatch and Got your six, both of which just say you may perform X action (in their case Shoot (basic)), Threat response is worded “fighter may immediately ACTIVATE and perform a charge action.”

Confusion stems from the group activation and the exotic beast rules that specify “when a fighter with this special rule is activated.” And while the Group Activation is a “may,” exotic beasts can only activate as part of the group activation from their owner.

I do agree that the Group activation part would be busted with this scenario, but also… why not just word it like the other skills (just allowing you to perform Charge, and if it succeeds, fight actions, instead of it being an activation)?

Cheers!

reddit.com
u/Berbom — 29 days ago

Enforcers of questionable origin

A few of the future recruits for my Mynerva prefecture enforcer patrol - Wildcorps Hounds

u/Berbom — 1 month ago

Wildcorps Hounds ready to dispense justice

The sergeant and two specialist are rounding rout the starting gang and the Wildcorps Hounds from Mynerva Prefecture are ready to bring criminals to justice!

u/Berbom — 1 month ago

There’s a new sheriff on the case

Finished the conversion for the captain of Wildcorp Hounds.

Power maul, shield, and concussion carbine (for the occasional plink at the targets too far away to charge). Starting out with the light carapace and undersuit, plus 3 wounds… so I wanted to make him extra chonky.

(Even I would loose at the “Guess all the bits” game on this one)

u/Berbom — 1 month ago

Mynerva prefecture rookies

Starting to make my Mynerva prefecture enforcer gang for the upcoming campaign.

I wanted to lean into the beast-handler/tracker aesthetic as much as possible. With my squad, Wildcorp Hounds, being borderline venators, playing fast and loose with the rules (especially when it comes with their uniform) while still remain within the enforcer command structure.

u/Berbom — 1 month ago

Mynerva Prefecture enforcers advice

Still pondering over the list for a list for an end of the edition campaign, and realized I can combine my two favourite things in one list - making money and… dogs!

With one of the house rules the arbitrator set up Enforcers would have a very unique and very efficient way of making money.

The house rule in question is that captured fighters are returned immediately returned, and the gang that captured them is awarded half the value of the fighter.

So between the Restrain Protocol skill, cyber-mastiff capture protocol, and eventually getting a bounty hunter. I can make my good boys and their handlers into very efficient money makers.

The bonus cherry on top is the final scenario of the campaign is going to be Pit-fight. And loading up the 3W captain with 2 hardcase mastiffs, 1 hardcase mastiff, and maybe a grapplehawk or two.

But I’m struggling to come up with the starting 1000 credit list.

So I’m hoping someone can offer some advice.
Cheers!

reddit.com
u/Berbom — 1 month ago

Ragnir Gunnstein conversion

Converted this fella to go along with my squats a while back.

u/Berbom — 1 month ago

Best money makers - Orlock, Venators, or Outcast?

Hola!

I’m gonna be joining a campaign at the end of the month and since the arbitrator doesn’t want to deal with outcast gangs led by named characters, my main source of fun (akimbo pistols gang lead by Ashwood) is out of the window.

The final victor of the campaign gonna be determined via a Pit fight scenario, so it got me thinking… what if I just focus on making money! Maximize my credit earning potential to afford all the cool toys.

The runner up gangs for this task are:
Orlock (they do have access to savant on the leader, and too pretty for primus legendary name), access to prized fighter hanger on
Venators - I can get more fixers and start with uphive raiments at lest on the leader. Plus can take an ogryn champion to be my “prized fighter” that’s gonna be loaded with all the gear
Outcasts - cheaper bodies, still have access to fixer, but would have to be loading up the leader with the goodies and putting all my eggs in one basket. Also could have access to prized fighter if I go with orlock affiliation.

No access to house favours or alliances. So no gild of coin.

No matter what gang I choose, I’m also going to start out with Hagar Freelord bounty hunter for extra cash.

Thoughts?

reddit.com
u/Berbom — 1 month ago

Spicing up some of the members of the Free men

Decided to give some of the guys/gals a bit more character.

On the left and enforcer-turned-bounty hunter that prefers to take the “target not required to be alive contracts.”

And the trapper/scout ganger. She’s gonna be the one getting all the cool traps the gang acquires.

u/Berbom — 1 month ago

Well… not just condensation as it turns out…

Follow up to: https://www.reddit.com/r/MechanicAdvice/s/s1t552p3Wm

2012 Toyota 4Runner 4L v6

Finally remembered that (most) PAG oil would have additives that glow under the UV light. I guess I’m just gonna swap both of those lines for good measure (bottom one is the one probably leaking, but still).

u/Berbom — 1 month ago

Sleep soundly in your beds tonight, For judgement falls upon you at first light

I’m quite DISTURBED how well conversion of this GUY turned out.

*ba-dum-tsss*

I’ll see myself out.

u/Berbom — 2 months ago

Converted Vulture with twin Gatling cannons to provide CAS to my scions

Unfortunately will probably never get finished… or see tabletop…

u/Berbom — 2 months ago

Sergeant test model for my scion aligned recon squads

Plan for the squad:
the sergeants with scion lasguns and arms
regular troops with regular Cadian lasguns/arms
Missile team, sniper rifle, autostubber, and plasma gun for the specials.

Flavour wise they are recon/ground spotter elements of my scion regiments that scout out the enemy and call in the air cavalry.

u/Berbom — 2 months ago
▲ 15 r/4Runner+1 crossposts

How expensive of a sound are we taking here? (Sound on)

2013 Toyota 4Runner

Was going up a wet hill in first gear and 4lo when I started loosing grip and sliding back a little (barely seen on video, but felt like it from the cab) when the noise occurred.

After throwing it into reverse to roll back a little to take a different approach angle the noise was gone (gone as soon as I hit neutral, and it didn’t reappear when I got back into drive). I proceeded to climb out back to the FSR (40-50 minutes in 4lo). Noise never reappeared. Another hour of driving on FSR in 4hi, nothing. Drove home, nothing.

Shift fine, drives fine, no shudder, no lag. Nothing unusual.

u/Berbom — 2 months ago