If you thought enforcing law on Necromunda was just about shotguns, shock batons, and an overabundance of grim faces, think again.
With psychic threats seeping through the cracks of the Underhive like bad sump gas, House Helmawr is finally fielding units that can punch back through the immaterium. Enter the Palanite Enforcer Haunts, sanctioned psykers clad in psycho-reactive armor and backed by mind-shredding might.
Haunts: Sanctioned, Sealed, and Seriously Dangerous

These aren’t just any warp-touched weirdos. Haunts are psykers who’ve been ruthlessly indoctrinated, brainwashed, and locked in psychic straitjackets of technology and willpower. They operate under heavy control, both mentally and physically, thanks to protective rituals and hypnotic programming. They’re so locked into obedience they can’t even think about disobedience, which is probably a good thing when you’re channeling warp energy under pressure.
Their armor isn’t just cool-looking gear – it’s part psychic damper, part prison. If a Haunt ever slips up and triggers a Perils of the Warp, they don’t explode into a daemon-possessed nightmare. Instead, the Hexagrammatic Dampers kick in, knocking them Out Cold and avoiding total catastrophe. Sure, they’re off the board, but at least your gang isn’t eating warp fire.
Two Flavors of Mind Games
There are two distinct types of Haunts:
- Psyrenders are mind-bending specialists. These guys can rifle through enemy thoughts, whip up hallucinations, and even turn opponents against their own allies. They’re perfect for causing chaos without firing a shot.
- Bonecrushers, meanwhile, live up to the name. Think psychic bouncers with zero patience. They throw enemies from ledges, shield nearby allies, and shatter skulls with pure mental force. Subtle? No. Effective? Absolutely.
Forge World Resin, Rules Included
You’ll be able to grab these sinister enforcers as a resin twin-pack from Forge World. The rules come in the box and will also appear in the Bastions of Law expansion. Whether you’re running an Enforcer gang or just want to freak out some Goliaths with a psychic throw, these Haunts are an excellent addition to your campaign.
Final Thoughts
The Palanite Haunts are a thematic and mechanical evolution for Enforcer gangs. They bring mind games and warp-born power to a faction typically known for boots-on-the-ground brutality. Adding one of these to your crew doesn’t just open up new tactics – it adds narrative flair, and who doesn’t want to roleplay a sanctioned psyker with a face full of steel and a head full of static?
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