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INTRODUCTION

NECROMUNDA
The Adeptus Arbites, commonly known among the inhabitants of Necromunda as Judges, are the police
force of the Adeptus Terra. Every hive on Necromunda is divided into precincts, each with its own fortified
courthouse. Necromunda is a vital planet to the Imperium, but population pressures mean that it is in
constant danger of devolving into anarchy and civil war. The Arbites maintain a constant vigilance for
signs of disloyalty and subversion from Spire to Underhive. Their duty is to uphold the law of the Imperium
and they are not bound by planetary law. The Imperium is an organization where rebellion and defiance
of the Imperial will are classed as crimes against humanity.
The Judges are the grim and uncompromising
reminder of the Imperiums presence on
Necromunda. They cannot be bought off,
threatened, corrupted or negotiated with.
Indeed, the Adeptus Arbites goes to great lengths
to ensure that those recruited into their ranks do
not serve on their own home worlds nor anywhere
within a dozen light years of home. They do not
communicate with the citizenry unless absolutely
necessary and only leave their courthouses on
official business.
Apart from the Judges, there is no official
planetary law enforcement agency on
Necromunda. The peace is kept by the Houses
within their own territories, leaving crime in the
Underhive often overlooked. However, Judges
are present on Necromunda to enforce Imperial
dictate and punishment for disorderly conduct is
dealt out with extreme prejudice.
The most important work for the Judges on
Necromunda i ncl ude di smantling drug
distribution networks, reclaiming archeotech
devices, rounding up psykers and subversives,
escorting Imperial officials, and assisting the
Imperial House in maintaining order when
required. Immune from local scrutiny, the
Arbitrators dispense judgment without mercy in
the constant battle against gangs and outlaws.
The most commonly encountered Arbitration units
on the streets of the Underhive are Patrols and
Shocktroops. Patrol squads are the standard law
enforcement teams which can be seen patrolling
hive levels around Imperial establishments and
important areas of the Underhive. Shocktroops
are called in to quell serious disturbances, such as
mob riots, or to suppress unruly gangs,
SCENARIO IDEAS
Adeptus Arbites teams uphold Imperial law and
keep the peace in the hive. Judges are less
frequently involved in minor fights such as
skirmishes between rival gangs. The Arbitrator
scenarios in Outlanders are particularly suited to
Arbites teams, especially the Storming the
Barricades Scenario.
It is always a good idea to create your own
scenario to use Arbites teams in so that you can
create a story line to fit the models you have
available. Any scenario in which a gang goes
against Imperial law or causes unrest in the hive is
perfect for Arbites. An attack on a Merchant
Guild, a huge riot, or even an attempt to steal a
space ship and escape from the hive are all
events in which the Adeptus Arbites would take
part.
EXTRA EQUIPMENT
The Adeptus Arbites are equipped to deal with
any situation that demands their attention. Each
courthouse has a large armory that includes
equipment available from on and off world. If the
Arbites are performing a special mission, then
they will be equipped with any relevant
equipment. If, for example, the Arbites were
attempting a rescue then all of them would affix
silencers to their weapons. What extra equipment
the Arbites take is up to players to decide. They
should only carry items that will be specifically
useful to their mission and in most scenarios will
only carry their normal kit.
Adeptus Arbites do not generate income or keep
a stash. They must always attempt to rescue
captured members and cannot be sold into
slavery.
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NECROMUNDA
ARBITES SHOCKTROOPS TEAM - 1,100 Credits
SQUAD: An Arbites Shocktroops team consists of four
Arbitrators and one Proctor.
WEAPONS: Each character is armed with a power maul,
suppression shield, and Choke grenades.
Characters with suppression shields can parry.
ARMOR: Carapace Armor (4+ Save). The carapace
armor includes a respirator, photo-visor, and infra-red
goggles. Proctors and Arbitrators do not suffer any
Initiative modifiers for wearing carapace armor.
WARGEAR: Any character may be equipped with Scare
grenades for 20 credits each.
SKILLS: Each character has the Nerves of Steel, True Grit,
and Iron Will skills. Proctors and Judges cause fear in
Gangers and terror in Juves.
AMMO: Adeptus Arbites always pass Ammo rolls.
M WS BS S T W I A Ld
Proctor 4 4 4 3 3 1 4 1 8
Arbitrator 4 3 3 3 3 1 3 1 7
ARBITES PATROL TEAM - 900 Credits
SQUAD: An Arbites Patrol team consists of four Judges
and one Proctor.
WEAPONS: Each character is armed with bolt pistols and
Choke grenades.
ARMOR: Carapace Armor (4+ Save). The carapace
armor includes a respirator, photo-visor, and infra-red
goggles. Proctors and Arbitrators do not suffer any
Initiative modifiers for wearing carapace armor.
WARGEAR: Any character may be equipped with a
boltgun for 35 credits each or an Arbites Combat
Shotgun for 30 credits each.
One Arbitrator may be equipped with a grenade
launcher for 130 credits.
The following grenades may be bought for the grenade
launcher:
Frag Grenades - 30 Credits
Krak Grenades - 50 Credits
Choke Grenades - Free
SKILLS: Each character has the Nerves of Steel, True Grit,
and Iron Will skills. Proctors and Judges cause fear in
Gangers and terror in Juves.
AMMO: Adeptus Arbites always pass Ammo rolls.
M WS BS S T W I A Ld
Proctor 4 4 4 3 3 1 4 1 8
Arbitrator 4 3 3 3 3 1 3 1 7
ARBITES COMBAT SHOTGUN
*The Executioner shell may be fired at hidden targets providing that they have already been detected.
SR LR THS THL Str Dam Save Ammo Notes
Solid 0-4 4-18 - -1 4 1 - 4+ -
Scatter 0-4 4-18 - -1 3 1 - 4+ 1 blast, ignores cover
Executioner 0-4 4-18 -1 +1 4 1 -2 6+ Ignores Hidden*
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ARBITES EXPERIENCE



Adeptus Arbites use the standard advancement table in
the Necromunda Sourcebook.
DEATH OF AN ARBITE
If any Arbites are killed in combat then the squad will be reinforced by the garrison of the courthouse. Before the next
battle, the dead fighter is replaced and the replacement starts with the initial profile, weaponry and experience points
for a character of his type (Proctor or Arbitrator).
Character Initial Exp
Proctor 60+1D6
Arbitrator 20+1D6
ARBITES SKILL TABLE
Agility Combat Ferocity Muscle Shooting Stealth Techno
Proctor * * * * * *
Arbitrator (Patrol) * * *
Abritrator (Shocktroops) * * *
NECROMUNDA
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ACKNOWLEDGEMENTS
Adeptus Arbites by Andy Chambers
http://gaming.yaktribe.org/
http://www.lexicanum.com/
Necromunda: The Game of Underhive Battles August 2014 Community Edition
Compiled by C. Stubelt in August 2014
This is an unofficial fan creation based on the works of Games Workshop Ltd. This document is not affiliated with,
endorsed, sponsored, or specifically approved by Games Workshop Ltd. Necromunda, the Necromunda Stencil logo,
the Necromunda Plate logo, Underhive and all associated marks, logos, devices, names, characters, illustrations and
images from the Necromunda world and Warhammer 40k universe are either , TM and/or Games Workshop Ltd 2000
-2003, variably registered in the UK and other countries around the world. For more information about Games Workshop
Ltd. or any of thier trademarks or other intellectual property, please visit their website at www.games-workshop.com.

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