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The rtdeptg",ls
nbFte$
rre
aEsoknewn
as
lmperiat
JudEes,
or eommonfy
arnong
the
inF:sbEtants
f &Jeer*ntusr"lde
s Judges.
Every
hive
on Necromunda
s
divided
into
preeBnets,
aahwith
its
swn f*rtified
ecurthouse
ar:d a
substantial
number
of Judges.
Neerornunda
s
a
vEtal
lanet
tG the lmperiurn"
ut
population
pressures
mean
hat it
is
in esRster:tdfrrig*r of devaFvFngnto anarehyand eivi war. The Judges maintain a
csns€ant
Egilanee
on
sEgns
f disleyafg
and
subversien
rom
Spire
o Underhive.
Their
dury is
tc uphtcld
he faw
sf Ehe
mrperium
nd they
are not
subject
o
Lord Hefrnawr's
euth*rify,
ir':deed,
he
is
the
subject
CIf heir
closest
scrutiny"
The
lmperium
is
an
*rganisa€ien
where
rebeltien
and
defianee
of the lnrperial
wilf
are
classed
as crimes
againsE
P?urfifinify.
The
Judges
are he
grim
and
uncompromising
eminder
of
the Imperium's presence
n Necromunda.
hey
cannot
be
bought
off, threatened,
comrpted
or negotiated
with.
Indeed,
he Adeptus
Arbites goes
o
great
engths
o ensure
that
those recruited
nto
their ranks
do not
serve on
their
own home
worlds
nor anywhere
within
a dozen ight
years
of home.
They
do not
communicate
with
the citizenry
unless absolutely
necessary
nd only
leave
their
precinct
courtson
official
business.
Apart
from
the Judges,
here
s no
single,
all-encompassing
official
planetary
aw
enforcement
gency
on Necromunda.
The
peace
is
kept
by the Houses
within
their
own
territories.
Certain kinds
of
lawlessness
uch as incessant
feuding
is
tolerated
by
the Houses,
but
other
crimes
are
dealt with by the Houses hemselves.n the Underhive
gangs
elated
o the
House
which has
been
offended
will
deal with
the
offenders.
The
Judges
are
present
on
Necromunda
o enforce
Imperial
laws
which
are
to be
upheld
hroughout
he Imperium,
ather
han he
ocal laws
of
Necromunda.
The
most
imporlant
work for
the
Judges
on Necromunda
include
hunting
for
certain
drugs
and archeotech
evices
which
are
under Imperial
mandate,
ounding
up
psykers
and subversives
ntent
on
stirring
up rebellion
against
he
Imperium,
escorting
important
Imperial
officials
and
assisting he Imperial House in maintaining order u'hen
required.
Individual
Arbitrators,
particularly
grizzled
veterans
which
have
beenhardened
y
years
of dispensing
justice,
act
as
aw
enforcers
within some
settlements
n
the
Underhive.These
are
tough, no
nonsense
haracters
who
command
he local
Watchmen
and direct
freelance
bounty
hunters
in
the
constant
battle
against
outlaws
and
8/10/2019 Necromunda - Adeptus Arbites
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4 4 4 3 3 1 4 r 8
4 3 3 3 3 1 3 r 1
Proctor
Judge
ARB|TES PAilROL
TEAM . . . .
e00
redits
SQUAD:
An Arbites Pafrol
Teamconsistsof
four
Judges
and one
Proctor.
WEAPONS:
The
Proctor nd heJudges
re
armed
with bolt
pistols and Choke
grenades.
ARMOUR:
Carapace
rmour
4+
save).
The
carapaceannour
includes
a helmet
with a
respirator,
hoto
isorand
infra
goggles.
The
Arbites do not
suffer
any Initiative
modifiers
for
wearing
carapaceannour
as theY
havebeen rained
n its use
since
childhood.
WARGEAR:
Any
model in the squad
may be
equipped
with
a boltgun
or 35
creditseach,
or an
Arbites combat
shotgun
or 30
creditseach.
Up to one
Judge
may be equiPPed
with a grenadeauncher or 130
credils.
The following
grenades
may be
bought
or the
grenade
auncher:
Frag
grcnades
. . . . 30credits
Krak
genades
. . .
.
50
credits
The
Judge's
Choke
grenades
may
be
used with
the
grenade
auncher.
SKILLS:
The whole
Patrol team
has the
Nerves of Steel,True Grit arld
ron
Will skills.
Due to their fearsome
reputation
all
membersof the
patrol
squad
cause
ear
in Gangers
and enor
in Juves.
AMMO:
The weapons
and equipment
of the
Arbites are
better maintained
than
those available
to the
population
of
the hive
city. Consequently
he
Adeptus
Arbites
never need to
makeAmmo
rolls.
Outlanders.
They
also monitor
local loyalties
and the
activities
of the
Merchant
guild
to ensure hat the
Imperial
codes
of law are
maintained even
on the
frontiers of
anarchy.
Other
than
ndividual Arbitrators
he two
most commonly
encountered
rbites tactical units
on Necromunda
are the
Arbites
Patrol squads
and the Arbites Shocktroop
squads.
Patrol squads
are the
standard
aw enforcement
eams
which
can be seen
patrolling hive levels around
mperial
establishments
and
important areas
of the Underhive.
Shocktroops
an be called
n to
quell
serious
disturbances,
suchasmob riots, or to suppress nruly gangsandpoorly
equipped
Deviant Scum.
Hive citics arc ittle morc than unlit bolfircs. Thcy
need
ooly the sparks
of
lawlcssncss
o burn.
fudgc
Traggat,
Sclectcd ayings,
ol II.
Chaptcr
X
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ARBITES
SHOCK
TROOPS
TEAM
.
. . . 1,100
redirs
SQUAD:
WEAPONS:
ARMOUR:
An
Arbites
Shocktroop
eam
consists
offour
Shocktroops
nd
one Proctor.
The
Proctor
and he
Shocktroops
re
armed
with
a
power
maul,
suppression
shield
and Choke
grenades.
Carapace
rmour
4+
save).
The
carapace
rmour
ncludes
a
helmet
with
a respirator,
hoto
visor
and nfra
goggles.
The
Arbites
do not
suffer
any
Init iativemodifiersor wearing
ca.rapace
rmour
as hey
have
been
trained
n its
use
since
childhood.
Any
member
of the
squad
may
be
equipped
with
Scare
grenades
or
20
credits
per
model.
The whole
Shocktroop
eam
has
he
Nerves
of Steel, True
Grit
atd lron
Wil/
skills. Due
to
their fearsome
reputation
all members
of the
Shocktroop
eam
cause/ear
n
Gangers
and
error in
Juves.
Theweaponsandequipmentof the
Arbites
arebetter
maintained
han
those
available
o the
population
of
the hive
city.
Consequently
he
Adeptus
Arbites
never
need
o
make
Ammo
rolls.
WARGEAR:
SKILLS:
AMMO:
Proctor
Shocktroop
4 4 4 3 3 1 4 t 8
4 3 3 3 3 1 3 1 7
ndEUEf
lf€APGEH:
F*€ffi
Affiffigr€s
€*ffi#AT
gt*&TGufr€
The Arbites
combat
shotgun
s
a simple
shotgun
with a
number
of
adaptions
which
allow
it to
fire
a special
ammunition
ype
available
only
to
the Adeptus
Arbites.
In
addition
to
the standard
olid
and
scatter ounds
ired
by
ordinary
shotguns
he Adeptus
Arbites
abs have
developed
the
Executioner
adamantium-tipped
armour piercing
round
to
seek out
and
destroy
the
toughest
argets.
This
sophisticated
hell has
a tiny
robot
brain
which
locks
onto
the
target's
energypattern
and seeks
t
out with
unering
accuracy.
This
variety
of
ammunition
types
makes
the
Arbites
combat
shotgun
a uniquely
lexible
weapon.
SFECIAL ffUg-ES
Solid
shells
have
a strength
of 4.
Scatter
shells
have
a
strength
of only
3
but also
have
a 1
radius
blast
marker.
Executioner
rounds
have
a
strength
of
4 and
-2
save
modifier.
Because it locks
onto
a
target's
energy
signature
the
Executioner
shell
may
even
be
fired
at
hidden
targets providing
they have
already
been
detected.
The
Executioner
round
is
unusual
n
that it
receives
+1
to hit
modifier at long
range
nd
a
-1
to
hi t
modifier
at
short
range.
This
is
because
he
shell's
tiny brain
cannot
ock
several
metres.
onto
its
target
until it
has
travelled
Arbites
Combat
Shotgun
profite
Short
Long
To
Hit
Range Short Long Str
4
3
4
Dam Save Ammo Speciaf
Solid
O-4
Scatter
0-4
Executioner
0-4
4-18
4-18
4-18
1
I
1
4 +
4 +
6 +
2
I
blast, gnores
cover
Seemain
rules
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FXTRA
ESUIPMENT
The
Adeptus
Arbites
areequipped
o
dealwith
any situation
that
demands
heir
attention.
Each
courthouse
as
a large
annoury
that
ncludes
equipment
available
n the
hive and
some
from other
Imperial
worlds.
If the Arbites
are
performing
a special
mission,
hen they
will be
equipped
with
any relevant
equipment.
f, for example,
he Arbites
were attemptinga rescuethen all their weaponswould
come
with silencers
nd
hey would
take some
screamers
s
well.
What
extraequipment
and
how much
he
Arbites ake
is up
to
players to decide.
It
is tempting
to
give
them
everything,
even
a Mung Vase
each,
but they
should only
carry
tems hat
will be specifically
useful n
their mission.
SCENARIO
IDEAS
Adeptus
Arbites teams
uphold
Imperial
law and
keep the
peace n the
hive.
Minor
fights are
generally gnoredby the
Arbites
so they will
pay little attention
o the
skirmishes
f
rival gangs. The Arbitrator scenarios n Outlandersare
particularlysuited
o Arbites
eams,
especially
heStorming
the
Barricades
scenario.
It is always
a
good
dea
o create
your
own
scenario
o use
Arbites
teams
n so
you
can
create a
story
line to fit the
models
you
have available.
Any
scenario
n which a
gang
goes
against
mperial
law or causes
unrest
n the hive
is
perfect
or
Arbites.
An attackon
a Merchant
Guild, a
huge
riot, or
even an
attempt o
steal a space
ship and
escape
from the
hive are all
events
n which the
Adeptus
Arbites
would take
a
pafi.
ARBITES
EXPERIENCE
The
hive is divided
nto
precinctseach
with its own
court
house
and
large numbers
of
Arbites.
Each courthouse
s
responsible
or
patrolling and enforcing
mperial
aw in
its
area.
f
you
are using
Adeptus
Arbites
teams
egularly
n
your
games
you
could use
an
Experience
point
system
o
give
character
o the
local team
that
patrols
your
gang s
tenitory.
Arbites
Patrol
and Shocktroop
eams
are
not meant
o be
usedasgangs.Giving Arbites Experience oints s mainly
meant
o spice
up
campaigns
nd
give the teams
a bit
more
character.
Costs
have
been
included
so
players can
calculate
he
gang
rating
of their
Arbites
teams.
This
will
hopefully
ensure
hat one
five-man
Arbites
team
will not
face
a
huge
gang
armed
o the
teeth.
The able
below
shows
he
starting
experience
or
members
of
Patrol
and Shocktroop
eams
and
he skills
available
o
them.
Type
of Fighter
Initial
ExPerience
Points
Proctor
Judge
ShocKroop
60+1D6
20+lD6
20+lD6
Adeptus
Arbites
use
he standard
dvancement
able
n the
Necromunda
Sourcebook.
SKILL
TYPES
AVAILABLE
Skill
type:
Proctor
Judge
Shocktroop
Agility
Combat
*
*
Ferocity
*
*
*
Muscle
*
*
Shooting
*
*
Stealth
*
*
Techno
*
LOSS
OF
FIGHTERS
If
any Arbites
are
killed
in combat
hen the squad
will
be
reinforcedby the garrisonof the courthouse.Before the
next battle
he dead
ighter
s replaced
and
he replacement
starts
with the
initial
profile, weapoffy
and experience
points for
a fighter
of
his type,
(Proctor,
Judge
or
Shocktroop).
,:
.
i