Palanite Enforcers

Printed pages 84–92 · PDF pages 88–96

From Gangs of the Underhive. Read this book’s lore. Readable tables and original source diagrams.

PDF page 88 Printed page 84

PALANITE ENFORCER PATROL LIST

The following pages contain the Palanite Enforcer patrol list.

GANG SPECIAL RULES

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:

Fighter Agility Brawn Combat Cunning Savant Shooting
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 - - -
Haunt - - - Secondary Primary -
Hardcase Cyber-Mastiff Secondary Primary - - - -
'Sanctioner' Pattern Automata - Primary Secondary - - -
Tauros Venator - Secondary - - - Primary
PDF page 89 Printed page 85

Enforcer Captain

Cost: 130 credits.

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:

  • 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

Cost: 90 credits.

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:

  • 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

Cost: 95 credits.

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:

  • 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.
PDF page 90 Printed page 86

Enforcer Patrol Officer

Cost: 40 credits.

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:

  • 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

Cost: 60 credits.

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
  • 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

Cost: 20 credits.

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:

  • 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.
PDF page 91 Printed page 87

Enforcer Haunt

Cost: 50 credits.

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:

  • 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 (see page 92). ¢ 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 (see page 92).

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

Cost: 75 credits.

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 Grace 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.

PDF page 92 Printed page 88

Enforcer Sanctioner Pattern Automata - 235 credits

Cost: 235 credits.

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 wy 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

Cost: 250 credits.

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:

  • An Enforcer Tauros Venator can replace its Tauros concussion cannon with a Tauros heavy stubber: +20 credits.
PDF page 93 Printed page 89

Palanite Enforcer Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Autogun 20
Ranged weapons / Auto/Stub Weapons Autopistol 10
Ranged weapons / Auto/Stub Weapons Heavy stubber* 70
Ranged weapons / Auto/Stub Weapons Long rifle 55
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Bolt Weapons Boltgun 55
Ranged weapons / Bolt Weapons Bolt pistol 45
Ranged weapons / Combi-Weapons Bolter/grenade launcher with frag grenades 60
Ranged weapons / Esoteric Weapons Concussive carbine 25
Ranged weapons / Flamers Flamer 70
Ranged weapons / Plasma Weapons Plasma pistol 70
Ranged weapons / Shotguns Shotgun (with solid & scatter ammo) 35
Ranged weapons / Subjugator Weapons Heavy concussion ram 45
Ranged weapons / Subjugator Weapons Subjugator grenade launcher (with frag & stun grenades) 45
Ranged weapons / Subjugator Weapons Subjugator grenade launcher (with frag & stun grenades) - choke gas grenades +55
Ranged weapons / Subjugator Weapons Subjugator grenade launcher (with frag & stun grenades) - krak grenades +60
Ranged weapons / Subjugator Weapons Subjugator grenade launcher (with frag & stun grenades) - smoke grenades +20
Ranged weapons / Subjugator Weapons Repulsion pattern chem-thrower 80
Ranged weapons / Web Weapons Web gun 65
Category Equipment Credits
Close combat weapons / Power Weapons • Power knife 30
Close combat weapons / Power Weapons Power maul 45
Close combat weapons / Power Weapons Power sword 40
Close combat weapons / Shields Riot shield 35
Close combat weapons / Shock Weapons Shock baton 20
Close combat weapons / Shock Weapons Shock stave 25
Close combat weapons / Subjugator Weapons SLHG pattern assault ram 'Sledge Hammer' with auxiliary grenade launcher (with choke gas & frag grenades) 120
Close combat weapons / Subjugator Weapons Vigilance pattern assault shield 45
Wargear / Grenades Choke gas grenades 45
Wargear / Grenades Frag grenades 30
Wargear / Grenades Smoke grenades 15
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Bio-booster 25
Wargear / Personal Equipment Drop rig 10
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-lumens 15
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Respirator 15
Wargear / Personal Equipment Stimm-slug stash 25
Wargear / Weapon Accessories Infrasight 10
Wargear / Weapon Accessories • Las-projector 20
Wargear / Weapon Accessories Mono-sight 20
Wargear / Mounts Dirt bike 35
Wargear / Pets Hardcase Cyber-Mastiff 75
PDF page 94 Printed page 90

Ranged weapons / Auto/stub weapons

Weapon SR LR Str AP L Traits Creds TP
Tauros heavy stubber 20" 40" 4 -1 1 Rapid Fire (2), Twin-linked - E
Tauros heavy stubber
SR
20"
LR
40"
Str
4
AP
-1
L
1
Cr
-
TP
E
Traits Rapid Fire (2), Twin-linked

Ranged weapons / Combi-weapons

Weapon SR LR Str AP L Traits Creds TP
Combi-bolter - - - - - - - E
- bolter (primary component) 12" 24" 4 -1 2 Ammo (3+), Combi, Rapid Fire (1) - -
- grenade launcher with frag grenades (secondary component) 6" 24" 3 - 1 Ammo (4+), Blast (3"), Combi, Knockback (5+) - -
Combi-bolter
SR
-
LR
-
Str
-
AP
-
L
-
Cr
-
TP
E
Traits -
Combi-bolter- bolter (primary component)
SR
12"
LR
24"
Str
4
AP
-1
L
2
Cr
-
TP
-
Traits Ammo (3+), Combi, Rapid Fire (1)
Combi-bolter- grenade launcher with frag grenades (secondary component)
SR
6"
LR
24"
Str
3
AP
-
L
1
Cr
-
TP
-
Traits Ammo (4+), Blast (3"), Combi, Knockback (5+)

Ranged weapons / Esoteric weapons

Weapon SR LR Str AP L Traits Creds TP
Concussion cannon 9" 18" 4 -1 1 Blast (3"), Concussive (5+), Knockback (5+) - E
Concussive carbine 9" 18" 3 - 1 Concussive (5+), Knockback (6+), Rapid Fire (1) - E
Tauros concussion cannon 9" 18" 4 -1 1 Blast (3"), Concussive (5+), Knockback (5+), Rapid Fire (1) - E
Concussion cannon
SR
9"
LR
18"
Str
4
AP
-1
L
1
Cr
-
TP
E
Traits Blast (3"), Concussive (5+), Knockback (5+)
Concussive carbine
SR
9"
LR
18"
Str
3
AP
-
L
1
Cr
-
TP
E
Traits Concussive (5+), Knockback (6+), Rapid Fire (1)
Tauros concussion cannon
SR
9"
LR
18"
Str
4
AP
-1
L
1
Cr
-
TP
E
Traits Blast (3"), Concussive (5+), Knockback (5+), Rapid Fire (1)

Ranged weapons / Grenade launchers

Weapon SR LR Str AP L Traits Creds TP
Grenade launcher array - - - - - - - E
- smoke grenades 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+) - -
Grenade launcher array
SR
-
LR
-
Str
-
AP
-
L
-
Cr
-
TP
E
Traits -
Grenade launcher array- smoke grenades
SR
6"
LR
18"
Str
-
AP
-
L
-
Cr
-
TP
-
Traits Ammo (4+), Blast (3"), Smoke
Grenade launcher array- choke gas grenades
SR
6"
LR
18"
Str
-
AP
-
L
1
Cr
-
TP
-
Traits Ammo (5+), Blast (3"), Gas, Toxin (3+)
Grenade launcher array- stun grenades
SR
6"
LR
18"
Str
2
AP
-1
L
1
Cr
-
TP
-
Traits Ammo (3+), Concussive (5+), Knockback (5+)

Ranged weapons / Subjugator weapons

Weapon SR LR Str AP L Traits Creds TP
Heavy concussion ram 15" 30" 4 -1 1 Concussive (5+), Knockback (5+) - E
Subjugator grenade launcher - - - - - - - E
- frag grenades 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 - E
Heavy concussion ram
SR
15"
LR
30"
Str
4
AP
-1
L
1
Cr
-
TP
E
Traits Concussive (5+), Knockback (5+)
Subjugator grenade launcher
SR
-
LR
-
Str
-
AP
-
L
-
Cr
-
TP
E
Traits -
Subjugator grenade launcher- frag grenades
SR
6"
LR
24"
Str
3
AP
-
L
1
Cr
-
TP
-
Traits Ammo (4+), Blast (3"), Knockback (5+)
Subjugator grenade launcher- stun grenades
SR
6"
LR
24"
Str
2
AP
-1
L
1
Cr
-
TP
-
Traits Ammo (3+), Concussive (5+), Knockback (5+)
Subjugator grenade launcher- choke gas grenades
SR
6"
LR
24"
Str
-
AP
-
L
1
Cr
-
TP
-
Traits Ammo (5+), Blast (3"), Gas, Toxin (3+)
Subjugator grenade launcher- krak grenades
SR
6"
LR
24"
Str
6
AP
-2
L
1
Cr
-
TP
-
Traits Ammo (4+)
Subjugator grenade launcher- smoke grenades
SR
6"
LR
24"
Str
-
AP
-
L
-
Cr
-
TP
-
Traits Ammo (3+), Blast (3"), Smoke
Repulsion pattern chem-thrower
SR
T
LR
-
Str
3
AP
-
L
2
Cr
-
TP
E
Traits Ammo (6+), Gas, Template
PDF page 95 Printed page 91

Close combat weapons / Esoteric weapons

Weapon SR LR Str AP L Traits Creds TP
Sanction pattern man-catcher E - S -1 1 Melee, Shock (5+) - E
Sanction pattern man-catcher
SR
E
LR
-
Str
S
AP
-1
L
1
Cr
-
TP
E
Traits Melee, Shock (5+)

Close combat weapons / Natural weapons

Weapon SR LR Str AP L Traits Creds TP
Shock bite E - S -1 1 Melee, Shock (6+) - E
Shock bite
SR
E
LR
-
Str
S
AP
-1
L
1
Cr
-
TP
E
Traits Melee, Shock (6+)

Close combat weapons / Power weapons

Weapon SR LR Str AP L Traits Creds TP
Pacifier assault claw E - S -2 2 Breaching (5+), Melee - E
Pacifier assault claw
SR
E
LR
-
Str
S
AP
-2
L
2
Cr
-
TP
E
Traits Breaching (5+), Melee

Close combat weapons / Shields

Weapon SR LR Str AP L Traits Creds TP
Riot shield E - S - 1 Melee, Parry, Shield - E
Riot shield
SR
E
LR
-
Str
S
AP
-
L
1
Cr
-
TP
E
Traits Melee, Parry, Shield

Close combat weapons / Shock weapons

Weapon SR LR Str AP L Traits Creds TP
Heavy shock baton E - S+1 - 1 Melee, Parry, Shock (6+) - E
Heavy shock baton
SR
E
LR
-
Str
S+1
AP
-
L
1
Cr
-
TP
E
Traits Melee, Parry, Shock (6+)

Close combat weapons / Subjugator weapons

Weapon SR LR Str AP L Traits Creds TP
SLHG pattern assault ram 'Sledge Hammer' E - S+2 -1 2 Concussive (6+), Knockback (5+), Melee - E
- auxiliary grenade launcher with choke gas grenades 6" 24" - - 1 Ammo (5+), Blast (3"), Gas, Toxin (3+) - -
- auxiliary grenade launcher with frag grenades 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 - E
SLHG pattern assault ram 'Sledge Hammer'
SR
E
LR
-
Str
S+2
AP
-1
L
2
Cr
-
TP
E
Traits Concussive (6+), Knockback (5+), Melee
SLHG pattern assault ram 'Sledge Hammer'- auxiliary grenade launcher with choke gas grenades
SR
6"
LR
24"
Str
-
AP
-
L
1
Cr
-
TP
-
Traits Ammo (5+), Blast (3"), Gas, Toxin (3+)
SLHG pattern assault ram 'Sledge Hammer'- auxiliary grenade launcher with frag grenades
SR
6"
LR
24"
Str
3
AP
-
L
1
Cr
-
TP
-
Traits Ammo (4+), Blast (3"), Knockback (5+)
Vigilance pattern assault shield
SR
E
LR
-
Str
S+1
AP
-
L
1
Cr
-
TP
E
Traits Concussive (6+), Knockback (5+), Melee, Parry, Shield

Vehicle weapons

Weapon SR LR Str AP L Traits Creds TP
Tauros hull E - S - 1 Melee, Ram - E
Tauros hull
SR
E
LR
-
Str
S
AP
-
L
1
Cr
-
TP
E
Traits Melee, 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.

PDF page 96 Printed page 92

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:

Weapon SR LR Str AP L Traits
Force blast 8" 12" 2 -1 1 Knockback (3+)
Force blast
SR
8"
LR
12"
Str
2
AP
-1
L
1
Traits Knockback (3+)