Deadzone Faction Focus
Since I can’t actually get my hands on any Deadzone stuff I thought I’d collect all the information I can each faction into a series of articles. I’m going to scour the kickstarter page, the limited Deadzone section of Mantic’s websites and see if I can use any information published on Warpath, Mantic’s existing sci-fi battle property, to speculate about the factions we’ll be seeing in Deadzone.
Once the game releases I’ll be able to return and update the pages with the latest information. So far Mantic has announced the following factions: Enforces, Plague, Marauders, Rebs, Asterians and Forge Fathers. I haven’t looked in detail at each faction yet, however I am personally leaning towards the Rebs as my faction of choice. I love the idea of a “human” faction that includes a lot of aliens. In the fantasy world that exists only in my head I imagine myself collecting and painting each faction.
The first faction I’m going to cover is the Enforcers. This first post is a bit of an overview. I’d also like to take a look at some of the miniatures and art that have been announced for this faction but I don’t want to take forever writing each one. I think I’ll provide this brief overview of each faction and then do a second pass covering miniatures and art.
Enforcers
The Enforcers are the human faction in Deadzone who represent elite troops of the Corporation. They have the best weapons, the best armour and the best training. Their job is to go in and do the jobs that are either to difficult or sensitive for the Corporation’s regular troops. Controlled by the Corporation’s central ruling council they are the answer to the question: how do you control those who control the galaxy?
At least, that’s the feeling I get from reading the fluff in the Warpath II rules published by Mantic Games. Essentially they are elite troops with slick armour and weapons. Visually they remind me of Cerberus from Bioware’s Mass Effect series.
Stats
The basic enforcer stat line was published in the beta rules on the Kickstarter page. They shoot well, hitting on 4+ on a D8. Their melee is not as strong at 6+. They have a Survive of 4+ and armour of 2. This means that they will tend to roll more success on their survive rolls vs. an opponent shooting and even if you land a hit you have to beat their score by 3 to inflict a wound unless you have armour piercing weaponry.
There is also an assault troop which trades shooting accuracy and range for a slightly better melee at 5+ with an AP1 wristblade.