You are on page 1of 4

The rtdeptg",ls

AnbFte$frre aEsoknewn as lmperiat JudEes, or eommonfy arnong the


inF:sbEtants
*f &Jeer*ntusr"lde
as Judges. Every hive on Necromunda is divided into
preeBnets,
eaahwith its swn f*rtified ecurthousear:d a substantialnumber of Judges.
Neerornundais a vEtalplanet tG the lmperiurn"but population pressuresmean that it is
in esRster:tdfrrig*r of devaFvFng
into anarehy and eivi! war. The Judges maintain a
csnsantvEgilanee
fon sEgns*f disleyafg and subversienfrom Spireto Underhive.Their
dury is tc uphtcldthe faw sf Ehelmrperiumand they are not subjectto Lord Hefrnawr's
euth*rify, ir':deed,he is the subject CIf their closest scrutiny" The lmperium is an
*rganisaienwhere rebeltien and defianeeof the lnrperialwilf are classedas crimes
againsEP?urfifinify.
The Judgesare the grim and uncompromisingreminderof
the Imperium's presenceon Necromunda.They cannotbe
bought off, threatened, comrpted or negotiated with.
Indeed,the AdeptusArbites goesto greatlengthsto ensure
that those recruited into their ranks do not serve on their
own home worlds nor anywherewithin a dozenlight years
of home. They do not communicatewith the citizenry
unless absolutelynecessaryand only leave their precinct
courtson official business.
Apart from the Judges,thereis no single,all-encompassing
official planetarylaw enforcementagencyon Necromunda.
The peace is kept by the Houses within their own
territories.Certain kinds of lawlessnesssuch as incessant
feuding is toleratedby the Houses,but other crimes are
dealt with by the Houses themselves.In the Underhive
gangsrelated to the House which has been offendedwill
deal with the offenders. The Judges are present on
Necromundato enforce Imperial laws which are to be
upheldthroughoutthe Imperium, ratherthan the local laws
of Necromunda.
The most imporlant work for the Judgeson Necromunda
include hunting for certain drugs and archeotechdevices
which are under Imperial mandate,rounding up psykers
and subversivesintent on stirring up rebellion againstthe
Imperium, escorting important Imperial officials and
assistingthe Imperial House in maintaining order u'hen
required. Individual Arbitrators, particularly grizzled
veteranswhich have beenhardenedby yearsof dispensing
justice, act as law enforcerswithin somesettlementsin the
Underhive.These are tough, no nonsensecharacterswho
commandthe local Watchmenand direct freelancebounty
hunters in the constant battle against outlaws and

ARB|TES PAilROL TEAM . . . . e00credits


Proctor
Judge

4443314r8
4333313r1

SQUAD:

An Arbites Pafrol Teamconsistsof


four Judgesand one Proctor.

WEAPONS:

The Proctorand the Judgesare


armedwith bolt pistols and Choke
grenades.

ARMOUR:

Carapacearmour (4+ save).The


carapaceannour includes a helmet

photovisorand
witha respirator,
infra goggles.The Arbites do not
suffer any Initiative modifiers for
wearing carapaceannour as theY
havebeentrainedin its use since
childhood.
WARGEAR:

Up to one Judgemay be equiPPed


with a grenadelauncherfor 130
credils.

Outlanders. They also monitor local loyalties and the


activities of the Merchantguild to ensurethat the Imperial
codes of law are maintained even on the frontiers of
anarchy.
Other than individual Arbitrators the two most commonly
encounteredArbites tactical units on Necromundaare the
Arbites Patrol squadsand the Arbites Shocktroopsquads.
Patrol squads are the standard law enforcementteams
which can be seenpatrolling hive levels around Imperial
establishmentsand important areas of the Underhive.
Shocktroopscan be called in to quell seriousdisturbances,
such as mob riots, or to suppressunruly gangsand poorly
equippedDeviant Scum.

"Hive citics arc little morc than unlit bolfircs. Thcy


to burn."
need ooly the sparksof lawlcssncss
fudgcTraggat,
Vol II. ChaptcrIX
SclectcdSayings,

Any model in the squadmay be


equippedwith a boltgun for 35
creditseach,or an Arbites combat
shotgunfor 30 creditseach.

The following grenadesmay be


bought for the grenadelauncher:
Frag grcnades . . . . 30credits
Krak genades . . . . 50 credits
The Judge's Choke grenadesmay
be used with the grenadelauncher.
SKILLS:

The whole Patrol team has the


Nerves of Steel, True Grit arldIron
Will skills. Due to their fearsome
reputation all membersof the
patrol squad causefear in Gangers
andtenor in Juves.

AMMO:

The weaponsand equipment of the


Arbites are better maintained than
those available to the population of
the hive city. Consequentlythe
Adeptus Arbites never need to
makeAmmo rolls.

ARBITESSHOCK TROOPS TEAM


Proctor
Shocktroop

SQUAD:
WEAPONS:

ARMOUR:

. . . . 1,100
credirs

4443314t8
433331317
An Arbites Shocktroopteam consists
offour Shocktroopsand one Proctor.

WARGEAR: Any memberof the squadmay be

The Proctorand the Shocktroopsare


armedwith a power maul, suppression
shield and Choke grenades.

SKILLS:

The whole Shocktroopteamhas the


Nerves of Steel, True Grit atd lron
Wil/ skills. Due to their fearsome
reputationall membersof the
Shocktroopteamcause/earin
Gangersandterror in Juves.

AMMO:

The weaponsand equipmentof the


Arbites arebettermaintainedthan
thoseavailableto the populationof
the hive city. Consequentlythe
AdeptusArbites neverneedto make
Ammo rolls.

Carapacearmour (4+ save).The


carapacearmourincludesa helmet
with a respirator,photo visor and infra
goggles.The Arbites do not suffer any
Initiativemodifiersfor wearing
ca.rapace
armouras they havebeen
trainedin its use sincechildhood.

equippedwith Scaregrenadesfor 20
creditsper model.

ndEUEf
ulfAPGEH:F*ffiAffiffigrs *ffi#AT
The Arbites combat shotgun is a simple shotgun with a
number of adaptions which allow it to fire a special
ammunitiontype availableonly to the AdeptusArbites. In
addition to the standardsolid and scatterrounds fired by
ordinary shotgunsthe AdeptusArbites labs havedeveloped
the "Executioner" adamantium-tippedarmour piercing
round to seek out and destroy the toughesttargets.This
sophisticatedshell has a tiny robot brain which locks onto
the target's energy pattern and seeksit out with unering
accuracy.This variety of ammunition types makes the
Arbites combatshotguna uniquely flexible weapon.

SFECIAL ffUg-ES
Solid shells have a strength of 4. Scatter shells have a
strengthof only 3 but also have a 1" radius blast marker.
Executioner rounds have a strength of 4 and -2 save
modifier.

gt*&TGufr

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 unusualin that it
receivesa +1 to hit
modifier at long
rangeanda -1 to hit
modifier at short
range. This is
becausethe shell's
tiny brain cannot lock onto its target until it has travelled
severalmetres.

Arbites Combat Shotgun profite


Short

Long
Range

Str

Dam

Solid

O-4

4-18

Scatter

0-4

4-18

Executioner

0-4

4-18

To Hit
Short Long

Save

Ammo

-2

4+
4+
6+

Speciaf
I " blast, lgnorescover
Seemain rules

modelsyou have available.Any scenarioin which a gang


goes againstImperial law or causesunrest in the hive is
perfectfor Arbites. An attackon a MerchantGuild, a huge
riot, or even an attemptto steal a spaceship and escape
from the hive are all eventsin which the AdeptusArbites
would take a pafi.

ARBITESEXPERIENCE
The hive is divided into precinctseachwith its own court
house and large numbersof Arbites. Each courthouseis
responsiblefor patrolling and enforcingImperial law in its
area.If you are using AdeptusArbites teamsregularly in
your gamesyou could use an Experiencepoint systemto
give characterto the local team that patrols your gang's
tenitory.
Arbites Patrol and Shocktroopteamsare not meant to be
usedas gangs.Giving Arbites Experiencepoints is mainly
meantto spiceup campaignsand give the teamsa bit more
character.Costs have been included so players can
calculatethe gang rating of their Arbites teams.This will
hopefully ensurethat one five-man Arbites team will not
face a huge gang armedto the teeth.
The tablebelow showsthe startingexperiencefor members
of Patrol and Shocktroopteamsand the skills availableto
them.
Initial ExPeriencePoints

Type of Fighter

60+1D6
20+lD6
20+lD6

Proctor
Judge
ShocKroop

FXTRA ESUIPMENT
TheAdeptusArbites areequippedto dealwith any situation
that demandstheir attention.Each courthousehas a large
annoury that includesequipmentavailablein the hive and
some from other Imperial worlds. If the Arbites are
performing a specialmission, then they will be equipped
with any relevant equipment.If, for example,the Arbites
were attempting a rescue then all their weapons would
comewith silencersandthey would take somescreamersas
well. What extraequipmentand how much the Arbites take
is up to players to decide. It is tempting to give them
everything,even a Mung Vaseeach,but they should only
carry items that will be specificallyuseful in their mission.

SCENARIO IDEAS
AdeptusArbites teamsuphold Imperial law and keep the
peacein the hive. Minor fights aregenerallyignoredby the
Arbites so they will pay little attentionto the skirmishesof
rival gangs. The Arbitrator scenariosin Outlanders are
particularlysuitedto Arbites teams,especiallytheStorming
the Barricadesscenario.
It is always a good idea to createyour own scenarioto use
Arbites teamsin so you can create a story line to fit the

AdeptusArbites usethe standardadvancementtable in the


NecromundaSourcebook.

SKILLTYPESAVAILABLE
Skill type:

Proctor

Agility
Combat
Ferocity
Muscle
Shooting
Stealth
Techno

*
*
*
*
*
*

Judge

Shocktroop

*
*
*

*
*

LOSS OF FIGHTERS
If any Arbites are killed in combatthen the squadwill be
reinforced by the garrison of the courthouse.Before the
next battle the deadfighter is replacedand the replacement
starts with the initial profile, weapoffy and experience
points for a fighter of his type, (Proctor, Judge or
Shocktroop).

,:
.:
i

You might also like