Palanite Enforcers

Provided below are the house rules we use for Palanite Enforcers gangs.

More akin to an army than a police force, the Enforcers trade in violence and control, purging settlements and habzones if even the faintest hint of sedition against Lord Helmwar's rule is uncovered.

While they are a bit more restrained in their 'policing' efforts up-spire, down in the underhive Enforcers deliver their so-called justice with extreme prejudice. Such brutality is born not of a cruelty among the Palanite Enforcers or the sadistic will of Lord Helmawr himself, but rather as a simple necessity. The Enforcers are always significantly outnumbered by the people they are meant to control, a thin line of troops keeping billions under the Imperial yoke.

Enforcers are chosen from the hive populace because they show strength of will and initiative beyond their peers. Many begin as rebellious individuals who are broken through savage training. They are stripped of everything they once were and are pledged only to keep Helmawr's regime secure. The training process is so rigorous that few survive it. Those that survive are given new names and stationed far from where they once lived, forming new bonds with their squad mates.


Gang Composition

A Palanite Enforcers squad must follow these rules when it is founded, and when new fighters are added to the squad.

  • As a nod to concept, a Palanite Enforcers gang is referred to as a "squad" instead of as a "gang". However, more general rules that use the term gang apply to Palanite Enforcers squads unless stated otherwise.
  • There must be one Leader, the squad's Captain. If the squad's Captain is killed you may promote a Sergeant on your roster to become the new Captain. If there are no Sergeants but there are Corporals, you may first promote a Corporal to become a Sergeant and then immediately promote them again to become the Captain. If there are no available Sergeants and no available Corporals to promote, the squad disbands.
  • A Palanite Enforcers squad must have a minimum of five (5) fighters, including the Captain. If the squad falls below this number during campaign Play, at the very end of the Hire Fighters step of the Post-Battle Sequence the necessary number of new Recruits required to bring the squad up to five fighters join the squad for free, equipped with Enforcer Armor and a free Stub Pistol.
  • A Palanite Enforcers squad may have a Sergeant for every three (3) Corporals, Patrolmen, and Recruits the squad has (combined). If the squad loses sufficient numbers of fighters to cause the squad to have too many Sergeants, the squad may keep the Sergeants they already have.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unweildy trait take up the space of two weapons.
  • Grenades do not count against the number of weapons a fighter may carry, but a fighter may carry no more than two different kinds of Grenades.
  • All Palanite Enforcers may wear one Armor item, at additional credit cost.
  • Palanite Enforcers fighters can carry any amount of Wargear.
  • Palanite Enforcers are an elite force and do not have Prospects on their roster.
  • Palanite Enforcers can hire some types of Hangers-on, up to 1 per 5 full Reputation the squad has.
  • Palanite Enforcers cannot hire Hive Scum, Mercs, or Bounty Hunters. They can hire certain types of Hangers-on (listed below).

Fighters

A starting Palanite Enforcers squad is made up of the following fighters.

Leader

Every Palanite Enforcers squad has one Leader. If the Leader is killed a new Leader will replace them from among the squads's fighters, if any are eligible.

150 credits

Palanite Captains are proven and capable field commanders, risen from the ranks rather than appointed, and respected by the rank and file.

Champions

A Palanite Enforcers squad may have a Sergeant for every three (3) Corporals, Patrolmen, and Recruits the squad has (combined). If the squad loses sufficient numbers of fighters to cause an Palanite Enforcers squad to have too many Sergeants, they may keep the Sergeants they already have. During campaign play additional Sergeant slots may become available if the squad grows in numbers; new Sergeants can be hired directly or you can promote Corporals to fill the available Sergeant slots.

Palanite Sergeant (unlimited)
100 credits

Palanite Sergeants are crusty veterans who do most of the tactical and practical work of leading their squad, freeing their Captain to make command decisions and think strategically.

Gang Fighters

The backbone of an Enforcer squad is Corporals, Patrolmen, and Recruits. Each type of fighter offers pros and cons, and cater to different play styles and strategies.

Palanite Corporal (0-1); + unlimited via Promotion
75 credits

Palanite Corporals are experienced and capable squad members, moving up in rank and responsibility.

Palanite Patrolman (unlimited)
65 credits

Palanite Patrolmen are the rank and file of an Enforcers squad.

Palanite Recruit (unlimited)
30 credits

Palanite Recruits are fresh out of basic training, motivated but inexperienced.

Hangers-on

Enforcer squads can have one or more Subjugators on hand for particularly hairy circumstances, and they might pay a crafty Informant to act as a snitch. A starting squad may only hire up to one Hangers-on, but in campaign play the squad gains an additional Hangers-on slot for every 5 full points of Reputation the squad has. If the squad loses Reputation they may keep any Hangers-on they purchased previously.

Exclusive Hangers-on

125 credits

Palanite Subjugators specialize in keeping order during riots and other civil disturbances. Trained for and experienced with close quarters combat, they are heavily armored and well shielded. If a squad has a Palanite Subjugator on their roster who is not in Recovery or Captured, the squad's player gains a What's A Few Teeth? Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Palanite Subjugator is not part of the squad's Crew for the battle.

Standard Hangers-on

Informant (0-2)
50 credits

Informants are snitches who dig up and sell information to interested parties, blending in with the general populace or employing stealth to get in and out of places to acquire valuable secrets and objects. If a gang has an Informant on their roster who is not in Recovery or Captured, the gang's player gains a Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Informant is not part of the gang's Crew for the battle.


Tactics Cards

An Palanite Enforcers Squad may select Tactics Cards from the Palanite Enforcers Tactics Cards list by default, though campaign and / or scenario specific guidelines may modify this.


Campaign

A Palanite Enforcers Squad is available on a case by case basis depending upon the type of campaign. Consult the Arbitrator or campaign write up to determine if a player may run a Palanite Enforcers Squad and what restrictions, exceptions, or guidelines might apply.