Enforcer was the title used on Donico II to refer to law enforcement officers, particularly those who enforced the Donicans' restriction on speech and expression of ideas. (TOS short story: "See No Evil")
This is the Enforcer disambiguation page.
It serves to clarify the difference between several closely named or closely related articles.
A = Appearances · I = Images · G = Gallery · F = Fan Art · Q = Quotes
![]() New Earth A · I · G Enforcer I |
![]() New Earth A · I · G Enforcer II |
The Enforcer is an emergency police vehicle featured in the following games:
It is called out once the player has reached a four-star wanted level (three in Chinatown Wars), containing SWAT (or, in the case of GTA IV, NOOSE) officers. It has seating for up to four people, including the driver.
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The vehicle's overall performance is average-to-good. While large and heavy, the Enforcer's powerful engine allows it to accelerate well and reach high top speeds, while its corner can be properly negotiated via the use of the handbrake. Its low clearance, small wheels and heavy weight, however, make it unsuited on rough terrain where it may roll easily. In some games, the player gains Armor upon entering the Enforcer.
Between GTA III and GTA Vice City Stories, the Enforcer is designed as a truck-based, long chassis emergency response vehicle, apparently based on a 1980s-1990s NYPD Freightliner "E33" Emergency Response Unit truck [1][2], similar in body construction, livery design and minor details; differences were negligible between games. The design of the vehicle in GTA Advance is an exception; its more compact design suggests the it is a van-based vehicle, similar to the Boxville.
The Enforcer bears "POLICE" markings, except in GTA Vice City and Vice City Stories, where it has "SWAT" markings (as some forces ceased to officially use the term SWAT over time, this may be seen as a nod to historical accuracy). Police liveries of the Enforcer depend largely on those found on local police cars, although for GTA Vice City Stories, the game's Enforcer features a black-and-white livery, contrary to the VCPD Cruiser's green-and-white livery. As with all emergency/police vehicles, the Enforcer is equipped with sirens and lights which will cause other traffic to move out of the way when active.
Although supposedly heavily armored, the truck is not bulletproof, although it is relatively resilient.
![]() An early design of the Enforcer for GTA III, bearing a blue-and-white color scheme. |
![]() GTA III (Rear quarter view). |
![]() GTA Vice City (Rear quarter view). |
![]() GTA San Andreas (Rear quarter view). |
![]() GTA Liberty City Stories (Rear quarter view). |
![]() GTA Vice City Stories (as the "VCPD Enforcer") (Rear quarter view). |
In the GTA IV Era, the Enforcer shares a chassis with the Securicar and Police Stockade (based on an armored 1989-2001 International 4000 Series, but the front turning signals have been omitted). It bears NOOSE livery, and "Liberty City Tactical Response Unit" markings. It comes with a matte black finish and, like all other emergency vehicles, cannot be washed at a car wash. It is labeled as being manufactured by Brute as an 8000cc "Turbochar" and also bears "8000 Stockade" badging.
The vehicle is heavily armored (with "Impregnable Armor (Don't Even Think About It)" badges present to the lower back of the vehicle's cab), rendering it almost completely bulletproof; while most vehicles can be destroyed by a shotgun shell to the fuel tank, this does not apply to the Enforcer. The vehicle is still vulnerable to explosion damage, and, while a steel mesh grating over the windshield protects the driver and front passenger from frontal assault, the cabin's side windows are not armored. It does not have a police computer, unlike most NOOSE or police vehicles.
The GTA Chinatown Wars rendition of the NOOSE Enforcer leans towards a van-based design similar to a Boxville, sharing the same body design with the Alphamail.
![]() GTA IV (Rear quarter view). |
![]() A "NOOSE Enforcer" in GTA Chinatown Wars. |
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| Enforcer | |
| General Information | |
| Aprox. Size | Larger than a tank |
|---|---|
| Purpose | Combating major Flood infestations |
| Strength | High |
| First Seen | Installation 05, 2552 in the level Sacred Icon |
| Weaponry | |
| Primary | Pulse Beams |
| Secondary | Missiles |
| Weaponry Strength | High |
| Other Abilities | Lifting and smashing vehicles with a gravity beam and "arms", has an invisible blue Sentinel Beam weapon that it uses if all of its other weapons are destroyed |
| Defense | Frontal Energy Shields |
| [Source] | |
Enforcers are large robotic automatons designed by the Forerunners to prevent massive Flood outbreaks, such as the one that occurred on Delta Halo in 2552. They are only released when situations are dire. Enforcers are exclusive to Halo 2.
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Enforcers are massive robotic automatons that were designed to prevent mass Flood outbreaks on the Halo Rings. They are seen guarding key locations such as the entrances to the Sentinel Wall on Installation 05 and the Library. Enforcers are produced by the hovering Sentinel Production Facility.
Enforcers have three Energy Shields; the larger two are split in half (for their guns to fire through), and the small upper shield protects the 'eye' of the Enforcer. The shields only protect the front side of the machine. Enforcers are armed with Pulse Beams and Missiles. They are also equipped with large claw-like arms which are able to pick up and rip apart most vehicles, resulting in death of all occupants unfortunate enough to be riding in the vehicle.
The Enforcer's Energy Shields can absorb more damage than a normal Sentinel shield. The shields, which only guard the front area of the machine, are immune to ballistic weapons, such as the Battle Rifle, Shotgun, and SMG. However, they are weak against plasma weapons, and have many similarities to a Kig-yar's shields as they are blue in color and turn red when half depleted. Like a Sangheili or Spartan-II, its shield can be taken out with one charged Plasma Pistol shot.
The Enforcer is very strong, capable of withstanding even two Scorpion Tank shells or two to three Wraith shots. When it appears to be lifting the player's vehicle off the ground, the driver should exit the vehicle immediately to avoid being crushed and eventually killed.
One disadvantage of the Enforcer is that they cannot detect enemies hidden in the shadows, which can be used to a player's advantage, so that if a player moves stealthily enough from one area to another, the Enforcer will continue to fire into the last known area the enemy was located in. After they have lost track of their target, they will quickly lose interest and turn their back on the enemy, giving the player an opportunity to attack from behind. Once the Enforcer has taken enough damage, its shields will drop and it will explode. After exploding, large pieces of the former Enforcer will come crashing to the ground. These pieces can hurt or even kill the player if they land on them, making it best to stay away from the Enforcer when it is destroyed.
The Enforcer's Pulse Beams, which appear similar to the Covenant Needlers' projectiles, are usually not a threat to players as they are very easy to dodge. The Enforcer's Pulse Beams shares similarities to the Spiker in Halo 3 and are believed to have once been a usable weapon. It uses these red projectiles to fight infantry at a close to medium range. It's mortar projectiles are extremely dangerous and can quickly kill you or keep you pinned down. It will use its missiles against any vehicle it encounters; from a Ghost to a Phantom, and will occasionally use it against infantry, should they appear in large groups. The Enforcer uses its mortar projectiles as medium to long range weapons. The Sentinel Enforcers also use both their Pulse Beams and missiles against the player when on foot. They tend to fire their weapons in an order, going from their Pulse Beams to their missiles if unsuccessful with the primary weapon, then back to the the Pulse Beams. It will continue this until the player is killed or the Enforcer has been destroyed.
If you can shoot off its Pulse Beam arms, and the small pair of missile launchers on its back (the top), it will start to fire an invisible Sentinel Beam. Although invisible, the beam causes visible damage to walls. The sparks emitted from the weapon show that the beam is a blue Sentinel Beam, similar to the beam a Sentinel Major uses. Thereby, you can wield it (it is somewhat hard to do this, so it is not advisable, but, you can try it, making sure not to kill the Enforcer in the process.)
They were only observed on Installation 05 fighting the local Flood infestation on the levels Sacred Icon and Quarantine Zone. They were not seen in Halo or Halo 3, most likely because the situations involving the Flood on Installation 04 weren't as serious as that on Installation 05, and Installation 00 was not expected to encounter an outbreak to begin with.
The Enforcers have more devastating weaponry than the lesser Sentinels. Its main weapon is the Pulse Beam, which is similar to the Covenant Needler or Spiker, but is more powerful than either of them and has projectiles that appear red instead of those of the Covenant-made Needler, whose rounds are pink. These "crystalline guns" were planned by Bungie to be another Sentinel weapon to be usable by the player. For reasons left only to Bungie, this weapon was not in the game, but the Enforcer's weapon is most likely the same gun.
The secondary weapon is a mortar/missile launcher and appears like a flare when fired through the air due to it's yellow/gold bright appearance. It also can use its robotic "arms" which clamp onto vehicles and crush it, but the Enforcer can only do this if the vehicle is directly under it. The last weapon of the Enforcer is an invisible Sentinel Beam, which is used only its other two weapons are destroyed.
First, this varies with the situation: if you are facing the Enforcer in the level Sacred Icon (close quarters, cover), or are in a vehicle with heavy firepower but limited maneuverability (Quarantine Zone). For close combat in the level Sacred Icon, simply leap below it so that it can't position/fire on you. From there, you should shoot off the "legs" on each corner, making it easier to destroy. Finally, simply bombard it with plasma grenades; it should die after two or three on Heroic. For vehicular combat (preferably the Scorpion), you can easily blast the shielding in front of it off (one shot per half). Then, you can destroy it with one more blast. For Wraiths, repeat, but take into consideration gravity. Spectres just require patience and non-stop shooting to work. In the event you don't have a vehicle, do not stay still. You will be gunned down if you do. Do not drive directly under it to avoid being crushed.
It is possible to surf these Enforcers, similar to surfing a Sentinel, by jumping on top of it. Note that this is very hard to do. Also, while you are on top of an Enforcer it will not be able to attack the enemies, as it will identify you as the enemy, and focus on you, making the Enforcer useless.
![]() An Enforcer with its Energy Shield half-depleted. Note the Marathon symbol. |
![]() Enforcer without its Energy Shield (as seen in the beginning of the level Sacred Icon). |
![]() A destroyed Enforcer. |
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Enforcer is an unofficial role in hockey. The term is sometimes used synonymously with "fighter", "tough guy" or "goon".
An enforcer's job is to deter and respond to dirty or violent play by the opposition. When such play occurs, the enforcer is expected to respond aggressively, by fighting or checking the offender. Enforcers are expected to react particularly harshly to violence against star players.
Enforcers are different from pests, players who seek to agitate opponents and distract them from the game, without necessarily fighting them.
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At the NHL level, teams generally do not carry more than one player whose primary role is enforcer. Enforcers can play either forward or defense, although they are most frequently used as wingers on the 4th forward checking line. Prized for their aggression, size, checking ability, and fists, enforcers are typically less gifted at skill areas of the game than their teammates. Enforcers are typically among the lowest scoring players on the team and receive a smaller share of ice time.
Some players combine aspects of the enforcer role with strong play in other areas of the game. Scott Stevens and Lyle Odelein are examples of players that combine intimidation with good fundamental defensive skills, while Bob Probert and Chris Simon are examples of enforcers who show an occasional scoring flair. Sometimes enforcers can do their job by virtue of their reputation. Clark Gillies was among the best fighters in the NHL during his prime, but over time he rarely had to fight because opponents respected and feared him enough that they would not go after his teammates.[1] As well, some skilled players, such as legends Gordie Howe and Maurice Richard and current NHL all-star Jarome Iginla, occasionally fight and can function effectively as their own enforcer.
The changes in rule enforcement following the 2004-05 NHL season lockout aimed to increase game speed and scoring. Since then, the role of the enforcer has been in flux. With fighting decreasing, teams are less inclined to keep a roster spot available for a one-dimensional fighter who is a liability as a scorer and defender.[2] This has led to a decrease in the number of players whose predominant role is enforcer. Instead, other players are expected to contribute aspects of the enforcer role.
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| Power forward | Enforcer | Captain | Head coach | Referee & linesman | ||||
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The Enforcer was a criminal mercenary and assassin for hire, operating mainly in the West Coast of the United States.
Scourge I claimed to be the brother of the Enforcer, although Scourge's history was unclear. Upon this story, the Enforcer concealed his activities to his family. However, Scourge was probably lying or delusional when he explained this story.
As a villain, the Enforcer fought Spider-Man, Spider-Woman, the Ghost Rider and the Werewolf. The Enforcer used specific silver-including gear to fight the Werewolf, but was nevertheless defeated.
The Enforcer's brother discovered his criminal activities and decided to kill him to restore the family honor. He disguised himself as a bag lady with a hidden gun and tracked the Enforcer, who was in a contract mission to kill criminal Termite. His brother found him and shot him point-blank before he suspected. The Enforcer was the first victim of the Scourge.
Notice that the Scourge's story about being the Enforcer's brother is unconfirmed. The confirmed facts only include the Scourge disguising as a bag lady and shooting point-blank unsuspecting Enforcer in the stomach.
guns, melee fighter and hypnotist
This page lists items from Star Trek: Swiftfire that do not belong in the other lists. Each of the following entries is specific to Star Trek: Swiftfire continuity. These may be separated into individual articles as more information becomes available.
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The 83rd Marine Company was a Starfleet Marine Corps company in service during the 24th century. At least from 2373, the 83rd has been commanded by Colonel David Tiki. It was part of the Starfleet 4th Marine Division.
In 2373, it was assigned to the USS Swiftfire-A. ("Deployment")
The Acolytes of Zadic were a religious extremist group from Echla. Believed to be backed by the Coalition of Zadic they committed acts of terrorism against the Echlan Totality.
Learoyd fostered a relationship with them and helped them plan an attack against the Totality capitol building. They were also meant to commit two other attacks but instead committed six bombings and their cells attacked civilian targets, including taking hostages. ("The Only Thing Necessary")
The Battle of Gavris Prime was a battle fought between the Federation and Dominion for the planet Gavris Prime during the Dominion War.
Protected by two brigades of Starfleet Ground Forces the Dominion invasion was repelled at the cost of all but five hundred troops. The planet was held and so were its dilithium mines. ("The Only Thing Necessary")
The Battle of Guyra was a large battle that took place in the Guyra system in the early months of the Dominion War that resulted in a Federation loss. ("Over the Horizon")
The Battle of the Helaspont Nebula was a major battle of the Federation-Tzenkethi War, it was also the last major battle of that conflict. It saw the Tzenkethi and Federation engage each other at the edge of the Helaspont Nebula with roughly equal forces. During the battle Captain James Leyton distinguished himself when he took command of the fleet and forced the Tzenkethi to retreat. ("The Only Thing Necessary")
The Battle of Korvat was an engagement between the Federation and Klingon Empires in the Korvat system during the Second Federation-Klingon War. ("Chariots of Korvat")
The Battle of Sector 432 was one of the earliest major battles of the Dominion War occurring just over a week after the Second Battle of Deep Space 9 and the Battle of Torros III. The battle was fought in Sector 432 between the Dominion and Starfleet's Fifth Fleet. ("The Front")
The Battle of Ulairi was a small skirmish between the Federation and Gorn in 2373 that took place on the edge of the Ulairi system. The Gorn planned to occupy the system, subjugating the pre-warp civilisation that called it home. A Starfleet force under the command of Fleet Admiral Andrew Rekris engaged the Gorn to stop the invasion, despite not having direct Federation Council approval. The Starfleet force won the battle, securing the system from Gorn invasion. ("Task Force 59")
The Brotherhood of Man was a group within the Federation that believed in the superiority of the Human race over all other species. The colonist on Nathan's Gap traded with the brotherhood for weapons and technology to prepare the colony for the outbreak of war with the Dominion. The trade was less then legal. ("Moral Actions")
Caprians were a humanoid species that originated from the planet Caprius III. In 2375, their state of development was roughly equivalent to that of the Dark Ages on Earth. ("Section 214C", "Crossfire")
Celcho's Shuttle Maintenance and Repairs was a family run shuttlecraft and small space craft repair and maintenance business. ("The Only Thing Necessary")
The Coalition of Zadic was a major power on the planet Echla and the main opponent to the Echlan Totality. The Coalition was formed by several smaller nations to combat the power of the Totality and were united by their belief in Zadic and their practise of religion. ("The Only Thing Necessary")
Devanions are a humanoid species with a distinctive wedge shape on their foreheads. ("A Dreadful Operation")
Echlans were a humanoid species native to the planet Echla. Echlans were notable for the pronounced ridge that ran from jut about their upper lip to their forehead. Half way up this ridge were two nostrils, one on each side. They also had a dark blue, almost black, coloured hair. ("The Only Thing Necessary")
The Echlan Totality was a atheist state on the planet Echla. It rose to be the main superpower of Echla and saw the creation of the Coalition of Zadic to oppose the Totality. ("The Only Thing Necessary")
The Enchanted Forest was a forest on Casperia Prime known for its great natural beauty. The Casperia Prime Tourism Board created a holographic program of the location to advertise the planet as a favourable tourist location. ("For the Federation")
Eorathites are a humanoid species native to the planet Eorath in the Gamma Quadrant. ("To Seek and to be Found")
The Frontline Communications Act was a Federation Starfleet regulation concerning communications from frontline Starfleet vessels to civilians. Transmissions from ships were monitored and depending on the seriousness of a breach of the codes the Starfleet caller could receive a visual warning on their screen or have their transmission cut. ("Moral Actions")
The Helmsman's Award of Merit was a Starfleet decoration awarded to helmsman and flight controllers for meritorious conduct. The award was presented in a black case with an embossed Starfleet insignia on the cover. Under the cover was a small plaque that had the recipient's name and the stardate the award was issued. ("For the Federation")
The House of G'tor was a powerful Klingon house. The house was based on the world of Nug'ka. ("Vengeance")
The Hyralan Incident was an incident in the Hyralan system that saw the destruction of the USS Sherman and a D'deridex-class heavy warbird. Jonathan Masters was awarded the Christopher Pike Medal of Valor for his conduct during the incident. ("The Darkness Within")
Ish'va pie was a type of food from the planet Echla. When first seeing a replicator in action Groa Ilata asked it if could make ish'va pie. ("The Only Thing Necessary")
Jalbian rhino was a type of animal that was similar to the Earth rhino. Masters compared his hangover after a night on the grog with the Rough Necks as having Jalbian rhinos dancing in his head. ("A Rough Time")
Kortar's Ferrymen was the name the Maquis cell under Brendan Patol adopted in the alternate universe. The group was considered a retribution cell as their primary role was to undertake targeted reprisal missions against the Maquis' enemies. ("There's No Angels Here")
The Krojen were a humanoid species similar to Humans with the only major external difference being an inverted "V" shaped ridge on their forehead. They were native to the planet Lanzling and in 2364 were yet to have developed warp technology. During this time Starfleet sponsored a mission to study the Krojen that involved a scientist, Maxwell Dirit been surgically altered to appear as a Krojen. They were greatly concerned with wealth and held it above other factors, including the environment. This mentality meant by the 2360s their planet was under going global warming that was due to their treatment and disregard for the environment. ("The Horseman of the Apocalypse", "The Only Thing Necessary")
The Liberation of Nthony C was an operation that took place in mid-2374 and involved a joint operation between Starfleet and the Romulan Star Navy where the world of Nthony C was retaken by allied forces. ("For the Federation")
The Liberation of the Kalandra system (also known as the Second Battle of the Kalandra system) was a Federation Alliance assault that freed the Kalandra system from Dominion occupation during the Dominion War. ("To Delight in the Inhuman Word")
The Mer'jat Vendoth (translated - the True Vendoth) were a rebel faction in Vendoth society. The Mer'jat believed that the Vendoth had lost their way and were no longer true to the ideals of what the Vendoth were meant to strive for. They were considered traitors and terrorists by "normal" Vendoth society. ("The True")
The mobile response force (MRF) was a Starfleet Marine Corps force that could be deployed quickly and ahead of any major deployment of Federation forces. The force comprised of Marine ground units and starships. During the Dominion War the force was deployed to defend worlds and outposts from Dominion attack. Rachel Daley commanded a company in the MRF. ("Section 214C")
Operation Chestnut was the code name for the Federation Alliance operation to liberate the planet, Griffith II, during the Dominion War. ("Always on My Mind")
Operation Mirror Image was a United Earth intelligence operation during the Earth-Romulan War. (Star Trek: Swiftfire)
Operation Ultra was a Section 214C project to covertly infiltrate the Borg Collective's hive mind to study the then Borg. Thousands of individuals were covertly implanted with the enigma implant that would be activated if they were assimilated. ("Section 214C")
The Raid on Sector 432 was a joint military operation between the Klingons and Federation forces that took place three months after the start of the Dominion War. The joint fleet attacked the Dominion held sector 432 as part of a two pronged assault with the Battle of Tyra to stem the Dominion's advance. ({"Pressure Points")
The Rough Necks was a pirate group that operated in Federation space near the Breen border. The group was led by the self-titled Supreme Admiral Stephanie Luckhurst. In 2374, Starfleet Task Force 59 captured most of the group. ("A Rough Time")
The Rytla were a species mentioned by Q that would consider a kitten a "tasty snack". ("Q, Time and Again")
Section 214C is a covert Federation division that was created to deal with the Borg threat. The section was formed as a joint Starfleet Intelligence and Starfleet Research and Development division to gather information about the Borg and come up with counter measures to deal with the hostile race. ("Section 214C")
A Section 214C Enforcer was a term used to describe two groups within Section 214C, the members of the section's special security branch and members of their super-soldier project. ("The Darkness Within", "Section 214C")
The Special Assault Service (or SAS) was the Special forces of the Starfleet Marine Corps. (Star Trek: Swiftfire: "Always on My Mind", "The Only Thing Necessary")
Special Operations Command also known as SOC is a military branch of Starfleet Intelligence. SOC operates starships, special forces teams, and fighter craft under the banner of Starfleet Intelligence. SOC forces take on classified missions that are deemed too dangerous or controversial for normal Starfleet forces to complete. ("The Founder Ploy")
Static time bubble was the name given to a subspace anomaly encountered by the USS Swiftfire-A in early 2374. Created from a tear in subspace the effect expanded out in a spherical shape stopping the flow of time within its boundaries. ("Regression")
A subspace tremor was a possibly dangerous subspace phenomenon event. Pavlo Celcho's ex-wife was killed when a subspace tremor overtaxed the warp core of a shuttlecraft she was travelling in, destroying the vessel. (Star Trek: Swiftfire: "The Only Thing Necessary")
The Cardassian Thirteenth Order was a military unit in the Cardassian Guard. (Star Trek: Swiftfire)
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The Twenty-Third Order was a military unit in the Cardassian Guard. The Eighth Shodar was part of the Twenty-Third. ("Over the Horizon")
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Unknown wreckage sites was a Starfleet term for an site in space where there contained wreckage from either a spare faring vehicle or a space station. These were routinely catalogued by a ship's sensors but it was up to the commanding officer as to whether they were investigated or not. ("Always on My Mind")
Enforcer could refer to many things:
This is a disambiguation page—a navigational aid which lists other pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page.
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