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Necromunda

Necromunday: Gangs of the Underhive - Palanite Enforcers (Updated January 5, 2026)

by Genghis Cohen | Jan 05 2026

Howdy scummers! In the wake of the new Bastions of Law book for all things enforcer-related, we have extensively updated our guide on Palanite Enforcers. To keep things a manageable length, and because the division between them is now much more clearly explained in the book, this guide will not cover Badzone Enforcers - look forward to a separate guide for them, to be released imminently.

Changelog

  • Update (Latest): 2026-01-05 Updated to bring text in line with subsequent releases.
  • Published: 2022-05-30

Introduction

Enforcers are a consistently popular gang with both new and experienced Necromunda players. In the game of brutal gang warfare in the 40th millenium, it makes a lot of thematic sense to have at least one player as the cops in this grimdark version of cops and robbers. Very new players who (unusually) haven’t come to Necromunda by way of Warhammer 40k, may have to learn that as Enforcers you are certainly not playing the good guys, even relative to the other gangs! Regardless of whether the player envisions their Enforcer gang as the thin line holding the chaos of the hive cities in order (albeit with brutal measures) or the repressive fascist jackboot stamping on the underclasses, there are a lot of storytelling possibilities.

Enforcers also strike many new players as the elite, heavily armoured, defensive gang - but this isn’t entirely reflected in the rules, as we will see. Older players, who have vague memories or hard experience of old Necromunda (any time from the mid-90s to 2017) may remember the days when Enforcers genuinely were very elite, with a level of equipment and training beyond all but the most experienced underhive gangs. Nowadays they are very much on a par, in terms of stats, with House gangs. Their advantages lie in widespread access to good ranged weapons, and fighter types which are well adapted to specialise in ranged or melee combat, as well as good skill access.  

After some revisions in Bastions of Law (published September 2025), Palanite Enforcers are now a very well-supported gang, with 3 plastic boxes for their normal fighters, plus a separate Brute and vehicle in plastic. Rule wise, they work much like any House gang, with an all-round excellent leader and two types of champions skilled in ranged and melee combat respectively. Where they differ slightly is in having two types of ganger, again one for ranged and one for melee combat, with different weapon sets (these correspond to the Palanite and Subjugator boxes). 

There is a second, completely separate list for Badzone Enforcers which has a simpler structure with a leader and one type of champion and ganger. They have no juve equivalent, but can take Enlisted Hive Scum as a sort of extra fighter. Badzone Enforcers are cut off from the unique Brute, Hanger-On, vehicle and Exotic Beast options that Palanites enjoy, and the stats of their Gang Hierarchy models are markedly worse, so they’re something of a challenge gang. They will be dealt with in a separate gang guide article. 

Palanite Enforcer Fighters 

Enforcer Captain 

Like all gangs, Enforcers must have 1 Leader, the Enforcer Captain. This is an all-round exceptional fighter; adept at ranged and melee combat with WS/BS3+, the real advantage is in starting with 3 Wounds - any conventional weapon short of a lascannon or meltagun won’t be able to take a Captain Out of Action (OoA) with a single hit. As such, most players want to fit them out with both a decent gun and a close combat weapon. We recommend buying one of those at gang creation (whichever role your patrol is lacking) and then adding the other as the campaign develops. We particularly like the plain enforcer bolt gun. Power swords and mauls are both nice. A plasma pistol is useful both for shooting, albeit at short range, and for a punchy single Sidearm attack in melee. Once fully kitted out, many Captains will want a pistol and close combat weapon, for the extra attack, but you might also consider a Riot Shield. It doesn’t do anything for their melee damage output, but making a 3W model tankier is very useful.

Common skill picks for a fighting Captain would be Got Your Six or Threat Response, if your opponents play gangs that like melee combat. The alternative to a versatile close-quarters role is to focus your Captain’s skills on campaign-layer bonuses. They have access to Savant and Leadership Skills as Primary (your only fighter that does). Some players may value income-generating skills like Fixer or Savvy Trader over stats/skills to directly improve fighting power. Ditto for Iron Will to keep your gang from Bottling Out, or a Captain could take the Overseer skill, keeping their own gear cheap and funnelling activations to a more expensively-equipped Sergeant. If going for this kind of support build on a Captain, our advice is to give them a ranged weapon and keep them back - fire support is intrinsically less dangerous than charging in head-first. A sniper rifle works well. 

Palanite Enforcer Sergeants

These are your shooting-focussed champions, with BS3+ and Primary access the Shooting Skill tree (as well as Palanite Drill). This lets them straightforwardly boost their firepower via favourites like Trick Shot or Fast Shot, or play more reactively via Got Your Six. Some players really like to pair that last skill with a sniper rifle, which is thematic, and not at all bad if you play on big, open tables. But the enforcer boltgun is perhaps the most flexible and effective choice – Rapid Fire and Damage 2 makes a huge difference. The more expensive alternative is to use a template weapon (the Web Gun is much stronger than the flamer), and pick Hip Shooting to extend its threat range. Palanite Sergeants can also access a full suite of close combat weapons, but with only 1A at WS4+, that isn’t a sensible use of credits. Ideally, if they find themselves in melee combat, someone else will come along to help. The one exception is the Riot Shield, which is a terrible close combat weapon but a good survival tool. 

The last build we will mention is a Gunslinger Sergeant. While using pistols akimbo is certainly fun, players should just consider whether the cost is worth it. Two plasma pistols, for example, are obviously strong, but only really beat a plasma gun (not available initially but can be bought for the same total price at the Trading Post) within 6”. Two autopistols, with or without special ammo, are much cheaper, but that isn’t particularly strong firepower for a champion. Our experience has largely been that Gunslingers are a cool modelling opportunity, but frustrating to play on the tabletop.

Subjugator Sergeants

These are your melee champions, with a much more threatening WS3+ and 2A. But they trade off mediocre BS, Initiative and a small points increase. Beyond making much better use of Power weapons, the standout option for Subjugator Sergeants is access to Vigilance Assault Shields. These are perfect for a melee role due to the stacking power of +2 to armour saves in melee (only from the front, remember) and the power of Knockback to potentially move enemies and deny Reaction Attacks. Most builds for Subjugator Sergeants will eventually include a shield and upgraded armour, to protect them as well as possible in brutal close quarters engagements. The only problem for them is limited Skill access. Palanite Drill and Brawn are Primary; Combat, Ferocity and Leadership are Secondary. Because of how easily melee fighters can be neutralised via Pinning, a skill to mitigate that effect is considered vital. That means Nerves of Steel, but as a Secondary (Ferocity) skill, it can’t be selected at gang creation and would cost 12XP to buy as an Advancement. We mustn’t complain, there is still a very good skill available in Threat Response, but that shines most in a specific situation – protecting other fighters from melee attackers. A good tip for Subjugator Sergeants is to include some sort of pistol or grenades in their kit – there will be situations where they can activate but are unable to charge because they’re Pinned. In those instances you want to be able to do something to hit back.

One weapon option which we want to highlight is the SLHG assault ram. This is a more expensive, and two-handed, weapon, but it is the hardest-hitting option available from the fighter list, its Versatile property is extremely useful, and it includes a ranged attack option for when melee is unachievable. 

Palanite Patrolmen (and Specialists)

Palanite Patrolmen are your all-purpose weapon carriers. Their Basic/Special weapon options are uniformly excellent, so despite lacking the accuracy of a Palanite Sergeant (or a Van Saar ganger) they are one of the game’s better choices as the basis of a shooting-oriented gang. The issue, especially at gang creation, is that their ranged weapons start at 30 credits, so it can be difficult to squeeze additional bodies into the gang roster. Indeed, the enforcer boltgun is perhaps the best basic weapon in the game, so it’s all the more tempting to take in multiples, and that does cost. Even if that can seem to produce expensive fighters in the early campaign, you will be extremely glad of their power ceiling later on. A common issue for Necromunda gangers is that upgraded champions are difficult to threaten with autoguns and lasguns – no such problem for the weapons on offer here.

Palanite Patrolmen can also be loaded down with a surprisingly tasty choice of melee weapons, but as with their Sergeants, the Riot Shield is the only one we would seriously look at. Just remember that they are more expensive than basic armour and undersuits, so something of a luxury for later in campaigns. 

The initial Specialist (and any subsequently promoted) is a minor upgrade for an Enforcer gang. Any patrolmen can access the same special weapons, and while concussion carbines and sniper rifles are both excellent tools, they aren’t particularly high cost, and a Specialist could justifiably take a boltgun or shotgun instead. Their main advantage is in picking Advancements, so could target BS, Toughness, or even save up for an extra Wound or a specific Shooting skill. 

Subjugator Patrolmen (and Specialists)

Credit: Greg Chiasson

Subjugator Patrolmen are unusually punchy gangers with 2A on their basic profile. That lets them realistically threaten most enemies, even enemy leaders or champions, with tools like Power weapons available to them. This gives them a clear role, but in our experience, most Enforcer players need/want fewer of these than they do the flexible shooting of the Palanites. As with their Sergeants, Subjugators are defined by their access to armour and shields, but need to remember the fundamental difficulties that fighters can have getting into melee contact against firepower Pinning them down.

On that note we should mention the ranged weapon options for Subjugators. Aside from pistols, it’s slightly unusual that their exclusive special weapon is a grenade launcher, which means it is actually less accurate at close quarters, where you would think Subjugators would want to position themselves. See the equipment section for our thoughts on this weapon and its upgrades, but in short, it is less impressive than the Palanite basic/special weapons. The main use we can see for it, is later in campaigns, to give even your melee fighters dangerous ranged weapons, so that they are flexible enough for any situation. 

Any Subjugator can take their heavy weapons, although we are not fans – the heavy concussion ram isn’t terribly efficient for its cost and Subjugators don’t have any particular aptitude for shooting. The SLHG, as mentioned, is very tasty, but often a high cost melee weapon of that type is better carried by a champion, who is more resilient and can tailor Advances to make best use of it. On that note, a Subjugator Specialist, much like the Palanite equivalent, is only notably better than a Patrolman by virtue of picking Advances. There might be some scope to give one Threat Response or some specialised Palanite Drill skill, but generally, boosting their stats will be a better option. 

Palanite Rookies

There’s a perennial issue with Juves in Necromunda – most players find the reduced WS/BS, as well as mental stats, very unattractive compared to gangers, even though Movement is slightly boosted to compensate. A Rookie is 20 credits cheaper than a Palanite Patrolman, but if you were planning to buy a 50 credit enforcer boltgun, and the Rookie misses more often, that starts to look like a false economy. Our opinion is that in general, the value question is open for debate. As Juves, Rookies can pick their Advances. By the end of the campaign, a Juve can improve their BS, Toughness, potentially Cool, or save up and grab a vital skill. A ganger could, in a similar timeframe, roll increased Toughness and BS . . . or they could end up improving Intelligence twice, effectively gaining nothing. Basically, Gangers have a substantial chance of gaining sub-optimal or incredibly niche stats, and it’s impossible to intentionally build them to suit a specific role. So, while Rookies might seem like a worse bet at gang creation, or in your first few games, just remember that they could overtake Patrolmen in a long campaign.

There are a couple of ways to ensure Rookies can shine despite their poor WS/BS. The most obvious is to buy them an Enforcer Shotgun – the scattershot teardrop template doesn’t roll to hit. They can then use their XP towards enhanced Movement and/or the Hip Shooting skill. Rookies are also good candidates to carry photon flash grenades – missing with a large template can be less punishing, since it is quite likely to clip the original target even when scattering away. Rookies are also your best choice as ‘runners’, used to carry loot crates, accomplish any other scenario objectives [that don’t require a mental stat check], or threaten to coup de grace injured enemies.

Hardcase Cyber-Mastiffs

Orlock Cyber Mastiff petHardcase Cyber-Mastiff. Credit: Fowler

These cyber-hounds, like all Exotic Beasts, have some differences to full, independent fighters which overall make them more restricted than you might think. First, a hardcase doesn’t really bring its own activation, it always activates in a group with its master (a Captain or Sergeant). One of the main advantages of numbers in Necromunda is to ‘out-activate’ your opponent, which gives you significant control by forcing them to activate critical fighters before yours, and hopefully giving you a safer crack at the enemy. Beasts don’t help with this, so they are fundamentally something you should only add once you have enough actual fighters to reliably fill the Crew sizes in the scenarios you are using. On the flip side, because they are attached to a Capt/Sgt, hardcases do give you additional bodies on the table, over the normal Crew size. This does mean more targets for the enemy, and more actions you can take during a round. But beware of the restrictions on what you can do – hardcases can’t perform some scenario objectives or interact with some terrain, due to low Intelligence – and especially on where they can move. 

Exotic Beasts must stay within 3” of their owner. There’s a potential rules debate around whether a player can send a beast further than that intentionally, and just risk them Breaking at the end of the activation and potentially fleeing back toward the handler. That would be a real freedom, but our interpretation here at Goonhammer is that the player must abide by RAI and never intentionally try to move beyond that distance. That restraint factors in very badly with the melee-only nature of the Hardcase Cyber-Mastiff. Essentially, they can only declare Charges against enemies within ~4.5” of their owner. They also suffer from the same issue as any melee fighter which lacks any resistance to being Pinned – it is easy for enemies to keep them Prone and stop them from charging. This means you can’t expect too much of them as offensive units.

In terms of pure stats, a Hardcase is a beast by nature as well as name. T4 with a 4+ Save. 2 Attacks at WS3+, at S3, AP-1, but with Rending and Shock. That’s a better melee output than most Gangers in the game, and means that when they do manage to charge, they have a very good chance at taking out a baseline T3, 1W, lightly armoured fighter, and if they don’t, they have a good chance of surviving Reaction Attacks. Much better than most Exotic Beasts, although you would expect them to be for 130 credits! Because their weaponry can never be upgraded, players should just accept that they aren’t well suited to fighting uninjured champions, leaders, or brutes with real melee chops. 

The little edge hardcases have, and the scope they have for a savvy Enforcer player to use them as good defensive units, lies in their special rules: enemies can’t Coup de Grace their owner while the Hardcase is still standing within 3”, the mastiff can move into melee to support its owner as a free action when the owner activates (this is one of the only ways to effectively use the rules for assistance/interference in close combat) and if the mastiff is taken Out of Action before activating in a Round, it can take its Activation before being removed. Nice! Perhaps best of all is their tenacity – if you would take a hardcase Out of Action, before it activated in the Round, it can instead stay on the table until it does activate, and be removed at the end. That doesn’t help in most situations where one gets shot (because it will be Pinned, must spend an action standing up, and can’t Charge), but it does nearly guarantee that if your mastiff reaches base contact with the enemy, it will at least try to bite their backside before being removed. It’s not quite clear if Tenacity kicks in when the mastiff’s owner is take OOA.

So, do we recommend taking Hardcase Cyber-Mastiffs? Yes, absolutely, once you have enough Enforcers to fill your crews. They’re not as high a priority as other fighters and weapons for them to carry, but they are a much better use of credits than most other wargear, even leaving aside the real question – who doesn’t want to include robot dogs? They are best used to accompany close-quarters Captains or Subjugator Sergeants who actively want to get up close and personal with the enemy. Just be careful of the owner’s positioning to let the mastiff get in contact with the enemy when possible. For true dog-lovers, look at the Mynerva Prefecture, which unlocks unique skills that mitigate the limits on Exotic Beasts.

Unique Brute: The Sanctioner Automata

Sactioner Automata. Credit: 40khamslam.

At 205 credits these start at just slightly less than the commonly-available (and very good) Ambot and there are some real similarities. Both bots have T5, 3W and included light carapace armour for a 4+ save. That’s a resilient model. The difference is that Ambots are geared for close combat, with WS3+, BS5+ and S5. The Sanctioner may come stock with a pair of close combat weapons, but make no mistake, this is a versatile shooting and melee threat. It has quite a few options, but let’s go through its special rules first:

  • Automated Repair Systems. Don’t roll for Recovery, simply count as rolling a Flesh Wound every time. This is extremely good, meaning the Sanctioner will have to be quite unlucky to go Out of Action from enemy shooting - if you can keep it away from melta weapons and charging enemies, you should have a great chance to keep it in the game even if its toughness and armour fail. 
  • Got Your Six. This skill, one of the best from the Palanite tree, lets you shoot as a free action to interrupt enemy charges, which meshes extremely well with some of the Sanctioner’s ranged options. The trick to using it is to keep the bot itself unpinned and protected from charges - as we understand the skill, it can’t be used to protect the user themselves.
  • Mobile Bulwark. Friendly models taking partial cover behind the Sanctioner’s bulk count as being in full cover. This is quite minor and situational, but helps draw an evocative picture of your Enforcers advancing behind the mobile shield of the armoured robot. Cool, but a good idea against normal weapons becomes a liability against blasts or templates.

Those skills build a picture of a hardy model which can provide mobile cover from small arms to your Enforcers, and cover them against enemy charges, while shrugging off ranged attacks. Great, but firstly you need to carefully judge the threats, since it’s even more of an investment if it does get taken out by something scary. Of course you don’t win games just by weathering enemy attacks, so let us look at the weapons it can bring to bear:

  • Grenade Array with Photon Flash. This is the one weapon all Sanctioners start with and can’t replace. Being able to lob flash grenades out to 18” with no range penalties is great. See the armoury section for a rundown of why these weapons are terrific, especially to neutralise heavily protected, mediocre-to-low-Initiative enemies, but this is a wonderful base capability to have. Note that it’s a special sort of launcher, the grenades don’t have the same ammunition-supply issues as thrown versions.

You can spend credits to get additional grenade types. These are all skippable. Smoke is cheap and situationally useful, Stun is less cheap and rarely something you’d want to use. Choke and Scare Gas grenades, as exotic as they sound, are both too expensive, and are Limited - you delete them from your roster if you fail one of their [punishingly hard] Ammo Rolls. That’s ridiculously bad value, especially since, RAW, you can only buy a Brute kit when you recruit it. So if you run out of Choke or Scare grenades for your array, you are never allowed to buy more! 

  • Pacifier Assault Claw and Heavy Shock Baton. These are the stock melee weapons, it comes with one of each (no doubling up) and you can swap either or both for the ranged (or dual-use melee/ranged) weapons below. They are broadly comparable - the claw strikes at S4 AP-1, the baton at S5 AP-, both are D2. The claw has Pulverise, the baton has Concussion, Shock and Parry. On the strength of that last rule, which really supports the Sanctioner’s tanky role, we’d pick the baton if keeping one of these options, but it is close enough to use whichever you prefer aesthetically. Either gives the bot respectable damage output, given its 2A at WS4+, but while it is a risk in melee even to 2W enemies, it doesn’t fight as hard as some of those formidable foes. The main takeaway is that you shouldn’t really have both of these options, the optional guns are too important.
  • Concussion Cannon. For +80 credits, this purely ranged option is pretty good. S4, AP-1, D2 are respectable, but like all weapons in this family, it’s the Blast, Seismic, Knockback, Concussion traits we’re here for. Not only is it good all-round, its accuracy bonus up to 9” means it’s well suited to stopping charging enemies, especially since Seismic guarantees they will be Pinned, despite Nerves of Steel or similar abilities.
  • SLHG Sledgehammer Assault Ram. At a relatively modest +40 credits, this is firstly the best melee weapon available to the Sanctioner, not just for stats but for the incredibly important Versatile trait. Definitely worth considering for that alone. In the unforgiving mechanics of Necromunda combat, if you are going to scrap up close you need to ensure the best chance of victory. The next best thing is to not risk Reaction attacks at all! As a bonus this comes with a frag grenade launcher, which is at least something to do if you’re further away and/or photon flashes are not suitable. Unlike the version your human Enforcers use, this has Choke Gas grenades, which are better than frag in most situations, and especially useful against armoured or multi-wound models since they ignore saves and inflict injury rolls while bypassing Wounds. But remember that Gas weapons don’t inflict Pinning. 
  • Sanctioner Pattern Mancatcher. The prestige option at +100 credits, this combines an anaemic combat weapon, which is a straight downgrade to the existing options, with a freaking web gun. That’s right, everyone’s favourite busted template. Not to labour the obvious, but as well as being a terrifying threat to anyone in range, this weapon gives you an excellent chance to stop any charge with the Got Your Six skill. Basically, just pass the Wound roll (on its meaty S5). God damn web guns are good.

That dump of information probably seems a bit overwhelming. With one built-in weapon and 5 options, there are about 10 possible loadouts. How should you build your Sanctioners (beyond the practical real-life modelling solution of magnets or friction-fitted swappability)? 

  • First, the really obvious, we would always take the Heavy Carapace for +20 credits. It is definitely worth the extra cost to protect your investment. Similarly, we wouldn’t buy any extra grenade types, you’ve got the best included already. You could take smoke if you really want, but consider that a regular Enforcer can chuck the same smoke and has much lower overhead costs.
  • We would advise against buying both the Concussion Cannon and the Mancatcher. It’s very pricey, you won’t have any punchy close combat weapons, and you can’t shoot both expensive weapons at once, so there’s a lot of inefficiency.
  • We advise against running just the stock melee weapons and flash grenades. Yes, you will be resilient and stay [relatively] cheap but you’re still not actually that great in melee, and you don’t get much value from Got Your Six - you can try it with flash grenades but that’s not really their intended purpose and a 5” template is tricky to use up close.
  • That leaves us with recommended option A: one stock melee weapon, probably the baton (but player’s choice), and the Concussion Cannon. A versatile shooter which can contribute whether your opponent comes toward you or not.
  • Option B: one stock melee weapon, and the Mancatcher. A priority threat for the enemy if it can get within template range.
  • Option C: one stock melee weapon, and the Sledgehammer. This is now a viable melee attacker, which is something Enforcers struggle to field, and it still has some limited ability to engage enemies at range with launched grenades. It’s also relatively cheap. We do advise the baton as a secondary melee weapon here - you want to bash people from 2” away with the Versatile Sledgehammer most of the time, so the Parry rule on the baton becomes proportionally more important as a defensive tool.
  • Option D: Sledgehammer and Concussion Cannon or Sledgehammer and Mancatcher. These are the silly expensive realms here, but you are buying the maximum close combat punch paired with the maximum ranged threat (either up close or at medium range). Personally I like the Mancatcher; I see the Sanctioner as primarily a tool for closer quarter engagements.

There you go, bit of a complex Brute that Sanctioner! Overall we think it is perfectly competitive with other Brute options like the mighty Ambot. Effectively it is more expensive than that old standby, because you will want at least one weapon upgrade and the heavier armour. But for that price it has a defensive shooting capability which supports the Enforcers’ playstyle. While it may not be as scary offensively as the best melee gangs’ Champions, its robust statline means it can brawl with most models in the game, and ultimately it’s the best melee model Enforcers can get, except perhaps a later-campaign Captain or Subjugator Sergeant who has been heavily invested in. 

Unique Hanger-On: Palanite Haunts

While they are Hangers-On, so their eligibility to be recruited (and stay with) the gang is tied to Reputation, Haunts have a special rule making them part of the crew (as with other fighty hangers-on like Squats’ Claim Jumpers). So they will at least always be an option to bring in a crew. But their status as not fully members has other downsides. They don’t develop XP, and they must be deleted from the roster on suffering any permanent Lasting Injury debuffs. Those are both serious negatives – remember that even some positive changes from Lasting Injuries, like Fearsome Scars, will trigger this condition, so it’s nearly a ¼ chance to lose a Haunt permanently every time they go Out of Action. The flip side of this is you get a 2-Wound fighter with good Wyrd powers available off the bat, no additional investment needed, for a very reasonable credit cost. 

Haunts have Rookie-level fighting stats and no weapons, but hopefully they will be using Wyrd powers in most situations. They have Hardened Flak Armour, which is fairly minimal protection (see the equipment section) and do at least have the Fearsome skill. They are extremely effective as Psykers – a 5+ Willpower stat, and the Sanctioned Psyker rule to allow them to re-roll a failed Willpower check once per game. They are also insulated against Perils of the Warp – should that happen, the Haunt simply goes Out of Action, Knocked Cold. Very forgiving. On recruitment, the player selects one of two types for the Haunt: the Psyrender, focussed on mental effects, and the telekinetic Bonecrusher. Each has a unique special rule and knows a set of three Wyrd Powers. Hot take: The Psyrender is miles better – we will endeavour to explain why below. But this is the kind of thing which irks us about new Necromunda rules. Tons of cool, thematic ideas and new options, but very little thought put into making them work on the table. 

First off, the Psyrender has a Fearful Aura rule which seems to do exactly the same thing as Fearsome – requiring a Willpower roll for enemies to charge them, and stopping the activation altogether on failure. Is this meant to stack, so enemies who want to charge a Psyrender must make two Willpower checks? Is it an editing oversight? Your guess is as good as ours. But their Wyrd Powers are exceptional. 

  • Mind Control is a Basic Action, you choose an enemy within 9” and Line of Sight, and use them to shoot at another enemy of your choice. While the range is quite punishing, there is no chance for enemies to resist, beyond hoping the Haunt fails their 5+ Willpower and potential re-roll, so this is potentially devastating. It also seems extremely fun, at least for the Enforcer player. Nothing equals the schadenfreude of turning an enemy’s prized multi melta against them, or placing their web template on several of their models. Note that this doesn’t require the target to have a Ready marker, but nor does it use one up if they are Ready. 
  • Terrify is probably the weakest of the three, principally because it’s a Double Action, but still strong. The Haunt chooses a target within 18” and sight, to immediately take a Nerve Test at -3 (becoming Broken on failure, as normal). That’s a punishing modifier, so this is a good chance to neutralise all but the bravest enemies for a turn. Very useful to have powers like this which don’t care about conventional defences like armour or Toughness.
  • Hallucinations is a Basic action and lets the Haunt nominate an enemy within 12”, regardless of Line of Sight. Note that when it comes to psychic powers you still have to draw a line to the target; you can’t measure through solid terrain. If manifested the target immediately becomes Insane, no further rolls. Now insanity isn’t a sure thing in Necromunda, but it is still very dangerous, and to inflict the state from out of sight, and without recourse, is pretty obnoxious, especially on tight ‘tunnel fighting’ maps.

The Bonecrusher, despite the awesome name, is actually much more restricted. Their special rule is Fists of Fury, adding +1S and +1 Damage to their unarmed attacks. Reminder, these guys are WS5+, 1 Attack, and getting them into close combat generally means forgoing using the Wyrd Powers that are their raison d’etre. This is a bananas piece of rules design. Their powers have some issues that reveal a similar lack of thought:

  • Crush is a Basic Action which targets an enemy or an obstacle in 12” and Line of Sight, and requires a successful Hit roll. Yes, on the Haunt’s 5+ BS. The effects are potentially strong – an obstacle is removed from the battlefield, while a fighter just gets their save roll (this bypasses any roll to Wound) and rolls an Injury dice if they pass. That's neat because it is using the strengths of expensively armoured enemies against them, but the requirement to roll to hit simply crushes (ha!) the chances of this being effective. Perhaps there will be rare situations where it’s worth a punt to remove a critical barricade shielding priority targets. Or perhaps there is a very tough, multi-wound Brute with a lot of armour which is troubling you. But this simply doesn’t do much which conventional firepower can’t, and the odds don’t seem good by comparison.
  • Force Field is a Basic action and continuous effect which gives the Haunt, and all friends within 3”, +1 armour save. We don’t hate this, it clearly gives the model something to do when outside of contact. You can get three armoured undersuits for less than the price of a Haunt, we should point out, but that’s maybe too harsh a comparison, the value of this will be in stacking to 2+ saves on shielded enforcers. Players should use some discretion in when to centre their tactics around this – no point clustering up to get a bonus to saves, then being hit with a template which has Gas, Web or Blaze, which could neutralise all your fighters regardless.
  • Force Blast is a Basic action which targets all enemies within 3” of the Haunt. They are pushed D3+1” away; this can cause them to fall over ledges (but they can avoid that on a passed Initiative test), or if they hit a solid object, they go Prone and take a hit equal to the distance (so S2-S4). That is a pretty feeble effect, which requires you to get your supporting psyker right up to enemy models. Perhaps there is some hypothetical where your Haunt dashes in amongst several Squats or Ogryns on a high walkway, and blasts them off into space, but it doesn’t seem likely. This would have been far more relevant as an attack with proper range, even if it was single-target.

So overall, a Psyrender Haunt seems like an extremely strong pick to shut down key enemy fighters. When you think that they cost the same as a plain Rookie with an Enforcer shotgun (and no armour), they seem pretty damn great. The Bonecrusher has an awesome name and not much else. The only use case there, in our opinion, is as a dedicated Force Field projector for your breaching squad, but that is highly dependent on match ups, particularly opponents who lack the blast and template weapons to punish clumped up targets. 

Bravo Oscar Bravo 8135th Precinct by Beanith

The Armoury

Unlike most gangs, Enforcers don’t have restrictions on basic Patrolmen using their listed Special Weapons. But there is a distinction between weaponry which is for Palanites (Rookies, Patrolmen and Sergeants) as opposed to Subjugators (and their Sergeants). Captains broadly use Palanite weaponry, although with access to a couple of Subjugator-tied options. 

Enforcers also use the general Necromunda convention for the Trading Post (TP): any fighter can access that wider pool for Wargear, notably including grenades and armour. But only Captains and Sergeants can use weapons from the TP. Everyone else will be reliant on the options below, which, fortunately for Enforcer players, include some really good stuff. 

Palanite Weapons

Enforcer Boltgun: What if you took the best Basic weapon in the game, and addressed its only weakness, then shaved a bit off the price? Boltguns are great for any gang that can take them, and here they have their Ammo Roll dramatically improved, plus a small price cut to 50 credits. An absolute steal, the only issue with these is trying not to spam them, since your friends will soon grow tired of punchy, rapid fire D2 hits. It’s usable out to 24”, which is often all you ever need, and accurate within a generous 12” - this also makes it pair well with a cheap Telescopic Sight from the TP. Rating: A+, no patrol is complete without some.

Concussion Carbine: (not available to Rookies) Holy special weapon traits, Batman! This thing may look underpowered compared to the boltgun, at S3, -1AP, D1. Its range is also a bit worse, although still flexible. But the beauty of the carbine lies in its special rules. Blast weapons can do more than normal ones. You can affect multiple models at once and even a miss can clip enemies as the shot scatters (this is also a risk to your allies, I admit). You take a -2 to-hit penalty if the blast is not centred over an enemy model, but that’s no worse than targeting a model in Full Cover (and targeting a point on the floor gets around that cover penalty) so there will still be times where a blast template carefully aimed in the midst of multiple enemies is a good move. Knockback is situationally handy as careful positioning can net you +1 Damage, or make your opponent risk falling damage. Concussion inflicts a -2 Initiative malus on your target, which pairs excellently with Photon Flash Grenades. Seismic means a target hit must be Pinned, even if they have Nerves of Steel, are a Chaos Spawn (this could still use a bit of errata clarification) or Lobo-Slave, etc. It also makes hits ignore armour saves on a Wound roll of 6, which is surprisingly handy. For their bargain price of 30 credits, one of the cheapest non-grenade blast templates in the game, Concussion Carbines are a mainstay at Gang Creation and the Concussion and Seismic rules will keep them useful throughout a campaign, unlike many lighter weapons. Rating: A-

Enforcer Shotgun: the classic combat shotgun, it doesn’t get any additional benefits the way an Enforcer Boltgun does, but in fairness it is still pretty damn good. The reliability of the auto-hitting teardrop template at a relatively low price is a great tool to have. The salvo mode is nice against targets with light or no armour, but you may notice it’s strictly worse than the boltgun profile. The draw here is definitely the template, which makes a perfect tool for Rookies with their BS5+. Unfortunately, although the Enforcer shotgun’s price is slightly discounted from the TP version, it is a different weapon, meaning it cannot use Firestorm Rounds, the best additional ammo type in the game, which transforms the generic combat shotgun into a Heavy Flamer with Suspensors. You will still want 1-2 of these shotguns in any patrol to inflict mass pinning, and if you’re lucky some casualties, on the enemy, but you will find their actual killing power is highest in the early campaign, and falls off as opponents Advance their Toughness and buy armour upgrades. Rating: B+

A Rookie didn't choose the shotgun life - the shotgun life chose him. Credit: Genghis Cohen
 

Sniper Rifle: (not available to Rookies) this is very similar to a Long Rifle, with Rending (not a bad little rule, extra Damage on 6s to Wound). It’s usable to 48”, gaining an accuracy bonus >24”, which makes it the premier option in the gang for truly long-ranged firepower. That will either be a great capability or a bit of a waste, depending on what sort of tables you play on, and we can’t emphasise enough how much those terrain realities will impact your enjoyment of the weapon. If you rock up to your friends’ coffee table and play 2x2’ Zone Mortalis games every week, even if you think snipers are cool, don’t bother! If you commonly use a misappropriated 40k table at your FLGS or club, then go nuts. Just remember that it’s only D1, so unless you can cunningly set up Knockback shots, you won’t often be doming Champions in one shot, unless Rending kicks in. Rating: B, higher if you play on big open tables. 

Subjugator Weapons

Vigilance Assault Shield: Awesome name, awesome kit. The iconic Subjugator ‘weapon’ is really mostly a piece of extra armour. But it is a weapon, so not only can you use it to hit people in close combat, if you want to use it as one of dual weapons (to claim the +1 Attack bonus) you must allocate half your attacks to it. It gives no bonuses to Accuracy, Strength or AP, so this is a double edged sword (or shield - sorry not sorry). Basically, because they have 2A base, when charging, a Subjugator or Sergeant with a power weapon would probably be more dangerous if they weren’t using a shield! Unfortunately, most players and Arbitrators would agree that if you don’t use the Shield as a weapon, you can’t claim its protective benefits in melee.

The one upside of the VA Shield as a weapon is it has Knockback, so by rolling high on the hit roll, you can push your opponent back, either gaining Damage or moving them out of engagement and thus unable to make Reaction Attacks without Versatile weapons. Remember that using a Knockback weapon in melee does give you the option to ‘follow up’, moving the 1” in pursuit of your target. This obviously keeps you in Engagement if the target survives, and you survive their Reaction attacks; it also gives you the chance to Coup de Grace if your hits subsequently wound them, pierce their saves and Seriously Injure them. There are a lot of times when you’d rather some enemies stayed Engaged with your Subjugator, who can pretty easily gain a 2+ save against melee attacks from their front arc.

We also have to mention the practicalities and aesthetics here: shields are just part of the ‘look’ for Subjugators, and you can’t actually build the models with one-handed weapons without using a shield piece, or converting them - the only left arms in the kit are slotted for shields, or posed for carrying two-handed weapons. So, from a pure game point of view, it would be justifiable to buy a stronger melee weapon and an armoured undersuit at gang creation, leaving a shield as an upgrade for later. But in practice, we almost always start Subjugators by buying them a shield. Rating: A, basically mandatory.

Subjugator Grenade Launcher: a ‘normal’ Grenade Launcher costs 65 credits and is widely agreed to be an excellent budget special weapon. This is partly because of the Blast & Knockback rules (see Concussion Carbine above) on Frag grenades, but it’s also because of how punchy Krak Grenades are. Unless there’s a chance to catch multiple targets in one blast, or the only chance to hit is by using the blast to target around cover, most players default to firing Krak Grenades. The Strength, AP and Damage are too good to pass up. The Subjugator Grenade Launchers do not include Krak Grenades, you have to pay 35 credits extra. Now at 85 credits, Grenade Launchers don’t look so great. At 50 credits without krak, they’re way overpriced, even before we make the stinging comparison to Enforcer Boltguns.

These do include Stun Rounds, but despite their useful Concussion rule, those just aren’t as good as things like Concussion Carbines. You’re only going to fire those if there’s some specific reason to reduce enemy Initiative, like setting up for Photon Flash grenades, otherwise you’d fire a Frag. Just buy Photon Flash grenades for the launcher for 15 credits (see the grenades entry for how these work). Rating: B- with just Frag/Stun; B+ (fine but overpriced) with Frag/Krak; A- with Photon Flash.

Heavy Concussion Ram: Please note that this weapon has a 3” blast - in the Bastions of Law book it lacks that crucial info, which has now been FAQ’d. Hilariously, the same mistake was in the original Enforcer rules in the Book of Judgement - not great editing! However, even with Blast, this weapon, while not Unwieldy, takes up two weapon slots and costs 70 creds. For that budget, you get S4 over the carbine’s S3, and you gain a lot of range, shooting to 30” and accurate within 15”. If you play on bigger tables, that clearly has a use, but a Subjugator with this starts at 125 credits, a Palanite with a Concussion Carbine starts at 75. That also wastes the Subjugator’s greater melee combat capability by hanging back. Rating: C

SLHG Assault Ram. This is a weird one. For 90 credits, it’s a rather powerful Versatile melee weapon, which includes a grenade launcher. Unlike the regular Subjugator grenade launcher it has Frag and Choke grenades. The latter is a 3” blast Gas attack - it doesn’t pin, but a failed Toughness test causes targets to roll an Injury dice, circumventing armour and Wounds. Really not too bad a capability to have if you’re facing gangs with stacked armour saves. As a melee tool, it’s perhaps the punchiest in your arsenal - S+2, AP-1, D2, with the useful Knockback and Pulverise rules. Versatile gives a lot of flexibility and power. 

It takes 2 weapon slots, but note that it is not Unwieldy. As odd as it seems, you can use it alongside a shield or another melee weapon; some players may find this difficult on WYSIWYG or ‘realism’ grounds. Rating: B

Weapons for Everyone

Pistols

Stub Guns and Dum-Dum Rounds. Clearly, stub guns have a place for Enforcers, as for all gangs, as back-up weapons, as the cheapest way to make a naked Rookie usable or prevent a melee fighter being completely useless if Pinned, or alongside a melee weapon to give a cheap extra attack. But they aren’t really the point of any particular weapon loadout. Enforcers fighters either have access to really great ranged weapons, or they have 2A and should be taking a proper melee weapon and a shield. The stub gun is just something you take when you can’t afford those options. We commonly see new players add Dum-Dum Rounds to their starting Stub Guns. This is not a great use of your credits, our advice is really to save up for equipment that makes more of a difference - a Stub Gun is still a Stub Gun, does the bump to S4 make that huge a difference, especially if you’re sacrificing accuracy to do it? Rating: B for Stub Guns, C+ for Dum-Dum Rounds.

Autopistols and Special Ammo. Many gangs can make a reasonable choice between Stub Guns and Autopistols, because while more expensive, the latter is objectively better as a melee sidearm, and almost always better within 4”. So most of our points about the stub gun apply. The Manstopper (S4) and Fragmentation (-1AP) Rounds get top marks for coolness, but either is an additional 10 credits on top of the Autopistol, and you lose them permanently on failing an Ammo Roll. These upgrades can’t compete with the excellent Basic/Special weapons that Palanites get, and on Subjugators, there isn’t really room, they want a proper melee weapon. Rating: C+

Enforcers can access Shooting skills, which opens up Gunfighter builds with two pistols. This is very thematic if you want to convert a loose cannon detective (sorry, Scrutinator) who doesn’t play by the rules and jumps through the air while firing two guns and screaming. That might even be tempting under the impression that you’re accessing a starting ‘build’ for a Leader/Champion without spending many credits. But ultimately the pistols in the Enforcer Armoury aren’t punchy enough to make a Gunfighter worthwhile. You’d have to go to the Trading Post, something we’ll come back to later.

Close Combat Weapons

Shock Baton. Urgh. This is a terrible weapon; Shock and Parry are good rules but don’t justify the price for something that hits like a wet noodle. Rating: F

Power Maul & Power Knife. (not available for Rookies) These are both punchier and more worthwhile weapons than the shock baton, with effectively similar stats. The knife has S+1/AP-2 (its Backstab rule will very occasionally help) and the maul has S+2/AP-1. Since both are Power weapons, which will sometimes ignore armour altogether, the maul gets a bit more from that rule, but in practice, the differences are incredibly minor. We like the maul as being more thematic, but you could argue the slightly-cheaper power knife is the pro pick. Rating: B+ for both, they are really the bread and butter melee kit for your close combat fighters.

Power Sword. (not available to Palanite Patrolmen or Rookies) Our eagle eyed readers will immediately notice that this weapon has the same stats as the power knife, except it has Parry instead of Backstab. Now Parry is a good rule; it is a good benefit for a tanky fighter, giving that extra notch of survivability to an armoured, shielded Subjugator type. Beware of fighters with WS2+, who often won’t care, but even in those situations, it can be great to force your opponent to re-roll a 6 on a Shock or Power weapon. Is that trait good enough to be worth 25 credits straight up? Probably not. This is an OK choice, it works as a weapon, and aesthetically there’s a longstanding tradition that officers carry swords. But it isn’t that efficient. Rating: B-

Weapons for Captains and Sergeants Only

Autogun: This is a standard Necromunda weapon, and there’s not much call for it in Enforcer gangs. Lots of gangs use autoguns as their early-campaign weapon, to give their supporting Gangers a useful ranged attack without much investment. If you could take them on Patrolmen/Rookies, there might be some point in doing so, to get extra armed bodies on the table right from Gang Creation. But the unique Palanite-type ranged weapons are all better deals, and none of them have such poor ammo rolls as to need a back-up gun. There’s just no reason to ever buy one of these for a Captain/Sergeant with their valuable shooting ability. Rating: D

Plasma Pistol. One of the best pistols in the game, this is definitely worth having on any Captain, or more rarely a Sergeant, who is looking to operate at close quarters. As well as the BS attacks, which are comparable to the Enforcer boltgun, if shorter ranged, if you are stuck in combat and don’t want to be there, the overcharged profile is the single punchiest close combat attack that your officers can make - a necessary risk for a 1A Sergeant if he finds himself in melee with an enemy Champion. Rating: A 

Bolt Pistol. While undeniably cool, this is objectively worse than a plasma pistol for a measly 5 credit saving. It is also far worse than an Enforcer Boltgun, if you don’t need the Sidearm rule. It’s not strictly bad in itself, it is a punchy handgun, but the competing options are head and shoulders above. Rating: C

Heavy Stubber. Worth mentioning because it can fire out to 40”, albeit with poor accuracy, and Rapid Fire (2) means it’s not strictly awful. The perennial problem with this iconic Necromunda heavy weapon is it’s overpriced. For a minimal additional buy-in you can get a Heavy Bolter or other long range weapons from the Trading Post which put the stubber’s damage output to shame. Suspensors are practically mandatory on all Unwieldy ranged weapons, so the cost is just too high. This is one for fluff reasons only. Rating: C-

Web Gun. This is probably the most terrifying template in the game, and one of the most reliable weapons around at neutralising enemies within 8”. It bypasses Wounds and armour saves, which are the most common defensive tech, and to-hit penalties. You just need to roll to Wound, and it’s straight to an Injury roll, which is simply more dependable than almost any other Necromunda weapon. It’s infuriatingly good, and all the better on a Sergeant who can access gems like Overwatch, Got Your Six and Infiltrate (see the skills section). Web is also great for reliably setting up Coup de Grace charges with a Group Activation or a Cyber-Mastiff. The only possible criticism is that, as per the December 2025 FAQ, webbing enemies does not grant XP, so a champion wielding this may not shoot up in Advances. Rating: A+

Flamer. This is an OK template weapon, but why use it over Web Guns which are inexplicably cheaper? Blaze is a great rule, but overall it can’t stack up. Rating: C-

Enforcer Armour Options

Confusingly, there are 3 exclusive types of Enforcer armour, and various options that are the same as available to other gangs, but the way the options are distributed across fighters is odd: 

    • Palanite types, including Captains, can only buy flak armour or the exclusive Hardened Flak Armour. These are both bad, because mesh armour (and other more expensive alternatives) exist. Plain flak isn’t worth the cost saving over mesh. The benefit of the hardened stuff will only rarely make it any better than mesh, and it’s more expensive. This leads to a lot of Palanite fighters starting campaigns unarmoured and visiting the TP at the first opportunity to buy mesh armour. Rating: F, do not ever buy these armours.
    • Subjugator Patrolmen/Sergeants can only buy Layered or Hardened Layered Flak Armour. The former is really quite good - for a minor cost increase over mesh armour, you get a situational benefit against blasts and templates, which are really quite common. We generally take layered flak on Subjugators. Note that it can’t, RAW, be distributed to other fighters - it isn’t TP-available wargear, it is exclusive to the Subjugator fighter types. The hardened variant is mediocre. It’s the same starting save, but reduces AP by 1, to a minimum of -1. That slightly convoluted rule basically means it is a notch better against attacks that have at least AP-2. That’s not nothing, but you have to consider the 30-credit cost increase. It probably has a place against other late-campaign, expensive armour options, but it’s situational and many of the tools opponents might use against heavily-armoured enforcers just ignore armour, they don’t rely on AP - we’re thinking of weapons with the Web, Blaze, Gas, Power or Phase traits. Rating: B+ for layered flak; C for the hardened version.
  • Carapace Armour is available to your hierarchy and is fine but expensive. Consider buying it in the late campaign when you have already got your shopping list of weapons and essential gear. You may want to consider your opposition and see if your main threats are weapons with good AP, or just things with rules or effects that bypass armour. Clearly, carapace is only much use against the former. Rating: B
  • Technically wargear, the Armoured Undersuit is probably one of the best things to buy across an entire patrol, once they have enough fighters and decent weaponry. The cost of mesh armour plus an undersuit is just better value than the more expensive armours in the game (e.g. layered flak with an undersuit is 5 credits cheaper than hardened layered flak, and it is objectively better). Buying these also lets you upgrade your protection in instalments, so to speak - if you strike rich and buy more extravagant armours, the undersuits boost those just as well. Stacking the save on your shielded models (see below) is a common tactic for building frontline fighters. Rating: A
  • We mentioned these as weapons, but we think of Riot or Vigilance Assault Shields as armour upgrades more than anything else. Just remember that they are a little less efficient than undersuits (or basic mesh/layered flak armour) in that job, so prioritise spending accordingly. Additionally, because they need to have the attacker in the front arc to work, you have to be careful with positioning to get the most from them.
  • Final point and summary about armouring Enforcers: the ‘correct’ answer is to buy all Palanites mesh armour from the TP at the first opportunity. Subjugators can use mesh or layered flak as you prefer. Most gangs that want to improve protection will go with undersuits and (where relevant) shields to improve their saves. In late campaigns you can look at some of the more esoteric stuff like field armour or rock/paper/scissors stuff that defeats enemy weapon types or traits. 

Wargear

Photon Flash Grenades. Basically a flashbang to blind your opponent’s fighters, is both highly thematic, rather cheap, and extremely powerful. It has the short range of all grenades, but it is a 5” blast. When they hit, you are forcing enemies to take Initiative tests to avoid losing their Activations. So of course they are non-lethal, you are only delaying the enemy rather than taking them out. That will eventually be a problem, since you roll Ammo whenever you chuck a grenade and you can expect to run out after 1-2 uses per game. But they circumvent armour, Toughness and Wounds, as well as many special protective rules. So it’s a way that any Enforcer, for the low price of 15 credits, can (temporarily) neutralise the beefiest Goliath Forge Tyrant or rampaging Brute. Of course the usefulness will be less against gangs with good Initiative (or enemies wearing Photo-Goggles, which adds +1 to their roll).

You can increase the odds by smashing the enemy with Concussion weapons before chucking the Photon Flash, for -2 Initiative. We cannot recommend these things highly enough. It is a good idea to scatter them liberally around the patrol. I especially like them on melee Subjugators. Your Palanites have a job to do already firing their awesome ranged weapons. Cheap, effective grenades give the melee fighters something to do if they are pinned, or a charge is otherwise just out of reach. Rating: A, one of the best tools in the game against hard targets.

Infra Sights. These are an excellent improvement to any powerful weapon, except they can’t be put on any Rapid Fire or Blast weapons. So their use for Enforcers’ ‘house’ weapons is restricted to sniper rifles. That’s fluffy and cool, but paying 40 credits to improve the accuracy of a 35 credit weapon which isn’t especially punchy is a luxury purchase. Consider these after you’re happy with your weapons and armour, and remember to weigh them against the other weapon attachments in the Trading Post. Rating: B

Magnacles. All Enforcers carry these for free. You can use them by making a Fight (Basic) Action, or as part of a Charge instead of fighting. Essentially the target makes an Initiative check, if they fail they cannot move, make ranged attacks, and can only make melee attacks at -2 to hit. They can only break free with a Double Action and a difficult roll (equal to or under Strength on 2d6). This is obviously pretty strong against models that are great in melee but have poor Initiative. Magnacles are a strong, situational alternative to fighting that all your Enforcers have for free. Rating: A, probably wouldn’t ever buy them, but hey, they’re free!

Credit: Greg Chiasson

Skills

Palanite Drill

In a rare, unexpected balance pass, the particularly bad/unworkable skills in this tree were updated in Bastions of Law. The Enforcers’ unique skill tree is available to all of their fighter types as Primary, and there are still two great skills which stand out:

  • Got Your Six. This skill lets you interrupt enemy charges against a friendly model, taking an immediate shot at them and stopping the charge entirely if you at least pin them. This is a more focussed version of Overwatch (see below) - it only works against Charge actions specifically, so will only frequently come up against gangs that are including significant close combat threats. On the other hand, it does not require the skill-user to be Ready, or remove that Ready marker if they have one. So unlike Overwatch, where you give up your Activation for a single Shoot Action at the right time, with Got Your Six you aren’t giving anything up. This is damn powerful and ideal for punchy mid to close range shooters. It will be intensely frustrating for melee-heavy gangs trying to get into combat with you, if you position models with this skill correctly. Rating: A
  • Threat Response. This is a very similar skill but in melee version - when an opposing fighter charges a friendly one, you can counter-charge them, and fight before they do! As well as acting before your opponent, always a good thing, remember that by getting a second model into the combat before dice are rolled, you will usually be gaining Assistance and inflicting Interference (+/-1 to melee Hit rolls). But of course, as with all melee fighting in Necromunda, you need to be better at fighting than your opponent to justify the risk. Declaring that a Subjugator Sgt is using this skill to interrupt an Escher Juve’s charge is a nice move. Doing so against a kitted out Delaque Nachtghul or Goliath Stimmer is foolhardy, unless you are confident of taking them out immediately, you’re just feeding them more of your models to carve up. Unlike Got Your Six, this skill does require a Ready marker which you give up to use it. So it requires more care in positioning and the order you declare activations in. Rating: A-

The other skills are more situational:

  • Team Work. This is functionally identical to the Leadership skill Commanding Presence. Lets you activate an additional model in Group Activations. Group Activations are a powerful way to get the drop on your opponent once gangs are in full contact with each other, so it’s not bad. Just be aware that making full use of Group Activations (for any gang) is a really fine art. It requires you to stay clumped together in a way that makes you vulnerable to blasts and templates (how much do you really trust your flak armour?) and while it may let you activate more fighters before your opponent, it then causes you to run out of activations sooner in the round, leaving your opponent to take some final moves you can’t respond to. Rating: B
  • Helmawr’s Justice. This grants an additional XP when performing a coup de grace. While beneficial, you have to consider that this is taken instead of another skill . . . to let you gain XP in the hope of maybe buying a skill. A Primary skill costs 6XP minimum. So really, the fighter needs to coup de grace 7 or more enemies before they start making any positive gains from this skill. Perhaps you might make those numbers on a melee powerhouse via a campaign, from the free Coup de Graces generated by seriously injuring enemies in melee. That might be a false comparison, since players often buy Stat Advances instead, but you see our logic. Rating: C-
  • Non-verbal Communication. A passive, but relatively minor benefit, allowing all friends with Line of Sight to the fighter to use their Cool stat for Nerve checks. A prime example of a skill that is helpful, but not competitive against the really good picks. The TP-available, cheap wargear Lho sticks are probably still better, since Rookies are stupid enough to think that smoking is cool.
  • Restraint Protocols enable the fighter to restrain enemies in place on a regular Coup de Grace, setting the lasting injury roll to ‘Captured’. We remind readers that this new version is still only roughly a ⅔ chance to actually capture the target, because a D6 is rolled at the end of the game and they may get away without consequences. That’s not a caveat of this skill, that’s just what a Captured result on the Lasting Injury table means - the actual dice roll is modified by the outcome of the game. The value of this skill depends heavily on how your gaming group reacts to capturing and rescuing fighters. For some, a capture, especially of a key leader/champion, often produces an immediate ransom offer. For others, it means the captive’s owner wants to play the Rescue scenario at the next opportunity, because that is often a chance to give the capturer a thrashing. It depends on a lot of unknowns, both with the players’ preferences, and their real life arrangements. Having a fighter in captivity isn’t such a big deal if your next game was against their captor anyway. If, e.g. in a bigger group, you weren’t planning to play against them for a month, with plenty of games against other friends planned beforehand, it’s a real problem. So, this skill is very much personal taste for the individual. Rating: C-

Shooting

Perhaps the best skill tree in the game, this has a lot of great choices for Palanite Sergeants and will be a common source of starting skill picks. 

  • Fast Shot. If you’re in position to shoot, shooting twice is obviously great. Bear in mind that even your Capt and Sgts have a starting BS4+, not Van Saar’s infamous BS2+, so it’s not quite the same. This skill is still straightforwardly powerful, especially since you can access good weapons that aren’t Scarce or a 6+ Ammo Roll. Rating: A
  • Trick Shot. My personal favourite, this basically equates to +1BS in most situations. A major reliability boost throughout a campaign. Rating: A
  • Gunslinger. Enables some fun with 2 pistols. Probably better if you really lean into it with Plasma Pistols, wielding Stub Guns akimbo isn’t going to scare anyone. Unfortunately, even such a high-investment build isn’t particularly better than taking a more traditional shooting loadout. Rating: B
  • Hip Shooting. This is a powerful skill because it enables shots when your opponent thinks they’re safe. Best of all with auto-hitting teardrop template, since they avoid the -1 to-hit penalty. This is great for any model with an Enforcer shotgun or a Web Gun, on which it is a certified fun-killer; the main problem there is not oppressing your friends with it. Rating: A 
  • Marksman. Double damage on a 6 to hit, and ignore target priority tests - this is good, but not quite as reliable as some other options in this tree. Rating: B
  • Precision Shot: Ignore all saves on a 6 to hit - again, good, but not as good as some other choices. Rating: B

Enforcer Prefectures

Any Palanite Enforcer gang can, on gang creation, pick a Prefecture to hail from. All 5 of these are tied to regions or hive clusters. This is a lovely imagination kick-start, to get players to think about where their gang is from on Necromunda, or if your group is playing in a setting/campaign tied to a certain location, it gives players a steer on potential themes. Mechanically, they aren’t that impactful. Almost none of the rules are extra, passive benefits for the gang, and those that exist are very minor. The bulk are either Skills or equipment which can be picked up (and paid for as normal) during campaigns. That means there’s a real opportunity cost, and few of these options are powerful enough to be incentivised over the better options in the generally-available rules.

One note on Skills - all of these options are extra skills for the Palanite Drill tree. Most importantly, this means that all of your fighters treat them as Primary. But it’s explicitly noted that they are not available for random generation, you have to pick them, which essentially means they cost 9XP (or can be chosen as a starting skill on recruitment for a Captain or Sergeant). 

Palanite Prefecture

This prefecture is themed around the well organised, drilled teams of the central Palanite structure, and offers 3 available skills:

  • Call Reinforcements allows the fighter to call an ‘Officer Down’ as a Double Action,  which can only be done once per game, and if a friendly model has already been taken out of action. This works automatically, and in the End Phase of the Round, the Enforcer player can bring on a fighter in their roster who is not in the crew (or in Recovery) as a Reinforcement. That’s a really interesting capability, particularly in small games and/or those with randomly generated Crews, to bring on a powerful Captain or Sergeant (or a Sanctioner automata!). But the need to have at least one model taken out before use makes it very hard to plan, and by the time the opportunity arrives, the game should be fully engaged, which is the worst time to take a full Double Action (probably on one of your stronger models) achieving no direct action. As an additional problem, Reinforcements is a very swingy mechanic, because ⅓ of the time your opponent gets to place the model, which can lead to the reinforcing model being irrelevant, or easily taken out themselves. This seems like one for players who really, really want to play up the tropes of modern day cops. Rating: C+
  • Priority Threat is a money maker. If the fighter is in a crew, you can randomly select one enemy fighter. If that target goes Out of Action during the battle, you gain D6x10 credits. Honestly, this seems pretty good, comparable to other passive income-generating skills, and a bit more engaging to play with. The utility may vary if your friends enjoy frustrating you, and just hide the designated fighter away. But that won’t always be palatable - it’s as likely to be their leader as a random juve - and Arbitrators could house-rule this to be a secret choice, if that seems more fun. Rating: B+
  • Shield Companion lets the fighter give any friendly fighters in base contact the protective benefits of their shield. This has real strengths, but seems likely to generate janky interactions. First, the Assault Shield trait works on facings. RAW, the friendly fighter would get the shield benefit against attacks in their own front 90-degree arc, where logically, it should only apply to attacks from the front of the skill-using model. Second, because of the facings issue, the shield bonus doesn’t help a model which is Pinned/Prone, because it has no front facing. Again, logically it should matter if the skill user is Pinned, but not the other friendly model, but that isn’t spelled out in the rules. For that matter, can a Prone model be in Base Contact with anyone? Page 58 talks about measuring from a Pinned fighter as if they occupied the same space as if they were Standing, but does that apply for the base itself? Potential headaches aside, this could be very strong; you could give bonuses to several comrades, if you’re not worried about being punished by templates or grenades; you could give the bonus to a Sanctioner automata - while also claiming cover by hiding behind it! On reflection, this seems like a skill where groups should agree to play it with ‘sensible’ model placement, rather than trying to game the RAW. A final caveat: while shields are awesome and iconic, reflect that most Enforcers have the chance to buy one themselves for 35-40 credits. 9XP, or the opportunity cost of choosing another good Skill, might outweigh that cost. (the rules do explicitly state a fighter can only benefit from the shield bonus once, you can’t have two models double-shielding for +2 to save) Rating: C+

Mynerva Prefecture

This is the cyber-mastiff prefecture! 3 skills are available, all expanding what fighters with attached cyber-mastiffs can do. Technically the rules all mention ‘Exotic Beasts’ but that is normally Hardcases - they’d also apply to generic things like Grapplehawks. The overall usefulness here is thus strongly tied to your views on Cyber-Mastiffs, which as discussed above, are cool, but limited compared to real human fighters. 

  • Advanced Beast Handling lets the owners’ beasts end their activations up to 6” further away than usual (so normally 9” for Hardcases). This does ease up the constraints on what they can charge considerably, so would be a good pick if you want to use Hardcases as offensive tools. Rating: B+
  • Beast Mastery lets the fighter make a Command (Basic Action). This requires a Leadership test (so 5+ for Sergeants, 4+ for Captains) and if successful, one of their beasts can make two Actions, exactly as if it were their own Activation. This explicitly doesn’t require the beast to be Ready, doesn’t use up their Ready marker if they have one, and doesn’t stop the beast also Activating during the owner’s Group Activation as normal. This sort of action economy skill is enormously powerful on a real fighter. But without Advanced Beast Handling (above) as well, to make full use of this, the fighter has to normal-move extremely close to enemies, in order for their Hardcase to be allowed to charge into them. It does at least give Hardcases enough Actions to stand up and still Charge during an Activation, if they’d happened to become Pinned. Rating: C; the big issue here is getting into position to use it, so it goes up to B+ if you also have advanced beast handling - a heavy investment. 
  • Attack Order gives a passive buff: if the owner and one of their beasts are both engaged with the same enemy model, increase the beast’s Attacks stat by 1. (note the language prevents this buff applying to, e.g., 2 cyber-mastiffs at the same time) Now that situation might crop up in games sometimes, because Hardcases’ Faithful Protector rule lets them move into contact with enemies who their owner is engaged with, and their Tenacious rule almost guarantees they will get a chance to swing their attacks. But one additional attack, at S3, AP-1 with Shock, isn’t often a game-changer. Rating: C-

Secundan Prefecture

Themed on the forces which patrol the Secundan Exclusion Zone and the Skull (a toppled hive which is probably infested with Orks), this is very clearly an option for vehicle-friendly campaigns, since its options are 3 pieces of vehicle wargear. So it will only be one you want to pick in Ash Wastes type campaigns, and there it will be an attractive option.

  • The Suppression Siren gives a once-per-battle free action (technically just an effect the player declares they are using during the vehicle’s activation). All enemy fighters within 12” have to take a Toughness test, and suffer a Flesh Wound if they fail. This is a neat, potentially powerful effect which bypasses every defence except ‘having high Toughness’. Utility will vary depending on if your opponents are actually playing many fighters (as opposed to vehicles) in your campaign. But with the large trigger area, this could be genuinely good, if expensive at 50 credits. Arbitrators may wish to consider if the once-per-battle rule should be applied to the whole gang (currently, RAW, you could take the wargear on multiple vehicles and proc the effect multiple times) or at least if the effect should only be applicable once per Round. Rating: B+ if your group allows it to stack; it’s relatively pointless otherwise.
  • Vox Disruptor means that enemies within 9” cannot benefit from Gang Hierarchy, which basically means that after failing a Bottle Test, Gang Fighters can’t rely on their Leaders/Champions’ passed Cool Check to keep them on the table, they have to test their own Cool. That is impressively niche, most players focus on buying kit which helps them win the game, and psychologically brush over stuff like this, which hurts the opponent in a situation where they are already, hopefully, on the back foot. That said, we’ve seen many a close game of Necromunda go past both gangs bottling out and be decided by whose last fighter runs away first, so maybe this is worth . . . 45 credits!? You’re having a laugh. Not a chance this is worth the price. Rating: D-
  • Electro-shock Projector gives a chance (5+ on a D6) for enemies ending their Activation within 6” of the vehicle to suffer a simple S3 hit, at Damage 1 with no AP. Aside from the feebleness of the hit, and its low chance to occur, Necromunda doesn’t have secret wargear, so your opponents should be reminded of this, and fighters who aren’t tough enough to shrug this off may just avoid your vehicle. Free hits aren’t completely worthless, but at an expensive 60 credits, this is rubbish. Rating: F

Badlands Prefecture

This prefecture features a rare, but highly situational, passive benefit: Badlands Prefecture gangs can access Bionics at a slightly reduced price (0-10 credits) and/or availability (some become Common, some go down a notch or two). That is characterful (the enforcers are apparently just grabbing bionics off the scrapheaps and surgically grafting them on) but close to irrelevant in terms of building a gang up through a campaign. There are also two skills:

  • Spoiling for a Fight lets the fighter add +D6”, rather than D3”, to the first Charge move they make in a game. While obviously luck-dependent, this actually seems like a good skill, with the potential to wrong-foot opponents. Probably not worth buying in a campaign compared to buying Movement Advances, but a decent pick on a Subjugator Sergeant or when stacked with boosted Movement. Rating: B+
  • Reclamation Contacts lets the fighter’s gang sell Common Items back to the Trading Post for full price, which we guess has some slight value in terms of recouping costs of low tier equipment you want to replace, and saves you (D3x10) credits on the first Common Item you buy in each post-game. The thing is, most Common Items are very cheap. The price reduction is to a minimum of 5 credits, so you’re probably saving 10 credits, rather than the average of 20, on one purchase per post-game. This compares poorly with the income skills from the Savant tree, and it’s just kind of a pain. Common items are useful, e.g. many Enforcer players will want to buy multiple sets of Mesh Armour. But is a price cut worth buying those at a rate of 1 per game? Rating: F

Poison Sea Prefecture

Via the power of corruption, patrols from this prefecture get very slightly reduced prices (0-5 credits) and/or rarity (typically 1-3 notches) for chems. As with the Badlands’ bionic access, those are very gentle nudges, not amounting to much as a campaign benefit. But even more than bionics, which are at least situationally desirable if you’re unlucky with injuries, chems are famously not a good thing to spend credits on. Very few players are willing to spend on one-off benefits, even before considering the side effects. This is only likely to appeal to committed drug-corruption roleplayers, but there are a skill and a piece of wargear as additional options:

  • Poison Resistance, a Palanite Drill skill, lets you set one Injury dice, when wounded by a Poison or Gas weapon, to a Flesh Wound. That is effectively a get-out-of-jail-free card for every such weapon that doesn’t inflict multiple hits. (RAW argument, if attacked in melee by a fighter with multiple attacks and toxin, those attacks could be said to resolve one at a time, and the fighter could apply this effect to each successful Toxin wound in succession. We are pretty sure the RAI is that only the first wounding attack can be set to a Flesh Wound) It is one of those situational/list-tailoring skills. This is likely to be very frustrating to Escher players or a few other gangs, but completely useless in other situations. Rating: C
  • Shock Amplifier is an attachment for a close combat weapon, costing 30 credits. It makes Shock trigger on a 5+ rather than a 6. Now the only Shock weapon in this book is the lowly baton, which is in no way worth using this for. The only weapons Enforcers can access (from the Trading Post) which we might consider it on is the Thunder Hammer, which is at least thematic, and the Xenarch death arc, which we have a hard time envisioning. Rating: D-




    Converted Squat Enforcers. Credit: Fowler

Vehicles & Ash Wastes Campaigns

Palanite Rangers

The Enforcer-unique crew is fine, but nothing special. They have 7+ across the board in the mental stats (most gangs get Cool 6+), but they do cost 30 credits which is similarly slightly below-average. They also have Savant & Driving as Primary skills, which isn’t really as good as having Shooting as Primary. It’s still Secondary for them, so not a huge problem. In most vehicle builds, that will be far and away the most important skill tree, so this just means it will cost 3 more XP if you want to unlock those crucial shooting skills. Overall this fighter type does what it needs to, providing a vehicle crew that’s also a Gang Fighter, helping out with gang composition.

Tauros Venator

The Enforcer-unique vehicle is a medium-weight, highly mobile shooting platform for one weapon. The combination of 7” Movement, 5+ Handling, with its Dedicated Gunner rule allowing it to move its full distance and fire a single weapon as a Basic Action (most vehicles are limited to half move distance), and 360 degree vision on its weapon mount, mean it should have no problem moving into position to fire. At the same time, 3 Hull Points and a 4+ save make it better protected than almost any light-medium vehicle - although below the custom Heavy vehicle or Rockgrinder, and far below the mighty Ridgehauler and its equivalents. 

The starting options for the Tauros’ one weapon mount are twin linked Heavy Stubbers or Concussion Cannons. The former have good maximum range, but are -1 to hit from 20-40”, and that means that in certain Ash Wastes Visibility conditions they are always going to be at -1 to hit. Twin linked helps the Rapid Fire (2) stubbers a hell of a lot, making it likely to score 3 or more hits on a successful BS roll. Against that, Heavy Stubbers as a whole aren’t popular heavy weapons; players can simply get so much more punch for a little more investment, and the price difference is minor once you consider the already sunk costs of the vehicle and crew. 

Twin-Linked Concussion Cannons have a drastically shorter maximum range (18”) but at least are more accurate, and the Tauros’ inherent mobility might offset that problem. Like all this line of weapons, their strength lies in the special traits. Blasts are always nice to have and Seismic has a vital niche in Pinning enemies who have invested in Skills like Nerves of Steel - it also gives the weapon a real boost against Mounted enemies, by our understanding of the rules it would force a Mounted fighter to go Prone and suffer the resulting hit for falling off. Concussion is actually a very good rule to use against enemy vehicles - because it affects their Handling stat, any wounds that go through are more likely to provoke failure on Loss of Control tests. Not only is that a good way to mess with your opponent’s movement and plans, you can fish for that magical ⅙ chance to roll and wreck the target whenever it fails. Hardly reliable, but against really big vehicles like Ridgehaulers, that’s actually one of the best ways to try and wreck them. Despite these great rules, the overall damage profile of the Concussion Cannons just isn’t that impressive. Neither stock weapon option is really competitive with Trading Post favourites - and remember, as with all vehicles, you can slap any TP weapon onto the Tauros Venator’s weapon mount. 

So the Tauros can absolutely perform that role of zipping around shooting its one crew-operated weapon. The broader question is whether it compares well to the custom vehicle profiles (probably yes) or to the other preset vehicles (not so much). The sticking point here is price. A Tauros Venator hull runs to 140 credits, which is much more than the Ridge Runner (95) and just a smidge less than the heavier Rockgrinder (145). The former has worse Handling and Armour Save, the latter worse Handling and Movement, but better Toughness. But critically, both have two weapon mounts. There is a strong argument to be made that most vehicles are primarily shooting platforms - putting multiple strong weapons onto a vehicle is very efficient. Passenger-operated weapons are also quite strong since they can be used by your Sergeants, who can start with Shooting skills. Now we don’t think this is a one-way street, the more weapons you pile onto a vehicle the more eggs you have in that basket should it get wrecked, spin out of position and stall, get blinded by smoke grenades, etc. Additionally, having passengers on a vehicle operating weapons makes you very vulnerable to Blast weapons. But Enforcers players should be aware that the Tauros Venator is going to function a bit differently to the generally-available vehicles and is arguably a worse value. We don’t think it is at all bad in a vacuum, especially if you put a nice TP gun on it. 

While it doesn’t have the complete freedom to pick Upgrades that a Custom vehicle enjoys, the Tauros Venator does have some of the better options available to it: Reinforced Armour to add another Hull Point is great, Tyre Claws to improve Handling into really safe territory is cheap and easy. For the Tauros’ crew, the Shooting skill Hip Shooting meshes very well with the vehicle’s role as a single-weapon mobile gun platform (as long as the weapon is not Unwieldy, so it would work on the Concussion Cannons, but not on the Heavy Stubbers). Shame it’s Secondary for your Palanite Rangers, but still worth picking at the 12XP cost. Action economy is a big deal. 

Overall Starting Gang Composition

Our advice in previous articles has always been ‘boys before toys’ with the aim of fielding 10 models, or close to it, in a starting gang. This is a stretch with regular Enforcers, just because their options for truly cheap weapons are limited. Palanites are really looking at the 30-credit concussion carbine as their entry level weapon, and the siren call of the 50-credit enforcer boltgun is hard to resist. Subjugators are more expensive at base, and if you are going with fidelity to the models, they usually want a 40-credit shield even before an offensive weapon.  But as we’ve discussed in previous articles, what you really need in Necromunda is for each fighter to have one good weapon they can use to hurt the enemy. So our general advice is to give most of your Enforcers something they can do damage with, and because Palanites lack native access to good armour, skimp on the trimmings. There is often space for 1-2 Rookies with stub guns to provide Activations and run Coup de Grace threats, but we wouldn’t include more than that since it diminishes your punch. 

Some example starting gangs:

The Palanite Firing Squad

If you only have access to Palanite models, say because you only bought that one box, it makes sense to focus your starting gang on shooting. Bear in mind the 10-model kit comes with options for 4 boltguns or shotguns, but only 2 concussion carbines and 2 sniper rifles, so some slight proxying may be needed. The only real problems with this format are that it’s a bit dull visually and in gameplay, and since no one has a scrap of armour, casualties are certain. 

Palanite Captain: boltgun, Got Your Six - 170 credits

Palanite Sergeant: boltgun, Trick Shot - 130

Palanite Sergeant: boltgun, Fast Shot - 130

Palanite Patrolman: concussion carbine - 75

Palanite Patrolman: concussion carbine - 75

Palanite Patrolman: concussion carbine - 75

Palanite Patrolman: sniper rifle - 80

Palanite Patrolman: sniper rifle - 80

Palanite Rookie: enforcer shotgun - 85

Palanite Rookie: enforcer shotgun - 85

Total: 985 credits, 10 models

Flexible Mix

Assuming that many players will mix in the Subjugator and/or Captain/Sergeant/Cyber-mastiff boxes, a more interesting gang can be made. This has a couple Subjugators to provide front line blocking and melee threats:

Captain: enforcer boltgun, armoured undersuit, Fixer - 195

Subjugator Sergeant: power maul, vigilance assault shield, photon flash grenades, layered flak armour - 195

Palanite Sergeant: boltgun, Fast Shot - 130

Subjugator Patrolman Specialist: vigilance assault shield, power maul, layered flak armour - 145

Palanite Patrolman Specialist: enforcer boltgun - 95 

Palanite Patrolman: concussion carbine - 75

Palanite Patrolman: sniper rifle - 80

Palanite Rookie: enforcer shotgun - 85

Total: 1000 credits, 8 models.

Shieldwall!

Do you think Subjugators are rad? Do you have little regard for common sense and a righteous fury to nightstick the revolting subjects of Lord Helmawr? Is your gaming group a long way from competitive? Try roleplaying an all-Subjugator battalion!

Captain: enforcer boltgun, riot shield, armoured undersuit, Got Your Six - 230

Subjugator Sergeant: power maul, vigilance assault shield, photon flash grenades, layered flak armour, Threat Response - 195

Subjugator Patrolman Specialist: vigilance assault shield, power maul, layered flak armour - 145

Subjugator Patrolman: vigilance assault shield, power maul, layered flak armour - 145

Subjugator Patrolman: vigilance assault shield, subjugator grenade launcher, layered flak armour - 155

Subjugator Patrolman: vigilance assault shield, photon flash grenades, layered flak armour - 130

Total: 1000 credits, 6 models

Final Thoughts

Palanite Enforcers are a gang defined by the excellent mid-priced weapons available to all of their fighters; it makes them a gang where absolutely all of your models can be credible threats to most of your opponents’ models. They have a good skill selection and all the tools available to create well rounded gangs that can cover some melee as well as their core shooting skillset. They also enjoy thematic and powerful Brutes, Hangers-On and beasts that can genuinely add something to their regular fighters. 

Have any questions or comments about Enforcers? Want our opinion on adding them to your campaign? Want to share photos of your rad Enforcer gang with us for us to feature in a future article? Feel free to start a conversation with us in the comments, hit us up on Facebook, or email us at contact@goonhammer.com. We’d love to hear your thoughts about Enforcers or the Book of Judgement or whatever else! We’ll be back next week with another Necromunday column, so make sure to check back. Thanks for reading, now get out there and indiscriminately stomp some bad guys, rookie!

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Tags: necromunda | Necromunday

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