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The rtdeptg",ls AnbFte$ frre aEsoknewn as lmperiat JudEes, or eommonfy arnong the inF:sbEtants &Jeer*ntusr"ldeJudges.

Every hive on Necromunda is divided into *f as preeBnets, eaahwith its swn f*rtified ecurthousear:d a substantialnumber of Judges. Neerornunda a vEtal planet tG the lmperiurn" is but population pressures mean that it is in esRster:tdfrrig*r of devaFvFng into anarehy and eivi! war. The Judges maintain a csnsant vEgilanee sEgns disleyafg and subversien fon *f from Spireto Underhive.Their dury is tc uphtcldthe faw sf Ehelmrperium and they are not subjectto Lord Hefrnawr's euth*rify, ir':deed,he is the subject CIf their closest scrutiny" The lmperium is an *rganisaienwhere rebeltien and defianeeof the lnrperialwilf are classedas crimes againsE P?urfifinify.
The Judgesare the grim and uncompromising reminderof the Imperium's presence Necromunda. on They cannotbe bought off, threatened, comrpted or negotiated with. Indeed,the AdeptusArbites goesto greatlengthsto ensure that those recruited into their ranks do not serve on their own home worlds nor anywherewithin a dozenlight years of home. They do not communicatewith the citizenry unless absolutelynecessary and only leave their precinct courtson official business. Apart from the Judges, thereis no single,all-encompassing official planetarylaw enforcement agencyon Necromunda. The peace is kept by the Houses within their own territories.Certain kinds of lawlessness such as incessant feuding is toleratedby the Houses,but other crimes are dealt with by the Houses themselves.In the Underhive gangsrelated to the House which has been offendedwill deal with the offenders. The Judges are present on Necromundato enforce Imperial laws which are to be upheldthroughoutthe Imperium, ratherthan the local laws of Necromunda. The most imporlant work for the Judgeson Necromunda include hunting for certain drugs and archeotech devices which are under Imperial mandate,rounding up psykers and subversives intent on stirring up rebellion againstthe Imperium, escorting important Imperial officials and assistingthe Imperial House in maintaining order u'hen required. Individual Arbitrators, particularly grizzled veterans which have beenhardened yearsof dispensing by justice, act as law enforcerswithin somesettlements the in Underhive.These are tough, no nonsense characters who commandthe local Watchmenand direct freelancebounty hunters in the constant battle against outlaws and

ARB|TES PAilROL TEAM . . . . e00credits


Proctor Judge SQUAD:

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An Arbites Pafrol Teamconsistsof four Judgesand one Proctor. are The Proctorand the Judges armedwith bolt pistols and Choke grenades. armour (4+ save).The Carapace carapaceannour includes a helmet

WEAPONS:

ARMOUR:

photo witha respirator, visorand


infra goggles.The Arbites do not suffer any Initiative modifiers for wearing carapaceannour as theY havebeentrainedin its use since childhood. WARGEAR: Any model in the squadmay be equippedwith a boltgun for 35 creditseach,or an Arbites combat shotgunfor 30 creditseach. Up to one Judgemay be equiPPed launcherfor 130 with a grenade credils. The following grenadesmay be launcher: bought for the grenade Frag grcnades . . . . 30credits Krak genades . . . . 50 credits The Judge's Choke grenadesmay be used with the grenadelauncher. SKILLS: The whole Patrol team has the Nerves of Steel, True Grit arldIron Will skills. Due to their fearsome reputation all membersof the patrol squad cause fear in Gangers andtenor in Juves. The weaponsand equipment of the Arbites are better maintained than those available to the population of the the hive city. Consequently Adeptus Arbites never need to makeAmmo rolls.

Outlanders. They also monitor local loyalties and the activities of the Merchantguild to ensurethat the Imperial codes of law are maintained even on the frontiers of anarchy. Other than individual Arbitrators the two most commonly Arbites tactical units on Necromundaare the encountered Arbites Patrol squadsand the Arbites Shocktroopsquads. Patrol squads are the standard law enforcementteams which can be seenpatrolling hive levels around Imperial establishmentsand important areas of the Underhive. can Shocktroops be called in to quell seriousdisturbances, unruly gangsand poorly such as mob riots, or to suppress equippedDeviant Scum.

AMMO:

"Hive citics arc little morc than unlit bolfircs. Thcy to need ooly the sparksof lawlcssncss burn." fudgcTraggat, Vol IX Sclectcd Sayings, II. Chaptcr

ARBITESSHOCK TROOPS TEAM


Proctor Shocktroop

. . . . 1,100 credirs

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An Arbites Shocktroopteam consists offour Shocktroops and one Proctor. The Proctorand the Shocktroops are armedwith a power maul, suppression shield and Choke grenades. Carapace armour (4+ save).The carapace armourincludesa helmet with a respirator, photo visor and infra goggles.The Arbites do not suffer any Initiative modifiers wearing for ca.rapace armouras they havebeen trainedin its use sincechildhood.

SQUAD: WEAPONS:

WARGEAR: Any memberof the squadmay be


equippedwith Scaregrenades 20 for creditsper model.

SKILLS:

ARMOUR:

The whole Shocktroopteamhas the Nerves of Steel, True Grit atd lron Wil/ skills. Due to their fearsome reputationall membersof the Shocktroop teamcause/ear in Gangersandterror in Juves. The weaponsand equipmentof the Arbites arebettermaintainedthan thoseavailableto the populationof the hive city. Consequently the AdeptusArbites neverneedto make Ammo rolls.

AMMO:

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The Arbites combat shotgun is a simple shotgun with a number of adaptions which allow it to fire a special ammunitiontype availableonly to the AdeptusArbites. In addition to the standardsolid and scatterrounds fired by ordinary shotguns AdeptusArbites labs havedeveloped the the "Executioner" adamantium-tippedarmour piercing round to seek out and destroy the toughesttargets.This sophisticated shell has a tiny robot brain which locks onto the target's energy pattern and seeksit out with unering accuracy.This variety of ammunition types makes the Arbites combatshotguna uniquely flexible weapon.

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SFECIAL ffUg-ES
Solid shells have a strength of 4. Scatter shells have a strengthof 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 unusualin that it receives +1 to hit a modifier at long rangeanda -1 to hit modifier at short range. This is because the shell's tiny brain cannot lock onto its target until it has travelled severalmetres.

Arbites Combat Shotgun profite


Short Solid Scatter Executioner O-4 0-4 0-4 Long Range 4-18 4-18 4-18 To Hit Short Long Str 4 3 4 Dam 1 I 1 -2 Save Ammo Speciaf I " blast, lgnorescover Seemain rules

4+ 4+ 6+

modelsyou have available.Any scenarioin which a gang goes againstImperial law or causesunrest in the hive is perfectfor Arbites. An attackon a MerchantGuild, a huge riot, or even an attemptto steal a spaceship and escape from the hive are all eventsin which the AdeptusArbites would take a pafi.

ARBITESEXPERIENCE
The hive is divided into precinctseachwith its own court house and large numbersof Arbites. Each courthouseis for responsible patrolling and enforcingImperial law in its area.If you are using AdeptusArbites teamsregularly in your gamesyou could use an Experiencepoint systemto give characterto the local team that patrols your gang's tenitory. Arbites Patrol and Shocktroopteamsare not meant to be points is mainly usedas gangs.Giving Arbites Experience and give the teamsa bit more meantto spiceup campaigns character.Costs have been included so players can calculatethe gang rating of their Arbites teams.This will hopefully ensurethat one five-man Arbites team will not face a huge gang armedto the teeth. for The tablebelow showsthe startingexperience members of Patrol and Shocktroopteamsand the skills availableto them. Type of Fighter Initial ExPeriencePoints

,: .:
i

Proctor Judge ShocKroop

60+1D6 20+lD6 20+lD6

FXTRA ESUIPMENT
to TheAdeptusArbites areequipped dealwith any situation has a large that demandstheir attention.Each courthouse annoury that includesequipmentavailablein the hive and some from other Imperial worlds. If the Arbites are performing a specialmission, then they will be equipped with any relevant equipment.If, for example,the Arbites were attempting a rescue then all their weapons would as and comewith silencers they would take somescreamers well. What extraequipmentand how much the Arbites take is up to players to decide. It is tempting to give them everything,even a Mung Vaseeach,but they should only carry items that will be specificallyuseful in their mission.

table in the advancement AdeptusArbites usethe standard Sourcebook. Necromunda

AVAILABLE SKILLTYPES
Skill type: Agility Combat Ferocity Muscle Shooting Stealth Techno Proctor * * * * * * Judge Shocktroop * * *

* * *

SCENARIO IDEAS
AdeptusArbites teamsuphold Imperial law and keep the peacein the hive. Minor fights aregenerallyignoredby the Arbites so they will pay little attentionto the skirmishesof rival gangs. The Arbitrator scenariosin Outlanders are particularlysuitedto Arbites teams,especiallytheStorming the Barricadesscenario. It is always a good idea to createyour own scenarioto use Arbites teamsin so you can create a story line to fit the

LOSS OF FIGHTERS
If any Arbites are killed in combatthen the squadwill be reinforced by the garrison of the courthouse.Before the next battle the deadfighter is replacedand the replacement starts with the initial profile, weapoffy and experience points for a fighter of his type, (Proctor, Judge or Shocktroop).

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