Hereby a short article analyzing what changed for the palanite enforcers
What changed:
-More flexibility:
Each palanite enforcer fighter came with an inbuilt armoured undersuit and a stub gun*.
these can now only be taken from their equipment list 'at a markup' allowing more flexible builds.
by example, players can start a campaign with a scope on their bolter or with smoke grenades instead of their underarmour
The old 'you need to take 2 subjugator patrolmen' if you take a subjugator captain rule is now a thing of the past.
-territory boons
toll crossing allows you to have priority in battles
drinking hole allows you to debuff 3 hostile fighters per game, which could go well with concussion / photon flash load outs
-Better assignment of specific roles:
Palanite enforcer captain (the buffer):
They changed to a more specialized support / leader profile, having better stats and gaining access to savant, leadership and palanite drill
This means enforcers now gain access to skills like overseer and munitioneer on a stat block that supports this.
Subjugators (the defensive melee fighters):
have been boosted towards a melee based role, with A and WS boosts and access to brawn & palanite drill
They gain access to the heavy stubber and suspensors, allowing for more mobile but less specialised (no shooting skills) shooters
You can no longer use fast shot on subjugator grenade launchers! plan accordingly
Palanites (the defensive midrange shooter):
have been boosted towards a more ranged role, with a BS increase and access to shooting and palanite drill
The palanites get riot shields and multiple ammo types, sergeants get access to webbers and flamers.
Rookies (the fast shotgun pinner):
The old 'replace casualties' rule remains functionally the same, but now depends on controlling your precinct territory, a small change but it could be relevant.
They're now (100 %) juves, allowing them to progress faster and have increased movement and initiative.
-Equipment:
The shockstaves disappeared
The gang hierarchy and gangers now have access to power weapons
Palanite hierarchy now has access to bolt and plasma pistols.
All hierarchy models have access to all the better weapon accessories, allowing you to outfit your gang easily if you got the funds
subjugator sergeants gained the repulsion pattern chem thrower (scaregas template) and palanites get the repulsion shield (defensive)
-The gang tactics (section not completed):
There are quite a few more diverse tactical options that can be tailored to multiple builds;
D3 hipshooting models, free smoke & flash grenades for D3 models this battle, +1 to hit on an already hit model, mess with visibility for a round
* magnacles are still included in the profiles
-Stats & skills:
All the fighters got better stats based on their (leadership, melee or shooting) roles.
They lost access to cunning skills, which is now the 'thing' of badzone enforcers.
Another advantage: you can now start with a subjugator specialist and a palanite specialist.
A few comparisons:
Palanite cpt.: M5 WS3+ BS3+ S3 T3 W3 I3+ A2 LD4+ CI 6+ Wil5+ INT6+ (leadership, savant, palanite drill)
Palanite sgt.: M5 WS4+ BS3+ S3 T3 W2 I3+ A1 LD5+ CL6+ Wil6+ INT7+ (shooting, palanite drill)
Palanite enf: M5 WS4+ BS4+ S3 T3 W1 I3+ A1 LD7+ CL7+ Wil7+ INT7+ (shooting, palanite drill)
Palant rook.: M6 WS5+ BS5+ S3 T3 W1 I3+ A1 LD8+ CL8+ Wil8+ INT8+ (palanite drill, juve)
Subjug. sgt.: M5 WS3+ BS4+ S3 T3 W2 I4+ A2 LD5+ CL6+ Wil6+ INT7+ (brawn, palanite drill)
Enf. Subjug.: M5 WS4+ BS4+ S3 T3 W1 I4+ A2 LD7+ CI7+ Wil7+ INT7+ (brawn, palanite drill)
Badzone cpt: M5 WS3+ BS4+ S3 T3 W2 I4+ A2 LD4+ Cl6+ Wil5+ INT6+ (brawn, shooting, palanite drill)
Badzone sgt: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD5+ Cl6+ Wil6+ INT7+ (cunning, shooting, palanite drill)
Badzone Pt.: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD7+ CL7+ Wil7+ INT7+ (shooting, palanite drill)
Enlist. scum: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD8+ CL8+ Wil8+ INT8+ (cunning)
Hangers-on and similar:
haunts:
The psyrender haunt is a very strong disruptor, with acces to mind control (shoot friend), terrify (break enemy) and hallucinations (apply insane)
The bonecrusher has decent powers for a closeup melee model or a model with decent WS/BS:
Crush (destroy terrain or a fighter), forcefield (boost armor close-by), force blast (knockback blast)
But as the bone crusher doesn't have the stats to use these powers. he's not exactly usefull.
-Imperial house, Sanctioners, venator, servalen and hardcase cybermastiffs remain the same
-The enforcer gangs now have (confirmed) access to hive scum, bounty hunters and house agents
Palanite drill skills:
got your six, threat response and teamwork remain as before (good skills)
-Helmawrs justice now gives Xp for each coup de grace (not really useful)
-non-verbal communication would allow friendly models within line of sight to use the users cool (can be usefull on a captain)
-restraint protocol will auto-capture coup de graced models... which can be potentially powerful
Prefectures:
As opposed to other recent books where nomads and squat hierarchy get an extra skill, here you get extra skill 'options' or additional equipment options.
Palanite prefecture: (3 skills)
priority threat gives D6x10 credits, upon taking out a specific target
shield companion: buffs the armor of base to base fighters... can be useful, but can be negated by blasts or templates
call reinforcements: permits to bring in an additional fighter from the reserves or from recovery after sustaining a loss
(decent for more defensive builds trying to use shield walls or trying to remain longer on the battlefield)
Minerva prefecture: (3 skills - all applying to exotic beasts)
advanced beast handling: extends the distance your pet and your 'handler'
beast mastery: is overseer for beasts... allowing you to give your beast 2 additional actions
attack order: gives +1 A to your beast if both the handler and the beast attack the same model
(can be usefull for a more static ranged gang that wants to coup de grace or tie up opponents from a safe distance)
PS: this also applies to grapplehawks!
Secundan prefecture: (3 types of vehicle wargear)
Suppression siren: claxon once per battle / toughness check or inflict a flesh wound on nearby models
vox disruptor: continually disrupts any nearby enemy gang hierarchy ability
electro-shock projector: 1/3 chance to apply a S3 auto hit on nearby models
(this is the one for ash waste campaigns... stacking these wargears gang wide seems to be the way to go)
Badlands prefecture (2 skills, easier and cheaper bionic access):
Spoiling for a fight: you can charge D3 further
reclamation contacts: you can sell common equipment at full cost and can buy one piece at a D3x10 reduction
(Can be usefull to tool up your guys faster, pick this one if your gang build is based on specific equipment sets)
Poison sea prefecture (1 skill, cheaper and easier to get drugs, one melee weapon accessory)
Poison resistance skill: you can change one gas/toxin weapon injury dice to a flesh wound
shock amplifier: 30 creds for doubling the shock chance activating on shock batons
(this is your choice if you feel like drugging up your subjugators to let them go ham in melee, don't forget your smoke grenades! )
Tactical analyse:
The enforcers became more powerful with their specific subcomponents becoming better at their assigned roles. The old frustration some people had about them not having acces to leadership skills has also been resolved. The gang design based on specific roles and equipment list does mean the gang will likely have a stronger end-campaign play and now genuinely has more different build options.
The cost of their gear does remain high, so for this gang you will need to prioritize on specific equipment choices and use every advantage (gang tactics and/or prefectures) so they can keep the credits flowing.
possible builds:
-focusing on concussion/flash/magnacles combination you could limit the number of activations your opponent has
-subjugators could be buffed up as a melee gang, but you would need to use tactics and smoke grenades to get close
-midrange bolter gang with a few subjugator 'intercepters' pinning or tying up whatever comes to close (you will need to be careful about heavy weapons)
you could use got your six or subjugator fighters for this
WIP gang tactics will be fleshed out later
What changed:
-More flexibility:
Each palanite enforcer fighter came with an inbuilt armoured undersuit and a stub gun*.
these can now only be taken from their equipment list 'at a markup' allowing more flexible builds.
by example, players can start a campaign with a scope on their bolter or with smoke grenades instead of their underarmour
The old 'you need to take 2 subjugator patrolmen' if you take a subjugator captain rule is now a thing of the past.
-territory boons
toll crossing allows you to have priority in battles
drinking hole allows you to debuff 3 hostile fighters per game, which could go well with concussion / photon flash load outs
-Better assignment of specific roles:
Palanite enforcer captain (the buffer):
They changed to a more specialized support / leader profile, having better stats and gaining access to savant, leadership and palanite drill
This means enforcers now gain access to skills like overseer and munitioneer on a stat block that supports this.
Subjugators (the defensive melee fighters):
have been boosted towards a melee based role, with A and WS boosts and access to brawn & palanite drill
They gain access to the heavy stubber and suspensors, allowing for more mobile but less specialised (no shooting skills) shooters
You can no longer use fast shot on subjugator grenade launchers! plan accordingly
Palanites (the defensive midrange shooter):
have been boosted towards a more ranged role, with a BS increase and access to shooting and palanite drill
The palanites get riot shields and multiple ammo types, sergeants get access to webbers and flamers.
Rookies (the fast shotgun pinner):
The old 'replace casualties' rule remains functionally the same, but now depends on controlling your precinct territory, a small change but it could be relevant.
They're now (100 %) juves, allowing them to progress faster and have increased movement and initiative.
-Equipment:
The shockstaves disappeared
The gang hierarchy and gangers now have access to power weapons
Palanite hierarchy now has access to bolt and plasma pistols.
All hierarchy models have access to all the better weapon accessories, allowing you to outfit your gang easily if you got the funds
subjugator sergeants gained the repulsion pattern chem thrower (scaregas template) and palanites get the repulsion shield (defensive)
-The gang tactics (section not completed):
There are quite a few more diverse tactical options that can be tailored to multiple builds;
D3 hipshooting models, free smoke & flash grenades for D3 models this battle, +1 to hit on an already hit model, mess with visibility for a round
* magnacles are still included in the profiles
-Stats & skills:
All the fighters got better stats based on their (leadership, melee or shooting) roles.
They lost access to cunning skills, which is now the 'thing' of badzone enforcers.
Another advantage: you can now start with a subjugator specialist and a palanite specialist.
A few comparisons:
Palanite cpt.: M5 WS3+ BS3+ S3 T3 W3 I3+ A2 LD4+ CI 6+ Wil5+ INT6+ (leadership, savant, palanite drill)
Palanite sgt.: M5 WS4+ BS3+ S3 T3 W2 I3+ A1 LD5+ CL6+ Wil6+ INT7+ (shooting, palanite drill)
Palanite enf: M5 WS4+ BS4+ S3 T3 W1 I3+ A1 LD7+ CL7+ Wil7+ INT7+ (shooting, palanite drill)
Palant rook.: M6 WS5+ BS5+ S3 T3 W1 I3+ A1 LD8+ CL8+ Wil8+ INT8+ (palanite drill, juve)
Subjug. sgt.: M5 WS3+ BS4+ S3 T3 W2 I4+ A2 LD5+ CL6+ Wil6+ INT7+ (brawn, palanite drill)
Enf. Subjug.: M5 WS4+ BS4+ S3 T3 W1 I4+ A2 LD7+ CI7+ Wil7+ INT7+ (brawn, palanite drill)
Badzone cpt: M5 WS3+ BS4+ S3 T3 W2 I4+ A2 LD4+ Cl6+ Wil5+ INT6+ (brawn, shooting, palanite drill)
Badzone sgt: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD5+ Cl6+ Wil6+ INT7+ (cunning, shooting, palanite drill)
Badzone Pt.: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD7+ CL7+ Wil7+ INT7+ (shooting, palanite drill)
Enlist. scum: M5 WS4+ BS4+ S3 T3 W1 I4+ A1 LD8+ CL8+ Wil8+ INT8+ (cunning)
Hangers-on and similar:
haunts:
The psyrender haunt is a very strong disruptor, with acces to mind control (shoot friend), terrify (break enemy) and hallucinations (apply insane)
The bonecrusher has decent powers for a closeup melee model or a model with decent WS/BS:
Crush (destroy terrain or a fighter), forcefield (boost armor close-by), force blast (knockback blast)
But as the bone crusher doesn't have the stats to use these powers. he's not exactly usefull.
-Imperial house, Sanctioners, venator, servalen and hardcase cybermastiffs remain the same
-The enforcer gangs now have (confirmed) access to hive scum, bounty hunters and house agents
Palanite drill skills:
got your six, threat response and teamwork remain as before (good skills)
-Helmawrs justice now gives Xp for each coup de grace (not really useful)
-non-verbal communication would allow friendly models within line of sight to use the users cool (can be usefull on a captain)
-restraint protocol will auto-capture coup de graced models... which can be potentially powerful
Prefectures:
As opposed to other recent books where nomads and squat hierarchy get an extra skill, here you get extra skill 'options' or additional equipment options.
Palanite prefecture: (3 skills)
priority threat gives D6x10 credits, upon taking out a specific target
shield companion: buffs the armor of base to base fighters... can be useful, but can be negated by blasts or templates
call reinforcements: permits to bring in an additional fighter from the reserves or from recovery after sustaining a loss
(decent for more defensive builds trying to use shield walls or trying to remain longer on the battlefield)
Minerva prefecture: (3 skills - all applying to exotic beasts)
advanced beast handling: extends the distance your pet and your 'handler'
beast mastery: is overseer for beasts... allowing you to give your beast 2 additional actions
attack order: gives +1 A to your beast if both the handler and the beast attack the same model
(can be usefull for a more static ranged gang that wants to coup de grace or tie up opponents from a safe distance)
PS: this also applies to grapplehawks!
Secundan prefecture: (3 types of vehicle wargear)
Suppression siren: claxon once per battle / toughness check or inflict a flesh wound on nearby models
vox disruptor: continually disrupts any nearby enemy gang hierarchy ability
electro-shock projector: 1/3 chance to apply a S3 auto hit on nearby models
(this is the one for ash waste campaigns... stacking these wargears gang wide seems to be the way to go)
Badlands prefecture (2 skills, easier and cheaper bionic access):
Spoiling for a fight: you can charge D3 further
reclamation contacts: you can sell common equipment at full cost and can buy one piece at a D3x10 reduction
(Can be usefull to tool up your guys faster, pick this one if your gang build is based on specific equipment sets)
Poison sea prefecture (1 skill, cheaper and easier to get drugs, one melee weapon accessory)
Poison resistance skill: you can change one gas/toxin weapon injury dice to a flesh wound
shock amplifier: 30 creds for doubling the shock chance activating on shock batons
(this is your choice if you feel like drugging up your subjugators to let them go ham in melee, don't forget your smoke grenades! )
Tactical analyse:
The enforcers became more powerful with their specific subcomponents becoming better at their assigned roles. The old frustration some people had about them not having acces to leadership skills has also been resolved. The gang design based on specific roles and equipment list does mean the gang will likely have a stronger end-campaign play and now genuinely has more different build options.
The cost of their gear does remain high, so for this gang you will need to prioritize on specific equipment choices and use every advantage (gang tactics and/or prefectures) so they can keep the credits flowing.
possible builds:
-focusing on concussion/flash/magnacles combination you could limit the number of activations your opponent has
-subjugators could be buffed up as a melee gang, but you would need to use tactics and smoke grenades to get close
-midrange bolter gang with a few subjugator 'intercepters' pinning or tying up whatever comes to close (you will need to be careful about heavy weapons)
you could use got your six or subjugator fighters for this
WIP gang tactics will be fleshed out later
Last edited: