5
The rtdeptg",ls nbFte$ rre aEso knewn as lmperiat JudEes, or eommonfy arnong th e inF:sbEtants f &Jeer*ntusr"lde s Judges. Every hive on Necromunda s divided into preeBnets, aah with its swn f*rtified ecurthouse ar:d a substantial number of Judges. Neerornunda s a vEtal lanet tG the lmperiurn" u t population pressures mean hat it i s i n esRster:t dfrrig*r of devaFvFng nto anarehy and 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, h e is the subject CIf heir closest scrutiny" The lmperium i s a n *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 courts on 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 ow n 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 been hardened 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 an d

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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

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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