// Rulebook Scan Reference · Pages 80–93

Palanite Enforcers

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.

“Hive Primus Green, Red and Yellow sectors, Levels KEC-Theta-336 to KEC-Theta-348 hereby have all access rights revoked. Anyone caught breaching this order will be allocated to the Mercator Pallidus.”
— Proclamations of the Lord Helmawr – 568.M41
+ Background lore — Bastions of Law

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.

The Aranthian Divide

Many hoped that the Two-Faced War would be the last time that Enforcers faced each other as foes. Alas, when Lord Gerontius Helmawr was the target of an assassination attempt, the precincts were divided once again, this time between his heir, Lady Haera, and the usurping Ozostium Aranthus. Indoctrination and vows of loyalty were broken in the face of the ancient Aranthian's mind-warping abilities, and many of the Enforcers in major hives mercilessly stomped Lady Haera's supporters out from within their own ranks.

Yet, Lord Helmawr was not extinguished so easily. By the time he had recovered enough to wrench back the throne of Necromunda, the ranks of the Enforcers had once again been drastically reduced by their own hand. Whispers still circulate that some precincts might not have returned to the fold of the Imperial House at all…

Gang Special Rules

// p.84

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.

Skill Access

// This gang's models have access to the following Skill Sets — click one to see its skills
Fighter
CaptainSecondarySecondaryPrimaryPrimary
SergeantSecondaryPrimaryPrimary
Subjugator SergeantPrimaryPrimarySecondary
Patrol OfficerSecondarySecondaryPrimary
Subjugator Patrol OfficerPrimarySecondarySecondary
RookieSecondaryPrimary
HauntSecondaryPrimary
Hardcase Cyber-MastiffSecondaryPrimary
'Sanctioner' Pattern AutomataPrimarySecondary
Tauros VenatorSecondaryPrimary

Fighter Cards

// p.85–88

Enforcer Captain

130 Credits
MWSBSSTWIASv
5″3+3+333435+
LdClWilIntTypeStarting XP
9787Fighter (Leader)61

Equipment: When added to a Gang Roster, an Enforcer Captain may purchase weapons and wargear from the Palanite Enforcer Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Palanite Enforcer Equipment List and from the Trading Post.

Enforcer Sergeant

90 Credits
MWSBSSTWIASv
5″4+3+332425+
LdClWilIntTypeStarting XP
8776Fighter (Champion)37

Equipment: When added to a Gang Roster, an Enforcer Sergeant may purchase weapons and wargear from the Palanite Enforcer Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Palanite Enforcer Equipment List and from the Trading Post.
    • They may not purchase items from the Subjugator sections of this list.

Enforcer Subjugator Sergeant

95 Credits
MWSBSSTWIASv
5″3+4+332324+
LdClWilIntTypeStarting XP
7876Fighter (Champion)37

Equipment: When added to a Gang Roster, an Enforcer Subjugator Sergeant may purchase weapons and wargear from the Palanite Enforcer Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Palanite Enforcer Equipment List and from the Trading Post.

Enforcer Patrol Officer

40 Credits
MWSBSSTWIASv
5″4+4+331416+
LdClWilIntTypeStarting XP
6666Fighter (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:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Palanite Enforcer Equipment List and from the Trading Post.
    • They may not purchase items from the Subjugator sections of this list.

Enforcer Subjugator Patrol Officer

60 Credits
MWSBSSTWIASv
5″4+4+331425+
LdClWilIntTypeStarting XP
6666Fighter (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:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Palanite Enforcer Equipment List and from the Trading Post.

Enforcer Rookie

20 Credits
MWSBSSTWIASv
6″5+5+331416+
LdClWilIntTypeStarting XP
5555Fighter (Prospect)1

Equipment: When added to a Gang Roster, an Enforcer Rookie may purchase weapons and wargear from the Palanite Enforcer Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Palanite Enforcer Equipment List and from the Trading Post.
    • They may not purchase items from the Subjugator sections of this list.

Enforcer Haunt

50 Credits
MWSBSSTWIASv
6″5+5+331316+
LdClWilIntTypeStarting XP
5575Fighter (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:

  • Psyrender: A Psyrender knows one Psyrender Wyrd Power of the player's choice and may gain additional Psyrender Wyrd Powers as if they were Primary skills.
  • Bonecrusher: A Bonecrusher knows one Bonecrusher Wyrd Power of the player's choice and may gain additional Bonecrusher Wyrd Powers as if they were Primary skills.

Equipment: When added to a Gang Roster, an Enforcer Haunt may purchase weapons and wargear from the Palanite Enforcer Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Palanite Enforcer Equipment List and from the Trading Post.
    • They may not purchase items from the Subjugator sections of this list.

Hardcase Cyber-Mastiff

75 Credits
MWSBSSTWIASv
5″3+6+341325+
LdClWilIntTypeStarting XP
6664Fighter (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.

Enforcer 'Sanctioner' Pattern Automata

235 Credits
MWSBSSTWIASv
5″4+4+453324+
LdClWilIntTypeStarting XP
7777Fighter (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:

  • Concussion cannon — +25 credits
  • Sanction pattern man-catcher — +10 credits
  • SLHG pattern assault ram 'sledge hammer' with auxiliary grenade launcher (with choke gas and frag grenades) — +80 credits

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

  • Choke gas grenades — +50 credits
  • Stun grenades — +15 credits

Enforcer Tauros Venator

250 Credits
MWSBSSTWIASv
7″5+4+453424+
LdClWilIntTypeStarting XP
6776Vehicle (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:

  • An Enforcer Tauros Venator can replace its Tauros concussion cannon with a Tauros heavy stubber — +20 credits

Equipment List

// p.89 — prices for weapons and wargear available to this gang

Ranged Weapons — Auto/Stub Weapons

  • Autogun20 credits
  • Autopistol10 credits
  • Heavy stubber*70 credits
  • Long rifle55 credits
  • Stub gun5 credits

Ranged Weapons — Bolt Weapons

  • Boltgun55 credits
  • Bolt pistol45 credits

Ranged Weapons — Combi-Weapons

  • Bolter/grenade launcher w/ frag60 credits

Ranged Weapons — Esoteric Weapons

  • Concussive carbine25 credits

Ranged Weapons — Flamers

  • Flamer70 credits

Ranged Weapons — Plasma Weapons

  • Plasma pistol70 credits

Ranged Weapons — Shotguns

  • Shotgun w/ solid & scatter ammo35 credits

Ranged Weapons — Subjugator Weapons

  • Heavy concussion ram*45 credits
  • Subjugator grenade launcher w/ frag & stun45 credits
  •   – choke gas grenades+55 credits
  •   – krak grenades+60 credits
  •   – smoke grenades+20 credits
  • Repulsion pattern chem-thrower*80 credits

Ranged Weapons — Web Weapons

  • Web gun65 credits

Close Combat — Power Weapons

  • Power knife30 credits
  • Power maul45 credits
  • Power sword40 credits

Close Combat — Shields

  • Riot shield35 credits

Close Combat — Shock Weapons

  • Shock baton20 credits
  • Shock stave25 credits

Close Combat — Subjugator Weapons

  • SLHG pattern assault ram 'Sledge Hammer'* w/ auxiliary grenade launcher (choke gas & frag)120 credits
  • Vigilance pattern assault shield*45 credits

Wargear — Grenades

  • Choke gas grenades45 credits
  • Frag grenades30 credits
  • Smoke grenades15 credits

Wargear — Armour & Field Armour

  • Mesh armour40 credits
  • Refractor field50 credits

Wargear — Personal Equipment

  • Bio-booster25 credits
  • Drop rig10 credits
  • Medicae kit20 credits
  • Photo-lumens15 credits
  • Photo-goggles35 credits
  • Respirator15 credits
  • Stimm-slug stash25 credits
  • Magnacles20 credits

Wargear — Weapon Accessories, Mounts & Pets

  • Infrasight10 credits
  • Las-projector20 credits
  • Mono-sight20 credits
  • Dirt bike35 credits
  • Hardcase Cyber-Mastiff (pet)75 credits

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.

Equipment Reference

// 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.

Auto/Stub Weapons
WeaponSRLRStrAPLTraits
Autogun8″24″31Rapid Fire (1)
Autopistol4″12″31Light, Rapid Fire (1)
Heavy stubber*20″40″4-11Heavy, Rapid Fire (2)
Long rifle24″48″4-11Knockback (6+)
Stub gun6″12″31Light
Tauros heavy stubber20″40″4-11Rapid Fire (2), Twin-linked
Bolt Weapons
WeaponSRLRStrAPLTraits
Boltgun12″24″4-12Ammo (3+), Rapid Fire (1)
Bolt pistol6″12″4-12Ammo (3+), Light, Rapid Fire (1)
Combi-Weapons
WeaponSRLRStrAPLTraits
Combi-bolter — bolter (primary)12″24″4-12Ammo (3+), Combi, Rapid Fire (1)
Combi-bolter — grenade launcher w/ frag (secondary)6″24″31Ammo (4+), Blast (3″), Combi, Knockback (5+)
Esoteric Weapons
WeaponSRLRStrAPLTraits
Concussion cannon9″18″4-11Blast (3″), Concussive (5+), Knockback (5+)
Concussive carbine9″18″31Concussive (5+), Knockback (6+), Rapid Fire (1)
Tauros concussion cannon9″18″4-11Blast (3″), Concussive (5+), Knockback (5+), Rapid Fire (1)
Flamers
WeaponSRLRStrAPLTraits
FlamerT4-11Ammo (6+), Blaze (5+), Template
Grenade Launchers
WeaponSRLRStrAPLTraits
Grenade launcher array — smoke6″18″Ammo (4+), Blast (3″), Smoke
  – choke gas grenades6″18″1Ammo (5+), Blast (3″), Gas, Toxin (3+)
  – stun grenades6″18″2-11Ammo (3+), Concussive (5+), Knockback (5+)
Plasma Weapons
WeaponSRLRStrAPLTraits
Plasma pistol6″12″5-22Ammo (6+), Damage (2), Light, Unstable
Shotguns
WeaponSRLRStrAPLTraits
Shotgun — scatter ammo4″8″31Rapid Fire (2)
Shotgun — solid ammo8″16″41Knockback (5+)
Subjugator Weapons (Ranged)
WeaponSRLRStrAPLTraits
Heavy concussion ram*15″30″4-11Concussive (5+), Knockback (5+)
Subjugator grenade launcher — frag6″24″31Ammo (4+), Blast (3″), Knockback (5+)
  – stun grenades6″24″2-11Ammo (3+), Concussive (5+), Knockback (5+)
  – choke gas grenades6″24″1Ammo (5+), Blast (3″), Gas, Toxin (3+)
  – krak grenades6″24″6-21Ammo (4+)
  – smoke grenades6″24″Ammo (3+), Blast (3″), Smoke
Repulsion pattern chem-thrower*T32Ammo (6+), Gas, Template
Web Weapons
WeaponSRLRStrAPLTraits
Web gunT5Ammo (6+), Template, Web
Close Combat — Esoteric Weapons
WeaponSRLRStrAPLTraits
Sanction pattern man-catcherES-11Melee, Shock (5+)
Natural Weapons
WeaponSRLRStrAPLTraits
Shock biteES-11Melee, Shock (6+)
Power Weapons
WeaponSRLRStrAPLTraits
Pacifier assault clawES-22Breaching (5+), Melee
Power knifeES-21Backstab, Breaching (6+), Melee
Power maulES+1-21Breaching (6+), Concussive (6+), Melee
Power swordES-21Breaching (6+), Melee, Parry
Shields
WeaponSRLRStrAPLTraits
Riot shieldES1Melee, Parry, Shield
Shock Weapons
WeaponSRLRStrAPLTraits
Heavy shock batonES+11Melee, Parry, Shock (6+)
Shock batonES1Melee, Parry, Shock (6+)
Shock staveES+11Melee, Shock (5+)
Subjugator Weapons (Close Combat)
WeaponSRLRStrAPLTraits
SLHG pattern assault ram 'Sledge Hammer'*ES+2-12Concussive (6+), Knockback (5+), Melee
  – auxiliary grenade launcher, choke gas6″24″1Ammo (5+), Blast (3″), Gas, Toxin (3+)
  – auxiliary grenade launcher, frag6″24″31Ammo (4+), Blast (3″), Knockback (5+)
Vigilance pattern assault shield*ES+11Concussive (6+), Knockback (5+), Melee, Parry, Shield
Vehicle Weapons
WeaponSRLRStrAPLTraits
Tauros hullES1Melee, Ram

Personal Equipment — Magnacles

// 20 credits — Common

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.

Wyrd Powers

// p.92 — selected by an Enforcer Haunt with the matching Sanctioned Wyrd type

Psyrender Wyrd Powers

Mind Control (Single)

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.

Terrify (Double)

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.

Hallucinations (Single)

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.

Bonecrusher Wyrd Powers

Crush (Free)

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.

Force Field (Single), Continuous Effect

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+.

Force Blast (Free), Continuous Effect

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.

Skill Set

// Necromunda Core Rulebook, p.150–153