Provided below are the house rules we use for Adeptus Arbites Patrol Squad.
The Adeptus Arbites are the police force of the Adeptus Terra, devoted to enforcing Imperial law throughout the entire Imperium.
Utterly dedicated and without mercy, the Arbites are feared throughout the galaxy.
For they are the agents of a harsh law, where failure and incompetence are crimes, and the only punishment is death.
Arbites are empowered to act as judge, jury and executioner.
Citizens have no rights, and only members of the Priesthood of Terra or the Inquisition could claim anything so elaborate as a trial.
The Adeptus Arbites maintains a presence on almost every Imperial world headquartered in
fortified Precinct-Fortresses, also known as Courthouses, that are equipped to be
self-sufficient and highly defensible. They consist of armories, dungeons, barracks,
firing ranges, scriptories, archives, warehouses, kitchens, gymnasia and garages.
Courthouses are sometimes a world's only connection with the rest of the Imperium.
The Adeptus Arbites enforce the Lex Imperialis, embodied within the great Book of Judgement.
Their organisation represents the soldiers and police of the Adeptus Terra.
However each of the Imperium's worlds have their own government, laws, and enforcement.
The Arbites concern themselves only with the broader laws to which the entire Imperium is subject.
But if local law enforcement is lax in their duties and allow lawlessness to fester the
Arbites will brutally intervene to restore order as they deem necessary.
Well armored and provisioned with powerful combat shotguns and bolters, Arbitrator patrols
are a force to be reckoned with in the dirty sprawl of the underhive.
An Adeptus Arbites Patrol Squad must follow these rules when it is founded, and when new fighters are added to the squad.
An Adeptus Arbites Patrol Squad is made up of the following types of fighters.
225 credits
Arbites Proctors are singularly focused lifelong Imperial servants with years of bringing law to the lawless behind them. Some have served their entire careers on Necromunda, others were assigned here from elsewhere, all of them are intimidating enforcers of the Lex Imperialis.
175 credits
Arbites Handlers lead cybernetically enhanced or entirely robotic 'dogs' controlled by verbal commands and keyed to their master to prevent enemies from giving them counter commands. Cybermastiffs are very effective, as are their Handlers, and not to be taken lightly by those attempting to evade justice.
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Arbites Regulators are specifically trained to impose Imperial judgement against the criminal underworld of a planet, able to hold their own against any who challenge the Emperor's law.
125 credits
Arbites Troopers are the most junior rank within the Adeptus Arbites hierarchy, drilled in combat, stout of heart, and eager to enforce the Emperor's law.
150 credits
Arbites Suppressors specialize in keeping order in the most desperate situations, such as riots and other civil disturbances. Adept at close quarters combat, they are heavily armored and merciless. If a squad has an Arbites Suppressor on their roster who is not in Recovery or Captured, the squad's player gains a Steeled Nerves Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Arbites Suppressor is not part of the squad's Crew for the battle.
An Adeptus Arbites Patrol Squad is available on a case by case basis depending upon the type of campaign, and when they are available campaign specific rules nearly always apply due to the special nature of Arbites within the setting.
Consult the Arbitrator or campaign write up to determine if a player may run an Arbites Squad and what restrictions, exceptions, or guidelines might apply.
An Adeptus Arbites Patrol Squad may select Tactics Cards from the
Arbites Tactics Cards
list by default, though campaign and / or scenario-specific guidelines may modify this.
Adrenaline Surge ~Beta~
You may play this card when activating a fighter.
The currently activating fighter can make one additional action this turn.
Ammo Boxes ~Beta~
You may play this card instead of activating a fighter.
You may set up D3+1 ammo caches anywhere on the battlefield.
Auto-Healer ~Gamma~
You may play this card at the start of any End phase.
Choose one of your gang's Seriously Injured fighters. That fighter becomes Pinned.
After resolving this card, you can discard a different Tactics Card to return this card to your hand.
Blackout ~Beta~
You may play this card at the beginning of any round, before rolling for Priority.
For the duration of this round ranged attacks have an additional -1 modifier if made at short range, or a -2 modifier if made at long range.
Attackers unaffected by low-light conditions or targeting a fighter with a Blaze marker ignore these penalties.
Blazing Fury ~Beta~
You may play this card when activating a fighter.
For the duration of this fighter's activation they treat the Shoot action as Simple rather than Basic or Double (in the case of an Unwieldy weapon), and do not roll Firepower dice when making a Shoot action. If using a weapon with the Rapid Fire trait, assume the maximum possible number of hits were rolled.
Comm Burst ~Alpha~
You may play this at the start of any round.
For the duration of this round, Group Activation and Command Aura have unlimited range for your gang's fighters, and any of your gang's Broken fighters attempting to Rally add 1 for each Active fighter from your gang remaining on the battlefield instead of the usual 3'' distance.
Crossfire ~Gamma~
You may play this card when a fighter makes a ranged attack against a target who has already been shot at by a friendly fighter, instead of rolling to hit.
Do not roll to hit for this fighter's ranged attack, but do roll Firepower dice as normal. The ranged attack automatically hits.
After resolving this card, you can discard a different Tactics Card to return this card to your hand.
Emergency Seal ( Ω ) ~Gamma~
You may play this card instead of activating a fighter.
Ductways cannot be used for the duration of this round; they are treated as not being on the battlefield at all.
After resolving this card, you can discard a different Tactics Card to return this card to your hand.
Fire Discipline ~Alpha~
You may play this card instead of activating a fighter.
For the remainder of the battle, ranged attacks made by your fighters only trigger an Ammo check if the Firepower dice rolls an Ammo symbol and the hit roll is a success.
Healthy Paranoia ~Gamma~
You may play this card when activating a fighter. Tuck this under that fighter's card.
For the remainder of the battle if a Hidden enemy fighter moves within 12'' and line of sight of this fighter, that enemy fighter's action ends immediately, this fighter stops being a Sentry (if relevant), gets a Ready marker if they do not already have one, and this fighter may activate immediately.
Lead by Example ~Alpha~
You may play this card when the Leader of your gang takes an enemy fighter Out of Action.
Any of your gang's fighters who are Pinned may stand up for free. Any of your gang's fighters who are Seriously Injured may recover, taking a Flesh Wound and becoming Pinned. Any of your gang's fighters who are Broken immediately Rally.
Master Switch ( Ω ) ~Beta~
You may play this card instead of activating a fighter.
Choose A or B:
A) open every unlocked closed door on the battlefield.
B) close every open door on the battlefield.
After resolving this card, you can discard a different Tactics Card to return this card to your hand.
Point-Blank Shot ~Gamma~
You may play this card during the Pick Weapons step of the close combat sequence when one of your gang's fighters is making a close combat attack.
This fighter may select one of their ranged weapons to use in this close combat sequence as if that weapon had the Sidearm trait. Weapon profiles that have the Blast trait or the Template trait cannot be selected, however.
Proper Preparation ~Beta~
You may play this card when activating a fighter. Tuck this under that fighter's card.
For the duration of this battle, all of this fighter's ranged weapon profiles lose the Scarce trait if they have it and gain the Plentiful trait if they do not have it.
Snap Fire ~Gamma~
You may play this card to interrupt an enemy fighter's action when they move into the vision arc of one of your gang's Active fighters.
Your fighter may make a ranged attack targeting the interrupted enemy fighter, with a -1 modifier. Weapons with the Blast or Template traits cannot be used to make this attack. If the enemy fighter is still Active after this attack,
their action resumes.
Steeled Nerves ~Gamma~
You may play this card when activating a fighter. Tuck this under that fighter's card.
This fighter gains the benefits of the Nerves of Steel skill for the remainder of this battle.
Sterner Stuff ~Gamma~
You may play this card instead of activating a fighter.
Each of your gang's fighters who is Broken may make a Rally check immediately with a +2 bonus.
After resolving this card, you can discard a different Tactics Card to return this card to your hand.
Suppressing Fire ~Beta~
You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.
Select a ranged weapon this fighter carries with the Rapid Fire trait that is not Out of Ammo. Target up to three Active enemy fighters within line of sight and within range, who become Pinned. This fighter's activation ends immediately.
Tech Override ~Gamma~
You may play this card when one of your gang's fighters must make an Intelligence check to interact with a device, terminal, loot box, or similar.
The Intelligence check is passed automatically. If there is more than one possible outcome when interacting with the object, you may select the outcome you prefer.
They're Everywhere! ~Beta~
You may play this card instead of activating a fighter.
Select up to D3+1 fighters on the battlefield (belonging to any gang). For each selected fighter, you may change that fighter's facing to any direction you prefer.