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The Imperial House

RAW ✔️ Bastions of Law, p83

Benefits

Law Abiding Allies: Any gang may form an Alliance with the Imperial House, provided it is a Law Abiding gang. The House of Helmawr has no interest in collaborating with the criminal classes.

Strong Alliance (Palanite Enforcers): The first time a Palanite Enforcers gang is required to Test the Alliance with this ally, do not roll. Instead, count the result as Disquiet.

Imperial Appointment: When a gang allies with the Imperial House, they may select one of their Territories (or equivalent) to be officially appointed as theirs by the Imperial House. The gang may perform the Collect Tithe post-battle action:

  • Collect Tithe: Receive the boon from the Territory an additional time.

Enforcer Bodyguards: In the pre-battle sequence the gang may add Enforcer Bodyguards (see page 84) to their gang for the battle ahead. These fighters do not cost a gang any credits to hire, but if chosen, they must be included in the gang's crew, even if crew selection is normally random.

If the gang is playing against an Outlaw gang then the Enforcer Bodyguards must be included unless the gang rolls to Test the Alliance.

Drawbacks

Imperial Tax: During the post-battle sequence, if the gang gained any credits as a scenario reward, the gang must give up a portion of this to the Imperial House:

  • The gang must give D3x10 credits to the Imperial House. If the amount rolled is greater than the amount gained, the gang must make up the deficit from their Stash or Test the Alliance.
  • Alternatively, the gang can choose to keep all of its rewards, but if they do they must Test the Alliance.

Imperial Decree: If the gang’s alliance with the Imperial House is broken as a result of Testing the Alliance then the gang immediately becomes an Outlaw gang.

Enforcer Bodyguards Delegation

Composition

An Enforcer Bodyguards Delegation consists of two Palanite Companions.

Enforcer Bodyguards Special Rules

Helmawr's Protectors: During the pre-battle sequence, after the Choose Crews step, the Palanite Companions are assigned to protect a fighter of the allied gang's choice.

A Band Apart: Members of the Imperial House take care of their own. Palanite Companions will remain separate and aloof from the gang they are working beside, disappearing during the post-battle sequence to tend to their wounds. If a Palanite Companion goes Out of Action during a battle, there is no need to roll for Lasting Injury; they are considered to have rolled 15-26 Out Cold.

"Here to Help": Unlike other fighters, Enforcer Bodyguards are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario.

Palanite Companions

MWSBSSTWIALdClWilInt
5"4+3+3324+15+6+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Stub gun6"12"+2-3-14+Plentiful, Sidearm
Disintegration gun8"24"--15-326+Rapid Fire (1), Scarce, Sever, Unstable

Skills: Overwatch, Fearsome Wargear: layered flak armour, armoured undersuit and magnacles Special Rules: Peerless Bodyguards

Special Rules

Peerless Bodyguards: If the fighter the Palanite Companions are assigned to is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Palanite Companion within 2".

RAW ✔️ Bastions of Law, p84