Skip to main content

Justicar Courts

RAW ✔️ The Aranthian Succession – Spire of Primus, p112

Benefits

Law Abiding Allies: Any gang may form an Alliance with the Justicar Courts, provided it is a Law Abiding gang. The Justicar Courts have no interest in collaborating with the criminal classes. In the Succession Campaign, they will ally only with gangs who are aligned with the Imperial House.

Strong Alliance (Palanite Enforcers): The first time a Palanite Enforcers gang is required to Test the Alliance (see page 111) with this ally, do not roll. Instead, count the result as Disquiet.

Cut off the Head: During the post-battle sequence, if the enemy gang's Leader was taken Out of Action during the battle, add 2D6x10 credits to the allied gang's Stash.

Justicar Court: In the pre-battle sequence the gang may add a Palanite Justicar Delegation (see page 114) to their gang for the battle ahead. These fighters do not cost a gang any credits to hire but, if chosen, they must be included in the gang's crew, even if crew selection is normally random.

If the gang is playing against an Aranthian-aligned gang then the Palanite Justicar Delegation must be included unless the gang rolls to Test the Alliance.

Drawbacks

The Enemy Within: During the post-battle sequence at the start of the Wrap-up step, if the allied gang lost the battle and included the Palanite Justicar Delegation, they must make an Intelligence test for their Leader. If the test is failed, then a random fighter from the allied gang goes into Recovery as the Palanite Justicars question them for information on local Recidivists.

Judgement of the Justicars: If the gang's alliance with the Justicar Courts is broken as a result of Testing the Alliance then the gang immediately becomes an Outlaw gang.

Palanite Justicar Delegation

Composition

A Palanite Justicar Delegation consists of a Magistrate, an Executioner and three Bailiffs.

NecroRAW

When using this Alliance as a Delegation Gang for an Underhive Outcast gang, refer to the Delegation Gangs section of The Book of the Outcast, p22.

Justicar Court Special Rules

Summary Judgement: If the Executioner takes an enemy fighter Out of Action with a Coup de Grace (Simple) action then any Bailiffs within 3" of the Executioner may immediately perform a Shoot (Free) action without removing their Ready marker, even if they are not Ready.

A Band Apart: Members of the Justicar Courts take care of their own. Palanite Justicars will remain separate and aloof from the gang they are working beside, disappearing during the post-battle sequence to tend to their wounds. If a member of a Palanite Justicar Delegation goes Out of Action during a battle, there is no need to roll for Lasting Injury, they are considered to have rolled 15-26 Out Cold.

Here to Help?: Unlike other fighters, Palanite Justicar Delegations are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario.

Magistrate

MWSBSSTWIALdClWilInt
4"3+3+3324+17+7+6+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Bolt pistol6"12"+1-4-126+Sidearm
Fighting knife-E--S-11-Concussion, Melee, Power

Skills: Crushing Blow, Nerves of Steel Wargear: mesh armour, an armoured undersuit, magnacles and slaved sensor skulls. Special Rules: Justicar Court Hierarchy (Leader), Group Activation (2)

Special Rules

Justicar Court Hierarchy (Leader): During a battle, once this model's gang has failed a Bottle check, during any End phase in which this model passes its Cool test and does not flee the battlefield, any friendly Palanite Justicar Delegation fighters that are within 12" of this model will automatically pass their Cool test and will not flee the battlefield.

Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Palanite Justicar Delegation fighters equal to the number shown in brackets that are within 3" of this fighter as part of a Group Activation:

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next.
  • Each fighter activates individually, groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Equipment

A Magistrate is armed with a bolt pistol and gavel, and is equipped with mesh armour, an armoured undersuit, magnacles and slaved sensor skulls.

Skills

The Magistrate has the Crushing Blow and Nerves of Steel skills.

RAW ✔️ The Aranthian Succession – Spire of Primus, p114

Executioner

MWSBSSTWIALdClWilInt
4"3+4+3314+17+7+7+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Executioner's axeE2"--S+2-32-Melee, Sever, Unwieldy, Versatile
Stub gun6"12"+2-3-14+Plentiful, Sidearm

Skills: Fearsome, Unstoppable Wargear: mesh armour, magnacles and an armoured undersuit Special Rules: Justicar Court Hierarchy (Champion), Group Activation (1)

Special Rules

Justicar Court Hierarchy (Champion): During a battle, once this model's gang has failed a Bottle check, during any End phase in which this model passes its Cool test and does not flee the battlefield, any friendly Palanite Justicar Delegation models that are within 6" of this model will automatically pass their Cool test and will not flee the battlefield.

Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Palanite Justicar Delegation fighters equal to the number shown in brackets that are within 3" of this fighter as part of a Group Activation:

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them are activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next.
  • Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation.

Equipment

An Executioner is armed with an executioner's axe and a stub gun, and is equipped with mesh armour, magnacles and an armoured undersuit.

Skills

The Executioner has the Fearsome and Unstoppable skills

RAW ✔️ The Aranthian Succession – Spire of Primus, p114

Bailiff

MWSBSSTWIALdClWilInt
5"4+5+3313+18+7+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Shock pistol4"8"+1-3-115+Incapacitate, Shock, Sidearm
Heavy club-E--S-2-Concussion, Melee
or
Shotgun
- solid ammo8"16"+1-4-24+Knockback
- scatter ammo4"8"+2-2-14+Scattershot
or
Fulmen pattern man-catcherE2"--S-11-Incapacitate, Melee, Shock, Versatile

Skills: Disarm Wargear: flak armour, an armoured undersuit, magnacles and photon flash grenades Special Rules: Bodyguard, Indentured Fighters

Special Rules

Bodyguard: If the Magistrate is hit by a ranged attack, the controlling player may choose to transfer the hit and all of its effects onto a Bailiff within 2" of the Palanite Magistrate.

Indentured Fighters: If both the Magistrate and Executioner are removed from play for any reason, any Bailiffs will automatically behave as if the crew they are part of has failed a Bottle check, regardless of how many fighters in total have been removed from play.

Equipment

A Bailiff is armed with either a shock pistol and heavy club, or a shotgun with solid and scatter ammo, or a fulmen pattern man-catcher. All Bailiffs are equipped with flak armour, an armoured undersuit, magnacles and photon flash grenades.

Skills

All three Bailiffs have the Disarm skill.

RAW ✔️ The Aranthian Succession – Spire of Primus, p114