Palanite Enforcer Variant
Order at Any Cost
The following rules are available to enforcer gangs that are either in good standing or Shunned.
This version of the Enforcer gang represents official, Imperial-sanctioned precinct squads operating under the authority of Lord Helmawr’s planetary edict. They are considered House Gangs and roll on the generic favour table.
Whether they are cracking down on outlaw guilders, executing a warrant in the sump, or enforcing tithes in the badzones, these patrols embody the iron will of Necromunda’s law.
The following balance changes have been made to the Palanite Enforcer Variant.
Gang Terrain
- Vox Caster may now be taken as vehicle wargear.
- If mounted on a vehicle, the vehicle performs the Officer Down action.
Mynerva Prefecture
- Overdrive Collar: now requires the mastiff to be within leash range and applies –2 Weapon Skill when activated.
- Stimm Collar: now requires the mastiff to be within leash range.
- Flesh Wound removal removed.
- May now be used multiple times per battle.
- At the End Phase roll D6 — if the result is ≥ number of activations this battle, the mastiff suffers an Injury dice result.
- Beast Mastery: the commanded beast must now be within line of sight and leash range.
Secundan Prefecture
- Suppression Siren: fighters may only suffer 1 Flesh Wound per round from this rule regardless of the number of sirens affecting them.
Poison Sea Prefecture
- Chem discount and access no longer applies to all chems.
- Now applies only to Frenzon, Ghast, Slaught, and Spur.
Uphive Prefecture
- Uphive Raiments (45 credits) added to the discount list.
- Disintegration Gun can no longer be taken by Specialists.
Badzone Prefecture
- May now hire Badzone Enforcers Enlisted Hive Scum instead of Outcast Scum.
Errata
You can find the Enforcer House rules here
Gang Terrain
Vox Caster
Good Standing Gangs Only Every Palanite Enforcer gang has access to a Vox Caster — a standard-issue communications relay used to coordinate patrols and request reinforcements.
Vox Caster - 50 Credits
A Vox Caster is a piece of gang terrain that must be deployed after all fighters have been placed on the battlefield.
It must be positioned within 1" of a friendly fighter.
Once deployed, the Vox Caster cannot be moved for the remainder of the battle.
A Vox Caster may instead be purchased as vehicle wargear. If mounted on a vehicle, that vehicle performs the Officer Down action.
Once per battle, if the controlling gang has a fighter currently Out of Action, a model within 1" of the Vox Caster may perform the following action:
Officer Down (Double):
During the End Phase, a friendly fighter who has not yet taken part in the battle and is not in Recovery arrives as a Reinforcement.
Mechanics
Palanite Enforcers gain the following Mechanic:
Wanted Criminals
Good Standing Gangs Only
Before the battle begins, and before rolling for Priority, secretly select a random enemy fighter.
This fighter is designated a Wanted Criminal for the duration of the battle.
If this fighter is Taken Out of Action, the Palanite gang gains D3×10 credits at the end of the game.
If the fighter was Magnacled when taken Out of Action, the gang gains an additional D3×10 credits (for a total of 2D3×10).
This rule represents bounties, warrant fulfilments, and cash rewards paid by precinct command or local guilders for capturing high-value targets.
Prefectures
Order • Authority • Obedience
Though the Palanite Enforcers all serve the same badge and creed, Necromunda’s sheer scale means each precinct—and each Prefecture—has evolved to meet the challenges of its domain. From the burning slums of the lower hives to the glittering void stations above, every Prefecture enforces Imperial Law in its own brutal, efficient way.
Each Palanite Prefecture has its own methods, traditions, and equipment. Some rely on precision drills and riot formations, others on beasts, chems, or fire. Most Enforcers never serve outside their Prefecture, and rivalry between them runs deep—each claiming to represent the truest form of Palanite discipline.
When mustering a Palanite Enforcer gang, a player may declare which Prefecture their patrol hails from.
Doing so grants that gang unique benefits and rules, representing its specialised training and tactics.
These bonuses are purely optional but provide a strong thematic identity and are intended to add variety and character to your campaign.
Each Prefecture entry contains the following:
- Discounts on particular weapons or equipment.
- Exclusive Wargear unique to that Prefecture.
- A Passive Ability that applies to all gang members.
- A Unique Skill, available as part of the Palanite Drill skill set.
Once chosen, a gang’s Prefecture cannot be changed.
Every fighter in the gang is considered part of that Prefecture unless otherwise noted.
Palanite Prefecture
Shields • Teamwork • Academy
The Palanite Prefecture prides itself on discipline and precision. Its patrolmen are graduates of the Palanite Academy - trained to act as one unit, their drills are executed with mechanical precision. No other precinct can claim such cohesion in the line of duty.
Discount“Every patrol graduates the Academy with the same lesson: the line holds, or the line dies.
The Palanite Prefecture doesn’t need heroes - it needs walls.”
- Constable-Major Bren Talvus, Palanite Academy Instructor
A Palanite Enforcer gang from the Palanite Prefecture has access to the following discounted wargear. These items are available at the listed cost:
- Riot Shield – 25 credits
- Vigilance-Pattern Assault Shield – 30 credits
A Palanite Enforcer gang from the Palanite Prefecture has the following wargear available to all their fighters at the listed cost:
Riot Barrier - 30 creditsA lightweight, man-portable riot barrier used to screen and control crowds. Once deployed, explosive bolts anchor it into the floor plating.
Once per battle, a fighter equipped with a Riot Barrier may deploy it as a Basic action.
Place a barricade within 1" of this fighter.
Barricades should be approximately 2" wide and 1" tall.
A Palanite Enforcer gang from the Palanite Prefecture gains the following passive ability for all fighters:
Shield Tactics:
Any fighter equipped with a shield may confer their shield bonus to a friendly fighter in base contact, as long as the friendly fighter would be eligible for the same bonus if they were the target instead.
A model may only benefit from one shield bonus at a time.
Palanite Enforcers from this Prefecture may select the following skill as part of the Palanite Drill skill set.
Note: this skill may not be randomly selected.
Training Day:
Each time another friendly Rookie within 6" of this fighter gains XP, make a Leadership test for this fighter.
If the test is passed, that Rookie gains +1 additional XP.
Mynerva Prefecture
Dogs • Dogs • Dogs
The Mynerva Prefecture is renowned for its disciplined handlers and the cyber-mastiffs that accompany them into every engagement.
Loyal, relentless, and utterly terrifying - the prefecture’s mastiffs are as much a symbol of authority as the badge they serve.
Discount“We breed them loyal, we train them cruel, and when the leash comes off, Emperor help whoever’s in front of them.”
— Chief Handler Myra Dax, Mynerva Prefecture Kennelmaster
A Palanite Enforcer gang from the Mynerva Prefecture has access to the following discounted wargear.
These items are available to all fighters at the listed cost:
- Hardcase Cyber-Mastiff – 100 credits
A Palanite Enforcer gang from the Mynerva Prefecture has the following wargear added to their Cyber-Mastiff equipment list at the listed cost:
Overdrive Collar - 30 creditsOverdrive Collars contain a volatile mix of slaught, frenzon, and other chemical cocktails that are pumped into the cyber-mastiff at the handler’s command. This definitely voids the warranty.
A fighter equipped with an Overdrive Collar may attach it to a cyber-mastiff on their Fighter Card.
A cyber-mastiff may only have one collar equipped in this way at a time.
During its activation, a cyber-mastiff equipped with an Overdrive Collar and that is within leash range of their owner may activate it.
When activated, the cyber-mastiff immediately suffers one Flesh Wound, and applies a -2 modifier to their weapon skill for the remainder of the round. The cyber-mastiff gains the Berserker skill for the remainder of the round and may immediately make a free Charge (Double) action (i.e., does not use any of their actions).
Stimm Collars work much like the stimm-slug stashes used by hive gangers, delivering a powerful chemical surge directly into the cyber-mastiff. This also definitely voids the warranty.
A fighter equipped with a Stimm Collar may attach it to a cyber-mastiff on their Fighter Card.
A cyber-mastiff may only have one collar equipped in this way at a time.
During its activation, a cyber-mastiff equipped with a Stimm Collar and that is within leash range of their owner, may activate it during its activation.
Until the end of the round, increase the fighter’s Move, Strength, and Toughness characteristics by +2.
At the start of the End Phase, roll a D6.
If the result is equal to or greater than the number of times this collar has been activated during this battle, the mastiff suffers an Injury dice result.
A Palanite Enforcer gang from the Mynerva Prefecture gains the following passive ability for all fighters:
Advanced Beast Handling:
All exotic beasts in the gang have their leash range increased by 6".
Additionally, if an exotic beast is engaged with the same enemy as its owner, increase the beast’s Attacks characteristic by 1.
Palanite Enforcers from the Mynerva Prefecture may select the following skill as part of the Palanite Drill skill set.
Note: this skill may not be randomly selected.
Beast Mastery:
This fighter may perform the following action:
- Command (Basic):
Make a Leadership test for this fighter. If the test is passed, select one Exotic Beast owned by this fighter That is within line of sight, and within leash range.
That beast may immediately perform two actions, as if it were their turn to activate.
Secundan Prefecture
Darkness • Vehicles • Horrors
The Secundan Prefecture operates deep within the badzones of Secundus and the Skull.
Its patrols are hardened by endless nights, stalking through ash-choked ruins and collapsed habs where the line between ganger and monster blurs.
Discount“Out here, you don’t hear the screams - the locals eat ’em first.
If the lights go out, pray you’re faster than what’s in the dark.”
— Sergeant Varn Holt, Secundan Patrol 8-3
A Palanite Enforcer gang from the Secundan Prefecture has access to the following discounted wargear.
These items are added to Palenite Enforcer fighter equipment lists at the listed cost:
-
Photo-goggles – 20 credits
-
Drop Rig – 5 credits
A Palanite Enforcer gang from the Secundan Prefecture has the following wargear available to all their vehicles at the listed cost:
Suppression Siren - 50 creditsOnce 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.
Fighters may only lose 1 Flesh Wound this way per round, regardless of how many sirens deafen them
Vox Array - 45 creditsCounts as a Vox Disruptor.
Additionally, friendly Gang Hierarchy models may measure from this vehicle when determining Group Activations and Leading by Example.
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 -, D1 hit.
PassiveA Palanite Enforcer gang from the Secundan Prefecture gains the following passive ability for all fighters:
Defensive Stance:
All fighters in this gang make their Reaction Attacks first when charged by any Roaming Horrors.
Palanite Enforcers from the Secundan Prefecture may select the following skill as part of the Palanite Drill skill set.
Note: this skill may not be randomly selected.
Badzone Sense:
Once per battle, you may re-roll the result of the Roaming Horror Table and/or the spawn location.
You must keep the second result, even if it is worse.
Outlands Prefecture
Reclamation • Spoil • Recycle
The Outlands Prefecture operates across the unending scrap piles of Necromunda.
While it might seem like a dead-end posting, the wastes often hide treasures beyond compare — for those willing to dig deep enough.
Out here, an Enforcer’s badge shines as bright as the rust it’s buried under.
Discount“You find things on the Spoil — half of ’em still ticking.
The other half? Still biting.”
— Inspector Drex, Outlands Prefecture Salvage Division
A Palanite Enforcer gang from the Outlands Prefecture has access to the following discounted wargear.
These items are added to Palenite Enforcer fighter equipment lists at the listed cost:
- Bionics – 10 credit discount
- Lock Punch – 5 credits
- Cred Sniffer – 15 credits
- Harpoon Launcher – 50 credits
A Palanite Enforcer gang from the Outlands Prefecture may purchase the following reclaimed weapons for their gang hierarchy and specialist fighters at the listed cost:
Reclaimed Plasma Gun - 70 credits| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | Cost |
|---|---|---|---|---|---|---|---|---|---|---|
| Reclaimed Plasma Gun | 12" | 24" | +2 | – | 5 | -1 | 2 | 6+ | Rapid Fire (1), Scarce, Unstable | 70 |
| – Maximal | 12" | 24" | +1 | – | 7 | -2 | 3 | 6+ | Scarce, Unstable | – |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits | Cost |
|---|---|---|---|---|---|---|---|---|---|---|
| Reclaimed Meltagun | 6" | 12" | +1 | – | 8 | -4 | 3 | 6+ | Melta, Scarce, Unstable | 100 |
A Palanite Enforcer gang from the Outlands Prefecture gains the following passive ability for all fighters:
Sure Footed:
All fighters in this gang may re-roll Initiative tests when testing to see if they fall, and may also re-roll charge distances.
You must keep the second result, even if it is worse.
Palanite Enforcers from the Outlands Prefecture may select the following skill as part of the Palanite Drill skill set.
Note: this skill may not be randomly selected.
Spoiling for a Fight:
The first time this fighter performs a Charge action each battle, they roll D6" for additional movement instead of D3".
Poison Sea Prefecture
Chems • Toxin • Gas
The Poison Sea Prefecture operates across the sump seas and surrounding docklands.
Plagued by chem addiction, toxic runoff, and the constant stench of decay, its officers either adapt or die trying.
Those who survive long enough often become as dangerous as the environments they police.
“You breathe this air long enough, and it stops killing you.
That’s when you know it’s killing you slower.”