| R | Cr | St | W |
|---|---|---|---|
| 990¢ | 10¢ | 0¢ | 1000¢ |
Overview
Mynerva Prefecture – Subjugator Detachment “Iron Writ”
The Mynerva Prefecture does not police the underhive—it occupies it.
Led by Captain Halbrecht Voss, known as Iron Writ, this Palanite Subjugator detachment is deployed where riots harden into insurgency and arrests turn into body counts. They are not negotiators. They are the end state of failed compliance. Shields forward, corridors sealed, resistance broken in layers.
Voss leads from the front, enforcing order as a physical presence. His patrol advances behind Subjugator shields, grinding opposition into submission with shock batons, stun grenades, and controlled violence. Prisoners are taken when useful. Examples are made when necessary.
Sergeant Drex handles escalation. Precision bolter fire and disciplined grenade use remove leaders, gun nests, and false courage. He studies patterns, not people, and dismantles gangs by geometry and attrition.
The patrol’s shield line—Cross, Venn, and Rourke—forms the wall. They advance without haste, denying space, routes, and hope. Venn controls the flow of battle with ruthless positioning. Cross learns fast or doesn’t survive. Rourke simply holds, immovable, until the law closes in.
Calder provides finality. His grenade launcher ends stalemates and shatters morale with clinical efficiency. When krak rounds are deployed, command structures cease to exist.
Where this detachment operates, the underhive grows quieter. Not safer—just quieter.
Compliance follows. Resistance ends. The law remains.
Captain Halbrecht “Iron Writ” Voss - Captain (Leader)
Voss believes the law is not negotiated — it is applied. A veteran of dome riots and guild uprisings, he earned the name Iron Writ after personally breaking a miner revolt with nothing but his maul and a vox-order. Voss fights at the front, not out of bravado, but to remind his patrol that authority is visible, tangible, and heavy. His concussion carbine scatters the unruly; his power maul ends resistance. Prisoners respect him. Gangers fear him. Voss doesn’t raise his voice — he raises the sentence.
Captain Halbrecht “Iron Writ” Voss
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 3 | 3+ | 2 | 4+ | 6+ | 5+ | 6+ |
| Rules | Gang Hierarchy (Leader), Gang Leader, Group Activation (2), Tools of the Trade | ||||||||||
| Gear | Hardened flak armour (30¢), Magnacles | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Concussion carbine (30¢) | 9" | 18" | +1 | - | 3 | -1 | 1 | 4+ |
| Blast (3"), Concussion, Knockback, Seismic | ||||||||
| Power maul (30¢) | - | E | - | - | S+2 | -1 | 1 | - |
| Melee, Power | ||||||||
Sergeant Drex - Sergeant (Champion)
Drex is not a brawler — he is a problem solver. Where others rush forward with shields raised, Drex identifies the keystone and removes it with disciplined fire. His bolter speaks once, decisively, and his grenades punish those who cluster or hide behind bravado and bad cover. Drex prefers criminals who run; fleeing suspects reveal patterns, and patterns reveal leaders. He keeps meticulous records of every engagement, every casualty. To Drex, enforcement is geometry: angles, distances, and the inevitable collapse of resistance.
Sergeant Drex
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 3+ | 3 | 3 | 2 | 3+ | 1 | 5+ | 6+ | 6+ | 7+ |
| Rules | Gang Hierarchy (Champion), Group Activation (1), Tools of the Trade | ||||||||||
| Gear | Hardened flak armour (30¢), Magnacles | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Bolter combi-grenade launcher (60¢) | ||||||||
| bolter | 12" | 24" | +1 | - | 4 | -1 | 2 | 6+ |
| Combi, Rapid Fire (1) | ||||||||
| frag grenades | 6" | 24" | -1 | - | 3 | - | 1 | 6+ |
| Blast (3"), Combi, Knockback | ||||||||
| grenade launcher | - | - | - | - | - | - | - | - |
| krak grenades (+25¢) | 6" | 24" | -1 | - | 6 | -2 | 2 | 6+ |
| Combi | ||||||||
Dalen Cross - Subjugator Patrolman (Ganger)
Cross is new — and it shows. His movements are cautious, his grip tight on shield and baton. But Cross learns fast. He watches Voss, mirrors Rourke, and follows orders to the letter. Assigned to push objectives and hold ground, Cross has already learned the hardest lesson of the precinct: survival comes from discipline, not heroics. Each patrol leaves new scars on his shield and fewer doubts in his mind. Cross isn’t hardened yet — but the underhive is working on it.
Dalen Cross
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 2 | 7+ | 7+ | 7+ | 7+ |
| Rules | Gang Fighter (Ganger), Promotion (Specialist) | ||||||||||
| Gear | Magnacles | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Autopistol (10¢) | 4" | 12" | +1 | - | 3 | - | 1 | 4+ |
| Rapid Fire (1), Sidearm | ||||||||
| manstopper rounds (+10¢) | 4" | 12" | +1 | - | 4 | - | 1 | 4+ |
| Limited, Rapid Fire (1), Sidearm | ||||||||
| Shock baton (30¢) | - | E | - | - | S | - | 1 | - |
| Melee, Parry, Shock | ||||||||
| Vigilance pattern assault shield (40¢) | - | E | - | - | S | - | 1 | - |
| Assault Shield, Knockback, Melee | ||||||||
Elia Venn - Subjugator Patrolman (Ganger)
Venn speaks little, listens closely, and watches everything. She uses her shield aggressively, driving enemies backward into kill zones or corners where resistance collapses. Venn prefers arrests, but she does not hesitate when escalation is required. Her stun grenades are precise, timed to break momentum rather than overwhelm. Many suspects remember her visor before they remember the charge. Venn believes enforcement is about control — of space, of fear, of outcomes. Once she commits, escape becomes a memory.
Elia Venn
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 2 | 7+ | 7+ | 7+ | 7+ |
| Rules | Gang Fighter (Ganger), Promotion (Specialist) | ||||||||||
| Gear | Magnacles | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Shock baton (30¢) | - | E | - | - | S | - | 1 | - |
| Melee, Parry, Shock | ||||||||
| Stub gun (5¢) | 6" | 12" | +2 | - | 3 | - | 1 | 4+ |
| Plentiful, Sidearm | ||||||||
| Stun grenades (15¢) | - | Sx3 | - | - | 2 | -1 | 1 | 4+ |
| Blast (3"), Concussion, Grenade | ||||||||
| Vigilance pattern assault shield (40¢) | - | E | - | - | S | - | 1 | - |
| Assault Shield, Knockback, Melee | ||||||||
Jax Calder - Subjugator Patrolman (Specialist) (Ganger)
Calder volunteered for Subjugator duty after seeing too many arrests fail. He doesn’t enjoy violence — he believes in efficiency. Gas, stun, frag, krak: Calder chooses the tool that ends the situation fastest. His launcher has ended gang wars before they started, shattering morale with a single well-placed round. He moves quietly behind the shield wall, eyes always measuring blast radii and escape routes. Calder’s reports are short. His results are not. When he deploys krak, someone important is about to stop breathing.
Jax Calder
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 2 | 7+ | 7+ | 7+ | 7+ |
| Rules | Gang Fighter (Specialist), Tools of the Trade (Specialist only) | ||||||||||
| Gear | Layered flak armour (20¢), Magnacles | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Shock baton (30¢) | - | E | - | - | S | - | 1 | - |
| Melee, Parry, Shock | ||||||||
| Stub gun (5¢) | 6" | 12" | +2 | - | 3 | - | 1 | 4+ |
| Plentiful, Sidearm | ||||||||
| Vigilance pattern assault shield (40¢) | - | E | - | - | S | - | 1 | - |
| Assault Shield, Knockback, Melee | ||||||||
Kade Rourke - Subjugator Patrolman (Ganger)
Rourke is the wall. Not fast, not subtle — just immovable. He advances step by step behind his vigilance shield, soaking fire and forcing enemies to make mistakes. His stun grenades scatter those who think him slow, and his shock baton reminds them why closing distance was a bad idea. Rourke doesn’t chase glory; he closes corridors, blocks retreats, and pins suspects in place until the law arrives. Other Enforcers move around him like water around stone. Rourke holds.
Kade Rourke
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 2 | 7+ | 7+ | 7+ | 7+ |
| Rules | Gang Fighter (Ganger), Promotion (Specialist) | ||||||||||
| Gear | Magnacles | ||||||||||
| Weapons | S | L | S | L | Str | Ap | D | Am |
|---|---|---|---|---|---|---|---|---|
| Shock baton (30¢) | - | E | - | - | S | - | 1 | - |
| Melee, Parry, Shock | ||||||||
| Stub gun (5¢) | 6" | 12" | +2 | - | 3 | - | 1 | 4+ |
| Plentiful, Sidearm | ||||||||
| Stun grenades (15¢) | - | Sx3 | - | - | 2 | -1 | 1 | 4+ |
| Blast (3"), Concussion, Grenade | ||||||||
| Vigilance pattern assault shield (40¢) | - | E | - | - | S | - | 1 | - |
| Assault Shield, Knockback, Melee | ||||||||