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.
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
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 6+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Bolt pistol | 6" | 12" | +1 | - | 4 | -1 | 2 | 6+ | Sidearm |
| Fighting knife | - | E | - | - | S | -1 | 1 | - | 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) 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: Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. A Magistrate is armed with a bolt pistol and gavel, and is equipped with mesh armour, an armoured undersuit, magnacles and slaved sensor skulls. The Magistrate has the Crushing Blow and Nerves of Steel skills.Special Rules
Equipment
Skills
RAW ✔️ The Aranthian Succession – Spire of Primus, p114
Executioner
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 7+ | 7+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Executioner's axe | E | 2" | - | - | S+2 | -3 | 2 | - | Melee, Sever, Unwieldy, Versatile |
| Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
Skills: Fearsome, Unstoppable
Wargear: mesh armour, magnacles and an armoured undersuit
Special Rules: Justicar Court Hierarchy (Champion), Group Activation (1) 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: Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. An Executioner is armed with an executioner's axe and a stub gun, and is equipped with mesh armour, magnacles and an armoured undersuit. The Executioner has the Fearsome and Unstoppable skillsSpecial Rules
Equipment
Skills
RAW ✔️ The Aranthian Succession – Spire of Primus, p114
Bailiff
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 8+ | 7+ | 7+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Shock pistol | 4" | 8" | +1 | - | 3 | -1 | 1 | 5+ | Incapacitate, Shock, Sidearm |
| Heavy club | - | E | - | - | S | - | 2 | - | Concussion, Melee |
| or | |||||||||
| Shotgun | |||||||||
| - solid ammo | 8" | 16" | +1 | - | 4 | - | 2 | 4+ | Knockback |
| - scatter ammo | 4" | 8" | +2 | - | 2 | - | 1 | 4+ | Scattershot |
| or | |||||||||
| Fulmen pattern man-catcher | E | 2" | - | - | S | -1 | 1 | - | Incapacitate, Melee, Shock, Versatile |
Skills: Disarm
Wargear: flak armour, an armoured undersuit, magnacles and photon flash grenades
Special Rules: Bodyguard, Indentured Fighters 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. 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. All three Bailiffs have the Disarm skill.Special Rules
Equipment
Skills
RAW ✔️ The Aranthian Succession – Spire of Primus, p114