Skip Navigation Links
Necromunda (2017)Expand Necromunda (2017)

Palanite Enforcers

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

Palanite Enforcers

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

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 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 Unwieldy 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 wear Enforcer Armor (upgradeable to Subjugator Armor) or Subjugator Armor. The cost of this mandatory equipment is included in the credit cost and rating of the fighters. A Palanite Enforcer's armor cannot be removed from them during the Distribute Equipment step of the Post-Battle Sequence.
  • Palanite Enforcers fighters can carry any amount of Wargear.
  • Palanite Enforcers do not have Prospects on their roster.
  • Palanite Enforcers can hire some types of Hangers-on, up to 1 per 10 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 Palanite Enforcers squad is made up of the following types of fighters.

Leader

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

160 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 the 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)
105 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.

Henchmen

The backbone of an Enforcer squad is Corporals, Patrolmen, and Recruits. Each type of fighter offers pros and cons, and caters 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 10 full 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

Ammojack (0-1)
125 credits

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.

Informant (0-1)
75 credits

Informants are snitches who dig up and sell information to interested parties. They blend in with the general populace or use 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.


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.

Special Territory

In campaigns that use Territories, Palanite Enforcers start with a Squad HQ Special Territory (described below). This Special Territory cannot be stolen by another gang but can be pillaged. A pillaged Squad HQ isn't removed from the squad's roster but can't be used until one full battle has been fought without anyone pillaging the Special Territory, after which it is repaired and can be used again.

Squad HQ: At the end of the Hire Fighters step during the Post-Battle Sequence, you may roll 2D6 and subtract the total number of fighters currently on the Palanite Enforcers Squad's roster, then consult the following table for the outcome.
Result
Outcome
0-
Carry On: nothing special happens.
1-4
Reinforce: You may add 1 new Recruit equipped with up to 50 credits worth of gear from the Palanite Recruit Equipment List for free.
5-7
Augment: You may add 2 new Recruits equipped with a combined total of up to 125 credits worth of gear from the Palanite Recruit Equipment List for free.
8+
Reentrench: As Reinforce (1 new Recruit with 50 credits of gear). You may also add 1 new Palanite Patrolman with up to 125 credits worth of gear from the Palanite Patrolman Equipment List to your roster for free. Finally, you can promote a Palanite Patrolman on your roster to become a Palanite Corporal.

Palanite Enforcers Gang Equipment List

The following list shows all of the items available to this kind of gang, organized by category, and with columns for each of this kind of gang's Hero and Henchmen types. An item from this list can be purchased as a Common item for a given type of fighter at the cost listed in the corresponding column. These costs can differ from the Trading Post costs.

If no cost is listed in a fighter type column for a given item, that kind of fighter does not have Common access to that kind of item. They might still be able to use that kind of item if one is acquired by other means, but only if that type of fighter has no restrictions on Equipment Access.

Weapons (CCWs)
ItemCaptain / SergeantCorporalPatrolmanRecruit
Club5555
Fighting Knife5555
Knuckleduster10101010
Shield252525-
Shockbaton40404040
Shockglove10101010
Suppression Shield404040-
Weapons (Pistols)
ItemCaptain / SergeantCorporalPatrolmanRecruit
Autopistol10101010
Combi-Pistol (Bolt / Bolt)555555-
Stub Pistol5555
Weapons (Basic)
ItemCaptain / SergeantCorporalPatrolmanRecruit
Enforcer Bolter404040-
Enforcer Shotgun [Salvo, Shredder]606060-
Weapons (Heavies)
ItemCaptain / SergeantCorporalPatrolmanRecruit
Heavy Bolter145---
Heavy Stubber125---
Grenades
ItemCaptain / SergeantCorporalPatrolmanRecruit
Choke Gas Grenades454545-
Photon Flash Grenades10101010
Scare Gas Grenades404040-
Smoke Bombs20202020
Ammunition
ItemCaptain / SergeantCorporalPatrolmanRecruit
Dumdum rounds (Stub Pistol / Stub Rifle)5555
Hangman rounds (Stub Pistol / Stub Rifle)101010-
Bionics
ItemCaptain / SergeantCorporalPatrolmanRecruit
Biobooster30303030
Bionic Actuators303030-
Bionic Arm454545-
Bionic Cogitator606060-
Bionic Eye505050-
Bionic Leg606060-
Bionic Ruggedization303030-
Bionic Upgrades404040-
Hacker Interface252525-
Skullchip30303030
Steel Skull303030-
Wargear
ItemCaptain / SergeantCorporalPatrolmanRecruit
Ammo Cache151515-
Armored Undersuit151515-
Auspex303030-
Bio Scanner202020-
Biostim stash101010-
Drop Rig101010-
Extra Ammo10101010
Filter Plugs5555
Grapnel-Launcher252525-
Hands-free Lumens10101010
Medicae Kit303030-
Meds stash5555
Respirator10101010
Second Best5555
Shades5555
Strip Kit15151515
Timed Explosive151515-
Upgraded Helmet Visor20202020

Palanite Enforcers Tactics Cards

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.