Palanite Enforcer Prefectures
RAW ✔️ Bastions of Law, p77
These Prefectures each have their own challenges and character which affect the Palanite Enforcer patrol that operate within their boundaries. When creating a Palanite Enforcer gang you may choose to have your patrol hail from one of these Prefectures; doing so grants your gang access to additional rules as listed below.
Palanite Prefecture
Encompassing the Palanite Cluster, Cinderak City and many of the nearby hives, the Palanite Prefecture has more precinct-fortresses within its boundaries than any other. Their Enforcers are the best trained and equipped on Necromunda, drilled to work in tandem and to leave no patrolman unsupported.
Additional Skills
A Palanite Enforcer gang from the Palanite Prefecture consider the following skills to be part of the Palanite Drill skill set. Note, these skills may not be randomly selected:
Call Reinforcements: Once per battle, this fighter may perform the Officer Down (Double) action:
- Officer Down (Double): If a friendly fighter has been taken Out of Action in this battle, then during this round’s End phase a friendly fighter of the controlling player’s choice who is not on the battlefield or in Recovery arrives as Reinforcements, as described in the Necromunda Core Rulebook.
Priority Threat: If this fighter is part of your starting crew, randomly select an enemy fighter. They are a known threat to Helmawr’s Peace and must be eliminated. If they are taken Out of Action during the battle, add D6xl0 credits to your Stash.
Shield Companion: If this fighter is equipped with a weapon with the Assault Shield trait, any friendly fighters they are in base contact with are also considered to be equipped with a weapon with the Assault Shield trait (note that a fighter can only benefit from one weapon with the Assault Shield trait).
Mynerva Prefecture
The Enforcers of the Mynerva Prefecture are renowned for the quality of their hardcase Cyber-mastiffs, and other Prefectures are often seconded to them in order to improve their handling of such beasts.
Additional Skills
A Palanite Enforcer gang from the Mynerva Prefecture consider the following skills to be part of the Palanite Drill skill set. Note, these skills may not be randomly selected:
Advanced Beast Handling: Any Exotic Beasts this fighter owns may end their activation 6" further away than usual.
Beast Mastery: This fighter may perform the Command (Basic) action:
- Command (Basic): Make a Leadership test for this fighter. If the test is passed, pick an Exotic Beast owned by this fighter. That Exotic Beast may immediately perform two actions as if it were their turn to activate, even if they are not Ready; these actions do not remove their Ready marker or prevent them from being activated as part of their owner’s Group Activation.
Attack Order: If this fighter and one of their Exotic Beasts are both Engaged with the same enemy model, increase the Exotic Beast’s Attack characteristic by 1.
Secundan Prefecture
Encompassing the hot spots of the Skull and the Secundan Exclusion Zone, Palanite Enforcers from the Secundan Prefecture have large areas to cover. As such, they have developed several items of wargear for their vehicles that aid them in keeping any threats within their Prefecture under strict control.
New Vehicle Wargear
Any Palanite Enforcer gang drawn from the Secundan Prefecture adds the following vehicle wargear to the equipment list of all of their vehicles:
Suppression Siren: 50 credits - Exclusive - Once per battle during this model’s activation the controlling player may declare they are using the suppression siren. When the suppression siren is used, all enemy fighters within 12" must immediately make a Toughness check. If they fail this test they suffer a Flesh Wound with no saves of any kind allowed as they become deafened.
Vox Disruptor: 45 credits - Exclusive - Enemy fighters do not benefit from the Gang Hierarchy (X) rule while they are within 9" of this vehicle.
Electro-shock Projector: 60 credits - Exclusive - When an enemy fighter ends their activation within 6" of this vehicle, roll a D6. On a result of 5+ they suffer an automatic S3, AP -, DI hit.
Badlands Prefecture
The Badlands Prefecture is primarily concerned with maintaining order within the vast rubbish heap known as the Spoil. With the constant movement of scrap teams sifting through the detritus of millennia, Enforcers from this Prefecture can always find a buyer for unwanted equipment.
Additional Skills
A Palanite Enforcer gang from the Badlands Prefecture consider the following skills to be part of the Palanite Drill skill set. Note, these skills may not be randomly selected:
Spoiling for a Fight: The first time each battle this fighter performs the Charge (Double) action, they add D6" to their Movement characteristic instead of D3".
Reclamation Contacts: When this fighter’s gang sells Common equipment during the post-battle sequence, they gain the full credits value of the equipment. Additionally, reduce the cost of the first piece of Common equipment purchased from the Trading Post during each post-battle sequence by D3xl0 credits (minimum 5 credits).
Bionic Replacements
A Palanite Enforcer patrol from the Badlands Prefecture changes the Availability Level and credit cost of bionics (see the Necromunda Core Rulebook page 276) as shown below:
| Bionic | Credit Cost | Availability Level |
|---|---|---|
| Lobo chip – mundane | 15 | Common |
| Lobo chip – improved | 45 | Rare (8) |
| Cortex-cogitator – mundane | 15 | Common |
| Cortex-cogitator – improved | 30 | Rare (9) |
| Bionic eye – mundane | 35 | Common |
| Bionic arm – mundane | 35 | Common |
| Bionic leg – mundane | 25 | Common |
| Skeletal enhancers – mundane | 60 | Rare (7) |
| Aortic supercharger – mundane | 55 | Rare (8) |
Poison Sea Prefecture
Enforcers from the Poison Sea Prefecture cultivate relations with many Narco Lords and chem dealers, finding it much simpler to take a cut of the profits and let them maintain order within the area, rather than try to take on their stimm-powered brute squads.
Additional Skills
A Palanite Enforcer gang from the Poison Sea Prefecture consider the following skills to be part of the Palanite Drill skill set. Note, these skills may not be randomly selected:
Poison Resistance: When this fighter is wounded by a weapon with the Toxin or Gas trait, their controlling player may change the result of one of the Injury dice to a Flesh Wound.
Additional Weapon Accessory
A Palanite Enforcer gang from the Poison Sea Prefecture adds the following Weapon Accessory to the equipment lists of all of their fighters:
Shock Amplifier (Close Combat Weapon with the Shock trait only): 30 credits - Exclusive - A weapon with this weapon accessory attached triggers the Shock trait on a hit roll of 5+ instead of 6.
Plentiful Chem Supply
A Palanite Enforcer patrol from the Poison Sea Prefecture changes the Availability level and credit cost of chems (see the Necromunda Core Rulebook page 294) as shown below:
| Chem | Credit Cost | Availability Level |
|---|---|---|
| Frenzon | 20 | Rare (7) |
| Ghast | 30 | Common |
| Icrotiс slime | 35 | Rare (8) |
| Kalma | 10 | Common |
| Obscura | 30 | Common |
| 'Slaught | 25 | Rare (8) |
| Spur | 35 | Rare (9) |
| Stinger mould | 75 | Rare (10) |