Arbites

Provided below are the house rules we use for Arbites squads.

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. The courthouses are equipped to be self-sufficient and highly defensible. They consist of armouries, 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 law enforcement. The Arbites concern themselves only with the enforcement of 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 Arbites squad must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader. If the Leader is killed you may either promote any of the Champions on your roster to become the new Leader or hire a new Judge at the listed price.
  • You may have no more than one Champion on your roster, plus one for every full 10 Reputation the gang 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.
  • You may have no more than one Cybermastiff on your roster, plus one for every full 10 Reputation the gang has. If your Reputation is decreased during campaign play to the extent that you have more Cybermastiff than your Reputation would allow, you may retain your current complement of Cybermastiff but may not gain any more until your Reputation is restored.
  • Unlike most gangs, the total number of Gangers in the gang does not need to be equal to or higher than the total number of other fighters in the gang. In fact, if desired an Arbites roster may consist only of a Judge, bringing lone justice to the lawless expanses of the hive world.
  • Unlike most starting gangs, Arbitrators have no equipment restrictions and thus there is no restriction on Gangers with Special Weapons for a starting gang.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unweildy 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 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 on their roster.
  • Arbites cannot hire Hired Guns including Hangers-On and Bounty Hunters.
  • 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.

Fighters

A starting Arbites squad is made up of the following fighters.

Judge

Leader
210
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
3
4
3
3+
3
Ld
Cl
Wil
Int
3+
4+
4+
6+
Save
4+

Skill Access

Primary: Combat, Leadership, Shooting

Secondary: Ferocity

Starting: Judges start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Special

Armored: 4+ save (included in profile)
Aegis of Authority: While this fighter is on the battlefield and not Seriously Injured, if their gang would have to take a Bottle test the gang's controlling player may choose to automatically pass it.

Marshall

Champion
165
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
3
3
2
3+
2
Ld
Cl
Wil
Int
4+
4+
4+
6+
Save
4+

Skill Access

Primary: Combat, Shooting

Secondary: Ferocity, Leadership

Starting: Marshalls start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Special

Armored: 4+ save (included in profile)

Cybermastiff

Animal
80
M
WS
BS
 S 
 T 
W
I
A
5"
3+
6+
4
4
2
5+
2
Ld
Cl
Wil
Int
5+
5+
5+
12+
Save
4+

Special

Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: Cannot use gear, open doors, operate devices, or use ladders. Cannot climb, unless the fighter also has the Clamber skill. Can step up, leap, and go over obstacles. Uses Cool instead of Leadership when taking the Detect (Basic) action.
No Permanent Injury: If this fighter is put Out of Action, roll a D6 on the following Injury chart:
  • 1-3: the fighter is Out Cold; they will be available for their next battle.
  • 4-5: the fighter suffers a Grievous Injury; they go into recovery.
  • 6: the fighter is dead; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
Armored: 4+ save (included in profile)

Choose 1: A single skill may be selected from the list below when a Cybermastiff is added to a roster, and cannot be changed thereafter.

  • Berserker
  • Fearsome
  • Impetuous
  • Nerves of Steel
  • True Grit
  • Sprint

Arbiter

Ganger
100
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
3
3
1
4+
1
Ld
Cl
Wil
Int
5+
5+
5+
6+
Save
4+

Skill Access

Primary: Combat, Shooting

Secondary: Ferocity

Equipment

Access: No restrictions

Special

Armored: 4+ save (included in profile)

Arbites Skills

When a Arbite would pick a Primary Skill, they may instead choose one of the following Arbites Skills.

Ballistics Expert: This fighter may Check the Range before they decide to take a Shoot action. Additionally, when this fighter takes an Aim action they gain an additional +1 modifier to their hit roll.
Captivater: When this fighter takes an enemy fighter Out of Action in close combat or from no further than 6'' away and this fighter is not Engaged with any other enemy fighters, this ability may be used. Instead of making a Lasting Injury roll for the enemy fighter being put Out of Action, the controlling player of this fighter may put both this fighter and the enemy fighter Out of Action, removing both from the battlefield. If this option is chosen this fighter gains the normal XP for taking the enemy fighter Out of Action plus 1 additional XP, and the enemy fighter is Captured by the controlling player's gang.
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. Additionally, when one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
Motivated: When activated this fighter may attempt a Willpower check. If this check is successful the fighter gains one additional action that they may use during this activation, but if the check is failed the fighter has one less action available to them during this activation.
Munitioneer: When an Ammo check is failed for this fighter or a friendly fighter within 6'', it can be re-rolled.
Overwatch: If this fighter is Active and Readied, they can interrupt a visible enemy fighters action as soon as it is declared but before it is carried out. This fighter loses their Ready marker, then immediately makes a Shoot action, targeting the enemy fighter whose action has been declared. If the enemy fighter is Pinned or Seriously Injured by this attack, their action is not made and their turn ends immediately.

Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, Arbites may select from the following House Equipment list.

Weapons (CCWs)

40
Common
10
Common
60
Common
25
Common
50
Common
50
Common
40
Common

Weapons (Basic)

Ammunition is purchased for this weapon separately.

Weapons (Specials)

95
Common
55 + ammo
Common

Ammunition is purchased for this weapon separately.

95
Common

Grenades

Bionics

35
Common
30
Common
40
Common
60
Common
55
Common
60
Common
30
Common
20
Common
30
Common
25
Common

Wargear

20
Common
15
Common
15
Common
10
Common
10
Common
10
Common
5
Common
25
Common
5
Common
20
Common
15
Common
5
Common
10
Common
15
Common
15
Common

Tactics Cards

An Arbites squad may only use the following Tactics Cards:

Adrenaline Surge

You may play this card when activating a fighter.

The currently activating fighter can make one additional action this turn.

Ammo Boxes

You may play this card instead of activating a fighter.

You may set up D3+1 ammo caches anywhere on the battlefield.

Auto-Healer

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.

Blackout

You may play this card at the start of any round.

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 using a bionic eye, infra-scope, photo-goggles or similar item, or if targeting a fighter with a Blaze marker, ignore these modifiers.

Blazing Fury

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.

Comm Burst

You may play this at the start of any round.

For the duration of this round, Group Activation and Leading by Example 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

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.

Emergency Seal ( Ω )

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.

Fearsome Reputation

You may play this card when activating a fighter. Tuck this card under that fighter's card.

This fighter gains the benefits of the Fearsome skill for the remainder of this battle.

Fire Discipline

You may play this card at the start of the battle after setting up your gang.

For the duration 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

You may play this card on a fighter when they are set up on the battlefield. Tuck this card 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

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 )

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.

Point-Blank Shot

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 pick one of their ranged weapons to use in this close combat sequence as if that weapon had the Pistol trait. Weapon profiles that have the Blast trait or the Template trait cannot be selected, however.

Proper Preparation

You may play this card when you set up one of your gang's fighters onto the battlefield. Tuck this card 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

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.

Sterner Stuff

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.

Suppressing Fire

You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.

Select one of the fighter's ranged weapons with the Rapid Fire trait that is not Out of Ammo and roll the weapon's Firepower dice to determine a number of hits; ignore the Ammo symbol if it is rolled. You may then target up to that many Active enemy fighters within line of sight and in range of the weapon. Each of the targeted enemy fighters becomes Pinned, and this fighter's activation ends.

Tech Override

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!

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.


Campaign

If using the Bounty system defined in our house rules, Arbites cannot take out Bounties on other gangs, and for obvious reasons the Guilders are not foolish enough to cross the Adeptus Arbites which prevents other gangs from posting Bounties on members of an Arbites squad.

The following changes to the standard Gang War rules are in effect when using Arbites in campaign mode. Sections not mentioned follow the standard rules.

Turf Size and Special Territories

Arbites have a Turf Size of 0 and never gain or lose Turf.

Arbites start with the Precinct-Fortress Special Territory (described below), never gain any other Special Territory, and the Precint-Fortress cannot be taken from them.

Precinct-Fortress Special Territory

During the Post-Battle Sequence, when the gang would draw income, you may instead choose to roll 2D6 and subtract the total number of fighters currently on the Arbite gang's roster, then consult the following table for the outcome.

  • 0 or less: Nothing special happens.
  • 1-4: Gain 1 new Arbitrator for free and add them to your roster. Gain 1 Combat Shotgun for free and add it to your Stash.
  • 5+: Gain 2 new Arbitrators for free and add them to your roster. Gain 2 Combat Shotguns for free and add them to your Stash.

Pre-battle Sequence

The controlling player of a Arbites squad follows the standard Pre-Battle Sequence step by step in the normal fashion, but with the following alterations applied where noted.

1) Buy Advancements and Recruit Hired Guns

Arbites cannot hire Hired Guns, but can apply Advancements.

2) Determine Scenario

If the Looter Scenario is chosen, Arbites are always the defender. If the Sabotage Scenario is chosen, Arbites are always the attacker.

3) Set-up Battlefield

There are no changes to this step.

4) Choose Crews

There are no changes to this step.

5) Draw Tactics Cards

There are no changes to this step.

6) Deploy

There are no changes to this step.

7) Begin the battle

There are no changes to this step.

Post-battle Sequence

The controlling player of a Arbites squad follows the standard Post-Battle Sequence step by step in the normal fashion, but with the following alterations applied where noted.

1) Wrap Up

There are no changes to this step for a Arbites squad.

2) Collect Income

Arbites draw an income of 50 credits from higher HQ.

2) Receive Rewards

Gaining, Losing and Stealing Turf

Arbites never gain or lose Turf. If a reward lets a Arbite gang steal Turf from another gang, the latter gang's Turf Size is decreased as described previously, but the Arbite's Turf Size remains 0. Roll a D6 and subtract the amount by which the other gang’s Turf Size decreased. On a result of 0 or less, they lose one of their Special Territories chosen randomly as normal, but the Arbites do not gain this Special Territory.

3) Post-Battle Actions

Work the Gang’s Turf

This action is not available to Arbites.

Trade

This action is not available to Arbites.

Sell to the Guilders

This action is not available to Arbites.

Medical Escort

Arbites use the following rules for this action instead of the standard Medical Escort rules.

The fighter escorts a critically injured fighter to the Doc. Pick another fighter in the gang who suffered a Critical Injury during the battle, and roll a D6 on the table below:

  • 1: Complications. The fighter dies; their equipment is returned to the Stash.
  • 2: Stabilized. Roll a D6 and apply the result from the Lasting Injuries table, assuming that it is the second dice of a D66 roll and the first dice rolled a 5 (in other words, a roll of 1 counts as 51, a roll of 2 counts as 52, and so on).
  • 3-4: Recovery. The fighter goes into recovery, but suffers no lasting effects.
  • 5-6: Benefits Of Imperial Medicine. The fighter is returned to health and will be available to for the next battle.

Dispense Justice

The fighter can execute or remand to custody any number of captive fighters even if their gang has not had a chance to rescue them (see page 101). The captive’s controlling player should be informed as soon as possible, and must delete the captive from their roster.

The Arbites gain 1 Reputation for every captive fighter dispensed with in this way. Additionally, roll a D6 once on the table below, adding the number of captive fighters dispensed with in this way to your roll:

  • 2-3: Business As Usual. Nothing special happens.
  • 4-7: Budgetary Consideration. Gain D6 * 25 credits.
  • 8+: Reenforcement. You may gain 1 new Arbitrator for free and add them to your roster; if you do you also gain 1 Combat Shotgun for free and add it to your Stash.

After Action Citation

Only the Leader may take this action. Pick another fighter in the gang who participated in the battle and earned at least 2 XP to submit to higher HQ for recognition. That fighter gains D3+1 additional XP.

Patrol The Beat

To use this action, no other Post-Battle Actions may be taken in this Post-Battle Sequence.

All available Arbites squad members go out on patrol, bringing law and justice and the occasional summary execution to the streets, tunnels, and domes of the underhive. The Arbites squad gains 1 Reputation. Randomly select D3 of the gang members participating in this action; those fighters deal with an altercation while on patrol and gain 1 additional XP each (if able).

4) Use Special Territories

An Arbites squad uses the Precinct-Fortress Special Territory at this step.

5) Update Roster

The substeps of this step resolve as normal, except where noted below.

C. Visit the Trading Post

Recruit Hangers-on

This action is not available to Arbites. Arbites cannot recruit Hangers-on.

Sell Unwanted Equipment

This option is not available to Arbites; all unwanted equipment is returned to the Stash.

Purchase Equipment

Arbites can purchase any equipment from their House Equipment list at the price shown, adding it to their Stash. Arbites cannot purchase Common equipment from the Trading Post.

Seek Rare Equipment

This option is not available to Arbites.

6) Report Results

There are no changes to this step.