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Adeptus Arbites Patrol Squad

Provided below are the house rules we use for Adeptus Arbites Patrol Squad.

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.

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.


Gang Composition

An Adeptus Arbites Patrol Squad must follow these rules when it is founded, and when new fighters are added to the squad.

  • As a nod to concept, Adeptus Arbites Patrol Squads are referred to as a "squad" instead of as a "gang". However, more general rules that use the term gang apply to Adeptus Arbites Patrol Squads unless stated otherwise.
  • There must be one Leader. If the Leader is killed you may promote a Regulator on your roster to become the new Leader. If there are no Regulators but there are Specialists, you may first promote a Specialist to become a Regulator and then immediately promote them again to become the Leader. If there are no available Regulators and no available Specialists to promote, the squad disbands.
  • You may have no more than two Champions on your roster, plus one for every full 10 Reputation the squad has. If your Reputation is decreased during campaign play to the extent that you have more Champions than your Reputation would allow, you may retain your current complement of Champions but may not gain any more until your Reputation is restored.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons.
  • Grenades do not count against the number of weapons a fighter may carry, but a fighter may carry no more than two different kinds of Grenades.
  • All Arbites wear Arbites Carapace Armor, the cost of which (and impact to their Movement characteristic) is included in the fighter profiles.
  • A fighter can carry any amount of Wargear.
  • Arbites are an elite force and do not have Juves or Prospects on their roster.
  • Arbites cannot hire Mercs or Bounty Hunters, but may hire some types of Hangers-On.
  • If using the Bounty optional rules, the Guilders will not issue a Bounty on an Arbites fighter. Thus the Post Bounty action cannot be used against a member of an Arbites squad.
  • Arbites cannot spend XP to choose Savant Skills under any circumstances.

Fighters

An Adeptus Arbites Patrol Squad is made up of the following types of fighters.

Leader

An Adeptus Arbites Patrol Squad is led by a Proctor.

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.

Champions

Some Adeptus Arbites Patrol Squads are accompanied by deadly Regulators, or a stalwart Cybermastiff Handler.

Arbites Handler (0-2); + 1 per 10 Reputation
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.

Arbites Regulator (0-2); + 1 per 10 Reputation
190 credits

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.

Henchmen

The backbone of most Adeptus Arbites Patrol Squads are dedicated Troopers.

Arbites Trooper (unlimited)
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.

Hangers-on

A starting Adeptus Arbites Patrol Squad may only hire up to one of the following hangers-on, but in campaign play the gang gains an additional hangers-on slot for every 5 full points of Reputation the gang has. If the gang loses Reputation they may keep any hangers-on they purchased previously.

Exclusive Hangers-on

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.

Standard Hangers-on

Informant (0-1)
75 credits

Informants are snitches who dig up and sell information to interested parties. They blend in with the general populace or use stealth to get in and out of places to acquire valuable secrets and objects. If a gang has an Informant on their roster who is not in Recovery or Captured, the gang's player gains a Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Informant is not part of the gang's Crew for the battle.


Campaign

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.

Special Territory

In campaigns that use Territories, Adeptus Arbites Patrol Squads start with a Precinct-Fortress Special Territory (described below), never gain any other Territory, and the Precinct-Fortress cannot be taken from them.

Precinct-Fortress: At the end of the Hire Fighters step during the Post-Battle Sequence, you may roll 2D6 and subtract the total number of fighters currently on the Adeptus Arbites Patrol Squad's roster, then consult the following table for the outcome.
Result
Outcome
0-
Carry On: nothing special happens.
1-7
Reinforce: You may add 1 new Trooper equipped with a Sidearm, a Combat Shotgun, and Salvo Shells to your roster for free.
8+
Augment: You may add 2 new Troopers equipped with a Sidearm, a Combat Shotgun, and Salvo Shells to your roster for free.

Arbites Squad Equipment List

The following list shows all of the items available to this kind of gang, organized by category, and with columns for each of this kind of gang's Hero and Henchmen types. An item from this list can be purchased as a Common item for a given type of fighter at the cost listed in the corresponding column. These costs can differ from the Trading Post costs.

If no cost is listed in a fighter type column for a given item, that kind of fighter does not have Common access to that kind of item. They might still be able to use that kind of item if one is acquired by other means, but only if that type of fighter has no restrictions on Equipment Access.

Weapons (CCWs)
ItemProctor / RegulatorHandlerTrooper
Chainsword404040
Fighting Knife555
Knuckleduster101010
Power Fist6060-
Power Knife2020-
Power Maul5050-
Power Sword5050-
Weapons (Basic)
ItemProctor / RegulatorHandlerTrooper
Bolter (Locke Pattern)353535
Combat Shotgun [No Ammo]606060
Bolter (Master Crafted)105105-
Weapons (Specials)
ItemProctor / RegulatorHandlerTrooper
Assault Rifle40--
Combi (Bolter / Bolter)110--
Flamer9595-
Grenade Launcher [No Ammo]50--
Plasma Gun9595-
Throwing Daggers1010-
Grenades
ItemProctor / RegulatorHandlerTrooper
Choke Gas Grenades404040
Photon Flash Grenades101010
Frag Grenades303030
Krak Grenades404040
Smoke Bombs202020
Plasma Grenades5050-
Bionics
ItemProctor / RegulatorHandlerTrooper
Biobooster252525
Bionic Actuators303030
Bionic Arm454545
Bionic Cogitator606060
Bionic Eye556055
Bionic Leg606060
Bionic Ruggedization303030
Bionic Upgrades353535
Hacker Interface202020
Servo-fist909090
Skinblade151515
Skullchip303030
Steel Skull303030
Wargear
ItemProctor / RegulatorHandlerTrooper
Ammo Cache2020-
Armored Undersuit1515-
Auspex252525
Bio Scanner151515
Biostim101010
Drop Rig101010
Extra Ammo101010
Filter Plugs555
Hands-free Lumens101010
Impressive Headgear2525-
Medicae Kit252525
Meds stash555
Photo-goggles151515
Purity Seal202020
Respirator151515
Second Best555
Visor555
Refractor Field7575-

Arbites Tactics Cards

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.