Palanite Subjugator

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"SWAT Team 6, reporting for duty!"

Palanite Subjugators are more heavily armed and armored than normal Enforcers, and are sent to deal with large disturbances to Necromunda's Pax Helmawr. These guys are the SWAT teams to the regular Enforcer's police department.

Overview[edit]

Led by Subjugator Captains, they deliver justice with extreme prejudice, as they proceed to form up and clobber gangers, rioters and criminals in a literal wall of guns and batons. Subjugators are only released when a gang war has truly gone out of control and risks destabilising entire sub-sections of a Hive city, cases of terrorism, or in times of massive civil unrest.

Due to their more dangerous work environment, Subjugators all wield additional Stub Guns for backup, alongside Shock Batons, Shock Mauls, Grenade Launchers, SLHG Pattern Assault Rams and their instantly identifiable Vigilance pattern Assault Shields. In terms of grenades, they ditch their 'civie-friendly' explosives for the real deal. Frag Grenades and Krak Grenades are all they carry. They also all wear overlayed Flak Armour for increased protection.

Crunch[edit]

On Necromunda, Subjugators are the beatsticks of the Palanite Enforcers. The defining feature of Subjugators is their armour, paired with the Vigilance Assault Shield. Where a Palanite has a 5+ save, 4+ against blasts, a Subjugator with a shield has a 4+ save, 3+ against blasts, or 3+ from shots in the front arc, 2+ from melee attacks in the front arc (or from blasts/templates in the front arc). This means that your Subjugators can risk body-blocking many attacks, until your opponents start accumulating -AP weapons.

You can try to keep your Subjugators nearer the enemy than the regular Palanites, to force Cool checks if the enemy want to target the lighter-armoured fighters. Just be careful of friendly fire from your own Palanites.

Because of their more close-range nature, Subjugators tend to be used as melee threats, in which case you should be mindful not just of their survivability, but how far to push it – 1A at WS4+ is not a close combat powerhouse, while you can try to batter an unsuspecting Ganger or Juve, or push forward to Coup de Grace the miscreants your Palanites have downed with shooting, you don’t want to try and take on any melee Champions with these guys. Versatile close combat weapons are your friend to help avoid Reaction Attacks, as are Knockback weapons like the shield, although the latter are riskier.

Necromunda: Palanite Enforcers
Command: Enforcer Captain - Enforcer Sergeant
Troops: Enforcer Patrolman - Enforcer Rookie - Palanite Subjugator
Constructs: Cyber-Mastiff - Servo-hunter
Legio
Cybernetica::
Sanctioner Pattern Automaton
Vehicles: Cargo-8 Ridgehauler - Chronos Pattern Ironcrawler
Hired Guns
& Neutrals:
Agitator - Ammo-Jack - Beastwrangler - Bone Scrivener
Brute-Handler - Chem Dealer - Corpse Grinder - Dome Runner
Gang Lookout - Gun-smyth - Hive Scum - Jagerkin
Outland Beastmaster - Krieg Mester - Master Nautican
Pale Consort - Relicmonger - Rogue Doc - Scabber - Scalies
Slopper - Servitor-Ogryn - Subnautican - Syphonite - Pit Slave
Propagandist - Spyrer - Bounty Hunter
Allies: Adeptus Arbites