Full patrol rules transcribed from the scanned rulebook pages, kept here for quick reference at the table. Switch to Source to view the original scans.
Since the Imperial House first came to be, there has been one rule upheld above all else: the Pax Helmawr. No open warfare, lest Necromunda fall behind on its tithes. All violence is to avoid exceeding sanctioned levels. This rule is vigorously enforced by the Palanite Enforcers, amongst the most grizzled fighters Necromunda has to offer and answering only to the Lord Helmawr. These ruthless killers are unafraid of deploying bolters or shock batons in order to enact Helmawr's will and deter gang warfare from breaking into full Clan House war. It is by this necessary brutality that the subjects of Necromunda's hives can appreciate a level of peace and stability — albeit through fear, subjugation, and keeping their heads pointed firmly downwards.
Moving with drilled precision and wielding crackling shock weapons, the Palanite Enforcers are deployed wherever Lord Helmawr requires them to keep the peace. There are countless Enforcers throughout Necromunda that operate from their looming precinct-fortresses on almost every level of the hives. Ironically, many of their number are drawn from the very gangs they suppress: there is no better tool to wield against underhive thugs than soldiers that know the tricks of their own.
The primary purpose of the Enforcers — in theory, at least — is to preserve the Pax Helmawr. In the distant past, Necromunda came close to ruin, the Imperium deeming the houses unfit to govern themselves due to the open warfare that existed. Since the ascendence of the Helmawr line, however, open warfare has been replaced with proxy wars — gang fights in the underhive chief amongst them. The Enforcers ensure this violence is regulated and suppressed where needed — though a certain level is encouraged as conflict breeds strength. The Enforcers also fulfil other roles, depending on which precinct-fortress they hail from — there are hundreds within the hive cities that ensure that factoria workers never get ideas beyond their station, and that losses in shipping bays due to opportunistic mercators remain at acceptable levels. Whatever task they are set to, the Enforcers meet it with single-minded determination and violence, crushing those who disobey the will of the Imperial House.
The Enforcers' ties to the Helmawr line run deeper than as mere tools of their will. The first of their number has passed into legend as the Lone Marshal, bodyguard to Martek Helm'ayr. Upon his master's death, the Lone Marshal organised those loyal to Martek's house into the Palanite Guard, with these first bodyguards considered judges, jury and executioners when carrying out the will of the Helm'ayrs. Eventually, as the Imperial House became the Helmawrs and the ranks of the Palanite Guard continued to swell, they were brought into the Necromundan militia. This forced them to formalise their roles and transformed them from ruthless bodyguards into a prototype of the more organised system of Enforcers of the current day.
The newly created Enforcers worked well for a time, ensuring tithes were met and open war was avoided under their ironclad boot heels. However, when the Two-Faced War erupted and Helmawr clashed against Helmawr, the unwavering loyalty offered by the Enforcers to the Imperial House almost became their undoing. Enforcers fought each other in the streets of Primus' Hive City, the Pax Helmawr utterly ignored. Casualties ran into the hundreds of thousands, and it would take generations of new recruits for them to recover. It was only by expanding into the outlands, allowing future Lords Helmawr to exert their law even within the ash wastes, that the Enforcers began to gain back much of their former influence.
Whilst the reigning Lord Provost Marshal is the de facto leader of the Enforcers, he cannot be everywhere at once. Each hive has their own provost marshal, and each hive level its own proctor-majoris, who serves on their marshal's behalf. From here, these authority figures dispatch captains and patrolmen into hive city or the underhive, where they do everything from keeping the goods flowing out of the factoria to managing worker riots and quashing underhive upstarts that could incite potential rebellions.
Outside the hives, the Enforcers of the precinct-fortresses often have to deal with more unique and unexpected troubles due to the lawless nature of the wastes. Those of the Dust Wall, for example, guard the xenos-infected seclusion zone of Hive Secundus. They are charged solely with preventing anyone from getting through or beyond the wall, and have express permission to shoot on sight. Others manage Necromunda's roads as best they can, but when outnumbered by unpredictable foes it is a much more perilous job for an Enforcer than any hive city post. Many Enforcers relish the chance to descend into the underhive; far away from the watchful eyes of the Noble Houses and their superiors, there is no limit to the lengths their patrols can go to quash perceived troublemakers, wyrds and mutants.
Well Drilled: Palanite Enforcers are trained to operate together and co-ordinate their fire. All Active Palanite Enforcers may perform the Group Activation action as a Free action.
Starting Skills: When added to a Gang Roster, all Palanite Enforcer Leaders and Champions may select one skill from one of their Primary Skill Sets.
| Fighter | ||||||
|---|---|---|---|---|---|---|
| Captain | – | Secondary | Secondary | – | Primary | Primary |
| Sergeant | – | – | Secondary | – | Primary | Primary |
| Subjugator Sergeant | – | Primary | Primary | – | – | Secondary |
| Patrol Officer | – | Secondary | Secondary | – | – | Primary |
| Subjugator Patrol Officer | – | Primary | Secondary | – | – | Secondary |
| Rookie | – | – | Secondary | – | – | Primary |
| Haunt | – | – | – | Secondary | Primary | – |
| Hardcase Cyber-Mastiff | Secondary | Primary | – | – | – | – |
| 'Sanctioner' Pattern Automata | – | Primary | Secondary | – | – | – |
| Tauros Venator | – | Secondary | – | – | – | Primary |
// p.85–88
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 3+ | 3 | 3 | 3 | 4 | 3 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 9 | 7 | 8 | 7 | Fighter (Leader) | 61 |
Equipment: When added to a Gang Roster, an Enforcer Captain may purchase weapons and wargear from the Palanite Enforcer Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 3+ | 3 | 3 | 2 | 4 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 8 | 7 | 7 | 6 | Fighter (Champion) | 37 |
Equipment: When added to a Gang Roster, an Enforcer Sergeant may purchase weapons and wargear from the Palanite Enforcer Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 4+ | 3 | 3 | 2 | 3 | 2 | 4+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 8 | 7 | 6 | Fighter (Champion) | 37 |
Equipment: When added to a Gang Roster, an Enforcer Subjugator Sergeant may purchase weapons and wargear from the Palanite Enforcer Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 4+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 6 | 6 | Fighter (Ganger, Specialist) | 13 |
Equipment: When added to a Gang Roster, an Enforcer Patrol Officer may purchase weapons and wargear from the Palanite Enforcer Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 4+ | 3 | 3 | 1 | 4 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 6 | 6 | Fighter (Ganger, Specialist) | 13 |
Assault Specialist: An Enforcer Subjugator Patrol Officer may only select one of the following specialisations: Gunner, Brawler, or Medic.
Equipment: When added to a Gang Roster, an Enforcer Subjugator Patrol Officer may purchase weapons and wargear from the Palanite Enforcer Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 5+ | 5+ | 3 | 3 | 1 | 4 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 5 | 5 | 5 | Fighter (Prospect) | 1 |
Equipment: When added to a Gang Roster, an Enforcer Rookie may purchase weapons and wargear from the Palanite Enforcer Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 5+ | 5+ | 3 | 3 | 1 | 3 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 5 | 7 | 5 | Fighter (Prospect, Wyrd) | 4 |
Sanctioned Wyrd: An Enforcer Haunt is specialised in an area of wyrd manifestation; when added to a Gang Roster each Enforcer Haunt selects one of the following types:
Equipment: When added to a Gang Roster, an Enforcer Haunt may purchase weapons and wargear from the Palanite Enforcer Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 6+ | 3 | 4 | 1 | 3 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 6 | 6 | 4 | Fighter (Beast, Pet) | 13 |
Leash Range: A Hardcase Cyber-Mastiff has a 3″ Leash range.
Tenacious: Hardcase Cyber-Mastiffs are renowned for their tenacity. If a Hardcase Cyber-Mastiff is taken Out of Action, do not remove it from the battlefield if it has not yet activated this round. During this activation it may act as if it was Active and once the Hardcase Cyber-Mastiff has completed its activation, remove it from the battlefield.
Loyal Protector: Enemy Fighters cannot perform a Coup de Grâce action against this Pet's owner while this Fighter is within its Leash range.
Equipment: A Hardcase Cyber-Mastiff is armed with a shock bite. They may not purchase or be equipped with additional weapons or wargear.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 4+ | 4+ | 4 | 5 | 3 | 3 | 2 | 4+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 7 | 7 | 7 | Fighter (Brute) | 25 |
Automated Repair Systems: When this Fighter tries to recover while Seriously Injured, do not roll the Injury dice — they automatically recover as if an Injured result had been rolled on the Injury dice.
Mobile Bulwark: If a friendly Fighter is in cover due to being obscured by an Enforcer 'Sanctioner' Automata, they improve their Save characteristic by an additional 1.
Equipment: An Enforcer 'Sanctioner' Pattern Automata is armed with a pacifier assault claw, heavy shock baton and grenade launcher array with smoke grenades. They may select from the below options when added to a Gang Roster; they may not purchase or be equipped with additional weapons or wargear:
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 grenade types for their grenade launcher array:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 7″ | 5+ | 4+ | 4 | 5 | 3 | 4 | 2 | 4+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 6 | 7 | 7 | 6 | Vehicle (Wheeled) | 13 |
Equipment: An Enforcer Tauros Venator is armed with a Tauros concussion cannon and a Tauros hull. It may select the below option when added to a Gang Roster; it may not purchase or be equipped with additional weapons or wargear:
// p.89 — prices for weapons and wargear available to this gang
* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.
// p.90–91 for the Enforcer-specific, Subjugator, and vehicle weapons, plus standard Trading Post profiles for everything else on this gang's Equipment List. See the Trading Post & Equipment page for the full weapon list.
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Autogun | 8″ | 24″ | 3 | – | 1 | Rapid Fire (1) |
| Autopistol | 4″ | 12″ | 3 | – | 1 | Light, Rapid Fire (1) |
| Heavy stubber* | 20″ | 40″ | 4 | -1 | 1 | Heavy, Rapid Fire (2) |
| Long rifle | 24″ | 48″ | 4 | -1 | 1 | Knockback (6+) |
| Stub gun | 6″ | 12″ | 3 | – | 1 | Light |
| Tauros heavy stubber | 20″ | 40″ | 4 | -1 | 1 | Rapid Fire (2), Twin-linked |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Boltgun | 12″ | 24″ | 4 | -1 | 2 | Ammo (3+), Rapid Fire (1) |
| Bolt pistol | 6″ | 12″ | 4 | -1 | 2 | Ammo (3+), Light, Rapid Fire (1) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Combi-bolter — bolter (primary) | 12″ | 24″ | 4 | -1 | 2 | Ammo (3+), Combi, Rapid Fire (1) |
| Combi-bolter — grenade launcher w/ frag (secondary) | 6″ | 24″ | 3 | – | 1 | Ammo (4+), Blast (3″), Combi, Knockback (5+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Concussion cannon | 9″ | 18″ | 4 | -1 | 1 | Blast (3″), Concussive (5+), Knockback (5+) |
| Concussive carbine | 9″ | 18″ | 3 | – | 1 | Concussive (5+), Knockback (6+), Rapid Fire (1) |
| Tauros concussion cannon | 9″ | 18″ | 4 | -1 | 1 | Blast (3″), Concussive (5+), Knockback (5+), Rapid Fire (1) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Flamer | T | – | 4 | -1 | 1 | Ammo (6+), Blaze (5+), Template |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Grenade launcher array — smoke | 6″ | 18″ | – | – | – | Ammo (4+), Blast (3″), Smoke |
| – choke gas grenades | 6″ | 18″ | – | – | 1 | Ammo (5+), Blast (3″), Gas, Toxin (3+) |
| – stun grenades | 6″ | 18″ | 2 | -1 | 1 | Ammo (3+), Concussive (5+), Knockback (5+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Plasma pistol | 6″ | 12″ | 5 | -2 | 2 | Ammo (6+), Damage (2), Light, Unstable |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Shotgun — scatter ammo | 4″ | 8″ | 3 | – | 1 | Rapid Fire (2) |
| Shotgun — solid ammo | 8″ | 16″ | 4 | – | 1 | Knockback (5+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Heavy concussion ram* | 15″ | 30″ | 4 | -1 | 1 | Concussive (5+), Knockback (5+) |
| Subjugator grenade launcher — frag | 6″ | 24″ | 3 | – | 1 | Ammo (4+), Blast (3″), Knockback (5+) |
| – stun grenades | 6″ | 24″ | 2 | -1 | 1 | Ammo (3+), Concussive (5+), Knockback (5+) |
| – choke gas grenades | 6″ | 24″ | – | – | 1 | Ammo (5+), Blast (3″), Gas, Toxin (3+) |
| – krak grenades | 6″ | 24″ | 6 | -2 | 1 | Ammo (4+) |
| – smoke grenades | 6″ | 24″ | – | – | – | Ammo (3+), Blast (3″), Smoke |
| Repulsion pattern chem-thrower* | T | – | 3 | – | 2 | Ammo (6+), Gas, Template |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Web gun | T | – | 5 | – | – | Ammo (6+), Template, Web |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Sanction pattern man-catcher | E | – | S | -1 | 1 | Melee, Shock (5+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Shock bite | E | – | S | -1 | 1 | Melee, Shock (6+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Pacifier assault claw | E | – | S | -2 | 2 | Breaching (5+), Melee |
| Power knife | E | – | S | -2 | 1 | Backstab, Breaching (6+), Melee |
| Power maul | E | – | S+1 | -2 | 1 | Breaching (6+), Concussive (6+), Melee |
| Power sword | E | – | S | -2 | 1 | Breaching (6+), Melee, Parry |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Riot shield | E | – | S | – | 1 | Melee, Parry, Shield |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Heavy shock baton | E | – | S+1 | – | 1 | Melee, Parry, Shock (6+) |
| Shock baton | E | – | S | – | 1 | Melee, Parry, Shock (6+) |
| Shock stave | E | – | S+1 | – | 1 | Melee, Shock (5+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| SLHG pattern assault ram 'Sledge Hammer'* | E | – | S+2 | -1 | 2 | Concussive (6+), Knockback (5+), Melee |
| – auxiliary grenade launcher, choke gas | 6″ | 24″ | – | – | 1 | Ammo (5+), Blast (3″), Gas, Toxin (3+) |
| – auxiliary grenade launcher, frag | 6″ | 24″ | 3 | – | 1 | Ammo (4+), Blast (3″), Knockback (5+) |
| Vigilance pattern assault shield* | E | – | S+1 | – | 1 | Concussive (6+), Knockback (5+), Melee, Parry, Shield |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Tauros hull | E | – | S | – | 1 | Melee, Ram |
Used by both the Adeptus Arbites and local Enforcers across the Imperium, Magnacles are magnetic shackles for locking prisoners in place. An Engaged Fighter equipped with Magnacles can try to lock them onto an enemy by performing the Restrain action:
Restrain (Double): Target an enemy Fighter that this Fighter is Engaged with; the enemy Fighter must make an Agility test. If the test is failed, they have been locked in place and become subject to the Webbed Condition.
// p.92 — selected by an Enforcer Haunt with the matching Sanctioned Wyrd type
The wyrd reaches into their foe's brain and takes control of their actions. Choose a single enemy Fighter that is both within 9″ and Line of Sight of this Fighter. That Fighter immediately makes a Shoot action, even if they have already activated this round, targeting an eligible Fighter from their gang, chosen by this Fighter's controlling player.
Planting a horrific image in the enemy's mind, the wyrd tries to break their spirit. Choose a single enemy Fighter that is both within 18″ and Line of Sight of this Fighter. That Fighter becomes Suppressed and if they have a Ready marker, they must immediately make a Cool check. If they fail the check, they lose their Ready marker.
Delving deep into the subconscious of their foe, the wyrd dredges up every dream and horror they can find, making the victim doubt their very reality. Choose an enemy Fighter that is within 12″ and Line of Sight of this Fighter. That Fighter must immediately make a Willpower check. If the Willpower check is failed, they become subject to the Insanity Condition.
Closing their fist in the air, the wyrd crushes an object in their eyeline. Target a single obstacle that is both within 12″ and Line of Sight of this Fighter; the obstacle is destroyed and removed from the battlefield.
Casting their power around them, the wyrd shields themselves and those near them from attack. While this Wyrd Power is maintained, this Fighter and any friendly Fighters within 3″ of them gain a 6+ Invulnerable save. If they already have an Invulnerable save, it is improved by 1 to a maximum of 4+.
Telekinetic energy blasts out from the wyrd, forcing an enemy away. While this Wyrd Power is maintained, the Wyrd is considered to be equipped with the following weapon: Force blast — 8″/12″, Str 2, AP -1, L1, Knockback (3+).
Page 93 is studio model photography (painted showcase models & a diorama) — see the Source tab to view it; no rules text is printed on that page.