Arbites & Enforcers

Adeptus Arbites

“They live there in that great plascrete tower surrounded by walls and razor wire, only emerging to seize some unfortunate who has transgressed against the Imperial Laws or to patrol the city to prove that it belongs to them. There are crystal lenses and sound wave detectors on that tower that can watch citizens and listen to their conversations 100 leagues away, Imperial spy satellites watch what they can’t see directly and even the Governor fears them. They aren’t from here and have nothing to do with us, no more than Orks or Eldar, if they have families or children we don’t know about them and we don’t care. They wouldn’t so much as buy a glowbulb from us and we would not sell it to them. It’s ironic that they have the rather benevolent title of Arbitrators.”

 - Vorkas Zolowski prior to his arrest for pernicious sedition against the Emperor of Mankind.

The Adeptus Arbites are the conspicuous and ever-watchful long arm of the Emperor’s law. From their Fortress Precincts upon almost every world of the Imperium, they administer the harsh justice as laid down by the Dictates Imperialis. None are above, or indeed below, their notice, and they will stop at nothing to ensure wrong-doers are punished for even the smallest crime. The men and women of the Adeptus Arbites are recruited from Schola Progenium facilities all over the Imperium. It takes a very special individual to be selected, and it is often those who have risen to dominate their fellow progenia through force of will or brute strength who prove ideal for the role. The Arbites must be harsh in the execution of their duty, and mercy is a weakness unbecoming of an officer of the Emperor’s Law.

Unlike the individuals in the service of the Holy Orders of the Emperor’s Inquisition, the Proctors, Arbitrators and Judges are not free to administer judgment as and how they see fit. They are instead bound by the Dictates Imperialis. This is a prodigious body of laws, rulings, precedents and more compiled over ten millennia, and ranging from the words of the Emperor Himself from the days he walked amongst men, to the most recent proclamations of the High Lords of Terra. By its very nature, this body of law is vast, and many servants of the Arbites spend their entire lifetime researching a particular point of law so that a criminal may be brought to justice. The Arbites administer the galaxy-wide laws of the Dictates Imperialis with ruthless efficiency. Though there are many other local law enforcement bodies on every world, it is the Adeptus Arbites that enact the definitive word of the law, above all others.

 Arbites Precincts are present in most every major city ruled by the Imperium. They are huge, threatening buildings that dominate and inspire fear and paranoia for many miles around. The officers of the Arbites are utterly incorruptible, and never serve on or near their homeworld: the law is their life and they are utterly and ruthlessly dedicated to it. Arbites Precincts are often the first line of defense against the corruption of an Imperial world. The Arbites owe no direct allegiance to the world’s Imperial Commander, and so are free to react to the slightest hint of treachery. Many governors resent this autonomy, but are later thankful for it when rebels attack their palaces and the Arbites are the only force able to stand against them.

 On many occasions, the Arbites Fortress Precincts have held out against full-scale invasion for many weeks, acting as a rallying point for the defenders when all else seems lost. Often, it is the Arbites’ Astropaths who get out the crucial plea for aid, to which surrounding systems respond. By the time a response is mustered the Fortress Precinct will most likely have fallen, but the Arbites will have sold their lives dearly, and will have ultimately succeeded in bringing down retribution upon the heads of those who would defile the Emperor’s Domains.

 On occasion, an officer of the Adeptus Arbites may find that his line of enquiry leads his path to cross with that of an Inquisitor. What appears a criminal enterprise may manifest itself as a heretical cult; traffic in illicit goods may turn up an exclusive trade in highly illegal xeno-tech. When the particular skills of the Arbites are matched to the limitless mandate of the Inquisition, the enemies of Mankind will find nowhere to hide from the blinding light of justice.

The Mission of the Adeptus Arbites

 Imperial law is enforced by the Adeptus Arbites. The Judges and Arbitrators of this huge organization serve primarily to remind Imperial servants of their duties and loyalties, and to enforce the Imperial Decrees passed by the High Lords of Terra. The Imperium is incredibly vast, unimaginably so. It stretches to the edges of the known galaxy, its worlds thinly spread across the stars. On many of these planets, the Emperor and the Imperium he represents are but dimly remembered myths. All too often an Imperial Commander can forget the power he serves, either through incompetence or malice. This is why the Adeptus Arbites was formed. If a Governor ever considers skipping his tithes for a year, or perhaps ignoring the request for troops from an embattled neighbor, one glance towards the armored Courthouse of the Arbites should be enough to make him reconsider.

 The bulk of the Adeptus is made up of the Arbitrators. They are well armed and armored, as they are often the first line of defense on a traitorous world, operating in the depths of hive cities, the shanties of mining worlds and other savage environs. If planetary control is ever lost, the Arbitrators and Judges of the Arbites are empowered to take over and rule the world in the Emperor’s name until a suitable Imperial Commander can be found. Where civil unrest and crime threaten the stability of a world or the power of its ruler, the Arbitrators may be released to restore law and order.

 However, while the Adeptus Arbites are responsible for ensuring that Imperial Decrees are obeyed across the galaxy, the role of everyday control and policing usually falls to local security forces, working under the orders of the Imperial Commander and his staff. Such is the case on most Imperial worlds, where policing is carried out by local Law Enforcers.

Organization of the Adeptus Arbites

Every world is divided into Precincts, each with its own fortified courthouse and a substantial number of Enforcers. In addition there are many small Precinct Houses scattered through a precinct, each of which is manned by a ten-man Enforcer Precinct squad. High population worlds are vital to the Imperium, but population pressures mean that it is in constant danger of devolving into anarchy and civil war. The Enforcers maintain a constant vigilance from their Courthouses and Precinct Houses, constantly on the watch for signs of disloyalty, subversion, or criminality. They are grim and uncompromising reminders of Imperial authority. They cannot be bought off, threatened, corrupted or negotiated with. Indeed, the Enforcers in any given region of a world are recruited into their ranks from other regions or even other worlds, thus ensuring that they do not have any loyalties to local citizens. They do not communicate with the citizenry unless absolutely necessary and only leave their Precinct Courts on official business.

 Individual Enforcers, particularly grizzled veterans which have been hardened by years of dispensing justice, act as law enforcers within small settlements. These are tough, no nonsense characters who command the local Watchmen and direct freelance bounty hunters in the constant battle against outlaws and Outlanders. They also monitor local loyalties and the activities of the Merchant Guild to ensure that the Imperial codes of law are maintained even on the frontiers of anarchy.

 Other than individual Enforcers, the most commonly encountered Enforcer tactical units are the Enforcer Patrol squads. Patrol squads are the standard law enforcement teams on most worlds, which can be seen patrolling around Imperial establishments and important areas of the precinct. They are also called in to quell serious disturbances, such as mob riots, or to suppress unruly gangs and poorly equipped deviants, rebels, traitors or in extreme cases they may be called upon to support the Imperial Guard or local PDF units to defend the world from invasion.

Standard Issue Gear of the Adeptus Arbites

The equipment worn by the Arbites is generally a carapace breastplate, with padded flak armor or additional vambraces and plating. An Arbite will usually carry a combat shotgun and power maul close combat weapon. These can be highly ornate on ranking officers, often gilded and inscribed with oaths of justice and Imperial commands. The combat shotgun used by the Enforcers is as much a badge of office as a weapon, and the homing Executioner ammunition they sometimes use is feared by most criminals. Although most Enforcers won’t hesitate to kill, they often carry weapons to subdue foes wanted for interrogation or trial, of which the power maul is most common. They also make used of Cyber-mastiffs for hunting down their prey and to catch fugitives who attempt to escape.

Arbites Miles

The Arbites Miles are the military police of the Imperial Guard. A regiment will typically be considered a precinct in its own right. The Arbites Miles will generally be commanded by a Commissar rather than a judge – a function of their mission more than anything else – and will have a number of enforcer squads and subordinate Commissars depending on the size of the regiment. The Ice River Guards, for example, have three battalions of three companies each. The Arbites Miles platoon (connected to the Regimental HQ) is 5 commissars and 45 arbites. They are typically deployed as 1 commissar and 9 arbites to a battalion HQ, with 1 commissar and 9 arbites as a standing court martial and the commissar-major and his staff of 9 arbites acting as a coordination and control unit. 

Representing Security Forces in Warhammer 40,000

The equipment worn by Enforcers and Arbites is very similar in appearance. They generally wear carapace breastplates, with padded flak armor or additional vambraces and plating. This can be highly ornate on ranking officers, often gilded and inscribed with oaths of justice and Imperial commands.

The combat shotgun used by the Enforcers is as much a badge of office as a weapon, and the homing Executioner ammunition they sometimes use is feared throughout the Imperium. Although most Enforcers won't hesitate to kill, they often carry weapons to subdue foes wanted for interrogation or trial, of which the power maul is most common. They also make used of Cyber-mastiffs for hunting down their prey and to catch fugitives who attempt to escape.

In Warhammer 40,000 terms, this leads to the following force entry.

Arbites Squad: 85 Points

 

 

WS

BS

S

T

W

I

A

Ld

Sv

Arbites

3

4

3

3

1

3

1

7

4+

Arbites Senioris

3

4

3

3

1

3

2

8

4+

Cyber Mastiff

4

-

5

4

1

3

2

10

5+

Handler

3

4

3

3

1

3

1

7

4+

 

Options

 

• May Have up to five additional Arbites

 

16 Points per model

 

Arbites Senioris may exchange his shotgun for:

• Bolt pistol or Bolter

Free

• Power Weapon

10 points

• Plasma Pistol

10 points

 

Up to two Arbites may replace their shotgun with:

• Flamer

5 points per model

• Grenade Launcher

5 points per model

• Meltagun

10 points per model

• Plasma Gun

15 points per model

 

• May add 1 Cyber
   Mastiff

15 points

 

 

Transport

 

• The squad may take a Chimera as a dedicated transport (see Codex: Imperial Guard for details

 

Special rules for Cyber Mastiff

Animal:For the purposes of mission objectives, they cannot capture table quarters, hold objectives or count as surviving troops in a Meat Grinder mission.

Augmentic Brain:Thanks to the augmetics in their brains, Cyber Mastiffs have a 2+ Invulnerable save against psychic attacks and/or force weapons.

Furious Charge:See Warhammer 40K universal special rules

 

 

Composition:

Wargear:

• 1 Arbites Senioris

• 4 Arbites

 

• Carapace Armor

• Shotgun

• Close Combat
• Weapon

• Frag Grenades

• Krak Grenades

 

Unit Type:

Special Rules:

•  Infantry

•  Deep Strike

•  Special Operations

 

Shotgun:Shotguns are sturdy and versatile weapons and are the signature longarm of the Adeptus Arbites:

Range

Strength

AP

Type

12”

3

-

Assault 2

 

 

 


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