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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.


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.

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.

“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
Discount

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
Wargear

A Palanite Enforcer gang from the Palanite Prefecture has the following wargear available to all their fighters at the listed cost:

Riot Barrier - 30 credits

A 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.

Passive

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.

Skill

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.

“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

Discount

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
Wargear

A Palanite Enforcer gang from the Mynerva Prefecture has the following wargear available to all their fighters at the listed cost:

Overdrive Collar - 30 credits

Overdrive 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 may activate it.
When activated, the cyber-mastiff immediately suffers one Flesh Wound, then the cyber-mastiff gains the Berserker skill for the duration of its activation and may immediately makes a free Charge (Double) action (i.e., does not use any of their actions).

Stimm Collar - 30 credits

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.

Once per battle, a cyber-mastiff equipped with a Stimm Collar may activate it during its activation.
Immediately discard one Flesh Wound from the fighter’s card, if any are present.
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 - on a 1, the stimm overload proves too much: roll an Injury dice and apply the result to the fighter.

Passive

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.

Skill

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 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.

“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

Discount

A Palanite Enforcer gang from the Secundan Prefecture has access to the following discounted wargear.
These items are available to all fighters at the listed cost:

  • Photo-goggles – 20 credits

  • Drop Rig – 5 credits

Wargear

A Palanite Enforcer gang from the Secundan Prefecture has the following wargear available to all their vehicles at the listed cost:

Suppression Siren - 50 credits Vox Array - 45 credits

Counts as a Vox Disruptor.
Additionally, friendly Gang Hierarchy models may measure from this vehicle when determining Group Activations and Leading by Example.

Electro-shock Projector - 60 credits Passive

A 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.

Skill

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.

“You find things on the Spoil — half of ’em still ticking.
The other half? Still biting.”
Inspector Drex, Outlands Prefecture Salvage Division

Discount

A Palanite Enforcer gang from the Outlands Prefecture has access to the following discounted wargear.
These items are available to all fighters at the listed cost:

  • Bionics – 10 credit discount (all Bionics are considered Common).
  • Lock Punch – 5 credits
  • Cred Sniffer – 15 credits
  • Harpoon Launcher – 50 credits
Wargear

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
WeaponRg SRg LAc SAc LSAPDAmTraitsCost
Reclaimed Plasma Gun12"24"+25-126+Rapid Fire (1), Scarce, Unstable70
– Maximal12"24"+17-236+Scarce, Unstable
Reclaimed Meltagun - 100 credits
WeaponRg SRg LAc SAc LSAPDAmTraitsCost
Reclaimed Meltagun6"12"+18-436+Melta, Scarce, Unstable100
Passive

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.

Skill

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.”
Captain Vorna Kesh, Poison Sea Prefecture

Discount

A Palanite Enforcer gang from the Poison Sea Prefecture has access to the following discounted wargear.
These items are available to all fighters at the listed cost:

  • Chems – 10 credit discount (all chems are considered Common).
  • Respirators – 5 credits
Wargear

A Palanite Enforcer gang from the Poison Sea Prefecture may purchase the following unique wargear for their fighters:

  • Chem Collar – 30 Credits
  • Shock Amplifier – 30 credits
Passive

A Palanite Enforcer gang from the Poison Sea Prefecture gains the following passive ability for all fighters:

Chem Adaptation:
All fighters in this gang may use one additional Chem before they must test for a Bad Reaction.

Skill

Palanite Enforcers from the Poison Sea Prefecture may select the following skill as part of the Palanite Drill skill set.
Note: this skill may not be randomly selected.

Poison Resistance:
When this fighter is wounded by a weapon with the Toxin or Gas trait, you may change the result of one Injury dice to a Flesh Wound instead.


Uphive Prefecture

Authority • Precision • Privilege

The Uphive Prefecture enjoys the luxury of patrolling the Spires above the chaos of the underhive.
Provided with advanced wargear and rare sanctioned technology, they represent the finest and most disciplined of Necromunda’s law enforcement.
Occasionally, they are dispatched into the depths below to retrieve a wayward noble’s offspring - or to make an example of those who forget their place.

“We’re not here to clean up your filth. We’re here to remind you that the Spire is watching.”
Prefect-Marshall Rhyn Corval, Uphive Prefecture

Discount

A Palanite Enforcer gang from the Uphive Prefecture has access to the following discounted wargear.
These items are available to all fighters at the listed cost:

  • Sensor Skull – 30 credits
  • Medi-Skull – 40 credits
  • Gun-Skull – 15 credits
Wargear

A Palanite Enforcer gang from the Uphive Prefecture may purchase the following weapon for their gang hierarchy and specialist fighters at the listed cost:

Disintegration Gun - 120 credits
WeaponRg SRg LAc SAc LSAPDAmTraitsCost
Disintegration Gun8"24"-–15-326+Rapid Fire (1), Scarce, Unstable, Sever120
Passive

A Palanite Enforcer gang from the Uphive Prefecture gains the following passive ability for all fighters:

Iron Willed:
As long as this gang has at least one Gang Hierarchy model on the battlefield, subtract 2 from any dice roll made to determine if the gang Bottles in the End Phase.

However, if all Gang Hierarchy models have been taken Out of Action, the gang automatically Bottles in the End Phase.

Skill

Palanite Enforcers from the Uphive Prefecture may select the following skill as part of the Palanite Drill skill set.
Note: this skill may not be randomly selected.

Advanced Weapon Handling:
Once per battle, when this fighter rolls an Ammo symbol on a Firepower dice for a weapon with the Unstable trait, they may ignore unstable - the weapon functions as normal and does not need to make an Unstable check.


Extermination Prefecture

Fire • Burn • Destroy

The Extermination Prefecture is dispatched when control fails and containment is no longer an option.
When the underhive festers with contagion or sedition, these squads are sent in with flamer and promethium, leaving only blackened ruin in their wake.
To serve in the Extermination Prefecture is to accept that sometimes the only way to save a dome… is to burn it.

“If it burns, it’s guilty. If it runs, it’s still guilty.”
Sergeant Valka ‘Ashface’ Rhun, Extermination Prefecture

Discount

A Palanite Enforcer gang from the Extermination Prefecture has access to the following discounted weapon.
This item is available to Captains, Champions, and Gangers at the listed cost:

  • Flamer – 100 credits
Wargear

A Palanite Enforcer gang from the Extermination Prefecture may apply the following weapon accessory to their Autoguns and Enforcer Bolters at the listed cost:

  • Exterminator – 15 credits

A compact, single-shot flamer unit slung beneath the barrel of a firearm — invaluable when purging a hab block.

Passive

A Palanite Enforcer gang from the Extermination Prefecture gains the following passive ability for all models:

Terror Burn:
Whenever a model from this gang causes an enemy model to become subject to the Blaze condition, treat that enemy model as having gone Out of Action for the purposes of triggering Nerve tests.

Skill

Palanite Enforcers from the Extermination Prefecture may select the following skill as part of the Palanite Drill skill set.
Note: this skill may not be randomly selected.

Pyromaniac:
When this fighter makes an attack that could cause the Blaze condition, they may re-roll the dice to determine whether the target catches fire.


Badzone Prefecture

Scum • Outriders • Lawless

The Badzone Prefecture - or Badzone Enforcers as they’re more commonly known - are those tasked with bringing law to the lawless ash wastes and the far-flung domes beyond Palanite control.
Some whisper they aren’t a true prefecture at all, but a loose brotherhood of vigilantes clinging to a shared code and a fading badge.

“Out here, the badge don’t make you the law. The gun does.”
Deputy Larn Hox, Badzone Prefecture

Discount

A Palanite Enforcer gang from the Badzone Prefecture has access to the following discounted wargear.
These items are available to all fighters at the listed cost:

  • Waster’s Dirtbike – 30 credits
  • Second Best – 5 credits
Fighters

A Palanite Enforcer gang from the Badzone Prefecture may recruit the following fighter type at the listed cost:

  • Outcast Scum – 30 credits

These fighters represent conscripts, drifters, and bounty-hunters pressed into service beneath a weary Palanite badge.

Passive

A Palanite Enforcer gang from the Badzone Prefecture gains the following passive abilities:

Broken Supply Lines:
The following weapons gain the Scare trait when equipped by fighters who are not part of the Gang Hierarchy:

  • Enforcer Boltgun
  • Enforcer Combat Shotgun
  • Concussion Carbine

No Place for Rookies:
Badzone Prefecture gangs may not hire Rookies.
Instead, Outcast Hive Scum replace their gang fighter with Gang Fighter (Juve).

Expendable Conscripts:
At the end of the Choose Crew step of the pre-battle sequence, D3 additional Outcast Scum fighters from the gang may be added to the starting crew.
These fighters may be added even if this increases the number of deployed fighters beyond that allowed by the scenario.

Skill

Palanite Enforcers from the Badzone Prefecture may select the following skill as part of the Palanite Drill skill set.
Note: this skill may not be randomly selected.

Badzone Sheriff:
Friendly Juve fighters within 12" and line of sight of this fighter may use this fighter’s Cool and Willpower characteristics instead of their own when making any checks.