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.
Fighters
A starting Palanite Enforcers squad is made up of the following fighters.
150 credits
Palanite Captains are proven and capable field commanders, risen from the ranks rather than appointed, and respected by the rank and file.
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.
75 credits
Palanite Corporals are experienced and capable squad members, moving up in rank and responsibility.
65 credits
Palanite Patrolmen are the rank and file of an Enforcers squad.
30 credits
Palanite Recruits are fresh out of basic training, motivated but inexperienced.
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
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.