help with enforcer gang list (total noob)

Bull0Wisdom

New Member
Jul 28, 2025
2
1
3
yall, I am dumbfounded on how to start a gang, like how many people do I need? How does one build a viable brute list, and how much equipment is too much equipment to start with? Here is my list for reference: Helmawr's Hand, I'm looking for all the help I can, tell me every place I screwed up.
 
Usually, the going advice in an initial recruitment list is to focus on body count, so people don't try to include a Brute initially, as they cost too much.

Your specialist illegally has Fast Shot. And also illegally exists, I think - I can't find a rule on Palanites letting you promote a ganger to specialist in recruitment. Did you intend a second sergeant? Most people do usually try to bring as many champions as possible. Palanites have very old rules, so they're capped at 2 sergeants.

Here's an example list stolen from Goonhammer and modified for you:

Captain, Boltgun: 190
Sergeant, Boltgun: 150
Sergeant, Boltgun: 150
Patrolman, Carbine: 100
Patrolman, Carbine: 100
Patrolman, Carbine: 100
Enforcer 'Sanctioner' Pattern Automata: 205

Leftover credits: 5 (you can replace a carbine with a sniper rifle if you want, bank the 5, or buy someone a second stub gun for improved melee)
 
  • Like
Reactions: Lunarcruiser
You may wait if you can bastion of laws the "book of" for the enforcer should be there in a couple of months.

Just for the rules update it might be worth the delay.
 
  • Like
Reactions: Lunarcruiser
Usually, the going advice in an initial recruitment list is to focus on body count, so people don't try to include a Brute initially, as they cost too much.

Your specialist illegally has Fast Shot. And also illegally exists, I think - I can't find a rule on Palanites letting you promote a ganger to specialist in recruitment. Did you intend a second sergeant? Most people do usually try to bring as many champions as possible. Palanites have very old rules, so they're capped at 2 sergeants.

Here's an example list stolen from Goonhammer and modified for you:

Captain, Boltgun: 190
Sergeant, Boltgun: 150
Sergeant, Boltgun: 150
Patrolman, Carbine: 100
Patrolman, Carbine: 100
Patrolman, Carbine: 100
Enforcer 'Sanctioner' Pattern Automata: 205

Leftover credits: 5 (you can replace a carbine with a sniper rifle if you want, bank the 5, or buy someone a second stub gun for improved melee)

As it stand (but this will likely be replaced) all enforcers have full trading post acces (you can theoretically load an entire gang up with heavy bolters)
but they advance as gangers. in a starter gang an enforcer specialist is illegal, but a ganger might become a specialist later on.
 
  • Like
Reactions: Lunarcruiser
As it stand (but this will likely be replaced) all enforcers have full trading post acces (you can theoretically load an entire gang up with heavy bolters)
but they advance as gangers. in a starter gang an enforcer specialist is illegal, but a ganger might become a specialist later on.

That's not true. They're limited to Palanite/Subjugator weapon list weapons. Hopefully that changes, as it's incredibly restrictive.

EDIT: There's a very confusing FAQ answer muddying the waters, but there's no evidence the FAQ answer interacts with recruitment. It reads like it's trying to contradict the RAW based on shopping at the Trading Post.
 
That's not true. They're limited to Palanite/Subjugator weapon list weapons. Hopefully that changes, as it's incredibly restrictive.

EDIT: There's a very confusing FAQ answer muddying the waters, but there's no evidence the FAQ answer interacts with recruitment. It reads like it's trying to contradict the RAW based on shopping at the Trading Post.
It's said in the faq that they have access to the trading post.

So far the only one with a restriction is a nomad band.

Edit: also the Spyder don't access the trading post.
 
Last edited:
  • Like
Reactions: Lunarcruiser
yes, I agreed you can't take a specialist at recruitment,
for the month? these rules remain

RAW:
-enforcers are limited to their palanite/subjugator lists
-enforcers can take 'anything' from the trading post later on,
some arbitrators allow buying at the trading post before campaigns but that's hardly common.

(for completeness: badzone enforcers do start with 1 specialist enforcer but they have different handicaps)
 
  • Like
Reactions: quindraco
Bad zone enforcer, if at your first activation you point a stub gun at an opponent and say in calm but angry voice "go ahead punk make my day" a free bad zone enforcer named "dirty harry" equiped with a stun gun will appear at your side for the reminder of the scenario.

Absolutely not a made up rule. 😁
 
  • Like
Reactions: Hobo86
Secundus wall enforcers tactic cards:

'arrest everybody':
You get funding for a dubious ideological mission.
You immediately tripple the number of your subjugator patrolman, change their WS & BS to "1"
subjugators can only move toward closest enemy and must attempt to use magnacles.

Your captain counts as pinned down for 2 turns and during this time he may only recover by being attacked in melee.

palanite enforcers tactics:

'this is the law':
All your bolter wielders recovers (if applicable) and activate simultaneously,
their bolters become rapid (5), after their activation count their bolters as having failed an ammo check
 
Last edited:
  • Like
Reactions: Psyan
That's not true. They're limited to Palanite/Subjugator weapon list weapons. Hopefully that changes, as it's incredibly restrictive.

EDIT: There's a very confusing FAQ answer muddying the waters, but there's no evidence the FAQ answer interacts with recruitment. It reads like it's trying to contradict the RAW based on shopping at the Trading Post.
The FAQ is quite clear. Enforcers have full access to the Trade Post.

The Trade Post is available after the first game, ignoring venator and Outcast hierarchy, so no it doesn't apply at gang foundation. However it can apply to recruitment after the foundation.

The FAQ also dictates that the House weapon lists only apply at foundation and anything goes after.
The heavy bolter gang is possible and currently legal.
 
yall, I am dumbfounded on how to start a gang, like how many people do I need? How does one build a viable brute list, and how much equipment is too much equipment to start with? Here is my list for reference: Helmawr's Hand, I'm looking for all the help I can, tell me every place I screwed up.
Bodies before toys is generally best.
Enforcers already come with good starting armour with the under suit making even free flack okay. The Stubgun is the best start out pistol around and everyone has it.
The free manacles are a legitimately great combat option when starting out.

You can run a enforced gang with just their base equipment to start out, I have done it, and they can hold their own with a larger number of well armoured starting bodies until they earn enough for bigger guns. It requires a bit of skill and luck though.
Currently every single member of the gang has in effect Tools Of The Trade and can have many fighter cards as they want once they have 3 weapons. It costs only 10 credits with 2 stubguns and then they can rock a Heavy bolter and Thunderhammer.

When staring out I recommend taking a single big gun on the list, a sniper rifle and a Enforcer Boltgun. Maybe a cheap start to a Subjugator build. Leave the rest with trusty stubguns. They can upgrade later.

Avoid the Enforcer Shotgun. It may share the same stats as the legitimately good combat shotgun, but not it's name.
It can't take the specialist ammo the Combat shotgun can and you will want to upgrade it as other gangs progress and get tougher. Technically the Enforcer Boltgun also can't do that either but a Ammo 4+ Boltgun forgives that weakness.
 
  • Like
Reactions: Beebopalulla
Fully agree bodies before tools.

It's actually one thing that is missing on builder like this one or gyrinx is that you don't have a function that says "I want a minimum of x number of fighter. Or i want only weapons from the gang list or i want that everyone has at least one weapon. That could help but until it's implemented you will have to keep that in mind.
 
Last edited:
The FAQ is quite clear. Enforcers have full access to the Trade Post.

It's unclear for two reasons.

Reason 1: it flat-out contradicts the RAW but does so in a FAQ answer rather than via errata.
Reason 2: it asserts a claim, then later waffles by saying you need arbitrator permission, so it's unclear if it's changing the rules or suggesting a house rule.

FAQ entry, where I've highlighted issue 2 (for issue 1, note that this is in FAQ format, not in errata format):

y7TD6Qk.png
 
Q. Can an Enforcer buy and use weapons from the Trading Post and/or Black Market?

A. Yes. Enforcers can use the Trading Post just like any other gang.

Straight from the FAQ. I really don't see any ambiguity here.

 
Last edited: