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.
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
- Palanite Drill
- Palanite Enforcers In Dominion Campaigns
- Palanite Enforcer Prefectures
- Enforcement Programs
Fighters
Palanite Enforcer Captain (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 3 | 3+ | 2 | 4+ | 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) Gang Leader: A Palanite Enforcer gang must always include a single fighter with this special rule: 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': 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. A Palanite Enforcer Captain has access to the following skill sets: 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Palanite Drill - Secondary Secondary - - Primary Primary Secondary Primary Equipment
Palanite Enforcer Captain Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Enforcer boltgun 50 - Penetrator rounds +20 Enforcer shotgun (with salvo and shredder ammo) 60 PISTOLS Autopistol 10 - Fragmentation rounds +10 - Manstopper rounds +10 Bolt pistol 45 Plasma pistol 50 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (bolter/grenade launcher with frag grenades) 60 - Krak grenades +25 - Stun rounds +20 Concussion carbine 30 Flamer 140 Sniper rifle 35 Web gun 125 HEAVY WEAPONS Heavy concussion ram* 70 Heavy stubber* 130 SLHG pattern assault ram 'sledge hammer'* 90 CLOSE COMBAT WEAPONS Power knife 25 Power maul 30 Power sword 50 Riot shield 35 Shock baton 30 Wargear
Item Credits GRENADES Choke gas grenades 50 Frag grenades 30 Photon flash grenades 15 Smoke grenades 15 Stun grenades 15 ARMOUR Carapace armour - Light 80 Flak armour 10 Hardened flak armour 30 FIELD ARMOUR Conversion field 60 Displacer field 70 Refractor field 50 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Bio-scanner 20 Photo-goggles 35 Photo-lumens 15 Respirator 15 Stimm-slug stash 30 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-mastiff 130
RAW ✔️ Bastions of Law, p37
Palanite Enforcer Sergeant (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 2 | 3+ | 1 | 5+ | 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) 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’: 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. A Palanite Enforcer Sergeant has access to the following skill sets: 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Palanite Drill - - Secondary - Secondary Secondary - Primary Primary Equipment
Palanite Enforcer Sergeant Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Enforcer boltgun 50 - Penetrator rounds +20 Enforcer shotgun (with salvo and shredder ammo) 60 PISTOLS Autopistol 10 - Fragmentation rounds +10 - Manstopper rounds +10 Bolt pistol 45 Plasma pistol 50 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Combi-weapon (bolter/grenade launcher with frag grenades) 60 - Krak grenades +25 - Stun rounds +20 Concussion carbine 30 Flamer 140 Sniper rifle 35 Web gun 125 HEAVY WEAPONS Heavy stubber* 130 CLOSE COMBAT WEAPONS Power knife 25 Power maul 30 Power sword 50 Riot shield 35 Shock baton 30 Wargear
Item Credits GRENADES Choke gas grenades 50 Frag grenades 30 Photon flash grenades 15 Smoke grenades 15 Stun grenades 15 ARMOUR Flak armour 10 Hardened flak armour 30 FIELD ARMOUR Conversion field 60 Displacer field 70 Refractor field 50 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Bio-scanner 20 Photo-goggles 35 Photo-lumens 15 Respirator 15 Stimm-slug stash 30 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-mastiff 130
RAW ✔️ Bastions of Law, p38
Palanite Enforcer Subjugator Sergeant (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 5+ | 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) 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’: 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. A Palanite Enforcer Subjugator Sergeant has access to the following skill sets: 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Palanite Drill - Primary Secondary - Secondary Secondary - - Primary Equipment
Palanite Enforcer Subjugator Sergeant Equipment List
Weapons
Item Credits 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 Autopistol 10 - Fragmentation rounds +10 - Manstopper rounds +10 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Repulsion pattern chem-thrower 90 HEAVY WEAPONS Heavy concussion ram* 70 Heavy stubber* 130 SLHG pattern assault ram 'sledge hammer'* 90 CLOSE COMBAT WEAPONS Power knife 25 Power maul 30 Power sword 50 Shock baton 30 Vigilance pattern assault shield 40 Wargear
Item Credits GRENADES Choke gas grenades 50 Frag grenades 30 Photon flash grenades 15 Smoke grenades 15 Stun grenades 15 ARMOUR Layered flak armour 20 Hardened layered flak armour 40 FIELD ARMOUR Conversion field 60 Displacer field 70 Refractor field 50 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Bio-scanner 20 Photo-goggles 35 Photo-lumens 15 Respirator 15 Stimm-slug stash 30 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-mastiff 130
RAW ✔️ Bastions of Law, p40
Palanite Enforcer Patrolman (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 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) 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. A Palanite Enforcer Specialist has access to the following skill sets (note, however, that a Palanite Enforcer Patrolman may not gain additional skills): 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Palanite Drill - Secondary Secondary - - - - Primary Primary Equipment
Palanite Enforcer Patrolman Equipment List
Weapons
Item Credits BASIC WEAPONS Enforcer boltgun 50 - Penetrator rounds +20 Enforcer shotgun (with salvo and shredder ammo) 60 PISTOLS Autopistol 10 - Fragmentation rounds +10 - Manstopper rounds +10 Stub gun 5 - Dumdum rounds +5 SPECIAL WEAPONS Concussion carbine 30 Sniper rifle 35 CLOSE COMBAT WEAPONS Power knife 25 Power maul 30 Riot shield 35 Shock baton 30 Wargear
Item Credits GRENADES Choke gas grenades 50 Frag grenades 30 Photon flash grenades 15 Smoke grenades 15 Stun grenades 15 ARMOUR Flak armour 10 Hardened flak armour 30 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Bio-scanner 20 Photo-goggles 35 Photo-lumens 15 Respirator 15 Stimm-slug stash 30 WEAPON ACCESSORIES Infra-sight (Pistols, Basic, Special and Heavy Weapons)† 40
RAW ✔️ Bastions of Law, p42
Palanite Enforcer Subugator Patrolman (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 2 | 7+ | 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) 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. 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): 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Palanite Drill - Primary Secondary - - - - Secondary Primary Equipment
Palanite Enforcer Subjugator Patrolman Equipment List
Weapons
Item Credits 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 Autopistol 10 - Fragmentation rounds +10 - Manstopper rounds +10 Stub gun 5 - Dumdum rounds +5 HEAVY WEAPONS Heavy concussion ram* 70 SLHG pattern assault ram 'sledge hammer'* 90 CLOSE COMBAT WEAPONS Power knife 25 Power maul 30 Power sword 50 Shock baton 30 Vigilance pattern assault shield 40 Wargear
Item Credits GRENADES Choke gas grenades 50 Frag grenades 30 Photon flash grenades 15 Smoke grenades 15 Stun grenades 15 ARMOUR Layered flak armour 20 Hardened layered flak armour 40 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Bio-scanner 20 Photo-goggles 35 Photo-lumens 15 Respirator 15 Stimm-slug stash 30 WEAPON ACCESSORIES Infra-sight (Pistols, Basic, Special and Heavy Weapons)† 40
RAW ✔️ Bastions of Law, p44
Palanite Enforcer Rookie Patrolman (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 8+ | 8+ | 8+ |
Wargear: magnacles (included in their starting cost)
Special Rules: Gang Fighter (Juve), Promotion (Palanite Enforcer Specialist), Fast Learner 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. A Palanite Enforcer Rookie Patrolman has access to the following skill sets: 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:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Palanite Drill Secondary - - - - - - Secondary Primary Equipment
Palanite Enforcer Rookie Patrolman Equipment List
Weapons
Item Credits BASIC WEAPONS Enforcer boltgun 50 - Penetrator rounds +20 Enforcer shotgun (with salvo and shredder ammo) 60 PISTOLS Autopistol 10 - Fragmentation rounds +10 - Manstopper rounds +10 Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Shock baton 30 Wargear
Item Credits GRENADES Choke gas grenades 50 Frag grenades 30 Photon flash grenades 15 Smoke grenades 15 Stun grenades 15 ARMOUR Flak armour 10 Hardened flak armour 30 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-booster 35 Bio-scanner 20 Photo-goggles 35 Photo-lumens 15 Respirator 15 Stimm-slug stash 30 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)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | - | 3 | 4 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Shock bite | - | E | - | - | S | -1 | 1 | - | 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 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. A Hardcase Cyber-mastiff may not purchase weapons or Wargear. A Hardcase Cyber-mastiff is armed with a shock bite.Special Rules
Skill Access
Equipment
RAW ✔️ Bastions of Law, p49
Brutes
0-2 Enforcer 'Sanctioner' Pattern Automata (Brute)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 4 | 5 | 3 | 5+ | 2 | 8+ | 7+ | 6+ | 9+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Pacifier assault claw | - | E | - | - | S | -1 | 2 | - | Melee, Pulverise |
| Heavy shock baton | - | E | - | - | S+1 | - | 2 | - | Concussion, Melee, Parry, Shock |
| Grenade launcher array | |||||||||
| - photon flash grenades | 6" | 18" | - | - | - | - | - | 5+ | Blast (5"), Flash |
| In options: | |||||||||
| Concussion cannon | 9" | 18" | +1 | - | 4 | -1 | 2 | 4+ | Blast (3"), Concussion, Knockback, Seismic |
| Sanction pattern mancatcher | |||||||||
| - melee | - | E | - | - | S | -1 | 1 | - | Entangle, Melee |
| - ranged | - | T | - | - | 5 | - | - | 5+ | Silent, Template, Web |
| SLHG pattern assault ram 'Sledge hammer' | |||||||||
| - assault ram | E | 2" | - | - | S+2 | -1 | 2 | - | Knockback, Melee, Pulverise, Versatile |
| - auxiliary grenade launcher with choke gas grenades | 6" | 24" | -1 | - | - | - | - | 5+ | Blast (3"), Gas, Limited |
| - auxiliary grenade launcher with frag grenades | 6" | 24" | -1 | - | 3 | - | 1 | 6+ | Blast (3"), Knockback |
| Grenade launcher array | |||||||||
| -- choke gas grenades | 6" | 18" | -1 | - | - | - | - | 5+ | Blast (3"), Gas, Limited |
| -- photon flash grenades | 6" | 18" | - | - | - | - | - | 5+ | Blast (5"), Flash |
| -- scare gas grenades | 6" | 18" | -1 | - | - | - | - | 6+ | Blast (3"), Fear, Gas, Limited |
| -- smoke grenades | 6" | 18" | -1 | - | - | - | - | 4+ | Blast (*), Smoke |
| -- stun rounds | 6" | 18" | - | - | 2 | -1 | 1 | 4+ | 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 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. An Enforcer 'Sanctioner' Pattern Automata can replace their pacifier assault claw and/or heavy shock baton with one of the following: An Enforcer 'Sanctioner' Pattern Automata can take the following additional grenades types for their grenade launcher array: An Enforcer 'Sanctioner' Pattern Automata can upgrade its light carapace armour to heavy carapace armour: An Enforcer 'Sanctioner' Pattern Automata has access to the following skill sets:Special Rules
Options
Option Cost Concussion cannon +80 Sanction pattern mancatcher +100 SLHG pattern assault ram 'Sledge hammer' +40 Option Cost Choke gas grenades +35 Scare gas grenades +45 Smoke grenades +15 Stun grenades +25 Option Cost Heavy carapace armour +20 Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Palanite Drill Secondary - Secondary - Primary - - - -
RAW ✔️ Bastions of Law, p58
Wasteland Additional Rules
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)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| * | * | * | * | * | * | * | 4+ | 7+ | 7+ | 7+ | 7+ |
Special Rules: Gang Fighter (Crew), Vehicle Crew 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. A Palanite Ranger must be equipped with a vehicle and they may purchase weapons and Wargear from the Palanite Ranger equipment list:Special Rules
Skill Access
Equipment
Palanite Ranger Equipment List
Vehicles
Item Credits Custom Vehicle Variable Enforcer Tauros Venator 130 Ridgerunner 95 Rockgrinder 145 Wolfquad 70 Weapons
Item Credits PISTOLS Autopistol 10 Stub gun 5 Wargear
Item Credits PERSONAL EQUIPMENT Filter plugs 10 Photo-goggles 35 Respirator 15
RAW ✔️ Bastions of Law, p48
Enforcer Tauros Venator (Vehicle)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 7" | 5 | 5 | 4 | 3 | 5+ | 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 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: An Enforcer Tauros Venator may be equipped with vehicle Upgrades, vehicle Wargear and a weapon from the Enforcer Tauros Venator equipment list.Special Rules
Body Drive Engine 2 3 3 Equipment
Enforcer Tauros Venator Equipment List
Vehicle Upgrades
Item Credits BODY UPGRADES Ablative armour 15 Crash cage 15 Reinforced armour 20 Weapons stash 20 DRIVE UPGRADES Emergency brake 10 Powered steering 30 Redundant drive system 15 Tyre claws 10 ENGINE UPGRADES Archeotech automantic reactor [sic] 40 Easy turnover 5 Engine shell 15 Glys injector 20 Weapons
Item Credits HEAVY Twin-linked concussion cannon 145 Twin-linked heavy stubber 155 Vehicle Wargear
Item Credits Booby-trapped fuel tanks 10 Caltrop launcher 20 Flare launchers 10 Headlights 15 Kill switch 15
RAW ✔️ Bastions of Law, p64