Provided below are the house rules we use for Palanite Enforcers gangs.
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.
A Palanite Enforcers squad must follow these rules when it is founded, and when new fighters are added to the squad.
A Palanite Enforcers squad is made up of the following types of fighters.
160 credits
Palanite Captains are proven and capable field commanders, risen from the ranks rather than appointed, and respected by the rank and file.
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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.
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Palanite Corporals are experienced and capable squad members, moving up in rank and responsibility.
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Palanite Patrolmen are the rank and file of an Enforcers squad.
30 credits
Palanite Recruits are fresh out of basic training, motivated but inexperienced.
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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.
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An Ammojack makes sure ammunition is plentiful and weapons are well-maintained. If the Ammojack is not in Recovery or Captured, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to be part of the Crew or on the battlefield for the gang to receive this bonus.
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.
A 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.
Adrenaline Surge ~Beta~
You may play this card when activating a fighter.
The currently activating fighter can make one additional action this turn.
Blackout ~Beta~
You may play this card at the start of any round, before rolling for Priority.
For the duration of this round ranged attacks have an additional -1 modifier if made at short range, or a -2 modifier if made at long range.
Attackers unaffected by low-light conditions or targeting a fighter with a Blaze marker ignore these penalties.
Blazing Fury ~Beta~
You may play this card when activating a fighter.
For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were rolled.
Bond of Brotherhood ~Beta~
You may play this card when one of your gang's fighters ends their activation within 3'' of another fighter in your gang who is Seriously Injured.
The Seriously Injured fighter may immediately make a recovery test, and is considered to be assisted. If the Seriously Injured fighter recovers they may stand up rather than become Pinned.
Close Miss ~Gamma~
You may play this card after one of your gang's fighters makes an unsuccessful hit roll with a ranged weapon.
The target is Pinned as though they were hit by the ranged attack.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Comm Burst ~Alpha~
You may play this at the start of any round.
For the duration of this round, Group Activation and Command Aura have unlimited range for your gang's fighters, and any of your gang's Broken fighters attempting to Rally add 1 for each Active fighter from your gang remaining on the battlefield instead of the usual 3'' distance.
Crossfire ~Gamma~
You may play this card when a fighter makes a ranged attack against a target who has already been shot at by a friendly fighter, instead of rolling to hit.
Do not roll to hit for this fighter's ranged attack, but do roll Firepower dice as normal. The ranged attack automatically hits.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Duck and Cover ~Beta~
You may play this card when activating an Active or Pinned fighter.
If this fighter is Pinned they may immediately stand up.
This fighter may make a ranged attack, then make a Standard Move, then become Pinned, and finally end their activation.
This cannot be interrupted by abilities or other Tactics Cards that interrupt actions.
Fire Discipline ~Alpha~
You may play this card instead of activating a fighter.
For the remainder of the battle, ranged attacks made by your fighters only trigger an Ammo check if the Firepower dice rolls an Ammo symbol and the hit roll is a success.
Healthy Paranoia ~Gamma~
You may play this card when activating a fighter. Tuck this under that fighter's card.
For the remainder of the battle if a Hidden enemy fighter moves within 12'' and line of sight of this fighter, that enemy fighter's action ends immediately, this fighter stops being a Sentry (if relevant), gets a Ready marker if they do not already have one, and this fighter may activate immediately.
Lead by Example ~Alpha~
You may play this card when the Leader of your gang takes an enemy fighter Out of Action.
Any of your gang's fighters who are Pinned may stand up for free. Any of your gang's fighters who are Seriously Injured may recover, taking a Flesh Wound and becoming Pinned. Any of your gang's fighters who are Broken immediately Rally.
Medical Protocols ~Gamma~
You may play this card at the start of any End Phase.
For the duration of this End Phase when any of your gang's fighters assists a friendly fighter's Recovery test, do not make an Injury roll. The assisted fighter is no longer Seriously Injured, suffers a Flesh Wound, and may stand up immediately.
Point-Blank Shot ~Gamma~
You may play this card during the Pick Weapons step of the close combat sequence when one of your gang's fighters is making a close combat attack.
This fighter may select one of their ranged weapons to use in this close combat sequence as if that weapon had the Sidearm trait. Weapon profiles that have the Blast trait or the Template trait cannot be selected, however.
Snap Fire ~Gamma~
You may play this card to interrupt an enemy fighter's action when they move into the vision arc of one of your gang's Active fighters.
Your fighter may make a ranged attack targeting the interrupted enemy fighter, with a -1 modifier. Weapons with the Blast or Template traits cannot be used to make this attack. If the enemy fighter is still Active after this attack,
their action resumes.
Steeled Nerves ~Gamma~
You may play this card when activating a fighter. Tuck this under that fighter's card.
This fighter gains the benefits of the Nerves of Steel skill for the remainder of this battle.
Sterner Stuff ~Gamma~
You may play this card instead of activating a fighter.
Each of your gang's fighters who is Broken may make a Rally check immediately with a +2 bonus.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Suppressing Fire ~Beta~
You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.
Select a ranged weapon this fighter carries with the Rapid Fire trait that is not Out of Ammo. Target up to three Active enemy fighters within line of sight and within range, who become Pinned. This fighter's activation ends immediately.
Tactical Reload ~Beta~
You may play this card when activating one of your gang's fighters who has a weapon that is Out of Ammo.
One of this fighter's Out of Ammo weapons is immediately reloaded, even if it has the Scarce trait. Note that this does not work on Limited items as they are deleted from a fighter's card when they run Out of Ammo.
Tech Override ~Gamma~
You may play this card when one of your gang's fighters must make an Intelligence check to interact with a device, terminal, loot box, or similar.
The Intelligence check is passed automatically. If there is more than one possible outcome when interacting with the object, you may select the outcome you prefer.
They're Everywhere! ~Beta~
You may play this card instead of activating a fighter.
Select up to D3+1 fighters on the battlefield (belonging to any gang). For each selected fighter, you may change that fighter's facing to any direction you prefer.