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Palanite Enforcers

Palanite Enforcers Gang List

RAW ✔️ Bastions of Law, p33

Gang Composition

Palanite Enforcer gangs follow all the usual restrictions and guidelines for creating a gang as described in the Necromunda Core Rulebook.

Why Play Palanite Enforcers?

All that prevents complete anarchy and open war overtaking the underhives of Necromunda, the Palanite Enforcers are the brutal tool of suppression used by the Imperial House to maintain their iron tight grip on power.

In Necromunda battles, the Palanite Enforcers excel at close quarters firefights where they bring the full force of their impressive armoury to bear. With each fighter in the gang having a clearly defined role, success comes to those who use their gang as a well-oiled machine, each part complimenting the other. A canny Palanite Enforcer Captain also knows that they will almost always be outnumbered in the underhive and so ensures they never leave a member of their patrol isolated where they could be picked off. If you wish to field Lord Helmawr’s personal peacekeeping force and be the law in the underhive, then the Palanite Enforcers are the gang for you!

Additional Rules

Fighters

Palanite Enforcer Captain (Leader)

MWSBSSTWIALdClWilInt
5"3+3+3333+24+6+5+6+

Skills: 1 Primary skill (chosen) Wargear: magnacles (included in their starting cost) Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2)

Special Rules

Gang Leader: A Palanite Enforcer gang must always include a single fighter with this special rule:

  • A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see Death of a Leader in the Necromunda Core Rulebook).

Gang Hierarchy (Leader): During a battle, once this fighter’s gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Palanite Enforcer fighters that are within 12" of this fighter will automatically pass their Cool test and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Palanite Enforcer fighters equal to the number shown in brackets that are within 3' of this fighter as part of a 'Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Skills: When recruited, a Palanite Enforcer Captain may choose one skill from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value.

Skill Access

A Palanite Enforcer Captain has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPalanite Drill
-SecondarySecondary--PrimaryPrimarySecondaryPrimary
Equipment

A Palanite Enforcer Captain is equipped with magnacles (included in their starting cost) and may purchase weapons and additional Wargear from the Palanite Enforcer Captain equipment list:

  • During the course of a campaign, a Palanite Enforcer Captain may be given additional weapons and Wargear purchased from this list and from the Trading Post.
  • A Palanite Enforcer Captain has no restrictions upon the types of weapon they can take; all weapon types are available.

Palanite Enforcer Captain Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Enforcer boltgun50
- Penetrator rounds+20
Enforcer shotgun (with salvo and shredder ammo)60
PISTOLS
Autopistol10
- Fragmentation rounds+10
- Manstopper rounds+10
Bolt pistol45
Plasma pistol50
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Combi-weapon (bolter/grenade launcher with frag grenades)60
- Krak grenades+25
- Stun rounds+20
Concussion carbine30
Flamer140
Sniper rifle35
Web gun125
HEAVY WEAPONS
Heavy concussion ram*70
Heavy stubber*130
SLHG pattern assault ram 'sledge hammer'*90
CLOSE COMBAT WEAPONS
Power knife25
Power maul30
Power sword50
Riot shield35
Shock baton30
Wargear
ItemCredits
GRENADES
Choke gas grenades50
Frag grenades30
Photon flash grenades15
Smoke grenades15
Stun grenades15
ARMOUR
Carapace armour
- Light80
Flak armour10
Hardened flak armour30
FIELD ARMOUR
Conversion field60
Displacer field70
Refractor field50
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Bio-scanner20
Photo-goggles35
Photo-lumens15
Respirator15
Stimm-slug stash30
WEAPON ACCESSORIES
Infra-sight (Pistols, Basic, Special and Heavy Weapons)†40
Las-projector (Pistols, Basic and Special Weapons)†35
Mono-sight (Basic, Special and Heavy Weapons)†35
STATUS ITEMS: EXOTIC BEASTS
0-2 Hardcase Cyber-mastiff130

RAW ✔️ Bastions of Law, p37

Palanite Enforcer Sergeant (Champion)

MWSBSSTWIALdClWilInt
5"4+3+3323+15+6+6+7+

Skills: 1 Primary skill (chosen) Wargear: magnacles (included in their starting cost) Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1)

Special Rules

Gang Hierarchy (Leader): During a battle, once this fighter’s gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Palanite Enforcer fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Palanite Enforcer fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’:

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Skills: When recruited, a Palanite Enforcer Sergeant may choose one skill from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value.

Skill Access

A Palanite Enforcer Sergeant has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPalanite Drill
--Secondary-SecondarySecondary-PrimaryPrimary
Equipment

A Palanite Enforcer Sergeant is equipped with magnacles (included in their starting cost) and may purchase weapons and additional Wargear from the Palanite Enforcer Sergeant equipment list:

  • During the course of a campaign, a Palanite Enforcer Sergeant may be given additional weapons and Wargear purchased from this list and from the Trading Post.
  • A Palanite Enforcer Sergeant has no restrictions upon the types of weapon they can take; all weapon types are available.

Palanite Enforcer Sergeant Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Enforcer boltgun50
- Penetrator rounds+20
Enforcer shotgun (with salvo and shredder ammo)60
PISTOLS
Autopistol10
- Fragmentation rounds+10
- Manstopper rounds+10
Bolt pistol45
Plasma pistol50
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Combi-weapon (bolter/grenade launcher with frag grenades)60
- Krak grenades+25
- Stun rounds+20
Concussion carbine30
Flamer140
Sniper rifle35
Web gun125
HEAVY WEAPONS
Heavy stubber*130
CLOSE COMBAT WEAPONS
Power knife25
Power maul30
Power sword50
Riot shield35
Shock baton30
Wargear
ItemCredits
GRENADES
Choke gas grenades50
Frag grenades30
Photon flash grenades15
Smoke grenades15
Stun grenades15
ARMOUR
Flak armour10
Hardened flak armour30
FIELD ARMOUR
Conversion field60
Displacer field70
Refractor field50
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Bio-scanner20
Photo-goggles35
Photo-lumens15
Respirator15
Stimm-slug stash30
WEAPON ACCESSORIES
Infra-sight (Pistols, Basic, Special and Heavy Weapons)†40
Las-projector (Pistols, Basic and Special Weapons)†35
Mono-sight (Basic, Special and Heavy Weapons)†35
STATUS ITEMS: EXOTIC BEASTS
0-2 Hardcase Cyber-mastiff130

RAW ✔️ Bastions of Law, p38

Palanite Enforcer Subjugator Sergeant (Champion)

MWSBSSTWIALdClWilInt
5"3+4+3324+25+6+6+7+

Skills: 1 Primary skill (chosen) Wargear: magnacles (included in their starting cost) Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1)

Special Rules

Gang Hierarchy (Leader): During a battle, once this fighter’s gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Palanite Enforcer fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield.

Additionally, during Campaign play this fighter may perform post-battle actions.

Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Palanite Enforcer fighters equal to the number shown in brackets that are within 3" of this fighter as part of a ‘Group Activation’:

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Skills: When recruited, a Palanite Enforcer Subjugator Sergeant may choose one skill from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter’s credits value.

Skill Access

A Palanite Enforcer Subjugator Sergeant has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPalanite Drill
-PrimarySecondary-SecondarySecondary--Primary
Equipment

A Palanite Enforcer Subjugator Sergeant is equipped with magnacles (included in their starting cost) and may purchase weapons and additional Wargear from the Palanite Enforcer Subjugator Sergeant equipment list:

  • During the course of a campaign, a Palanite Enforcer Subjugator Sergeant may be given additional weapons and Wargear purchased from this list and from the Trading Post.
  • A Palanite Enforcer Subjugator Sergeant has no restrictions upon the types of weapon they can take; all weapon types are available.

Palanite Enforcer Subjugator Sergeant Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Subjugation pattern grenade launcher (with frag and stun grenades)50
- Choke gas grenades+30
- Krak grenades+35
- Photon flash grenades+15
- Scare gas grenades+40
- Smoke gas grenades+15
PISTOLS
Autopistol10
- Fragmentation rounds+10
- Manstopper rounds+10
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Repulsion pattern chem-thrower90
HEAVY WEAPONS
Heavy concussion ram*70
Heavy stubber*130
SLHG pattern assault ram 'sledge hammer'*90
CLOSE COMBAT WEAPONS
Power knife25
Power maul30
Power sword50
Shock baton30
Vigilance pattern assault shield40
Wargear
ItemCredits
GRENADES
Choke gas grenades50
Frag grenades30
Photon flash grenades15
Smoke grenades15
Stun grenades15
ARMOUR
Layered flak armour20
Hardened layered flak armour40
FIELD ARMOUR
Conversion field60
Displacer field70
Refractor field50
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Bio-scanner20
Photo-goggles35
Photo-lumens15
Respirator15
Stimm-slug stash30
WEAPON ACCESSORIES
Infra-sight (Pistols, Basic, Special and Heavy Weapons)†40
Las-projector (Pistols, Basic and Special Weapons)†35
Mono-sight (Basic, Special and Heavy Weapons)†35
Suspensors (weapons with the Unwieldy trait only)60
STATUS ITEMS: EXOTIC BEASTS
0-2 Hardcase Cyber-mastiff130

RAW ✔️ Bastions of Law, p40

Palanite Enforcer Patrolman (Ganger)

MWSBSSTWIALdClWilInt
5"4+4+3313+17+7+7+7+

Wargear: magnacles (included in their starting cost) Special Rules: Gang Fighter (Ganger), Promotion (Palanite Enforcer Specialist), Tools of the Trade (Palanite Enforcer Specialist)

Special Rules

Gang Fighter (Ganger): Fighters with this special rule form the backbone of Palanite Enforcer gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Palanite Enforcer Specialist): When the gang is founded, a single Palanite Enforcer Patrolman can be promoted to become a Palanite Enforcer Specialist. During Campaign play, additional Palanite Enforcer Patrolmen may become Palanite Enforcer Specialists by spending Experience (XP), as described in the campaign rules. A Palanite Enforcer Specialist gains the Tools of the Trade special rule and may spend XP to gain additional skills.

Tools of the Trade (Palanite Enforcer Specialist): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Skill Access

A Palanite Enforcer Specialist has access to the following skill sets (note, however, that a Palanite Enforcer Patrolman may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPalanite Drill
-SecondarySecondary----PrimaryPrimary
Equipment

Palanite Enforcer Patrolmen and Palanite Enforcer Specialists are equipped with magnacles (included in their starting cost) and may purchase weapons and additional Wargear from the Palanite Enforcer Patrolman equipment list:

  • During the course of a campaign, Palanite Enforcer Patrolmen and Specialists may be given additional weapons purchased from this list.
  • During the course of a campaign, Palatine Enforcer Patrolmen and Specialists may be given additional Wargear purchased from this list and from the Trading Post.
  • Palanite Enforcer Patrolmen and Specialists have no restrictions upon the types of weapon they can take; all weapon types are available.

Palanite Enforcer Patrolman Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Enforcer boltgun50
- Penetrator rounds+20
Enforcer shotgun (with salvo and shredder ammo)60
PISTOLS
Autopistol10
- Fragmentation rounds+10
- Manstopper rounds+10
Stub gun5
- Dumdum rounds+5
SPECIAL WEAPONS
Concussion carbine30
Sniper rifle35
CLOSE COMBAT WEAPONS
Power knife25
Power maul30
Riot shield35
Shock baton30
Wargear
ItemCredits
GRENADES
Choke gas grenades50
Frag grenades30
Photon flash grenades15
Smoke grenades15
Stun grenades15
ARMOUR
Flak armour10
Hardened flak armour30
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Bio-scanner20
Photo-goggles35
Photo-lumens15
Respirator15
Stimm-slug stash30
WEAPON ACCESSORIES
Infra-sight (Pistols, Basic, Special and Heavy Weapons)†40

RAW ✔️ Bastions of Law, p42

Palanite Enforcer Subugator Patrolman (Ganger)

MWSBSSTWIALdClWilInt
5"4+4+3314+27+7+7+7+

Wargear: magnacles (included in their starting cost) Special Rules: Gang Fighter (Ganger), Promotion (Palanite Enforcer Subjugator Specialist), Tools of the Trade (Palanite Enforcer Subjugator Specialist)

Special Rules

Gang Fighter (Ganger): Fighters with this special rule form the backbone of Palanite Enforcer gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Palanite Enforcer Subjugator Specialist): When the gang is founded, a single Palanite Enforcer Subjugator Patrolman can be promoted to become a Palanite Enforcer Subjugator Specialist. During Campaign play, additional Palanite Enforcer Subjugator Patrolmen may become Palanite Enforcer Subjugator Specialists by spending Experience (XP), as described in the campaign rules. A Palanite Enforcer Subjugator Specialist gains the Tools of the Trade special rule and may spend XP to gain additional skills.

Tools of the Trade (Palanite Enforcer Subjugator Specialist): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets.

Skill Access

A Palanite Enforcer Subjugator Specialist has access to the following skill sets (note, however, that a Palanite Enforcer Subjugator Patrolman may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPalanite Drill
-PrimarySecondary----SecondaryPrimary
Equipment

Palanite Enforcer Subjugator Patrolmen and Palanite Enforcer Subjugator Specialists are equipped with magnacles (included in their starting cost) and may purchase weapons and additional Wargear from the Palanite Enforcer Subjugator Patrolman equipment list:

  • During the course of a campaign, Palanite Enforcer Subjugator Patrolmen or Specialists may be given additional weapons purchased from this list
  • During the course of a campaign, Palatine Enforcer Subjugator Patrolmen or Specialists may be given additional Wargear purchased from this list and from the Trading Post.
  • Palanite Enforcer Subjugator Patrolmen or Specialists have no restrictions upon the types of weapon they can take; all weapon types are available.

Palanite Enforcer Subjugator Patrolman Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Subjugation pattern grenade launcher (with frag and stun grenades)50
- Choke gas grenades+30
- Krak grenades+35
- Photon flash grenades+15
- Scare gas grenades+40
- Smoke gas grenades+15
PISTOLS
Autopistol10
- Fragmentation rounds+10
- Manstopper rounds+10
Stub gun5
- Dumdum rounds+5
HEAVY WEAPONS
Heavy concussion ram*70
SLHG pattern assault ram 'sledge hammer'*90
CLOSE COMBAT WEAPONS
Power knife25
Power maul30
Power sword50
Shock baton30
Vigilance pattern assault shield40
Wargear
ItemCredits
GRENADES
Choke gas grenades50
Frag grenades30
Photon flash grenades15
Smoke grenades15
Stun grenades15
ARMOUR
Layered flak armour20
Hardened layered flak armour40
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Bio-scanner20
Photo-goggles35
Photo-lumens15
Respirator15
Stimm-slug stash30
WEAPON ACCESSORIES
Infra-sight (Pistols, Basic, Special and Heavy Weapons)†40

RAW ✔️ Bastions of Law, p44

Palanite Enforcer Rookie Patrolman (Juve)

MWSBSSTWIALdClWilInt
6"5+5+3313+18+8+8+8+

Wargear: magnacles (included in their starting cost) Special Rules: Gang Fighter (Juve), Promotion (Palanite Enforcer Specialist), Fast Learner

Special Rules

Gang Fighter (Ganger): Fighter with this special rule form the backbone of Palanite Enforcer gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Promotion (Palanite Enforcer Specialist): If, during the Downtime phase of a campaign, this fighter has gained three or more Advancements, this fighter may be promoted to become a Palanite Enforcer Specialist.

When a fighter is promoted in this way, they will from now on count as a Palanite Enforcer Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Palanite Enforcer Specialist), and Fast Learner special rules and gain all the special rules associated with a Palanite Enforcer Specialist.

Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time.

Skill Access

A Palanite Enforcer Rookie Patrolman has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPalanite Drill
Secondary------SecondaryPrimary
Equipment

Palanite Enforcer Rookie Patrolmen are equipped with magnacles (included in their starting cost) and may purchase weapons and additional Wargear from the Palanite Enforcer Rookie Patrolman equipment list:

  • During the course of a campaign, Palanite Enforcer Rookie Patrolmen may be given additional weapons purchased from this list.
  • During the course of a campaign, Palatine Enforcer Rookie Patrolmen may be given additional Wargear purchased from this list and from the Trading Post.
  • Palanite Enforcer Rookie Patrolmen can only be equipped with Pistols, Basic and Close Combat weapons.

Palanite Enforcer Rookie Patrolman Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Enforcer boltgun50
- Penetrator rounds+20
Enforcer shotgun (with salvo and shredder ammo)60
PISTOLS
Autopistol10
- Fragmentation rounds+10
- Manstopper rounds+10
Stub gun5
- Dumdum rounds+5
CLOSE COMBAT WEAPONS
Shock baton30
Wargear
ItemCredits
GRENADES
Choke gas grenades50
Frag grenades30
Photon flash grenades15
Smoke grenades15
Stun grenades15
ARMOUR
Flak armour10
Hardened flak armour30
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-booster35
Bio-scanner20
Photo-goggles35
Photo-lumens15
Respirator15
Stimm-slug stash30
WEAPON ACCESSORIES
Infra-sight (Pistols, Basic, Special and Heavy Weapons)†40

RAW ✔️ Bastions of Law, p46

Exotic Beasts

0-2 Hardcase Cyber-Mastiff (Exotic Beast)

MWSBSSTWIALdClWilInt
5"3+-3414+28+6+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Shock bite-E--S-11-Melee, Rending, Shock

Weapons: Shock bite Wargear: Hardcase (counts as being equipped with light carapace armour and a respirator) Special Rules: Tenacious, Hardcase, Faithful Protector

Special Rules

Tenacious: Hardcase Cyber-mastiffs are renowned for their tenacity. If the Hardcase Cyber-mastiff is taken Out of Action, do not remove it from the battlefield if it has not yet activated this round. Once the Hardcase Cyber-mastiff has completed its activation, remove it from the battlefield.

Hardcase: Hardcase Cyber-mastiffs are completely cybernetic and thus very hard to kill. A Hardcase Cyber-mastiff counts as being equipped with light carapace armour and a respirator.

Faithful Protector: Whilst a Hardcase Cyber-mastiff is Standing and either Active or Engaged within 3" of its owner, enemy fighters may not make a Coup De Grace (Simple) action against the owner. In addition, if the owner is Standing and Engaged when activated, and the Hardcase Cyber-mastiff is within 6" of them, the Hardcase Cyber-mastiff may immediately be moved into base contact with one or more of the fighters Engaging the owner. This move counts as a free action.

Skill Access

Should a Hardcase Cyber-mastiff become a Specialist, it has access to the following Skill sets:

AgilityBrawnCombatCunningFerocity
--Primary-Secondary
Equipment

A Hardcase Cyber-mastiff may not purchase weapons or Wargear. A Hardcase Cyber-mastiff is armed with a shock bite.

RAW ✔️ Bastions of Law, p49

Brutes

0-2 Enforcer 'Sanctioner' Pattern Automata (Brute)

MWSBSSTWIALdClWilInt
5"4+4+4535+28+7+6+9+
WeaponRg SRg LAc SAc LSAPDAmTraits
Pacifier assault claw-E--S-12-Melee, Pulverise
Heavy shock baton-E--S+1-2-Concussion, Melee, Parry, Shock
Grenade launcher array
- photon flash grenades6"18"-----5+Blast (5"), Flash
In options:
Concussion cannon9"18"+1-4-124+Blast (3"), Concussion, Knockback, Seismic
Sanction pattern mancatcher
- melee-E--S-11-Entangle, Melee
- ranged-T--5--5+Silent, Template, Web
SLHG pattern assault ram 'Sledge hammer'
- assault ramE2"--S+2-12-Knockback, Melee, Pulverise, Versatile
- auxiliary grenade launcher with choke gas grenades6"24"-1----5+Blast (3"), Gas, Limited
- auxiliary grenade launcher with frag grenades6"24"-1-3-16+Blast (3"), Knockback
Grenade launcher array
-- choke gas grenades6"18"-1----5+Blast (3"), Gas, Limited
-- photon flash grenades6"18"-----5+Blast (5"), Flash
-- scare gas grenades6"18"-1----6+Blast (3"), Fear, Gas, Limited
-- smoke grenades6"18"-1----4+Blast (*), Smoke
-- stun rounds6"18"--2-114+Concussion

Skills: Got Your Six Weapons: Pacifier assault claw, heavy shock baton and grenade launcher array with photon flash grenades Wargear: Light carapace armour Special Rules: Automated Repair Systems, Mobile Bulwark

Special Rules

Automated Repair Systems: During the Recovery and Restart step of the End phase, do not roll if this fighter recovers from being Seriously Injured − it automatically recovers as if a Flesh Wound had been rolled on the Injury dice.

Mobile Bulwark: If a friendly fighter is in partial cover due to being obscured by a Sanctioner Automata, they instead count as being in full cover.

Options

An Enforcer 'Sanctioner' Pattern Automata can replace their pacifier assault claw and/or heavy shock baton with one of the following:

OptionCost
Concussion cannon+80
Sanction pattern mancatcher+100
SLHG pattern assault ram 'Sledge hammer'+40

An Enforcer 'Sanctioner' Pattern Automata can take the following additional grenades types for their grenade launcher array:

OptionCost
Choke gas grenades+35
Scare gas grenades+45
Smoke grenades+15
Stun grenades+25

An Enforcer 'Sanctioner' Pattern Automata can upgrade its light carapace armour to heavy carapace armour:

OptionCost
Heavy carapace armour+20
Skill Access

An Enforcer 'Sanctioner' Pattern Automata has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingPalanite Drill
Secondary-Secondary-Primary----

RAW ✔️ Bastions of Law, p58

Wasteland Additional Rules

Wasteland Gang Composition

A Palanite Enforcer gang follows the standard rules for Wasteland Gang Composition.

All fighters (except crew) have access to the Wasteland Gang Equipment List.

Palanite Ranger (Crew)

MFrontSideRearHPHndSvBSLdClWilInt
*******4+7+7+7+7+

Special Rules: Gang Fighter (Crew), Vehicle Crew

Special Rules

Gang Fighter (Crew): Fighters with this special rule form the backbone of Palanite Enforcer gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.

Vehicle Crew: A Palanite Ranger must always be equipped with a vehicle.

Skill Access
Equipment

A Palanite Ranger must be equipped with a vehicle and they may purchase weapons and Wargear from the Palanite Ranger equipment list:

  • During the course of a campaign, a Palanite Ranger may be given additional Wargear from this list and the Trading Post.
  • During the course of a campaign, a Palanite Ranger may be given additional weapons from this list and the Pistols section of the Trading Post.
  • A Palanite Ranger may be given a replacement vehicle either from this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang’s Stash.

Palanite Ranger Equipment List

Vehicles
ItemCredits
Custom VehicleVariable
Enforcer Tauros Venator130
Ridgerunner95
Rockgrinder145
Wolfquad70
Weapons
ItemCredits
PISTOLS
Autopistol10
Stub gun5
Wargear
ItemCredits
PERSONAL EQUIPMENT
Filter plugs10
Photo-goggles35
Respirator15

RAW ✔️ Bastions of Law, p48

Enforcer Tauros Venator (Vehicle)

MFrontSideRearHPHndSvBSLdClWilInt
7"55435+4+*****

Weapon Hardpoints: 1 Crew Operated - Arc (All Round) Upgrade Slots: 2 Body, 3 Drive, 3 Engine Special Rules: Weapon Hardpoints, Dedicated Gunner, Wheeled, Upgrade Slots

Special Rules

Weapon Hardpoint: An Enforcer Tauros Venator has a Weapon Hardpoint. Any weapon mounted on it gains the Crew Operated and Arc (All Round) traits.

Dedicated Gunner: When performing a Move & Shoot (Basic) action, this vehicle may move up to its full Movement characteristic instead of half.

Wheeled: This vehicle uses wheels as its primary form of locomotion - this impacts how it interacts with difficult terrain.

Upgrade Slots: An Enforcer Tauros Venator has the following Upgrade slots available:

BodyDriveEngine
233
Equipment

An Enforcer Tauros Venator may be equipped with vehicle Upgrades, vehicle Wargear and a weapon from the Enforcer Tauros Venator equipment list.

  • During the course of a campaign, an Enforcer Tauros Venator may be equipped with additional vehicle Wargear from the Enforcer Tauros Venator equipment list and the Trading Post.
  • During the course of a campaign, an Enforcer Tauros Venator may be fitted with additional vehicle Upgrades from the Enforcer Tauros Venator equipment list.
  • During the course of a campaign, an Enforcer Tauros Venator can be equipped with a weapon from this list or the Basic, Special or Heavy sections of the Trading Post.

Enforcer Tauros Venator Equipment List

Vehicle Upgrades
ItemCredits
BODY UPGRADES
Ablative armour15
Crash cage15
Reinforced armour20
Weapons stash20
DRIVE UPGRADES
Emergency brake10
Powered steering30
Redundant drive system15
Tyre claws10
ENGINE UPGRADES
Archeotech automantic reactor [sic]40
Easy turnover5
Engine shell15
Glys injector20
Weapons
ItemCredits
HEAVY
Twin-linked concussion cannon145
Twin-linked heavy stubber155
Vehicle Wargear
ItemCredits
Booby-trapped fuel tanks10
Caltrop launcher20
Flare launchers10
Headlights15
Kill switch15

RAW ✔️ Bastions of Law, p64