TEXT: CODEX
  CODEX
  ADEPTUS ARBITES
  ADEPTUS ARBITES
  
  ADEPTUS ARBITES
  ENFORCERS OF THE LAW
  
  CONTENTS
  Introduction ................... 4
  Lex Imperialis ................. 6
  Imperial Adjudicators ........................... 10
  Arbites Auxilia ....................................... 16
  Necromunda Precinct ........................... 20
  Scintilla Precinct .................................... 21
  Hydraphur Precinct ............................... 22
  Mandos Precinct .................................... 23
  Triton Precinct ....................................... 24
  Solomon Precinct ................................... 25
  Judges ...................................................... 27
  Marshals .................................................. 28
  Arbitrator Teams …................................ 29
  Enforcer Cadres …................................. 30
  Penal Legions .......................................... 31
  Mortiurges ….......................................... 32
  Cyber-Constructs ….............................. 33
  Rapid Pursuit Teams …......................... 34
  Arbites Sentinels …................................ 35
  Tarantula Sentry Guns .......................... 36
  Arbites Chimadons ................................ 37
  Arbites Transports …............................. 38
  Arbites Valkyries .................................... 39
  Luthir Goreman …................................. 40
  Catarina Igazi …..................................... 42
  Stanley Bartlett …................................... 43
  Godwyn Fischig …................................. 45
  Shira Calpurnia ….................................. 46
  Defenders of the Law .... 48
  Luthir Goreman ..................................... 50
  Catarina Igazi …..................................... 51
  Stanley Bartlett ....................................... 52
  Judge ........................................................ 53
  Judge on Bike .......................................... 54
  Marshal .................................................... 55
  Patrol Team ............................................. 56
  Enforcer Cadre ....................................... 57
  Penal Legionnaires ................................. 58
  Penal Custodian ..................................... 58
  Godwyn Fischig ..................................... 59
  Shira Calpurnia ...................................... 60
  Execution Team ...................................... 61
  Shock Team ............................................. 62
  Mortiurge ................................................ 63
  Cyber-Mastiffs ........................................ 64
  Suppression Servitors ............................ 64
  Cyber-Construct Handler ..................... 65
  Arbites Chirurgeon ................................ 65
  Rapid Pursuit Team ............................... 66
  Arbites Sentinels .................................... 67
  Arbites Tarantula ................................... 68
  Arbites Chimadon ................................. 69
  Arbites Rhino ......................................... 70
  Arbites Repressor ................................... 71
  Arbites Chimera ..................................... 72
  Arbites Valkyrie ...................................... 73
  Judicial Armory  .................................... 74
  The Thin Black Line ..... 78
  Precinct Doctrines ................................. 79
  Stratagems ............................................... 80
  Antiquities of Justice ............................. 83
  Warlord Traits ........................................ 85
  Points Values .......................................... 87
  Tactical Objectives ................................. 89
  What'
  s Next ............................................ 90
  VERSION 1.21
  DESIGNED BY SNORRY
  Images: Black Library (pages 7, 18, 26, 45 – 46, 60), David Nash (page 30), Fabrizio Carminati (page 62), 
  Fantasy Flight Games (Cover, Title Page, pages 12, 15, 17, 19 - 21, 23 - 25, 27 - 28, 31 – 34, 36, 39, 41, 47, 50), 
  Games Workshop (Backgrounds, pages 6, 21, 23, 26, 29, 56, 59, 61, 70), Inkary (page 72), Jacob Atienza (page 29), 
  Jeff Zhang (page 22), Nikolaus Ingeneri (page 57), Noldofinve (page 42), Panic (page 4), SeedSeven (page 44), 
  Valentyn Karlin (page 35),  Warzone Studio (page 37), Unknown (pages 5, 9, 11, 14, 49)
  THIS IS NOT AN OFFICIAL GAMES WORKSHOP PRODUCT
  Disclaimer: All publicly recognizable characters, settings, etc. are the property of Games Workshop. The author is in no way
  associated with the owners, creators, or producers of any previously copyrighted material. No copyright infringement is intended.
  
  INTRODUCTION
  Attention, subject of the Imperium! This manuscript is the definitive guide to the armed forces of the Adeptus Arbites.
  Within these pages are the history of this noble institution and all the information you need to assemble an army which
  guards the line between order and anarchy.
  The tithe of the Imperium of Mankind is under constant 
  threat. The scum, xenos, and heretics that fester in the 
  Imperium'
  s seedy underbelly ceaselessly erode the backbone 
  of it'
  s mighty war machine. Whether it is a planetary noble 
  skimming off the top, or a seditious terrorist planning the 
  destruction of an entire Hab-block, it is the Adeptus Arbites 
  who bring them to judgment. Should the tithe be threatened,
  be it by uncontrollable gang warfare, heretical cultists, or 
  hostile invasion, the mighty doors of the Fortress-Precincts 
  swing open, and out will march the black-clad ranks of the 
  Adeptus Arbites to dispense justice in the Emperor'
  s name.
  A foe facing these guardians of order will find their soldiers 
  repulsed by the thick shields of Arbites shock teams as their 
  bodies are are blown apart by bolt and shotgun shell.  Their 
  leaders are slain at the hands of cunning Mortiurges and 
  their vehicles destroyed by the heavy guns of Chimadons. 
  Any who attempt to escape the Emperor'
  s justice will find 
  themselves hunted down and torn apart by vicious cyber-
  mastiffs at the behest of their callous handlers. Regardless of 
  who they face in battle, the Adeptus Arbites ensure that 
  justice has its due.
  Within these pages you will find all the information you 
  need to collect an Adeptus Arbites army and deploy it on the
  tabletop.
  LEX IMPERIALIS: This section details the history of the 
  Adeptus Arbites and the many deployments of their armed 
  forces in the repression of riots, uprisings, and the insidious 
  cults to the enemies of the Imperium.
  DEFENDERS OF THE LAW: This section includes 
  datasheets, wargear lists, and weapon rules for every Adeptus
  Arbites unit and model for you to use in your games.
  THE THIN BLACK LINE: This section provides additional 
  rules, including Warlord Traits, Stratagems, Relics, and 
  matched play points, that allow you to transform your 
  collection of Citadel Miniatures into an Adeptus Arbites 
  army.
  To play games with your army, you will need a copy of the 
  Warhammer 40,000 rules. To find out more about Warhammer 
  40,000 or download the free core rules, visit games-workshop.com.
  
     REF: COM/15688455-98:779/NHQNRM
  ACCESS GRADE: LITIGO-219   
  LISTED BELOW ARE THE MOST COMMON CRIMES COMMITTED IN SECTOR EPSILON, AS 
  WELL AS THEIR MANDATED PUNISHMENTS. MEMORIZE THIS – IT WILL SERVE YOU WELL.
  Theft of Imperial Citizen's Property
  Defer to lower authority
  (Planetary Enforcers)
  Theft of Imperial Adeptus Property
  Field Interrogation
  Field Judgment (Execution)
  Imperial Adeptus Impersonation
  Precinct Interrogation (2 weeks)
  Judgment (Execution)
  Ecclesiarchy Impersonation
  Precinct Interrogation (3 days)
  Defer to Ecclesiarchical Authority
  Public Desecration of Building
  Precinct Interrogation (2 days)
  Judgement (Discretionary)
  Public Desecration of Shrine
  Precinct Interrogation (2 years)
  Judgement (Familial Execution)
  Unsanctioned Assassination
  Precinct Interrogation (2 days)
  Judgement (Execution)
  Unsanctioned Massacre
  Precinct Interrogation (2 days)
  Judgement (Execution)
  Unsanctioned Murder
  Field Judgement (Execution)
  Dangerous Conduct
  Field Judgement (Execution)
  Sedition
  Familial Execution
  (2 generations removed)
  Treason
  Public Familial Execution
  (2 generations removed) - Prolonged
  Act of Unsanctioned
  Psychic Manifestation
  Imprisonment to await transport
  Witness to Unsanctioned
  Psychic Manifestation
  Field Judgement (Execution)
  Survived Unsanctioned
  Psychic Manifestation
  Field Judgement (Execution)
  Injured in Unsanctioned
  Psychic Manifestation
  Field Judgement (Execution)
  Failure to Confess Guilt
  Precinct Interrogation (2 months)
  Judgement (Discretionary)
  Deception of an Arbitrator
  Precinct Interrogation (2 years)
  Judgement (Execution)
  + THOUGHT OF THE DAY: EVIL IS POWERLESS IF THE JUST ARE UNAFRAID +
  
  LEX IMPERIALIS
  The Adeptus Arbites is the indomitable line of defence between the citizens of the 
  Imperium and disorder. When the citizens of the Imperium conspire to secede from 
  the God-Emperor'
  s light, the Arbitrators are there to remind them of their place.
  destined to spend their days sweating and 
  straining in some dank engine deck 
  without ever seeing the stars. Many more 
  are recruited into the regimen of the 
  Imperial Guard, subjected to a short but 
  harsh training regime before deployment 
  to one of the thousands of deadly war 
  zones where life expectancy is measured 
  in hours and minutes.
  Yet for all its vast complexity and power, 
  the Imperium’
  s million worlds are like 
  specks of dust in the sea of stars that 
  make up the galaxy. And it is not a calm 
  sea. Raging Warpstorms tear ships apart 
  as they attempt to traverse the void, or 
  toss them wildly off course across the 
  stars or even through time. Merciless foes 
  assault the bastions of Mankind from all 
  sides - brutal Orks that exist only to fight 
  and conquer, insidious Eldar who would 
  use and enslave humanity for their own 
  ends, rapacious Tyranids that consume 
  whole planets as their swarms spread, and 
  even bitter traitors who strive only to tear 
  down the Imperium from within.
  The Imperium of Man encompasses 
  millions of worlds and countless souls. 
  Planets entirely dedicated to agriculture 
  deliver their crops to feed and fuel 
  industrial worlds covered in bustling 
  manufactorums and huge forge-
  complexes that pierce the atmosphere. 
  The workers of the factories spend their 
  entire lives constructing weapons of war
  —ammunition, guns, armor, tanks, and 
  ships—that are in turn shipped to fortress 
  worlds and the mighty fleets and armies 
  of the Imperium, that they may defend 
  the Emperor’
  s domain from its many 
  enemies. One of the Imperium’
  s most 
  plentiful resources is people. For most, 
  their assigned task is to dig, hammer, 
  operate some form of machinery, or 
  otherwise toil to build, grow, or mend. 
  Some are employed in the impossible, 
  endless, gargantuan bureaucratic effort to 
  record, collate and codify—for every 
  transaction must be recorded and filed, 
  the correct tithe calculated and collected. 
  Some are press-ganged into the crews of 
  city-sized space vessels,
  We determine the guilty.
  We decide the punishment.
  - The Commandments of Justice
  
  To be just, our law must be cruel.
  - Judge Lucius Quintiliana
  painstakingly collated over the millennia, and includes the 
  words of the Emperor himself and every decree and ruling ever 
  passed by the High Lords of Terra.
  The codified Lex Imperialis is a labyrinth of laws and 
  ordinances that govern the Imperium’
  s scattered worlds. 
  Imperial Law is, for the most part, brutal and unyielding, yet 
  understanding every nuance of its breadth and scope is an 
  impossible task. In addition, the Lex Imperialis can be 
  interpreted with a myriad minute differences across the galaxy, 
  as many as the myriad different cultures in the Imperium. 
  More importantly, the Lex Imperialis does not deal with the 
  laws of specific planets. Instead, it deals with the rule of the 
  Imperium—in other words the Imperial Tithe and the 
  workings of the Imperium as a whole.
  For an individual planet in the encroaching darkness, the 
  Imperium may well seem a distant, abstract concept, whose 
  existence must be taken on trust rather than evidence. An 
  isolated outpost world might go years, decades, or even 
  generations without receiving any communication or visit. 
  Those ships that do arrive come for the tithes, paid in produce 
  or people, and rarely offer anything in return. If aid is 
  requested, military or otherwise, it may take years or never 
  come at all. The God-Emperor himself is a distant myth, a 
  half-forgotten deity whose worship has become diluted, 
  twisted, and meaningless. And it follows that the Emperor’
  s 
  law may seem like a harsh constraint with no real reason or 
  authority.
  On such a world, the only evidence of the Imperium’
  s 
  authority, if not the Imperium’
  s very existence, are the Adeptus 
  Arbites. The stern, unshakeable men and women of this 
  organization serve as a stark reminder of the Emperor’
  s laws 
  and the duties of every Imperial citizen. One glance at the 
  stalwart shape of an Arbitrator’
  s armored Precinct Fortress 
  looming over the other buildings is enough to keep all but the 
  most hardened criminal, rebellious activist, and heretical 
  cultist from stepping out of line.
  THE EMPEROR'
  S LAW
  The laws of the individual worlds of the Imperium have their 
  own sets of laws based on the circumstances they face on a 
  daily basis. Common laws across the Imperium ban theft, 
  murder, and such violence. Other laws might permit or 
  prohibit more complex actions, as sanctioned by their local 
  worlds. These are not the regulations the Adeptus Arbites are 
  officially concerned with.
  The laws of the Imperium that the Adeptus Arbites uphold are 
  formally known as the Dictates Imperialis, or Lex Imperialis 
  (alluding more literally to the Book of Judgement). In those 
  sectors with more trying circumstances than most, individual 
  Precincts often find themselves processing cases very rapidly. 
  To aid the investigation rate most Precinct-Fortresses boast a 
  cogitator stack containing a massively abridged version of just 
  a portion of those judgements and precedents that fall 
  commonly into the Arbitrators’ local purview. These include 
  rulings by the Judges, High Marshals and even Lord Marshals 
  who previously served in the area, designed to expedite the 
  work of an individual Arbitrator. Of course, the entire body of 
  the law is vastly greater than a single volume; no individual 
  could ever comprehend more than a tiny fraction. It has been
  
  The most ancient articles are written on crumbling 
  parchments, inscribed in unknown tongues by the nameless 
  functionaries of a forgotten age. Every day a hundred new 
  volumes of encoded holo-script and hand-illuminated 
  lettering are added. Volume upon volume sits upon the 
  endless rows of ornate bookcases that fill the Hall of 
  Judgement on Terra. Every row is home to ten thousand 
  volumes, the shelves soaring a hundred meters up towards 
  the vaulted ceilings. Over the ages, the Hall has been 
  expanded and extended many times, so that it is now an 
  entire complex covering many acres, with miles of corridors, 
  levels, and rooms. Scholars, scribes, and law lords pace the 
  time-worn marble floors, while above their heads, on the 
  narrow gantries and ladders that cover the shelf stacks like a 
  spider’
  s web, crawl legal assistants and low-ranking 
  functionaries, searching through the detritus of judgement 
  for weeks and months at a time to find just a single reference.
  The Hall of Judgement is the holy sanctum of the Judges, the 
  agents of a law that is absolute and unforgiving. Every 
  Arbites Judge, at some point in his career, attempts a 
  pilgrimage to the Hall of Judgement, there to study the full 
  intricacies of the law. Many spend long years there, for the 
  most heinous, subtle, or far-reaching crimes often require a 
  lengthy process of research to pass judgement. While the 
  Dictates Imperialis are extensive, the huge volume of prior 
  cases and sometimes contradictory rulings can make it 
  difficult to determine the correct decision. In especially 
  complex cases, it may take centuries to reach an outcome - a 
  Judge may spend his entire life deliberating, scrutinizing, 
  and trying to fathom out the issues, only to pass his work on,
  unfinished, for others to continue. Millennia later, though 
  the accused are long dead, a ruling is finally made and justice
  must be meted out upon the distant descendants and those 
  obscurely associated with the original transgressor.
  The laws of the Imperium of Man can be broadly broken 
  into three categories. The first is referred to as Imperial Law, 
  the laws concerned with matters that affect the Imperium as 
  a whole. The second is referred to as Sector Law, concerned 
  with more mundane crimes and punishments. Although 
  many sectors use the Lex Imperialis as an over-arching 
  template for many of the Imperial worlds, practicality every 
  world has its own variations, adapted to its own needs. The 
  third category is Ecclesiarchical Law, laid down in myriad 
  Ministorum documents and treatises which are primarily 
  concerned with matters that affect the God-Emperor’
  s Holy 
  Church and the populace’
  s spiritual well-being. Each 
  category is further broken down into countless lists of laws, 
  their attendant punishments, how they are applied 
  throughout the Imperium, and the ways in which 
  prosecution of all laws is to be carried out.
  Some crimes are so heinous, blasphemous, or overarching 
  that they can affect the stability of the Imperium as a whole. 
  In his tome The Promise of the Pax Imperialis, Marshal Orrik 
  von Darnus wrote that such crimes could be referred to as 
  “Imperial Crimes” to adequately reflect their severity, and 
  the concept (having come from such an august personage as 
  von Darnus) has persisted within the Precinct-Fortresses of 
  the Adeptus Arbites. Such crimes are typically part of larger, 
  far reaching criminal conspiracies aimed at overthrowing 
  planetary governments or striking at members of the 
  Adeptus Terra, the Administratum, or any and all duly 
  appointed officials of the Imperial government. These are the
  crimes with which the Adeptus Arbites often concern 
  themselves with, leaving smaller matters that don’
  t directly 
  threaten the Imperium to planetary authorities and local 
  enforcers. While the tomes of the Adeptus Arbites list a 
  veritable infinite number of crimes against the Imperium, 
  there are a few that stand out as particularly heinous in the 
  eyes of the Marshals and Judges of the Adeptus Arbites. 
  These crimes threaten the stability of the Imperium’
  s hold on
  their many sectors, or undermine the strength of the 
  Imperial Adeptus Terra.
  Von Darnus referred to “Sector or planetary crimes” as 
  “those perpetrated by Imperial citizens within the sector 
  against other citizens and any non-governmental or non-
  religious institution.
  ” Though the noted Marshal spent very 
  little of his time writing about these crimes (preferring to 
  focus his work on the high crimes of great import in the 
  Sector), this definition is broadly accurate—there are a great 
  many crimes that do not affect the workings of Imperial 
  government or the Ecclesiarchy. Von Darnus did not 
  consider these crimes as worthy of the Arbites’ attention, 
  because though they might affect the lives of individuals, 
  they could never affect the stability or security of the 
  Imperium as a whole. These “minor” crimes might 
  encompass everything from common misdemeanors like 
  petty theft, assault, vandalism, and trespassing to serious 
  felonious infractions like arson and murder. Planetary 
  crimes are typically the purview of each world’
  s planetary 
  law enforcement agents. Though often known by the 
  ubiquitous title of “enforcer,
  ” many planets have their own 
  name for their local law enforcement.
  
  This is not to say that the Adeptus Arbites never enforce the 
  more local laws of their jurisdictions. Upon being stationed 
  to a new precinct, all Arbitrators are provided a dossier 
  including the planet'
  s history, local traditions, and common 
  laws to be cognizant of in their duties. Many individual 
  Arbitrators see the lack of enforcement of these laws as a 
  possible infraction against the planet'
  s order, and respond to 
  a perceived threat to the Imperial Tithe. As such, a ganger 
  who commits a sector or planetary crime in view of an 
  Arbitrator might receive nothing more than a sneer, or they 
  might receive justice at the end of a bolt pistol.
  To the untrained eye, “Ecclesiarchical Crimes” might appear 
  to be hardly any worse than the aforementioned sector or 
  planetary laws. However, this gross simplification ignores the
  vast importance the Ecclesiarchy has in maintaining the 
  stability of the Imperium. Many crimes, when directed 
  against a Ministorum person or establishment, cease being a 
  mundane crime and become the dangerous crime of Heresy. 
  Von Darnus explains, “...for when the civilians of the 
  Imperium no longer worship and honor the God-Emperor, 
  they no longer respect the Imperium, and those horrors of 
  treason and sedition are not far behind.
  ” Often, the charge of 
  Heresy is difficult to prove, either guilt or innocence, so 
  those responsible for prosecuting it (whether members of the
  Arbites, local enforcers, the Ecclesiarchy, or even the 
  Inquisition) often take an “I know it when I see it” approach. 
  Thus, accusing someone of heresy results in arrests based 
  entirely on the perceptions of the authorities. Unless the 
  suspect is high-placed or well-connected, such as many 
  Rogue Traders, a suspect accused of heresy faces a difficult 
  series of questions and investigations. Unless a suspect has 
  the influence, means, or evidence to defend himself, it is very
  likely that he will be executed—a common maxim in the 
  Imperium is that it is better that a thousand innocents die 
  than for one heretic to go free.
  
  IMPERIAL ADJUDICATORS
  The fighting forces of the Adeptus Arbites are the Arbitrators, warriors of justice and the militant arm of the Judges. These 
  peacekeepers are numerous and well armed, capable of fighting a war should the need arise. The very presence of the 
  Arbitrators and their Fortress-Precincts is the greatest deterrent to treachery.
  A massively populated and strategically important hive 
  world may have hundreds of Adeptus Arbites stationed 
  throughout its sprawling environs, in dozens of bunker-like 
  Precinct Houses. On the other hand, a far flung world on the
  outer reaches of the Imperium may be the responsibility of a 
  single Arbitrator enforcement officer. Either way their 
  mandate is to uphold the Imperial law, the Lex Imperialis, 
  and as such they are heavily armed and armored in order to 
  better enforce the Emperor’
  s word. They generally don 
  reinforced carapace armor over their dark fatigues, often 
  with extra plating strapped on top, and the sinister reflective 
  visor of their helmet hides its wearer'
  s penetrating gaze.
  The Arbitrators belong to a complex organization - an army 
  divided into many ranks and specialized roles. Its individual 
  Precincts stretch across the galaxy. On many worlds the 
  Arbitrators'
   fortified Courthouse is the only point of contact 
  between that planet and the Imperium. Each Precinct is the 
  base for an army, complete unto itself, led by Marshals of 
  Court, and supported by an array of highly trained warriors 
  of justice. Patrol teams prowl the underways of city hives. 
  shock teams break up the vicious queue wars which develop 
  outside governmental buildings, execution teams hound the 
  guilty through barren wastes and labyrinthine tunnels, and 
  detectives sift the holo-records, tracking cyber-criminals 
  through the computer matrix of the Administratum.
  Though boltguns are also utilized, their standard armament 
  is the Vox Legi-pattern shotgun. It is a distinctive badge of 
  office which is highly valued for its stopping power, 
  simplicity, reliability, and for its ability to intimidate. 
  Effectively a large-bore version of the shotgun designs used 
  by many planetary enforcers, the Vox Legi is a devastating 
  and adaptable weapon that fires shotgun shells nearly the 
  size of those employed by the Adeptus Astartes. The 
  increased size of the weapon reduces its ammunition 
  capacity compared to that of its fellow shotguns, but it still 
  remains more powerful and adaptable than a standard 
  shotgun. Most patrolling Arbitrators take advantage of this 
  flexibility by carrying a variety of shotgun shell types so as to
  offer them different tactical options in the event of 
  encountering a situation that requires their intervention. As 
  well as the more common solid slugs and scatter shells, the 
  most prestigious Arbitrators carry executioner rounds. These
  rounds, feared and hated by miscreants, are used almost 
  exclusively by the Adeptus Arbites. It houses a tiny machine 
  spirit which locks on to an enemy’
  s energy signature, and 
  homes in on the most vulnerable area of the target – even 
  circumventing any cover. Once depleted of ammunition, the 
  combat shotgun is still robust enough to batter opponents 
  senseless; however, most Arbitrators carry further weaponry 
  for this purpose.
  While they do not hesitate to kill, many Arbitrators are 
  armed with brutal but semi-lethal equipment so they can 
  subdue and capture those criminals wanted for interrogation
  or trial. Most common is the shock maul, a heavy club that 
  crackles with energy. A single blow delivers enough charge to
  send even the largest foe’
  s nervous system into convulsions 
  (although it is perfectly able to crack skulls and end lives if 
  necessary). The assault shield features similar technology; 
  often used in riot situations, its power field deflects 
  incoming blows and when used in close combat to bash an 
  opponent it discharges a burst of energy that will knock the 
  enemy to the floor, usually unconscious. Other equipment is 
  used to ensnare foes who attempt to escape, including 
  electro-net launchers and pulse-charged bolas.
  RECRUITMENT AND PROMOTION
  The Arbites recruit from exceptional members of the Schola 
  Progenium from all over the Imperium. This organization 
  fosters the orphaned children of high-ranking Imperial 
  servants (whether they are scholars, scribes, or soldiers) and 
  grooms them for their own life of dedicated service. Those 
  chosen for the Arbites are selected for a variety of reasons, 
  they could be those who dominated their fellow progenia 
  through force of will, or those who show an attention to 
  detail and an analytical mind. Ultimately, any candidate must
  be exceptional if they are to serve within the Adeptus 
  Arbites. It is ensured that new Arbitrators have no ties or
  
  connections whatsoever to the world on which they are to be
  stationed, so there is no weakness, for blackmail or coercion 
  to exploit - the Adeptus Arbites are famously incorruptible.
  Though the term "Arbitrator" is often used to indicate the 
  members of the Adeptus Arbites as a whole, there are in fact 
  many ranks among the various Imperial sectors that may be 
  bestowed upon such individuals. Among the sectors which 
  follow the traditions of their former comrades, these titles 
  are easily recognizable to ensure ease of recognition by 
  visiting Imperial authorities. These titles range from the 
  Enforcers and Regulators tasked with keeping order in the 
  day-to-day operations of a planet to the Intelligencers and 
  Investigators who remain constantly on the hunt for those 
  who in any way reduce the Imperial tithe. As rife with heresy
  as the Imperium of Man is, it is crucial that an order from an
  officer of the Adeptus Arbites is instantly obeyed. To this 
  end, many Lord Marshals throughout the Imperium have 
  ruled that individual precincts may title their officers as they 
  best see fit. These titles often deviate greatly from precinct to
  precinct. Furthermore, the specialists found within those 
  sectors with abnormally high rates of sedition and heresy 
  have found their titles altered, even from one locale to  
  another. Interrogation specialists may be known by a variety 
  of names, such as "Tongue-Cutter" or "Mindscour", so that a 
  suspect can easily be threatened with the care of an agent 
  with another, even more intimidating, title.
  Once trained and deployed on-world, the lowest ranks of the
  Arbites make their presence known among the citizenry. 
  While some stand guard in critical positions, such as in 
  governmental centers or marketplaces, many Arbitrators are 
  most commonly seen patrolling the streets in small squads, 
  discouraging trouble by their menacing presence. This is 
  especially true in many of hives of Necromunda, which serve
  as a proving and burial ground for many fledgling 
  Arbitrators. Some may show themselves to be highly capable 
  in the field, even in high pressure, life-threatening situations 
  and be tasked with guiding field operations. Others are more
  skilled at following an investigation, tireless at rooting out 
  evidence and leads, as well as having an excellent command 
  of Imperial Law and how to apply it. These arbitrators may 
  be promoted to even higher ranks.
  Those who truly excel in the detection of crime may become 
  the ultimate spymasters, tacticians, and forensic experts. No 
  wrongdoer is too well hidden to escape their notice or evade 
  their cunningly laid traps. Those who specialize in trial and 
  prosecution, who boast an encyclopedic knowledge of the 
  Lex Imperialis and a gift for oratory and incisive accusation, 
  may be tasked with presiding over glorious show-trials and 
  passing judgement upon those great individuals who have 
  failed in their duties to the Emperor. Arbitrators whose 
  particular skills lie in the application of extreme brutality 
  and military force or the command of men in combat, and
  ARBITRATORS AND ENFORCERS
  Arbitrators are concerned with the safety of the Imperium’
  s infrastructure and the Adepta as a whole. It is their duty 
  to maintain the status quo and prevent actions that would threaten the flow of the tithe. A riot at a manufactorum, 
  the assassination of an important bureaucrat, or major acts of sabotage will warrant a response from the Adeptus 
  Arbites. On worlds with a large enough presence, the Arbites may even mobilize to put down a planetary revolt or to 
  support the Ecclesiarchy in times of strife.
  The Arbitrators are not, typically, concerned with everyday crimes, such as murder or theft. These are the purview 
  of the colloquially named Enforcers (known locally by as many names are there are planets in the Imperium). While 
  the effort put into maintaining this justice varies greatly between one planet and another, the individual planetary 
  governors are charged with keeping the peace. The justice (or lack thereof) on a planet falls to the Enforcers of that 
  planet’
  s law, who may find themselves working under the Arbitrators during an investigation, or indeed being 
  trained by them.
  Of course, these lines occasionally blur. When powerful men and women are involved, such as Ecclesiarchical 
  leaders, Inquisitors, or even Rogue Traders, pulled strings or the demand for services of particularly skilled 
  Arbitrators or Enforcers can lead to the distinction becoming hazy or non-existent. 
  
  who have proven time and again that they are nigh 
  impossible to kill, may be promoted to the level of Proctor or
  Vice Marshal. Proctors derive their name from ancient legal 
  traditions in the histories of the early Imperium, a term that 
  carries with it an air of divine justice. They specialize in the 
  deployment of arbitrators in the most hostile of districts 
  deep within the Hive’
  s steel and iron caverns. Vice Marshals 
  are often responsible for individual Precinct-Fortresses, and 
  control the men and materiel within. Arbites High Marshals 
  are the commanders who control the deployment of 
  resources across entire planets or even planetary systems. 
  They serve at the direct appointment of the regional Lord 
  Marshal, and there is no higher legal authority on a planet, 
  unless an Inquisitor decides to “open a dialogue” on the 
  subject. It is they who bear the heavy burden of allocating 
  men and equipment, trusting to their own judgement and 
  the Emperor’
  s will that their forces will be in the right place 
  at the right time. A few remarkable individuals may, after a 
  long and illustrious career, be elevated to the rank of Judge. 
  Judges are iron-willed lords of justice, who have far-reaching 
  powers, mandate, and influence not far below that of an 
  Inquisitor. They investigate and sit in judgement over those 
  who commit the most heinous crimes, and will go to any 
  lengths to pursue and capture or destroy a perpetrator.
  All those of high rank will readily deliver their sentence 
  personally, through the barrel of a gun, and have the power 
  to deploy the uncompromising force of the Arbitrators when 
  it is necessary. Should the need arise, perhaps if an entire 
  planet has fallen to civil unrest, they even have the influence 
  to request, and receive, the full might of the Imperial Guard 
  to restore the Pax Imperialis (though in such cases, the 
  population of the planet is often substantially reduced).
  It should be noted that while the Arbites enforce galaxy-wide
  Imperial law, every world and system will have its own laws, 
  inherited through tradition or imposed by autocratic ruling 
  families and severe planetary governors. Each world’
  s rulers 
  will maintain their own policing force, recruited locally, and 
  often outnumbering the Arbitrators a thousand to one-these 
  are commonly known as Enforcers, though they are each 
  called by their own title on each world they serve. These 
  native enforcers might mimic the Arbites in appearance, but 
  their local ties and often less rigorous standards mean that 
  they are far more susceptible to corruption. The objectives of
  local Enforcers and Imperial Arbitrators often overlap, and 
  the two work in conjunction when it is mutually beneficial. 
  However, there are also occasions when they come into 
  direct conflict.
  
  In practice, the Arbitrators are tasked to punish criminal 
  activity, root out cultists and illegal gatherings, eliminate 
  organized gangs, and are often deployed en mass to quell 
  riots. They must be as willing to dispense justice as they are 
  to pronounce it. Often the punishment will be a swift bolt to 
  the brain (or the perpetrator will have expired during the 
  process of apprehension and interrogation). Other sentences,
  amongst the hundreds of thousands available, include 
  flogging, limb amputation, exile to a prison-hive city interior
  world, condemnation to a penal legion, public execution, or 
  conversion into a servitor. They have the power to 
  commandeer local enforcers and other resources such as 
  ground vehicles or air transportation, the services of 
  freelance bounty hunters if their own manpower is lacking, 
  and in dire circumstances can summon military assistance. 
  Their authority supersedes even that of the planetary 
  governor, who will be closely scrutinized if there is any 
  suspicion that his duties are not being undertaken with all 
  diligence. If the governor is late in the payment of tithes, is 
  less than thorough in enforcing the population’
  s proper 
  worship of the Emperor, or is tempted to decline sending 
  troops to the aid of an embattled neighbor, the Arbites will 
  be watching. In times of crisis and conflict, it is possible that 
  a planetary governor may be assassinated, deposed, 
  incapacitated, or even implicated in one of the Arbites’ 
  investigations. If this should happen, then the highest 
  ranking member of the Adeptus Arbites available has the 
  legal authority to take over rulership of the world until a 
  suitable replacement can be put in place. This duty generally 
  falls to a Judge or a Vice Marshal, but where an isolated 
  world has only a token Imperial presence, even the lowest 
  ranked Arbitrators have, on rare occasion, stepped in to fill 
  the breach.
  ARBITRATOR DOCTRINE
  The Adeptus Arbites police the most fundamental of crimes
  —those that strike at the Imperium as an institution, at the 
  Imperial Adeptus and the order it represents, and through 
  this at the orderly reign of the Emperor Himself. Some of 
  these crimes are committed by the Adeptus themselves, for 
  any member of the Adeptus who fails to do the duty that the 
  law stipulates of them is guilty of a crime, whether that 
  failure comes from willful disobedience, corruption, or 
  incompetence. Most are committed by the Imperial citizenry,
  acting in ways that breach their lawful obligation to give the 
  Imperium their obedience, their labor, their respect, and 
  their lives.
  It is not the simple physical scale of a crime that decides 
  whether it is a matter for the Arbites or whatever mundane 
  justice system the local governor has seen fit to set up. 
  Rather, it is at whom or what the act was directed. A brawl 
  between gangs of rakes in the upper streets of a hive is 
  beneath the Arbites’ notice. A handful of murders in that 
  brawl would be treated no differently - worth a sneer 
  beneath an Arbitrator’
  s helmet for their degraded natures 
  perhaps, but nothing more. But let a stone thrown in that 
  brawl miss its mark and bruise the cheek of a humble 
  Administratum functionary who’
  s trudging past with a 
  satchel full of replacement stylus nibs, and then the 
  courthouse gates will grind open for the blocks of armored 
  Arbitrators to march out. The Detectives and Verispex will 
  track the brawlers, and Emperor have mercy on the stone-
  thrower when the Chasteners drag them into a cell beneath 
  the courthouse to begin their punishment. Human life has 
  no intrinsic value in Imperial law: obedience is what it 
  enshrines over all.
  The Imperium is a theocracy, and although the Arbites wield
  and police temporal authority, religious concepts make up 
  the bedrock of Imperial Law. The Lex Imperialis holds that 
  the Emperor rightfully expects service and obedience from 
  every human being in the galaxy, and that within the 
  Imperium that expectation is made manifest through the 
  scripture of laws. To break the Lex Imperialis is not only to 
  disobey a law of government, it is to violate the immaculate 
  moral order those laws set out. This violation of a divine 
  order is present in every crime the Arbites investigate, and 
  once this is understood the need for harsh methods and 
  stern penalties becomes clear. For the Arbites, there is no 
  such thing as a petty crime.
  This is also why the heresy of Abstractionism, notoriously 
  present in the Calixian Precincts, is so reviled by right-
  thinking Arbites. It places the flawed and hubristic whims of 
  an individual above the clean, majestic structures 
  of the Emperor’
  s laws as made manifest through the due 
  scripture of His servants. The letter of the law is immaculate 
  - to claim access to the spirit of the law is to claim equality 
  with the Emperor, a crime and a blasphemy which no 
  Arbitrator should countenance.
  The Adeptus Arbites maintain a constant level of readiness 
  for battle at all times, regardless of what their intelligence 
  indicates of local criminal activity. Too many Precinct-
  
  Fortresses met their ends when an enemy force swept 
  through their doors and found an unprepared garrison. The 
  Schola Progenium frequently makes examples of these fallen 
  worlds, drilling those to become Arbitrators on the doom 
  which befalls those who are not always prepared for war. To 
  this end, the Adeptus Arbites makes frequent use of Patrol 
  Teams. These small teams of Arbitrators simply patrol their 
  jurisdiction, surveilling the area for crime and dispensing the
  Emperor'
  s justice when it is required. 
  In warfare, the Adeptus Arbites pose a serious challenge to 
  all who would seek to overrun an Imperial world. From the 
  treasonous organizations who seek independence from 
  Imperial Rule, to those who would surrender their own 
  humanity in the name of the ghastly powers they serve, the 
  Adeptus Arbites are an unbreakable bastion in both military 
  might and mental fortitude. Due to their zealous loyalty to 
  the Imperium and their intense training at the Schola 
  Progenium, it is nigh impossible to corrupt any number of 
  Arbitrators against the foundation that is the Imperium. 
  Even if a senior Arbitrator were to fall from the honor that is 
  the Lex Imperialis, those under their command are 
  cognizant of their duties to the God-Emperor, and often 
  identify orders and commanders who go against the best 
  wishes of the Imperium of Man. For this reason, many 
  insurgencies and invaders often find themselves attempting 
  (and rarely succeeding) to slay the local Arbites force rather 
  than attempting to sway them against their master on Terra.
  In any deployment of the Arbitrators, all forces rely heavily 
  on vox communications in order to maintain awareness of 
  the combat zone and rapidly respond to enemy movements. 
  These voxes are equipped with an encryption which is 
  updated on a daily basis, making them nearly useless to all 
  but the best equipped insurgencies against the God-
  Emperor. In order to rapidly respond to any significant 
  threat, many Precinct-Fortresses maintain a fleet of various 
  light vehicles. Many Arbitrators will deploy to engage the 
  enemy in an armored Repressor Armored Transport, or 
  alongside a Chimadon Riot Dispersion Vehicle. These 
  mighty vehicles provide a mobile firebase in open warfare. 
  Even when the enemy tries to flee from combat, they are 
  frequently apprehended or executed by the Rapid Pursuit 
  Teams – a select cadre of Arbitrators whose expertise on the 
  Lawmaster-pattern Assault Bikes catches criminals before 
  they can disappear into their hideous hide-outs.
  '
  The violators of the Emperor'
  s law must be punished… how dare they question His will, His judgement… if their 
  deeds go unchecked then chaos will surely reign… I have no choice but to sentence the offenders to death, effective 
  immediately and without appeal… you have your orders gentlemen, may the Emperor'
  s blessing go with you.'
  - Judge Lemog, decree before the Sector 17 Massacre
  
  The Adeptus Arbites are most experienced in close-quarters 
  combat, especially in cities and other urban locations. As 
  such, they do not rely on heavy armor or artillery, instead 
  using small teams of well-trained Execution and Shock 
  Teams to eliminate the key components of an enemy force. 
  These Arbitrators are experts at utilizing their powerful 
  weapons and unbreakable shields to swiftly blunt an enemy 
  advantage, destroying strong points and routing seditious 
  warriors with unflinching hatred. Many cult uprisings have 
  found their end when their heavy armor was immobilized by
  a salvo of lockdown grenades, or when a well-aimed shot by 
  a Mortiurge slew the leader outright. This efficiency is made 
  all the more dangerous by the distribution of the Adeptus 
  Arbites throughout a planet’
  s human population. Wherever 
  the Enemy strikes, the Adeptus Arbites are always quick to 
  respond, loaded and ready for war.
  PRECINCT-FORTRESSES
  The Adeptus Arbites operate out of massive Precinct-
  Fortresses, located within capitol cities in close proximity to 
  the Planetary-Governor, of major Imperial worlds. Sprawling
  hive cities may also have their own Courthouse Precinct to 
  aid in large scale monitoring. Remote planets of little 
  importance may have just a single fortified Precinct House 
  for the single Arbitrator stationed there. Whatever their 
  number on a world, or relative size and importance, every 
  Precinct-Fortress is broadly similar. They are severe, 
  utilitarian buildings with black armored walls as thick as a 
  military bunker. Their towering shapes exude an air of 
  menace, frowning down on the other buildings nearby and 
  the citizens who hurry fearfully past. Though each Precinct 
  varies based on the needs of the world it is built on, many 
  include the same basic elements – Tarantula sentry guns, 
  billets for the Arbitrators, an extensive armory to ensure they
  are well equipped for the job at hand, secure cells in which to
  detain suspects ready for questioning or trial, and a court of 
  judgement where guilt and punishment is determined. These
  resources can vary greatly, a Precinct with only a single 
  Arbitrator may have limited ability to hold the guilty to await
  punishment, and summary execution may be the Arbitrator'
  s
  only viable course of action. Monitoring arrays allow the 
  users to listen in on local communications and heavy caliber 
  automated weapon turrets track passing vehicles. Larger 
  precincts may contain additional facilities at the discretion of
  the High Marshal or Judge such as specialized interrogation 
  rooms fitted out with all manner of devices for extracting 
  information from those who find themselves strapped to the 
  table, medicae centers containing automated equipment and 
  surgeon-servitors to treat the wounds of injured agents, and 
  Astropathica shrines where pleas for aid can be transmitted 
  to other planets and incoming messages painstakingly 
  decoded.
  The planetary governors often resent the oversight 
  represented by the Precinct-Fortresses. However, in the event
  of widespread civil unrest and rebellion, they can provide 
  sanctuary from the raging mobs and form the base from 
  which the uprising will be crushed. In the case of a hostile 
  invasion, the Arbites may well be the only ones with the 
  means to send for reinforcements, and their armored 
  fortresses often become a rallying point and central hub of 
  the resistance. Assistance rarely arrives quickly enough to 
  save the population, but behind their thick walls and heavy 
  doors, it is the Arbitrators’ duty to hold out for as long as 
  possible, until the last scrap of food is gone and the last 
  round has been fired.
  
  ARBITES AUXILIA
  Although the Arbitrators form the armored fist of the law, they would be impotent without the extensive network of 
  investigators, informants, and adepts who provide them with intelligence and tactical support. Thanks to the tireless work 
  of these men and women, Arbitrators operate with speed and precision, neutralizing most threats before they take root.
  CHASTENERS
  The Arbitrators constitute the military might of the law, the 
  hammer with which the Imperium breaks lawlessness, but 
  Adeptus Arbites doctrine accepts that not every reprimand 
  must be lethal. Lord Marshal Goreman of the Calixis Sector 
  once professed that, “Perfection only belongs to divinity, and 
  divinity only belongs to the Emperor - to claim otherwise is 
  heretical pride. And if none can be perfect, then all must 
  deserve rebuke, and if every rebuke brings death then what 
  of humanity would survive?” Death-dealing will always be 
  part of the Arbites’ charter, but the many Judges believe it 
  cannot be all of it. While not all Precincts make use of less 
  than lethal punishment, many Arbitrators are trained for less
  deadly roles, and occasionally sent out to other Fortress 
  Precincts to aid in legal investigations. The role of capturing, 
  questioning, and punishing without killing falls to the 
  specialists named the ‘
  Chasteners’
  .
  The Chasteners administer every aspect of the capture and 
  handling of living prisoners. While any Arbitrator can take 
  down a target in combat and bundle them into a strait-cape 
  or barbcuffs, a Chastener spends hours training beneath 
  their Precinct-Fortress learning how to disable and drag 
  away a target in any situation and by any means: from 
  harpooning them in the middle of a riot and winching them 
  up to a coleopter hatch; to moving silently through a 
  guarded mansion, drugging a sleeping mark, and spiriting 
  them away without awakening the spouse or concubine 
  sleeping next to them. Training rooms in a variety of 
  locations, from the faux lava-slag flows beneath Hive 
  Heriton to orbital drop simulations, can be created in one of 
  the Precinct Fortress’ underground chambers, and no two 
  Chasteners undergo the same regimen.
  Once a prisoner is in custody, more macabre skills come into
  play, as the Chasteners go to work administering punishment
  and breaking the prisoner’
  s will. Physical torture is one tool 
  in their armory, finely sharpened by instruction from some 
  of the greatest Interrogators ordered by their masters to 
  assist. Often, these Inquisitorial Interrogators train 
  Chasteners with the understanding that they will spend time 
  with Acolyte Cells before returning to their Adeptus Arbites 
  Precinct. While these Chasteners are schooled in the 
  scientific application of force to the human body, it is only 
  one tool in an array of careful torments that erode away the 
  pretenses and unmask the lawbreaker underneath. The 
  Arbites’ brutalized subjects suffer extremes of noise and 
  temperature; stifling, claustrophobic spaces or frighteningly 
  open ones; maddening solitude; or the crowded company of 
  dozens or hundreds of other prisoners for days or more. 
  They are deprived of sleep, paraded and humiliated before 
  other prisoners or the masses, and made to deliver endless 
  pleas denouncing their own weakness and criminality.
  The ministrations of the Chasteners have a direct use for the 
  Arbites, of course, since an important part of their work is 
  obtaining confessions and information that will incriminate 
  others in turn. Any citizen, a Chastener will say, has 
  information of interest, no matter how unaware they may be 
  of the importance of what they know. But these careful, will-
  destroying punishments have a deeper purpose. The Arbites 
  punish crimes against the Imperium itself. To break their 
  laws is to affront the Imperium and the sacred order it 
  enforces, and so the punishments are not just correction, 
  deterrence, or retribution, but a symbolic reassertion of 
  Imperial sovereignty, the reconquering of a body and soul 
  that rightfully belonged in service to the Emperor and was 
  stolen away from Him by lawlessness and criminality.
  For such a crime a simple eye-for-eye penalty will never 
  suffice. By the end of the punishment the Chasteners must 
  be sure that every last scrap of rebellious spirit has been 
  burned away, and the prisoner reclaimed for the rule of law. 
  The conclusion of a prisoner’
  s punishment (whether that be 
  release once their criminality has been broken, passage into 
  further servitude on a prison world or in a penal legion, or 
  execution) is usually marked by a short ceremony 
  proclaiming the return of the prisoner to the ways of the law.
  The convict is often marked in some way, usually a brand, 
  tattoo, or sometimes the grafting of a plaque to the face or 
  forehead.
  
  DETECTIVES
  The hallmarks of a planet’
  s Arbites presence are all too 
  obvious - the grim black block of a fortified Courthouse 
  rearing up among hab buildings, a column of stark black 
  Rhino and Repressor tanks rumbling down a thoroughfare, 
  or the expressionless, mirror-visored gaze of an Arbitrator 
  over the top of their assault shield. A Precinct relying only on
  their paramilitary might would soon fail, however, able only 
  to react to the most open and obvious signs of criminality. 
  As well as warriors for the law, the Arbites must be hunters 
  of the lawless. Refusing to rely too heavily upon the 
  Inquisition or the planetary Enforcers, many Lord Marshals 
  expect each precinct under their jurisdiction to train and 
  maintain agents specialized in investigation. In this name, 
  there exists a cadre of Detective-Arbitrators, trained in a 
  variety of pursuits and esoteric knowledge. Their red collars 
  mark them amongst their peers, although the wary glances 
  of their fellow Arbitrators and shrewd minds are almost as 
  clear a marker of their skills. The Detectives are the Arbites’ 
  eyes and ears out among the populace, gathering up the 
  whispers and clues that would scurry into hiding at the first 
  sight of an Arbitrator uniform, coldly bearing witness for the
  day when the hammer of judgement falls.
  The fact that the Adeptus Arbites function with a corps of 
  spies is an open secret in most Imperial societies, since the 
  nagging fear that someone is listening becomes another tool 
  to help keep the citizenry in line. The specifics of Detective 
  operations, however, are scrupulously protected from view, 
  even that of most other Arbites. A Detective command will 
  attempt to insinuate information gatherers into every corner 
  of its jurisdiction, through infiltration, surveillance, and the 
  use of outside spies. These are not simply different 
  techniques but time-honored specializations with their own 
  rank structures and formalized operational dogmas.
  The Detective-Surveillor specializes in direct observation 
  and recording of lawbreakers and suspected lawbreakers 
  (two categories which between them cover practically every 
  person in the Imperium of Man). Surveillors are the most 
  heavily technical of these Detectives, adept with the use of 
  concealed pict arrays, vox-thieves, pheromone and 
  chemtrackers, and subtle devices with cunning machine-
  spirits to intercept transmechanical communications. 
  Surveillors’ work can be more direct, sending them out 
  among the crowds to eavesdrop on their targets or tail 
  suspects. Sometimes they must even slip unnoticed into 
  homes, vehicles, or places of work or worship to pick up 
  conversations, plant devices, or to steal biological traces to 
  add to a suspect’
  s dossier. It can come as a great and terminal
  surprise to a lawbreaker who thought their tracks were 
  covered when they are hunted down by a cyber-mastiff 
  working with a fragment of hair and a scrap of 
  undergarment that a Detective-Surveillor stole from their 
  hab weeks, months, or years before.
  Detectives-Espionist preside over webs of spies, informants, 
  and agents-provocateurs, some of whom may be fellow 
  Detectives but most of whom will be outsiders who may not 
  even know it is the Arbites to whom they are passing their 
  reports. Informants are recruited through trickery, through 
  their sense of Imperial duty, or most frequently, through 
  
  terror. When the case against a suspect becomes substantial 
  enough for action, Detectives will make an assessment of 
  that person’
  s worth as an informant, and what leverage they 
  have to force them to become one. Arbites procedure has 
  been authorized (and duplicated) by Inquisitorial powers 
  and includes making a showy example of one of a group of 
  arrestees in order to spur cooperation from the others, and 
  Espionists are not above manipulating a potential recruit 
  into a compromised position from which the only way out is 
  onto the informant register. In target areas or organizations 
  where the Judges’ suspicions are strong, he may have whole 
  webs of informants, none of whom know of each other, all 
  informing on one another. Most Precincts are not concerned 
  with the duplication of information; by checking and 
  comparing reports against one another they can monitor 
  their informants for reliability and signs of treachery.
  Detectives have no problems with employing outright 
  agents-provocateur to stir up trouble. Entrapping a suspect 
  has shown remarkable success on the outlying worlds of the 
  Imperium - if a citizen engages in disloyalty, crime, or 
  sedition, then they have exposed themselves as weak, flawed,
  and unworthy of the privilege of even the limited freedom 
  that Imperial daily life allows. Notably, more than twenty 
  noblemen were arrested and sentenced to death after Judge 
  Harmahk convinced them to turn against the Barsapine 
  Planetary Governor in the wake of massive damage to one of
  the world’
  s most beloved Cathedrals. Whether their crime 
  came of their own behavior or through the efforts of an 
  Arbites provocateur is irrelevant and, in fact, an accused who
  claims otherwise is simply adding a self-confessed count of 
  culpable moral weakness to their roll of charges.
  The Arbites make use of assistance or information from 
  other Imperial organizations as well. Investigators utilize 
  Adepts (both within the Precinct-Fortress and those serving 
  the Administratum) to pore over mountains of data. A 
  detective may spend months within the Precinct scouring 
  statistics and legal actions looking for patterns or odd 
  behavior. Astropathic or similar assets are rare and carefully-
  controlled. When psychic abilities are required, agents often 
  look to the Scholastica Psykana who have shown an aptitude 
  for psychometry or cognito-mnemonic drilling to lend aid. 
  However, among the ranks of the Arbitrators and the most 
  secretive of cults and crime-rings persist rumors of some 
  detectives with the ability to seemingly draw clues out of 
  midair. Some select detectives are rarely called upon to draw 
  evidence from beyond the physical realm. Those with 
  experience with the ruinous powers, whether through 
  criminal alliances or cult-eradication duties, often suspect 
  these few individuals of having powers from the Warp, a 
  secret kept close by the upper echelons of the Adeptus 
  THE HOLY ORDOS AND THE ADEPTUS ARBITES
  In special cases, Arbitrators may be granted a considerable degree of independence and latitude in pursuing 
  transgressors of the law. This may take them away from their regular duties for extended periods and even 
  necessitate travel off-planet, if that is where the trail leads. It is hardly surprising then, if their enquiries bring them 
  to the notice of an Inquisitor, who may request their ongoing services as an acolyte. This is usually a harmonious 
  relationship, as both are implacable servants of the Imperium and are dedicated to rooting out those that would see 
  it fall, and many Inquisitors count Arbitrators among their most trusted servants. Of course Inquisitors are invested 
  with completely discretionary powers to determine a course of action and punishment, in stark contrast to the iron 
  dictates of the law that the Arbitrators follow. Any bending of the rules or leniency granted to wrongdoers by the 
  Inquisition in return for information and favours may well cause friction. As such, members of the Adeptus Arbites 
  are better suited as the acolytes of Puritan Inquisitors. It is not unheard of for Arbitrator acolytes to turn upon 
  radical Inquisitors if they perceive an unforgivable law has been broken.
  The sponsorship of an Inquisitor can provide a considerable boost to the career of an Arbitrator. The word of a 
  senior member of the Holy Ordos goes a long way to improving the chances of elevation to the high rank of Judge. Of 
  course, the Inquisitor will then expect the Judge to serve him as well as the Arbites, gaining by extension the Judge’
  s 
  sweeping power and authority of a level few other agents possess. In fact, given a Judge’
  s great standing and 
  responsibility, his relationship with an Inquisitor is often something close to an equal partnership. Facing such a 
  combination, the enemies of the Imperium often fall.
  
  Arbites, should their secret weapons in identifying more 
  heinous and threatening cults be identified and disarmed. 
  Occasionally, when a force is deployed to destroy these 
  terrifying cults, some of these secret detectives are deployed 
  as advisers to the commanding Judges or Marshals, enabling 
  them to react to the enemy’
  s actions before the thought ever 
  crosses their mind.
  CYBER-MASTIFFS AND GRAPPLEHAWKS
  Two trademarks of the Arbites’ armory are the combat and 
  hunting constructs known as cyber-mastiffs and 
  grapplehawks. Most Precinct-Fortresses of any size house at 
  least a handful of each type of construct, while the larger 
  Courthouses are able to field sizable packs. The distinctive 
  clatter of metal claws or the buzz of anti-gravity pinions can 
  chill the heart of lawbreakers as surely as the sound of an 
  Arbites shotgun being racked.
  The cyber-mastiff is a combat and hunting construct based 
  on the form of large hunting dogs. These artificial attack-
  constructs are often locally called by other names such as 
  kill-dogs or razorfangs. It generally stands hip-high or so on 
  an adult human and over a meter long from tip of head to 
  hindquarters, its lean body composed of high-speed 
  actuators and motor systems over a carbon skeleton and 
  wrapped in angular, interlocking armorplates. On some 
  worlds the dogs retain some organic internals, generally 
  muscles and nerves, and on some frontier worlds “cyber-
  mastiffs” are in fact conventionally-bred hounds with armor 
  and controller grafts. Arbites models are almost completely 
  mechanical, with only the central nervous system using vat-
  grown or printed organic layers to take the cortical imprint. 
  Heavily-sprung legs give the units tremendous sprinting 
  speed on their splayed and sharpened steel claws. Their jaws 
  use fiber actuators to snap with blinding speed, with backup 
  hydraulics to exert merciless, crushing force. The design 
  takes advantage of the dog’
  s cortex’
  s ability to process 
  tremendously intricate sensory input, particularly scent, and 
  most mastiffs have a battery of sense and tracker systems 
  loaded into their headpieces. “Vanes out” is the order for the 
  mastiff handlers to extrude their dogs’ specialized sniffer 
  arrays, and has become common idiom among the 
  Arbitrators serving alongside these creatures for maximum 
  alertness. 
  Grapplehawks are hunt-and-capture constructs borne up 
  and propelled by a suspensor field. The basic grapplehawk 
  frame bears a passing resemblance to an eagle, and the 
  symbolism has been exploited by designers who tend to give 
  them exaggerated pinion-wings, aquiline “heads” and metal 
  feathers. Some models go so far as to fully reproduce the 
  heraldic Aquila of the Adeptus, although these are unusual 
  and tend to be reserved for powerful individuals, as they 
  require extremely intricate construction methods that are 
  rare among the Adeptus Mechanicus. Grapplehawks 
  use their speed and mobility to the fullest, swooping 
  unerringly onto fleeing targets or picking a single important 
  felon from a group or a melee.
  Both kinds of constructs can act independently to some 
  degree, following programming that builds on the natural 
  instincts captured in their construction. At the limits of the 
  programming, specially-trained handlers take over, 
  distinctive in their bulky forearm cybernetics covered in 
  control studs and vox-pickups and the feedback plates and 
  eyepieces on their custom built helmets allowing them to see
  out of the pict-lenses of their charges. Handlers can control 
  these constructs through a mixture of verbal commands, 
  signals through their controls, and pre-crafted maneuver 
  macros. The handlers serving in the Precinct-Fortress on 
  Canopus take pride in developing intricate customized 
  command lists, making sure their attack patterns can’
  t be 
  cracked or predicted by the agile cultists they often find 
  themselves pursuing through the hive.
  
  NECROMUNDA PRECINCT
  INSTRUMENTS OF WRATH
  Founded long ago in the depths of the Dark Age of 
  Technology, Necromunda was brought into the Light of the 
  Emperor by the Imperial Fists Legion during the Great 
  Crusade. It is said that the ash wastes from which the great 
  hives rise are a by-product of the devastation wrought upon 
  the world during its brief defiance of the coming of the 
  Imperium, but the truth is lost beneath the toxic plains.
  Necromunda is a world of mines, factories, refineries and 
  processing plants. The planet is a vast powerhouse of 
  industry, making thousands and thousands of different items
  for use throughout nearby planetary systems, and nothing 
  which can contribute to the planet'
  s output has been left 
  untouched. From the tops of the highest mountains to the 
  depths of the oceans, the wealth of Necromunda has been 
  ripped out. Mountains have been reduced to rubble for the 
  ore they contain; oceans have been turned into little more 
  than chemical sludge. Human activity is by design 
  concentrated into as small an area as possible, with the twin 
  goal of exposing as much of the planet'
  s surface to strip 
  mining as possible and to ensure the billions of workers 
  required to service industries are born, work, sleep, and even
  die within as small a space as possible.
  Necromunda endures by the grace of the God-Emperor and 
  His inexhaustible armies, but beneath the world’
  s toxic storm
  clouds it falls to the agents of the Lex Imperialis to maintain 
  the peace and enforce the law. When one must govern a 
  populace of billions, all crammed into the close confines of 
  ancient cities and eking out their lives on recycled food while
  they toil endlessly at their tasks, kind words and even-
  handed rules are not enough. Only a boot stamping down on
  the throat of the ungrateful and malcontent will do; the fear 
  of sudden and brutal reprisal keeping millions of desperate 
  souls in line. The duties of keeping the local scum in line 
  extends even up into the highborn of Necromundan society, 
  where cold traders and faux nobles ply their trades and line 
  their pockets. This monumental responsibility of 
  maintaining order among the hellish confines of the hives 
  falls to the Adeptus Arbites.
  Necromundan Arbitrators trade in violence and control, 
  purging settlements and habzones if even the faintest hint of 
  sedition is uncovered. All manner of crime is met with a 
  swift and vicious response, for those that transgress against 
  the Imperial Law must be brought to justice before they can 
  corrupt others with their recidivist dogma. Such brutality is 
  born not of a cruelty among the Arbites or the sadistic will of
  the Lord Marshal himself, but rather as a simple necessity. 
  The Arbitrators are always significantly outnumbered by the 
  people they are meant to control, a thin line of shotguns and 
  shock batons keeping billions of hivers under their yoke.
  
  SCINTILLA PRECINCT
  GUARDIANS OF ORDER
  The home of both the Lord Sector and of the Sector’
  s 
  Precinct command, Scintilla inevitably has the largest 
  population of Arbites of any world in the Calixis Sector. It is 
  to Scintilla that new Arbites are shipped at the completion of
  their training, to swear their final oath to the Emperor, don 
  their badge for the first time, and be shipped out to their first
  postings throughout the Calixis Sector. It is where the most 
  prized medals and the most senior promotions are handed 
  out, and where every ambitious Arbitrator wants to be 
  posted, for the chance at a career-making position under the 
  eye of Lord Goreman himself.
  The many Precinct-Fortresses stationed by the Scintillan 
  Arbites serve as a constant reminder to the population of 
  Scintilla of the ever-present eye of the law. From the sheer-
  sided black Fortress of the Just to the off-white oval Pan-
  Iudicaeum, the population are constantly forced to 
  acknowledge the presence of the Adeptus Arbites. It is just as
  well that they maintain this presence, for corruption is rife 
  within Scintillan society. Too many nobles have been caught 
  with monetary investments in illicit activities, embezzling 
  the Emperor of his tithe while addicting their fellow nobles 
  to Ghast, Eazielle, and Spur. Also notable is the criminal 
  element in the cramped furnace-warrens of Gunmetal City. 
  The various Adepta working the great manufactorums and 
  exacting the Imperial Tithe must operate under the watchful 
  eye of the Adeptus Arbites, lest they be subject to the 
  lawlessness and corruption pervading the rest of the bloody 
  city. While the sight of a Scintillan Enforcer is nearly 
  unheard of within Gunmetal City, the Arbites Patrol Teams 
  are a common sight.
  Any arbitrator worthy of the badge knows that power 
  corrupts. As the center of the Calixian nobility, Scintilla is a 
  planet brimming with individuals seeking to improve their 
  standing, or ruin that of an opponent. Corrupt Exactors 
  distort contract bidding rounds for their own personal ends, 
  or accept bribes and favors to ignore cut corners and falsified
  production tallies. Noble houses offer illegal inducements or 
  simple threats to try to strengthen bids or conceal 
  production failures. Nobles often get carried away by the 
  cutthroat culture of Scintillan society and, through 
  arrogance or desperation, allow a gambit of sabotage or 
  assassination to endanger the production of a commissioned 
  tithe or the Adeptus officers presiding over it. While the 
  Arbites are indifferent to the families’ everyday crimes 
  against one another, anything that threatens or compromises 
  the tithe is a profound crime against the Imperium and 
  invites the full and merciless force of the law. Such an action 
  will leave reverberations throughout the planet, and even the
  entire sector, as noble houses rush to distance themselves 
  from the guilty party, or to pick up their trade agreements 
  and make an easy sum.
  
  HYDRAPHUR PRECINCT
  THE PEACEKEEPING LORDS
  To say that the political climate of Hydraphur is complex is 
  an incredibly gross understatement. Between the 
  headquarters of the Imperial Navy battlefleet, the holdings of
  the various Rogue Trader dynasties, the Ecclesiarchy'
  s 
  historical claim to the planet, and the Adeptus Mechanicus'
   
  command of the planet as a Forge World, a great many 
  organizations have vested interests in the planet. To the 
  noble houses aligned with these various organizations, 
  decisions as inconsequential as the color scheme of a dinner 
  party or what costume to attend a masquerade in are 
  decisions which can mean life or death. It is in this climate 
  that the Arbitrators of Hydraphur must serve.
  While there is an Imperial Governor over Hydraphur, the 
  various noble houses are where power rests its head. It is 
  because of these highborn families that commerce flows into 
  and out from Hydraphur, allowing even the low-born 
  populace to benefit from a higher quality of life than many of
  the worlds of the Imperium. It is these houses rather than the
  Governor who provide the enforcer cadres to patrol the 
  streets for petty criminals. After all, it is much easier to bribe 
  enforcers who already work for you than having to contend 
  with loyalty to a foreign entity.
  The nobles of Hydraphur are always on the lookout for any 
  method to gain an edge over their competition. While 
  political marriages and smuggling are always on the table, 
  the more desperate will rely on assassinations to achieve 
  their goals. Multiple lesser nobles have attempts on their life 
  on any given day, and even some more prominent nobles 
  come under attack rather frequently. While the various 
  bodyguards and poison-sniffers usually perform their jobs in
  these events, an occasional attack will sometimes be 
  successful. Such attacks can throw the lowborn population 
  into chaos, prompting riots as terrified civilians look for 
  food, water, or other necessities otherwise guaranteed by 
  their now-deceased employers.
  It is because of this direct connection between the lives of the
  nobles and the existence of law and order that the 
  Hydraphur Precinct specializes in security for high-value 
  individuals. No matter the number of assassins, or how they 
  strike, these Arbitrators are experts at transporting 
  individuals safely and guarding them from death. Once 
  secure, these nobles will be carefully protected while the 
  Arbitrators identify the noble responsible for these attacks 
  and enforce justice upon them and their lineage.
  
  MANDOS PRECINCT
  MASTERS OF THE PUNISHED
  Where most Precinct-Fortresses stem from the types of 
  terrain or resources found there, Mandos is defined by strict 
  Imperial Law. In every place where humanity lives, there are 
  recidivists, looters, murderers, and thieves who make a name
  for themselves. The most violent or persistent offenders, if 
  not granted summary execution at the time of apprehension,
  are shipped off-world to places not unlike the ice world of 
  Mandos to spend the rest of their lives. 
  A purgatory made real, Mandos was once a fortress world 
  prepared to defend against the Rakht-Topan Empire. The 
  world was abandoned by the Imperial Guard after the xenos 
  were exterminated by the Arcadian Crusade, and found its 
  way into the protection of the Adeptus Arbites. The massive 
  bastions and support buildings were repurposed and 
  retrofitted to accommodate massive numbers of inmates, 
  and the automated defenses were brought online, not to keep
  an invading force out, but to keep the new residents in line. It
  is here that the lawbreakers are left to wither and die—
  though some survive to escape their sentence, and fight for 
  the Emperor on other fronts.
  Overseen by the Custodian Senioris Catarina Igazi, life on 
  Mandos is extremely regimented and heavily monitored. 
  Daily menial labor mining and extracting ice and crude 
  promethium is designed to tax the inmates'
   energy levels, 
  thereby reducing the incidence of violent encounters. Food is
  largely bland and heavily processed to inhibit muscle growth 
  and dull the senses. Constant lockdown when not working 
  or eating all but eliminates the ability to hope for a better 
  day. These calculated practices break the wills of most 
  inmates, but even with all of that working against them, 
  human nature knows no limit to its baser instincts.
  When the demand for expendable soldiers is highest, Lord 
  Generals send word back along the worlds they have 
  conquered and request additional troops from all planets 
  capable of sending them. Many penal colonies are often able 
  to send viable troops who seek little more than a final taste of
  freedom and redemption in service to the Golden Throne.  
  The Penal Legions from Mandos exceed this expectation, 
  and face an intense training period personally led by their 
  black-armored Custodians to ensure that each warrior 
  departing from the world is instilled with an unbreakable 
  will. This devotion has made their forces stand out above the
  Penal Legions of other worlds, who are notoriously difficult 
  to control. More than one Lord General will request a Penal 
  Legion from Mandos before many trained Guardsmen 
  regiments, and will be pleasantly surprised when Igazi sends 
  a full Arbites Suppression Cadre alongside the vast numbers 
  of those sentenced to die in the Emperor'
  s name.
  
  TRITON PRECINCT
  OVERSEERS OF THE FRONTIER
  Despite the open voidspace between the Imperial Infractus 
  Sector and the wondrous Sepelios Expanse, all the warp 
  routes between these great regions of treasure and glory pass 
  through one stretch known to the Navis Nobilite as 
  Rodajen'
  s Strait. Dead center in this highway stands Port 
  Triton: a massive star fortress to serve as both defense from 
  the xenos threats and the last vestige of civilization before 
  daring Rogue Traders and would-be explorers set out into 
  the Sepelios Expanse, leaving the safety and order of the 
  Imperium behind.
  Triton is among the greatest of the Imperium'
  s space-based 
  defenses. Approaching the size of a small moon, Port Triton'
  s
  mighty defenses permit it to function without a constant 
  Imperial Navy garrison, and it has defeated numerous Ork 
  and Eldar fleets without any starship support. This lack of 
  Imperial Navy oversight has allowed the Rogue Traders to 
  bring commerce through Triton, and it has a powerful 
  economy with a wide range of nobles purchasing the finest 
  choice of xeno-pelts before they can be transported to their 
  destination planets – all under the careful taxation and 
  approval of the Administratum.
  As enforcers of the law on the edge of civilization, the 
  arbitrators of Triton often have to operate with the 
  understanding that, should it be required, support from the 
  Imperium will take an incredible amount of time to arrive. 
  As such, these Arbitrators are far more self-reliant than 
  many of their contemporaries throughout the Imperium. 
  The Adeptus Arbites directly trades with various chartist 
  captains to ensure a constant supply of food, ammunition, 
  and other resources which the Administratum often cannot 
  reliably supply. Occasionally, Judges and Marshals are forced 
  to delay the punsihment of more minor offenses in order to 
  ensure their troops are fed, clothed, and properly supplied.
  Serving as the primary Imperial force on Triton, the Adeptus
  Arbites have de facto authority over the entire station. With 
  the Imperial Navy battlefleets far away and a constant supply
  of valuable resources flooding through Triton, the threat of 
  piracy is more serious than in many expanses of space. To 
  combat this threat, the Triton Precinct maintains a small 
  flotilla of Punisher-class Strike Cruisers to patrol the area 
  and escort poorly-defended transports through the passage. 
  Often, when a Rogue Trader has been caught red-handed in 
  an illegal scheme, or when a pirate flees from an 
  unsuccessful raid, these ships will pursue them into the 
  Expanse and bring them to justice.
  Maintaining a single ship, let alone multiple cruisers, 
  significantly reduces the number of Arbitrators patrolling 
  the station. Thus, rather than patrolling in broad daylight, 
  these Arbites serve more quietly with a heavy reliance on 
  their Detectives and undercover work, using a wide variety 
  of informants and disguises to track crime wherever it might 
  be present on the station. Only when they have verified 
  information will they quickly don brown armor over their 
  plainclothes disguises, and strike.
  
  SOLOMON PRECINCT
  SENTINELS OF VIRTUE
  Solomon'
  s heretical roots lay as deep as the first recorded 
  Imperial contact with the planet in M39. A stronghold of 
  anti-Imperial humanity, Solomon had served as the capitol 
  for a human nation spanning across multiple systems. After 
  the empire was crushed by the combined forces of the Astra 
  Militarum and the Adepta Sororitas, Solomon was 
  established as an agri-world for the Imperium of Man. A 
  planetary governor was installed, and with him came a 
  precinct of the Adeptus Arbites.
  Nearly two thousand years later, archaeological expeditions 
  began to unearth relics and records from the old human 
  nation. Scholars studied these recordings and rediscovered 
  the old philosophies of their traitorous ancestors. Finding 
  themselves swayed by these ancient arguments, the planetary
  government began to enact a series of reforms which slowly 
  distanced the planet from the Imperium. Lord Marshal Talos
  discovered the heretical source of these reforms and benefits,
  but when confronted with the potential material benefits of 
  these reforms, the Lord Marshal and his Judges committed 
  the heresy of Abstractionism – allowing the heretical reforms
  to proceed unfettered by the eyes of the Adeptus Arbites.
  It wasn'
  t until the Planetary Governor announced his 
  allegiance to a “Greater Good” that the Arbitrators realized 
  what their complacency had brought about. However, it was 
  too late – the Precinct-Fortress was stormed with the joint 
  forces of the Planetary Defense Forces and their new xenos 
  allies, leaving no survivors. Only thanks to a remarkably 
  quick-witted Judge was a distress signal able to be sent, 
  relaying the situation to the rest of the sub-sector.
  An Imperial counter-offensive was launched 
  uncharacteristically swiftly and the planet was retaken in a 
  short but bloody campaign. During the war, Inquisitorial 
  Tempestus Scions retook the old Precinct-Fortress, and their 
  Inquisitor began to piece together what had happened. He 
  discovered the depths of the planet'
  s heresy and the failure of
  Lord Marshal Talos, and decided that the population would 
  serve well as an example to the rest of the sub-sector. The 
  Inquisitor declared the planetary population Hereticus 
  Traitoris, and ordered the systematic extermination of every 
  man, woman, and child on the planet.
  In the aftermath of the massacre, Solomon was resettled by 
  the Imperium. The current Arbitrators of Solomon have 
  studied well the failings of Lord Marshal Talos, and are 
  dedicated to not repeating his mistakes. They are fanatically 
  devoted to the Lex Imperialis, moreso than many of their 
  compatriots.
  The Arbitrators of Solomon wear the black fatigues of the 
  Adeptus Arbites not only as a sign of their duty to the law, 
  but as a constant reminder of the failure of those who stood 
  watch over Solomon before them. Their white carapace 
  armor declares their dedication to not repeating those 
  heresies, while its red trim shows their willingness to shed 
  blood to achieve this end.
  
  '
  Illuminate every shadow, lift every stone. Let no doubt, no mercy, stay your hand in the execution of your duty. To show forgiveness to 
  those who would blaspheme against the Emperor is to commit such blasphemy yourself.'
  - Judge Gordon Titus
  
  JUDGES
  The Imperium’
  s laws are iron and absolute. They must be, for
  they are the only bulwark between the huddled masses of 
  humanity and a sure descent into chaos and destruction. To 
  interpret and enforce those laws—taken from the Book of 
  Judgement, and known as the Lex Imperialis—the Imperium
  relies on Judges. Unlike common Arbitrators, Judges are 
  lords of justice who have great powers and sweeping 
  influence within their purview not far below that of an 
  Imperial Inquisitor.
  A Judge must be able to pass judgement just as ably as he 
  dispenses justice, and although the Lex Imperialis is 
  uniformly harsh in its sentences, it is also fair. For every 
  crime there is a punishment, established through millennia 
  of rulings, legal decisions, and precedents. At some point in 
  their career, if not from the very outset, all Judges make a 
  pilgrimage to Terra and the great Hall of Judgement to study 
  there among the vast and ever-growing labyrinth of laws and
  ordinances that govern the Imperium’
  s scattered worlds. 
  Although portable cogitators exist that contain a portion of 
  the relevant Lex Imperialis for a Judge’
  s purview—suitable 
  for simple issues of precedence and crime amongst the 
  Adeptus Terra—a vastly more lengthy process is necessary 
  when dealing with more heinous and elaborate crimes. 
  Whilst the Book of Judgement is extensive, it is not a perfect 
  science, and finding the correct answer can take years, even 
  decades or centuries in particularly complex cases. Most 
  cases involve contradictory laws that would result in 
  differing results for the accused. In the inner sanctum of the 
  Hall of Judgement, Judges spend much time immersed in 
  this reality until they are truly ready to render a fit 
  judgement to those who stand beneath the Emperor’
  s justice.
  Many Judges never leave, a lifetime of deliberation and 
  scrutiny passed on to the next Judge, and the next, and so on 
  for millennia, until the accused are long dead – but still a 
  ruling must be found, and justice meted out to the vaguest of
  descendants and those obliquely associated with the original 
  accused.
  This does not mean that a Judge is any stranger to violence 
  and bloodshed. On the contrary, the Lex Imperialis dictates a
  Judge must be as willing to dispense his judgement as he is to
  pronounce it. Sometimes this judgement is public floggings, 
  exile to a prison world, condemnation to a penal legion, or 
  even a public execution. Far more often, judgement is 
  pronounced as a summary execution and delivered from the 
  barrel of a bolt pistol.
  Judges are a feared sight in the Imperium, for they are 
  relentless in their pursuit of retribution. Their attire echoes 
  the flowing robes of a more ancient time and marks them 
  out as the mighty lords of Justice that they are. The Judges 
  command their own forces of retribution, massive armies 
  spread throughout the galaxy and ever vigilant to answer the 
  call for justice. The Judges can also call upon 
  the full resources of the Imperium, adding 
  their own strength to the immeasurable 
  might of the Imperium'
  s armies and fleets.
  
  MARSHALS
  Maintaining order on a world is a complicated task. Criminal
  activity must be tracked. Contact networks must be 
  maintained. The local government must be kept in check. 
  Above all, the Imperial Tithe must be paid. It is to the 
  Marshals that this responsibility falls.
  While Judges might be the most visible leaders of the 
  Adeptus Arbites, Marshals are the oft-overlooked 
  administrators of the organization. A Judge might command
  a small army or lead a vital investigation, but a Marshal must
  command all Arbites forces stationed out of any given 
  Precinct house. This is no simple task, and only the most 
  experienced and iron-willed arbitrators are considered for 
  the position. 
  The responsibilities of a Marshal are many and varied. They 
  are among the most sagacious investigators among the 
  Arbites, rivaling Inquisitors in their ability to piece together 
  seemingly unrelated facts gathered from a dozen separate 
  investigations in order to reveal a larger threat. Marshals 
  must also be savvy financiers, for it is their responsibility to 
  ensure the Imperial Tithe is paid in full. Additionally, most 
  are astute politicians, for they represent the Adeptus Arbites 
  to the local planetary government as well as the Adeptus 
  Terra. To this end, most Marshals and Vice Marshals are far 
  more charismatic than their notoriously stoic counterparts. 
  Many nobles who plot to conceal their wealth from the 
  Imperial Tithe have found their secret reserves seized by 
  ranks of grim-faced Arbitrators; their plans betrayed to the 
  charmed smile and honeyed words of a politically astute 
  Marshal.
  Of course, a Marshal'
  s job is not all politics and money; they 
  are also the grand commanders of the Adeptus Arbites 
  military operations on a planet, requiring them to have a 
  keen mind for strategy as well. While the Judges command 
  individual battles, Marshals coordinate entire planetary 
  campaigns, monitoring a dizzying amount of data in their 
  Precinct-fortress and ensuring the war is carried out in the 
  most efficient manner possible. When they take to the field 
  of battle personally, Marshals put their many skills to 
  devastating effect, coordinating fields of fire, carefully timing
  assaults, and bolstering the morale of their soldiers, pushing 
  them to fight to the bitter end.
  In the event of complete societal breakdown, Marshals are 
  well-prepared to seize direct control of the local government 
  to ensure planetary order.  This gives them command over 
  local enforcer cadres and planetary defense forces, who can 
  maintain civil obedience while the Arbitrators deal with 
  more pressing threats. In the wake of the formation of the 
  Great Rift, this directive has been used increasingly often, 
  and entire worlds have found themselves under the direct 
  rule of the Adeptus Arbites for decades, or even centuries.
  
  ARBITRATOR TEAMS
  Marching from the imposing Precinct-Fortresses come the 
  fearsome Arbitrators. These men and women are stoic in 
  their duty and unquestionably loyal to the Imperium. 
  Arbitrators are infamous for their prodigious stamina and 
  zeal, and their ability to survive all manner of wounds and 
  punishment in the quest to catch their quarry. They demand 
  utter obedience from the citizens they come into contact 
  with. Where civil unrest and crime threaten the stability of a 
  world, the Arbitrators are in the field: unflinching, 
  commanding the local enforcers, and hunting down the 
  rabble-rousers to restore law and order. 
  Most citizens and nobles know the Arbitrators from their 
  stations on patrol in the various parts of the Imperium. These
  Patrol Teams are given but a simple order: observe and 
  enforce. The very presence of these Arbitrators reduces the 
  occurrence of all manner of crimes. Each unflinching 
  Arbitrator on patrol serves as a physical reminder of the 
  nature of the law –  unflinching and unyielding.
  Whether engaging in combat or simply assigning sectors to 
  patrol teams, all Arbitrators serve under the guidance of the 
  Proctors. Also known as Arbiters Senioris, these experienced 
  Arbitrators have proven themselves with experience and 
  performance, and are equally capable of bringing down 
  criminal syndicates and leading warriors into deadly zones. 
  Some patrol teams will be commanded by Arbites Auxilia 
  who don'
  t normally deploy to raids, such as Chasteners or 
  Detectives who trust the operation to nobody but themselves.
  SPECIALIST TEAMS
  When the Arbitrators arm themselves for a particularly 
  dangerous raid, the Marshals will often call upon the most 
  effective Arbitrators to lead the assault. These teams are 
  granted access to powerful equipment rarely seen in the 
  hands of the Patrol Teams. Often a well-armed Execution 
  Team will provide covering fire with a fusillade of bullets, 
  grenades, or plasma, pinning enemy forces in place for fear of
  losing their life. Those brave enough to risk their lives 
  attempting to flee are often incapacitated by a combination of
  choke gas to leave them desperate for air and lockdown 
  grenades to disable vehicles. Guarded with their inviolable 
  shields, a Shock Team will advance into range to make arrests
  and dispense the Emperor'
  s Justice. Even the most fortified 
  doors are vulnerable to the power rams of a well-armed shock
  team. These lethal raids are executed with extreme speed, so 
  as to reduce the likelihood of any Arbitrator casualties. Many 
  such raids will often include a specialized Arbites 
  Chirurgeon, trained in the skills of healing fallen Arbitrators, 
  though they'
  ll eagerly enforce the law if it is required of them.
  
  ENFORCER CADRES
  Many worlds have their own cadres of Enforcers: local law 
  enforcement provided for by the planetary government to 
  enforce their will and the common law of their world. Unlike
  the mighty Arbitrators, most Enforcers, or whatever title 
  they use, hold little more than superficial loyalty to the Lex 
  Imperialis itself or to the tradition of service (although there 
  are notable exceptions to this). Instead they commonly 
  function as the iron hand of the Planetary Governor'
  s rule, 
  and are at worst little more than hired thugs with some 
  degree of official sanction – loyal only to their paymaster 
  and eminently venial and corruptible. 
  Within the Imperium of Man, the role and nature of 
  Enforcers vary widely. One of the most well-organized and 
  numerous forces is the Magistratum of Scintilla, a 
  paramilitary force that serves as the direct agency of the 
  office of the Lord Governor. The Magistratum numbers tens 
  of thousands of armed men and women, nearly as well 
  resourced as the Adeptus Arbites. At the other end of the 
  scale, worlds such as Ashenfield, whose communities are 
  scattered across numerous mining camps and shanty towns, 
  make do with scarcely more than Regulators and Rail Agents
  to maintain order and dispense rough justice. Many of these 
  are little better than bandits and extortionists themselves. 
  Some worlds, either through culture or simple lack of 
  technology, do without Enforcer cadres at all - the ruling 
  classes and their private armies being in sole charge. 
  Although this arrangement is most common on Feudal and 
  Feral Worlds, it is not exclusive to them. On Tallac, a Hive 
  World originally colonized and developed by the Rogue 
  Trader Richard Maximus, civil order is largely maintained by
  the armsmen of its Great Houses. 
  Enforcers are often on the front lines of lawlessness, aiding in
  keeping the civil order on many worlds. In most cases, the 
  Adeptus Arbites view Enforcers with some suspicion, if not 
  outright distrust, often with good reason.
  
  PENAL LEGIONS
  The Penal Legions are made up of the scum of the galaxy. 
  Their ranks are drawn from those criminals who have 
  committed capital crimes, and had their sentences commuted
  to life service. They are a savage band of desperate cut-
  throats: some half-crazed with anger, others driven mad with 
  remorse. Reprieved from the death cells because of some 
  talent or uncanny instinct, these dregs comprise the most 
  vicious, ill-tempered, and unstable group of psychopaths and 
  killers at the disposal of the Adeptus Arbites.
  Those citizens and Guardsmen sentenced to service in the 
  Penal Legions are there for the rest of their invariably short 
  lives. They must live under a tremendous burden of guilt; for 
  not only have they committed crimes, but in doing so, they 
  have also betrayed the Emperor. For those Legionnaires who 
  are genuinely repentant, the opportunity to alleviate this 
  burden is fully embraced and many die on the battlefield in a 
  desperate attempt to atone for their crimes. In rare and 
  exceptional circumstances, Legionnaires who complete their 
  missions and survive might be granted the Emperor'
  s pardon.
  These Legionnaires are absolved of their sins and are often 
  then conscripted into the Imperial Guard. Although such a 
  thing occurs only a handful of times a millennia, it is a 
  glimmer of hope these damned souls cling to.
  New Legionnaires have their heads shaved and tattooed with 
  their unit insignia. Explosive collars are clamped around their
  necks. The collars are a disciplinary device, primarily 
  designed to discourage a prisoner from attempting escape. 
  The blast from one is directed inwards and will have little 
  effect on anyone standing nearby other than showering them 
  in a fountain of blood and gore. In battle the collars are 
  detonated by a Penal Custodian when discipline needs to be 
  enforced without destroying the troopers'
   morale.
  While the Penal Legions are home to the human refuse of the 
  Imperium, amongst them can be found some of the most 
  skilled warriors the Imperium has to offer. These reckless 
  “heroes” can come from dozens of backgrounds. Most of 
  them come from various regiments of the Astra Militarum, 
  repentant souls who have chosen to fight and redeem 
  themselves in battle for crimes against their fellow 
  guardsmen. Some are drawn from the vast number of penal 
  colonies, where many of the prisoners leap at a chance to die 
  anywhere away from their harsh, painful life of hard labor, 
  especially if their service has the faintest hope of a pardon. 
  On rare occasions, Penal Legions will be drawn from a 
  planet'
  s population, press-ganged into service by the Adeptus 
  Arbites as a desperate measure of defense against a force who 
  seeks to usurp the Emperor'
  s presence. Wherever these 
  warriors come from, the Penal Legions are a crucible which 
  brings out the most ruthless killers in any given population. 
  For every hundred pathetic miscreants that die whimpering 
  under the enemy guns, one mad killer emerges triumphant, 
  screaming his insane anger.
  
  MORTIURGES
  The worlds of the Imperium are many and varied, from the 
  pristine garden worlds which service their citizens'
   every 
  need, to the brutal death worlds where every hour is a 
  struggle to survive. Many lawless criminals and scoundrels 
  make use of the vast stretches of varied worlds and the 
  feuding nobles to evade prosecution and cheat the fate they 
  so rightfully deserve. Indeed, it is fairly common for more 
  skilled fugitives to flee across the sector with whatever 
  resources they can manage in an attempt to build a new 
  power-base. It takes a stalwart and resourceful agent to track 
  down this sort of criminal – a man or woman whose 
  dedication to the Imperium and its laws drives them on, 
  alone, for as long as it takes to catch those who would slip 
  from the Emperor'
  s Justice. This can often take months, and 
  a Mortiurge must remain true to their purpose for the 
  duration. For this reason, only those Arbitrators with 
  specific qualities are chosen for the arduous duty of 
  Mortiurge – those who have an aptitude for the hunt, a thirst
  for justice, a cunning mind, and a talent for callous violence. 
  It is these sorts of men and women who are chosen by their 
  superiors to hunt down and mete out justice to dangerous 
  gang leaders and seditious criminals.
  The political climates or inherent dangers of the various 
  worlds of the Imperium can make larger Arbitrator raids 
  questionable. To this end, many Precincts utilize Mortiurges 
  to be roving agents, investigators, and legally-sanctioned 
  assassins. Granted wide jurisdiction through systems, 
  sectors, and even entire segmentums, Mortiurges are free 
  from the usual bureaucracy and oversight of the traditional 
  Adeptus Arbites. This gives them a great deal of personal 
  discretion insofar as how they go about their duties, a 
  necessity of their work, but one that many more traditional 
  Arbites consider to be dangerous. Given too much 
  operational leeway, these traditionalists fear, a Mortiurge will
  become a law unto themselves, a violent predator, and a 
  disgrace to the reputation of the Adeptus Arbites. In order to
  avoid this outcome, the Precinct Marshals only nominate the
  most steadfastly loyal members of the Imperium of Mankind
  to this dangerous duty, often pulling from those Arbitrators 
  who have served an Inquisitor and are accustomed to acting 
  with such authority. Having served with this organization, 
  many Mortiurges learn how to create poisons far more 
  deadly than even the more skilled assassins would have at
  their disposal, often leading to the convicted suffering an 
  agonizing death.
  As it is a Mortiurge'
  s duty to put to death those who have 
  already been pronounced guilty by the Arbites courts, they 
  are notoriously unconcerned with evidence-gathering and 
  procedure. Their talents and training lie largely within the 
  scope of tracking their prey, driving them to ground, and 
  overcoming them in violent confrontation. For this reason, 
  Mortiurges tend to be straightforward, inelegant individuals, 
  often considered violent and thuggish by the already blunt-
  minded Arbites and especially so by the more technical 
  Adepts. This is also likely the result of the theater in which 
  they operate – an unforgiving environment where any 
  smiling noble or desperate beggar might kill just as easily as 
  they draw breath. In the face of such danger, following 
  procedure and maintaining proper decorum is a luxury most
  Mortiurges simply can'
  t afford. 
  
  CYBER-CONSTRUCTS
  The heavy scraping of metallic claws, the whirring buzz of 
  suspensor fields, the mechanical lockstep march, these are 
  the sounds of doom for criminals within the Imperium of 
  Man. The Adeptus Arbites will often deploy unique tools 
  crafted for them by the tech-adepts of the Adeptus 
  Mechanicus in the pursuit of criminals and the repression of 
  riots. These tech-adepts who show the greatest amount of 
  skill with managing such packs of cyber-constructs are often 
  stationed to work with the Adeptus Arbites as handlers for 
  these constructs.
  CYBER-CONSTRUCT HANDLERS
  To their comrades within the Precinct-Fortresses, the Cyber-
  Construct Handler is not just a single valued ally, but often 
  acts with the effectiveness of an entire Arbites squad. 
  Handlers spend years with their hounds, training them for 
  the hunt and the kill. They spend countless hours running 
  their charges through drills and training simulations, 
  implanting commands and attack patterns into their 
  cogitator-augmented brains through sheer repetition and 
  rote. Giving signals directly to their built-in vox receivers, 
  the Cyber-Construct Handler is able to coordinate extremely
  complex engagements through a dizzying number of pre-
  programmed patterns.
  CYBER-MASTIFFS
  Cyber-mastiffs are usually deployed to bring down 
  recidivists and heretics. Shaped in the form of a hound made
  of metal and guided by the brain and nervous system of a 
  hunting creature, they are a fearsome extension of the 
  Emperor’
  s law, and a truly terrible sight to see unleashed. 
  The beast is a massively built and heavily-armored steel 
  construct of considerable bulk capable of shrugging off most 
  small arms fire, and of bringing down even large groups of 
  well-armed opponents. Cyber-mastiffs are equipped with 
  serrated teeth which can be replaced with chainblade 
  variants. Some cyber-mastiffs are also augmented with a pair
  of boltguns to allow them to shoot down those who would 
  flee their just punishment.
  SUPPRESSOR SERVITORS
  When the Adeptus Arbites need to disperse crowds of rioters
  or belligerent hive residents, they often employ Suppression 
  Servitors to aid their Arbitrators. Designed for intimidation 
  and maximum semi-lethal force, these hulking brutes have 
  had their faces have been replaced with the gilded seal of the 
  Adeptus Arbites. One arm has been replaced with a massive 
  pneumatic piston launcher capable of scattering rioters like 
  leaves, while the other arm has been removed entirely, 
  replaced with a large-caliber grenade cannon. A squad of 
  Suppressor Servitors can scatter a rampaging crowd of 
  thousands, and they make a point of turning the instigators 
  of these riots into the next batch of Suppression Servitors.
  
  RAPID PURSUIT TEAMS
  Often, traitors to the Throne will attempt to flee by vehicle or
  mount. On those rare occasions when the Execution Teams 
  fail to prevent their escape, or in those cases when speed is of
  the essence, the Marshals will deploy their Rapid Pursuit 
  Teams. Riding Lawmaster-pattern bikes, these forces will 
  swiftly chase down any who would flee their inevitable 
  punishment, and deliver their sentences ruthlessly.
  Rapid Pursuit Teams are often called upon to chase criminals
  through crowded hive city streets at dizzying speeds. To 
  prevent unnecessary loss of life, only those arbitrators with 
  the greatest aptitude with ground vehicles are permitted to 
  operate in a Rapid Pursuit Team. These skilled arbitrators 
  rarely serve on foot, preferring to patrol the motorways with 
  their bikes instead. Some Precinct-Fortresses hold 
  jurisdiction over incredibly large areas of ground, and 
  require each arbitrator who watches guard to master their 
  mount before taking up patrol in order to reduce the 
  response times for any given threat.
  In some situations, the Precinct-Fortresses are limited in 
  their ability to support multiple arbitrators on bikes. These 
  forces find ways to make do, often using less sophisticated 
  mounts such as beasts of burden bred specifically for speed. 
  The Cidepra Precinct, for example, relies on local racing 
  animals rather than bikes due to their abundance, while the 
  Inope Precinct chooses to ride bulkier Hydraphur-pattern 
  quadbikes, allowing them to bring supplies for extended 
  forays into the wide stretches of open plains between cities.
  In times when a pursuit must be ended quickly, or a long-
  hunted quarry threatens to slip away yet again, the Judges 
  may join Rapid Pursuit Teams in chase of the enemy. 
  Utilizing the wide range of weapons at their disposal, these 
  Judges often lead these pursuits at the front, warning the 
  fleeing criminals of what fate awaits them should they 
  continue to flee. Occasionally, these Judges will send a 
  grapplehawk to interfere with the fleeing vehicle and force it 
  to stop, often resulting in a crash and the occupants'
   
  apprehension and/or death. 
  '
  Go ahead, scum! Try it – I'
  ve been decorated three 
  times because of maggots like you!'
  - Arbitrator Calderan, 
  shortly before executing a fugitive.
  
  ARBITES SENTINELS
  The Sentinel is a one-man all-terrain bipedal vehicle, used by
  the Adeptus Arbites where mobile patrols must be mounted 
  across rough terrain, or where firepower must be deployed 
  rapidly in response to a threat. Sentinels achieve a perfect 
  balance of robustness and mobility, able to negotiate terrain 
  that would immobilize heavier battle tanks and armored 
  vehicles whilst still able to face down fire that would shred 
  ranks of infantry.
  Unlike the their counterparts in the Astra Militarum, the 
  Adeptus Arbites exclusively deploy sentinels that have been 
  fitted with additional armor, allowing them to stride through
  a deluge of weapons fire that would cripple or destroy a 
  lighter walker. The mechanical legs of these armored 
  sentinels are also modified with recoil compensators in place
  of additional gyro-stabilisers, marginally decreasing their 
  speed but allowing them to fire more powerful weapon 
  systems. Sensor arrays and auspex systems are replaced with 
  additional power cells and cooling systems to allow the 
  Arbites Sentinel to fulfill its role as a mobile riot dispersal
  platform. When venturing into potentially dangerous or 
  hostile territory, it is customary for patrol teams to be 
  accompanied by at least one of these walkers, both to provide
  fire support and to remind the locals of their place. The sight
  of one of these heavily armed and armored walkers stamping
  though a hab-block or hive district is often more than 
  enough to give even the most ruthless traitors pause.
  In suppression operations and open warfare, Arbites 
  Sentinels are used as roving hunter-killer units, forming 
  search and destroy teams that stalk hostile forces. Once their 
  quarry is located, it is eliminated with practiced efficiency, 
  plasma and lascannon fire slicing through the thickest 
  ablative plating. Arbites Sentinels are often deployed far 
  from defensive positions, deep within hostile territory. When
  operating as autonomous units, the pilots of Sentinel 
  squadrons are often forced to use their own initiative – a 
  quality that is not generally fostered in the Adeptus Arbites. 
  As a result, many Sentinel pilots have acquired a reputation 
  as would-be hotshots or glory seekers.
  
  TARANTULA SENTRY GUNS
  Possessed of formidable firepower, automated weapons 
  platforms and sentry gun batteries were long used by many 
  of the Imperium'
  s diverse armed forces since the time of the 
  Great Crusade and the Horus Heresy to take on the 
  mundane duties of point defense and security, both planet-
  side and aboard ship. The most common of these designs 
  was the Tarantula, whose ease of construction, multiple 
  weapons configurations and general reliability had made it a 
  staple of the arsenals of the Great Crusade and a well-
  regarded, if perhaps inglorious, tool of war.
  The Tarantula is controlled by a simple logic engine and 
  infused with a machine spirit which allows it to operate 
  without a controller. However, due to limits in the logic 
  engine'
  s targeting capabilities, it must be pre-set to fire in 
  one of three distinct modes prior to being deployed into 
  battle. In point defense mode the Tarantula will fire at targets
  that enter its fixed firing arc, designed to cover a particular 
  area of the battlefield. Sentry mode is meant for close 
  defense of the Tarantula'
  s immediate area, allowing it to 
  traverse completely to engage targets though at a shorter 
  range. When engaged in interceptor mode, the Tarantula 
  engages enemy craft such as drop pods which attempt to 
  land in the area.
  Each Tarantula includes its own targeting auspex and on-
  board power cell, though it is possible to hook multiple 
  sentry guns to a single power generator for prolonged use. 
  Once deployed the weapon system will continue to operate 
  until it has run out of ammunition or it is destroyed and, 
  unlike human sentries, won'
  t doze off or daydream while on 
  duty.
  The uses for these sentry guns are many and varied, from 
  defending a perimeter from surprise attack to establishing a 
  roadblock or operating as part of a static defensive line. 
  However, their lack of inherit mobility restricts their use on a
  fluid battlefield. A Tarantula can be transported by a 
  Chimera, Rhino, or a Valkyrie in addition to their normal 
  passenger compliment. Tarantulas can even be air-dropped 
  via grav-chute and deployed from packing crates.
  Most Precinct-Fortresses keep a supply of Tarantulas in their 
  armories, as they'
  re highly useful for routine guard duties 
  due to their full automation and low manpower 
  requirements. The Adeptus Arbites makes use of Tarantula 
  Sentry Guns to defend various important strategic positions 
  such as Precinct-Fortresses where the possibility of collateral 
  damage will not affect the stability of the population.
  Many types of Tarantulas exist, although the most common 
  variants are equipped with either twin heavy bolters for anti-
  infantry or twin lascannons for anti-vehicle duty. The 
  Adeptus Arbites have also been known to deploy Tarantulas 
  equipped with twin grenade cannons for riot suppression 
  and crowd control in high-value areas.
  
  ARBITES CHIMADONS
  The Chimera chassis serves the Imperium well with its many
  variants, from the Hellhound light tank to the Colossus 
  ordnance battery. Many of the Imperial Guard prefer to use 
  the slow, grinding advance of the Leman Russ Battle Tank to 
  help provide cover for friendly forces as they make a slow, 
  grinding advance. For the Adeptus Arbites, however, speed is
  of the essence. To this end, the Marshals will deploy the 
  Chimadon into the most dangerous operations.
  Armed with a powerful weapon, such as a breacher cannon 
  or a pair of prosecution flamers, a Chimadon can swiftly 
  move into position to crush a treasonous stronghold. Often, 
  the Chimadon will fire its main weapon while still advancing
  towards the target, either opening a massive hole in a 
  building for Arbitrators to rush inside or filling entire hab-
  blocks with cloying choke gas and minimizing resistance. A 
  heavy dozer ram on the front of the Chimadon enables it to
   force aside all obstacles placed in its path, and even allows it 
  to be deployed as an impromptu ram against more fortified 
  criminal hideouts. 
  Chimadons are rarely deployed by the Arbites, and are often 
  held in reserve until the planet faces invasion by a heavy 
  force or full-scale revolution by the local population. Many 
  Judges and Marshals prefer to deploy other pacification 
  measures for common riots or enforcement raids, as 
  Chimadons have a tendency to reduce the working 
  population by considerably higher amounts than what might
  otherwise be attained by more conventional control 
  measures. On occasion, however, some especially punitive 
  commanders will deploy a Chimadon with the explicit intent
  of causing mass casualties to the populace and sending a 
  message to the citizens and nobility alike what awaits those 
  who would disrupt the order of the Imperium. 
  
  ARBITES TRANSPORTS
  ARBITES RHINOS
  The Rhino personnel carrier is the most common transport 
  vehicle at the disposal of the Adeptus Arbites, allowing units 
  to move swiftly to where they are most needed, be it to 
  respond to an incident or to counter-attack a rioting force. 
  This tried and tested vehicle is famously robust, easy to repair
  and utilized extensively by the Imperium’
  s most elite fighting 
  forces such as the Adeptus Astartes and the Adepta Sororitas. 
  Unlike the more opulent coverings of the Adepta Sororitas, 
  the Rhinos of the Arbites are often a simple, black design 
  with Precinct markings and the insignia of the Adeptus 
  Arbites.
  ARBITES REPRESSORS
  The Repressor is an Imperial armored personnel carrier 
  based on the standard Rhino chassis. The Repressor is 
  frequently used by the Adeptus Arbites as a riot control and 
  crowd suppression vehicle, as well as an infantry transport 
  during intense urban battles. The Repressor uses an 
  extensively converted Rhino chassis; the transport 
  compartment has been greatly expanded upon, a raised roof 
  featuring firing slits for the passenger'
  s weapons has been 
  added, a large dozer blade used to plow through debris and 
  rioting mobs is attached to the front of the vehicle, and the 
  vehicle possesses a small forward cupola-mounted turret. The
  Arbites variant of the Repressor is frequently armed with 
  semi-lethal weaponry such as water cannons and grenade 
  launchers that fire stun and gas grenades at angry mobs. 
  When the Adepta Sororitas started to use Repressors near the
  end of the 40th Millennium, many Precincts followed their 
  lead and augmented this semi-lethal weaponry with storm 
  bolters and heavy flamers.
  ARBITES CHIMERAS
  In those circumstances when Arbitrators need well-armed 
  transport for its forces, the Adeptus Arbites will deploy its 
  forces in a Chimera. These ubiquitous vehicles are extremely 
  durable and practical, capable of mounting an array of 
  support weapons. From within the armored confines of a 
  Chimera, the embarked Arbitrators can utilize the hull-
  mounted lasgun array to unleash a lethal fusillade of shots 
  into the foe, protected from all but the most destructive of 
  reprisals. Chimeras can be fitted with a range of equipment to
  increase their battlefield effectiveness. All Chimeras are 
  equipped with smoke launchers that can produce an 
  obscuring shroud of chaff or a cloying cloud of choke gas at a 
  moment’
  s notice. Some of the transports are also fitted with 
  heavy-duty bulldozer blades to clear a path through ruin and 
  rubble for reinforcements. With auspex arrays and 
  communication voxes, Chimeras also act as mobile bases of 
  operations from which Marshals can command their forces. 
  In addition, various offensive armaments can be fitted to a 
  Chimera’
  s hull, making it a versatile front-line tank.
  
  ARBITES VALKYRIES
  The Valkyrie assault carrier is a maneuverable, well-armed, 
  twin-engine attack craft. The durable armor and versatile 
  payload of the Valkyrie chassis combined with the aircraft’
  s 
  powerful engines and stable handling make it a popular 
  choice for a variety of roles. These attack craft use 
  atmospherically sealed cockpits and omni-combustable 
  promethium in their vector-turbojets, allowing them to be 
  deployed against enemy flyers in the upper atmosphere and 
  against ground forces on even the most hostile worlds.
  Sporting a troop transport capacity on par with the 
  ubiquitous Chimera, the Valkyrie is often used to swiftly 
  redeploy squads of infantry. Strikes at key targets by 
  bloodthirsty Cyber-Mastiffs, reinforcement of buckling battle 
  lines by elite Execution Teams, even hasty transportation for 
  Judges and their entourages – all of these and more are the 
  duty of the Valkyrie.
  With vectored engines permitting vertical take-off and 
  landing, these versatile aircraft can twist and turn through the
  rigors of low-altitude dogfights, or hover while troops rappel 
  from their holds. In addition, every Valkyrie is equipped with
  sufficient grav-chutes for all human passengers, allowing 
  expedient, if hazardous, high-speed deployment into the 
  thick of combat.
  To burst from the steel cocoon of a Valkyrie’
  s transport bay 
  into the icy air above packed ranks of enemies can be jarring, 
  even by the standards of the Adeptus Arbites. As the chuted 
  infantry descend towards the seething mass of foes they are 
  peppered with fire. Those grav-troopers who manage to 
  touch down may find themselves within feeding range of 
  some mutated monstrosity, or set alight by gouts of psychic 
  flame. But for all this, the shock of a Valkyrie drop is even 
  more terrifying to the enemy, who find themselves fighting 
  on new and unexpected fronts with no warning, other than 
  the roar of an overflying Valkyrie. Carefully orchestrated 
  offensives are thrown into utter disarray as shotgun-wielding 
  infantry are disgorged to assail the flanks and rear of the 
  assaulting army. Artillery and psykers unleashing their 
  destruction far from the front lines are surrounded and 
  brought down by the massed fire of the descending troopers.
  Airborne assaults play a crucial role in the battle plans of 
  many Judges. Due to the high risk of such manuvers, and the 
  high reward of eliminating key enemy assets, it is common 
  for Valkyries to be loaded with the best troops available – 
  Execution or Shock Teams. However, certain pragmatic 
  officers have achieved decisive victories by using Valkyries to 
  distribute Enforcer Cadres or Patrol Teams across large 
  swaths of cities and battlefields. Once deployed, each squad 
  sets up choke points and ambushes across the zone of battle. 
  The foe then faces an unenviable decision – either move at a 
  crawl trying not to stumble into the infantry’
  s traps, or barrel 
  ahead full pace to outrun the deadly rain of aerial fire 
  unleashed by the Valkyries.
  Even when troop transport is not required, or when the 
  battlefield conditions make such actions impossible, 
  Valkyries are still an invaluable aerial asset. Their armaments 
  allow them to carry out hit-and-run strikes and strafing runs 
  on ground forces whilst swatting enemy flyers from the sky. 
  Few boast the balance of offensive and defensive capabilities 
  that make the Valkyrie so resilient and versatile.
  
  LUTHIR GOREMAN
  THE CONTEMPTUOUS MASTER
  For Arbiter Luthir Veremonn Goreman, Lord Marshal of the 
  Calixian Great Precinct, every medal pinned to his dress 
  uniform, every honorific and citation attached to his name, 
  every pennant, seal, and chain hanging from the plaque atop 
  his staff of office, all prove the same thing: that he is right in 
  his ironclad disdain for the great mass of the Imperium’
  s 
  populace.
  Goreman hails from the once-grand planet Sinophia in the 
  Calixis Sector, steeped in all the many kinds of decay that that
  world had to offer. He was born into an extended family of 
  butchers and flesh-thieves, descended from once-proud 
  dynasties of medicae and lay biologis adepts back when the 
  world had been in its prime. The old family seat, with its 
  surgical chambers and tissue molds, where generations ago 
  the subsector’
  s nobility had come for medicae and juvenat 
  treatments, or to buy exquisitely flesh-sculpted servitors, had 
  become a charnel house. Their old family name now lost, the 
  Gore-Men conducted a lively and ruthless trade in spare 
  organs and tissues to any who could meet their price, and 
  trained their young man in the brutal skills needed to ensure 
  a constant supply of “donors.
  ”
  That was Luthir’
  s work, and he excelled at it until the day he 
  was sent to subdue and bring back an off-worlder who had 
  set up house in one of the neighboring habstacks, and he 
  never returned. The woman Luthir was to abduct was a 
  former Enforcer from Scintilla who had left her post after a 
  religious awakening and come to Sinophia as a wandering 
  Confessor. Luthir slipped into the shrine during a prayer 
  meet, shock-fork and slap-syringe at the ready, planning to 
  spring an ambush once her small congregation had left. But 
  as he listened from the shadows her words began to sink in, 
  and the fire in her voice lit up his soul. At the end of the 
  prayers, when the supplicants had gone, Luthir the Gore-Man
  came forward with his hands in a clumsy sign of the Aquila, 
  hoarsely begging for his confession to be heard.
  Luthir Goreman stayed at the shrine for a week, learning 
  prayers and listening to sermons and scriptures, and to his 
  Confessor’
  s stories of her Magistratum days. Of all the 
  expressions of the God-Emperor’
  s will that she was able to 
  teach to him, her experience as an enforcer was the one that 
  resonated with him the most. He listened to her talk of 
  stamping order into the face of disloyalty and anarchy, and 
  reflected on the cynical, treacherous, nihilistic wastes that 
  were the lives of his clan-family. He imagined himself in a 
  Magistratum uniform, weapon in hand, battering the 
  worthless human detritus into shape with the force of his 
  arm, his will, and his faith. Within a month he had made the 
  trek to the Horst-Kosada hive, home the Governor’
  s personal 
  enforcement militia, the so-called Wide Cohort.
  Every day in the Cohort’
  s gold-and-black uniform was an 
  insult to the ideals that had ignited Luthir in that little shrine 
  in the slums. Barely trained, and treated with contempt by the
  cliquish nepotism around him, Goreman watched his unit 
  divide its time between lounging in its palatial barracks amid 
  the spoils of its many extortion and protection rackets, and 
  swaggering about the capital, bullying and terrorizing anyone 
  the Cohort thought might be incurring the Governor’
  s 
  displeasure, or their own. All that it taught him was that the 
  sneering shiftlessness he had learned to despise ran all the 
  way up through Sinophian society. It was a cruel realization, 
  and it wasn’
  t long before he was looking for an escape. Once 
  again it came from the Adeptus, but this time his salvation 
  found him; in the form of a brutal Arbites roundup of the 
  Wide Cohort. Another platoon’
  s plans to steal from an 
  Administratum tithe-train had reached the ears of the 
  Detectives, and like a scalpel through gangrenous flesh the 
  Arbites were cutting into the Cohort to see how far the rot 
  had spread. The interrogators were somewhat startled when 
  they brought in the fresh young recruit with the fierce eyes; 
  instead of cowering or lying, he seemed viscerally pleased by 
  the thought of his corrupt fellows facing Imperial justice, and 
  by the end of the interview he had almost turned the 
  interrogation around, quizzing the Detectives on the 
  Adeptus, its law, and its enforcement. By the time the cull was
  over, Goreman had gone from being a suspect to being a 
  recruit.
  This was what he had wanted. This was his calling. This was 
  what had kept him going through the long trek to join the 
  Wide Cohort. Now Goreman was finally part of something 
  he could believe in, enforcing the ideals that were burned into
  him by the Confessor’
  s words. Doing the work of an 
  
  Arbitrator filled Goreman with a ferocious pride. His early 
  posting was riot-breaking on Barsapine. He then 
  distinguished himself in punitive culls in Gunmetal City, 
  hunting fish-poacher rigs on Spectoris, and spending many 
  distinguished years in the honor garrison at the Lucid Palace 
  itself before taking command of the Precinct-Fortress that 
  governed Scintilla. By now his reputation was firmly 
  cemented in the Arbites command: his iron will, the force of 
  his personality, and the constant, simmering anger that 
  blunted his undeniable charisma (and, some said, took the 
  edge off his judgement).
  Goreman took command of Scintilla at a troubled time, when
  the Precinct was being targeted by a violent outlaw 
  insurgency from without and vicious schisms and feuds from 
  within. Goreman’
  s response was to denounce the same root 
  cause for both: a backslide into moral laziness and foppish 
  intellectual degeneracy, and a show of strength was the only 
  cure. Goreman purged his Precinct from bottom to top, 
  personally drawing up the cull lists and overseeing the 
  denunciations before each consignment of demoted Arbites 
  was marched away to the penal transports. The longer it 
  dragged on the more controversial the purge became. 
  Goreman, the accusations went, was now forgetting about 
  ending the internal tribulations of the Precinct and using the 
  purge as a blunt instrument to rid his Precinct of anyone 
  whose idea of the law did not exactly match his own. The 
  persecution of the Praetors’ Chamber in Hive Tarsus seemed 
  especially egregious. Faced with the assassination of two 
  senior Judges there, Goreman asserted that the Chamber had 
  brought it on themselves with their degenerate focus on 
  book-study at the expense of martial action. The token effort 
  at tracking the assassins was matched by the wholesale 
  reassignment of the Judicial contingent to front-line duties on
  the Tarsine docks.
  Every time Goreman looks out upon the mass of Imperial 
  citizenry he sees exactly the same thing he remembered from 
  Sinophia: dissipated, lazy, disobedient wastrels slouching 
  through aimless and worthless lives. To him, the Imperial 
  Adeptus is the one worthy creation of human society, to serve
  in it the one worthy ambition. The Adeptus, under the 
  guidance of the Immortal Emperor, shows the rest of 
  humanity what they could be had they the discipline, the 
  faith, and the strength. Those outside the Adeptus are 
  contemptible, and should think themselves lucky they are 
  allowed to toil to support it; those who disobey or disrespect 
  the Adeptus, or even court ambitions outside it, are beneath 
  contempt.
  Goreman’
  s vigor for his job is not born out of a positive 
  inspiration to bring order but by his smoldering hatred of 
  those who disrupt it. This makes him relentless in keeping his
  grip on disobedience and sedition, but some in the senior 
  ranks are starting to think that his savagery in dishing out 
  punishment is corroding the rigid adherence to the Lex 
  Imperialis to which the Arbites swear themselves.
  Luthir Goreman wears a black and gold Arbitrator dress 
  uniform for most of his duties, with his rank pins and medals 
  arranged on a separate banner that is carried to formal 
  occasions by an adjutant. He always has a small purity seal 
  pinned to his left lapel, copying a verse of Imperial scripture 
  onto a new parchment each morning and having a garrison 
  preacher bless and attach the seal at his private morning 
  prayers. He is always accompanied by the archeotech grapple 
  hawk, Sanctus. In combat, he wields Falling Star, an ancient 
  power maul which famously slew Obed the Unclean, Prince 
  of Nurgle, and ended a thousand-year conspiracy of sedition 
  with a single blow. 
  
  CATARINA IGAZI
  THE UNBREAKABLE WALL
  Stoic, intelligent, and utterly unrelenting, Catarina Igazi 
  epitomizes the Adeptus Arbites and their mission to enforce 
  the law without mercy. Ever since she was a child in the 
  Schola Progenium, Catarina repeatedly displayed tremendous
  fortitude as well as unshakable faith in the Imperial Creed. 
  When she graduated from the Schola, she was even 
  considered for a role in the Adepta Sororitas before her 
  superiors instead placed her in the Adeptus Arbites. She 
  rapidly advanced in the ranks to a leadership position as the 
  Proctor of Patrol Team A-113.
  Igazi patrolled Hive Vukan Section 215 for three years until 
  the Archimedes Food Riots. The limited Arbites resources 
  across the planet left her without any Arbitrator support, and 
  she was forced to make due with commandeered planetary 
  enforcer cadres. The riots were exceptionally bloody, and the 
  Hive Vulkan enforcers suffered grievous losses in the early 
  days of the riot. Igazi recognized the importance of knowing 
  where the rioting hordes were moving so she could avoid 
  direct conflict when it would lead to a loss of enforcer lives. 
  To this end, she promised to station her patrol team and 
  limited enforcer teams in defense of an Adeptus Mechanicus 
  tech-shrine. In return, the residing tech-priest permitted her 
  to view the information gathered on rioter movements by his 
  swarm of servo-skulls. This information proved to be critical 
  in enabling Igazi to isolate and repress specific rioter gangs 
  until reinforcements could help restore order to the hive.
  Igazi was recognized for her success in controlling the riot 
  and was awarded the Honored Conduct Commendation for 
  her efforts. After completing her assignment at Hive Vulkan, 
  Igazi was promoted to Arbiter Senioris and assigned to serve 
  alongside the marshals and judges of the Necroshire Precinct.
  Shortly after she arrived, the planet was besieged by Eldar 
  Corsair raiding parties. Recognizing the xenos tendency to 
  strike swiftly before retreating, Igazi developed a new 
  marching drill for the wielders of Arbites lockshields. This 
  formation provided these otherwise slow-moving walls to be 
  able to redeploy quickly without sacrificing the precious 
  cover their lockshields provide.
  Catarina Igazi'
  s repeated ingenuity and inventiveness was 
  noticed by her superiors at Necroshire. All but one of the 
  many Marshals and Judges at that precinct recommended her
  advancement in the ranks of the Adeptus Arbites. She was 
  thus assigned to serve as the Custodian Senioris of the 
  Mandos Penal Colony. Igazi works her prisoners with an iron 
  fist, tolerating no dissent and drilling them with discipline 
  one might expect out of the Mordian Iron Guard. Even when 
  she is not personally seen, her presence is felt through the 
  pre-recorded messages she broadcasts across the prisons, 
  reminding her wards of their shame through quotes of 
  Imperial scripture. Igazi frequently offers these delinquents 
  the opportunity to die serving the Emperor in glorious 
  combat, often at the behest of those nearby planets in 
  desperate need of defense forces. In combat, she wields the 
  Bulwark of Redemption: a massive shield with a supercharged
  power field which electrocutes those who would oppose her 
  army with contemptuous ease.
  It is natural that people do not want to be involved with us 
  too much. There is no problem down to the smallest 
  egotistical longing which the Adeptus Arbites cannot solve.
  -Warden Catarina Igazi to Governor Heinrich Koch
  
  STANLEY BARTLETT
  THE MIGHTY FIST OF JUSTICE
  Being positioned near both the frontier and the Great Rift, 
  Port Triton is home to some of the most dangerous scum in 
  the galaxy. Despite the arbitrators'
   best efforts, pirates, 
  worshipers of the Dark Gods, genestealer cultists, and xenos 
  agents have been ever-present in the darkholds of the station. 
  Recently, however, they'
  ve found themselves hunted down 
  and rooted out by the dangerous new Arch-Justicar of the 
  station. Known for his distinctive wide-brimmed hat, deadly 
  power fist, and enormous canine companion, Arch-Justicar 
  Stanley Bartlett has become synonymous with fear for the 
  criminals of Port Triton.
  In his youth, Stanley never dreamed that he would once hold 
  such responsibility. In fact, he rarely even considered the 
  possibility that there were worlds beyond his own. On his 
  birthworld of Newark, Stanley served as a lawman in the 
  great wastelands between the massive hives, protecting the 
  small local settlements from bandits, sky pirates, and other 
  vermin. The dust of the wastelands chokes even the most 
  reliable weapons, so Stanley was forced to become a 
  consummate hand-to-hand combatant, often relying on his 
  fists over his gun.
  When the planet was ravaged by Necrons of the Sobek 
  Dynasty, he was forced to flee to the relative safety of the  hive
  cities along with the few survivors he could protect from the 
  soulless abominations. However, the city-dwellers didn'
  t take 
  kindly to the uncouth wastelanders. Thus, when the war was 
  concluded, they were rounded up and loaded onto transport 
  ships, Bartlett among them.
  The war with the Sobek Dynasty had left many planets in the 
  Infractus Sector underpopulated, and so the Sector Governor 
  ordered the creation of a population redistribution plan. This 
  plan provided for the devastated worlds which had been host 
  to mighty battles to be aided by those planets which had been
  generally unaffected by the war. Naturally, most planetary 
  governors took advantage of this as an opportunity to dispose
  of the unwanted elements of their society. Forced from his 
  homeworld as part of this relocation program, Bartlett found 
  himself exiled to Hive Quinteus on the planet Scilion. Years 
  of warfare and Imperial withdrawal from the hive had left it 
  in a dilapidated state. The local arbitrators and enforcers were
  far too busy re-establishing Imperial control in the upper 
  levels to patrol the middle or lower sections of the hive. As a 
  result, Stanley was confronted with conflict and disorder on a
  scale that he had never imagined possible. Criminals 
  patrolled the streets, doing as they pleased. Local gangs ruled 
  the hive with an iron fist, their ranks swelled with desperate 
  refugees. Disgusted, Stanley resolved to set things right with 
  his unique brand of frontier justice.
  Stanley Bartlett came to the attention of the Adeptus Arbites 
  years later, when Judge Miravi passed through the district he 
  called home. Surprised to discover an orderly and well-
  maintained society in stark contrast to the criminality that 
  still consumed much of Hive Quinteus, Miravi sought out the
  man who had made this possible. Stanley had heard tales of 
  the Arbites as unimpeachable lords of justice, but when he 
  met with Judge Miravi and her entourage, he found himself 
  enamored by their discipline and stoicism. Humbly, he 
  explained how he had rallied his fellow refugees to wage war 
  on the gangers who controlled the hive. He'
  d found that, 
  although the hive contained similarly selfish and yellow-
  bellied criminals to those of his homeworld, they lacked the 
  toughness and grit of his former adversaries. Despite the 
  cunning ploys and meat-headed thugs employed by these 
  various gangs, Bartlett'
  s hand-picked lawmen proved to be a 
  caliber above the criminal scum. At a decisive shootout near 
  Croaker'
  s Well, Stanley ultimately defeated the hive scum 
  when he shattered the gang leader'
  s jaw with a single punch, 
  then sent his gang into a full-scale rout using their own 
  leader'
  s hallucinogenic grenades. After establishing stability 
  in his hive district, Stanley worked with his fellow refugees to 
  establish a local system of governance, using a tattered copy 
  of the Lex Imperialis they'
  d found in a ganglord'
  s trophy 
  hoard as a guide.
  Moved by his dedication to justice and order, Judge Miravi 
  questioned Stanley. She had been hunting a group of Aeldari 
  who had been spotted in the upper levels, last seen 
  journeying towards the underhive. When he revealed that he 
  himself had been tracking the xenos she sought after they had
  passed through his hive district a few weeks prior, she 
  
  conscripted him and some of his deputies to aid her in 
  eliminating the interlopers.
  The journey proved to be more taxing and dangerous than 
  either of them had imagined. The perfidious xenos were 
  aware that their movements were being tracked, and laid 
  several deadly traps and ambushes for their pursuers. By the 
  time Judge Miravi'
  s task force approached the aliens, fewer 
  than half their number remained. While Judge Miravi had 
  resigned herself to the fact that she was likely leading a 
  suicide mission, Stanley remained calmly optimistic. 
  Although the Eldar'
  s traps had taken their toll, they had also 
  given him ample opportunity to observe his foe, and he had 
  learned much about their capabilities and methods. Armed 
  with this knowledge, he approached Judge Miravi with a plan.
  Stanley noted that although the arbitrators were fearsome 
  combatants, their distinctive armor and loud vehicles made 
  them easy targets for the nimble Eldar. Thus, he proposed 
  that they abandon their vehicles and disguise themselves as 
  local underhivers. After this, they could form a loose circle 
  around the Eldar encampment and slowly close in, allowing 
  them to attack the xenos before they realized their 
  predicament. Judge Miravi was taken aback by the 
  unorthodox nature of his plan, but she decided it was worth 
  an attempt. Although the Aeldari quickly realized that the 
  approaching underhivers were in fact their pursuers in 
  disguise, the subterfuge had allowed the arbitrators to 
  surround the aliens. The xenos fought fiercely, but suffering 
  from the effects of choke gas and with nowhere to run, they 
  were quickly eliminated.
  After returning from the mission, Judge Miravi officially 
  inducted Stanley into the Adeptus Arbites. Under her 
  tutelage, he rose swiftly through the ranks, eliminating 
  several dangerous criminal organizations from Scilion. 
  Despite his ruthless efficiency in dispatching his orders, his 
  superiors watched his rise with concern. There was growing 
  evidence that, although he always carried out their orders 
  quickly and concisely, he didn'
  t always follow their 
  instructions to the letter, preferring to dispense his own form 
  of justice. For his part, Stanley felt constricted by the endless 
  regulations and protocols of the Adeptus Arbites.
  When Bartlett investigated and eliminated the Sanguinary 
  Ball, an organization which specialized in kidnapping and 
  enslaving nobles, there were reports that he freed their 
  captives rather than taking them in for interrogation and 
  sentencing. Upon receiving word of this, the marshals of 
  Scilion met to discuss his future in the Adeptus Arbites. 
  Although he was a fiercely competent arbitrator, it was clear 
  that his attitude of “justice over law” was ill-fitted for 
  continued service on the world. Once again, Stanley found 
  himself removed from his home, this time being dispatched 
  to the remote outpost of Port Triton.
  Following his arrival, Stanley found himself perfectly suited 
  to service aboard Port Triton. Being poorly-supported and on
  the frontier, the arbitrators of Port Triton operate with a 
  much more lax doctrine, preferring to swiftly dispense justice
  rather than wait on protocol. Rather than hunting poorly-led 
  hive gangers, he found himself tested against all manner of 
  dangerous foes, from infamous pirates to diabolical Chaos 
  reavers and worse. Bartlett has thrived in this harsh 
  environment, finding it a perfect match for the skills learned 
  on both Newark and Scilion. In a short time, he ascended to 
  the rank of Arch-Justicar, placing him in overall command of 
  the arbitrators aboard Port Triton. Although the arbitrators of
  Port Triton have found themselves pressed like never before 
  ever since the opening of the Great Rift, under Stanley'
  s firm 
  leadership, they'
  ve proven to be a match for any threat 
  presented by the enemies of man.
  
  GODWYN FISCHIG
  SERVANT OF THE INQUISITION
  Godwyn Fischig came from the planet Hubris, from the 
  Helican subsector. He served as a chastener with the local 
  Arbites Precinct when an incident occurred  leading to the 
  deaths of twelve thousand Imperial nobles. An investigation 
  into the incident was led by Inquisitor Eisenhorn, and Fischig
  was assigned to assist the Inquisitor and report on their 
  progress. As he served, Fischig went on to join Eisenhorn as a
  permanent member of his retinue.
  Fischig assisted the Inquisitor in a vast number of 
  investigations, and was critical to helping the Inquisitor 
  destroy the heretical artifact known as the Necroteuch. When
  Eisenhorn was declared to be a heretic and held for 
  interrogation by the Inquisition, Fischig served as his legal 
  counsel and even helped the Inquisitor escape from his 
  detainment on Cadia. With the help of Eisenhorn'
  s retinue, 
  they contacted a cell of five fellow Inquisitors and declared 
  Inquisitor Quixos the Bright to be Heretic and Extremis 
  Diabolus. Working together, they executed the heretic on 
  Farness Beta, a planet on the edge of the Eye of Terror.
  Fischig was known for being a staunch defender of the 
  Imperium and served the Emperor with each breathing 
  moment. His skills at investigation laid the groundwork for 
  many victories against the ruinous powers. The last recorded 
  sighting of Godwyn Fischig was when he made contact with 
  the Inquisition, perhaps on Eisenhorn'
  s behalf. Little is 
  known of what followed – only that all written records of 
  Eisenhorn'
  s existence have been expunged and nobody has 
  seen him since that last transmission. Some say that Fischig 
  died in a climactic clash against the ruinous powers. Others 
  claim that he serves Eisenhorn to this day, fighting in a 
  shadow war against enemies the likes of which not even the 
  Holy Ordos can fully appreciate...
  
  SHIRA CALPURNIA
  DAUGHTER OF ULTRAMAR
  Shira Lucina Calpurnia serves as an Arbiter Senioris on the 
  planet of Hydraphur, capital of the Segmentum Pacificus. 
  Born on the planet Iax, Calpurnia comes from one of the 
  oldest and most prominent families from Ultramar, with a 
  long history of service to the Imperium. Despite her noble 
  blood and ancestry, especially with such a prestigious family, 
  Calpurnia pays little attention to ranks or status in the way of 
  other nobility, or even the Adeptus Arbites itself. Rather, she 
  looks to ensure the enforcement and defense of the law, 
  regardless of who the perpetrator might be. This lack of 
  deference for the traditions and codes of conduct practiced 
  by many of the highborn has not made her many friends with
  the nobles she presides over. But even her greatest enemies 
  admit that what she lacks in diplomatic tact, she more than 
  makes up for in competence.
  Shortly after being stationed on Hydraphur, Calpurnia was 
  the target of an assassination attempt. Despite the obviously 
  well-equipped assassin, Calpurnia survived and slew the 
  assassin. Her attempts to find who hired them, however, were
  mired by the bureaucratic political landscape of the planet. As
  she investigated, she identified a series of events and 
  disruptions which seek to disrupt an upcoming local festival. 
  Calpurnia successfully identified one of the Imperial Nobility 
  as being responsible for her assassination attempt, seeking to 
  increase security without appearing weak to the other noble 
  houses. Calpurnia personally executed the noble, sending a 
  message to the planetary nobility that not even they are 
  immune to the Emperor'
  s justice.
  While she possesses much experience in more conventional 
  law enforcement, Calpurnia has experience in adjudicating 
  the finer points of the law itself. After the death of the Rogue 
  Trader Hoyyon Phrax, Shira Calpurnia was required to judge 
  a series of claims and counter-claims to his warrant of trade. 
  Among the parties laying claim to the warrant were the 
  known and assumed heir of Phrax, a secret heir brought forth
  by the known associates of the deceased Rogue Trader and 
  the Ecclesiarchy who claimed that the warrant itself was 
  touched by the God-Emperor, and thus a relic to be given to 
  the Ecclesiarchy. Official records on the proceedings are 
  cloudy at best, and do not name who possesses the warrant, 
  nor do they describe what ever came of the Phrax Dynasty.
  Calpurnia'
  s service on Hydraphur continued admirably, 
  despite her difficulty in recognizing and responding to social 
  cues. Calpurnia repeatedly excelled at criminal investigation 
  and enforcement of the law, and served as an inspiration to 
  her peers and underlings. Her activities have not made her 
  any friends among the senior members of the Adeptus 
  Arbites, however. After her investigation of the assassination 
  of the Master of the Blind Tower, she was removed from 
  active duty pending trial.
  
  '
  Duty is not a word coined in idleness, duty being the first grace the Emperor extends to the newborn, and the last connection with Him to 
  comfort the dying, and so the forsaking of it is damnation in evident form.'
  - Arbiter Senioris Shira Calpurnia
  
  ABILITIES
  The following abilities are common to 
  several Adeptus Arbites units:
  RAPID RESPONSE
  At the start of the first battle round, 
  before the first turn begins, this unit can 
  move up to 9” as if it were your 
  Movement phase. This unit must end that 
  move more than 9" away from any enemy 
  models. If both players have units that 
  can do this, the player who is taking the 
  first turn moves their units first.
  CHOKE WEAPONS
  This weapon wounds all enemy units on a 
  roll of 4+ unless the target has the 
  VEHICLE or 
  TITANIC keyword, in which 
  case this weapon will wound on a 6+. 
  Any units which suffer any unsaved 
  wounds from this weapon must subtract 
  1 from all hit rolls until the start of your 
  next turn.
  DEFENDERS OF 
  THE LAW
  This section contains all of the datasheets that you will need in order to fight battles 
  with your Adeptus Arbites miniatures. Each datasheet includes the characteristics 
  profiles of the unit it describes, as well as any wargear and abilities it may have. 
  Some rules are common to several Adeptus Arbites units – these are described 
  below and referenced on the datasheets.
  KEYWORDS
  Throughout this book you will come 
  across a keyword that is within angular 
  brackets, specifically 
  <PRECINCT>. This 
  is shorthand for a keyword of your own 
  choosing, as described below.
  <PRECINCT>
  All members of the Adeptus Arbites serve 
  in a Precinct and have the 
  <PRECINCT> 
  keyword. When you include such a unit 
  in your army, you must nominate which 
  Precinct that unit is from. You then 
  simply replace the 
  <PRECINCT> keyword 
  in every instance on that unit’
  s datasheet 
  with the name of your chosen Precinct. 
  You can use any of the Precincts that you 
  have read about, or make up your own.
  For example, if you were to include a 
  Marshal in your army, and you decided 
  he was from the Solomon Precinct, his 
  <PRECINCT> Faction keyword is 
  changed to 
  SOLOMON, and his Imperial 
  Authority ability would then say ‘
  All 
  friendly 
  SOLOMON units within 6" of this 
  model reroll failed hit rolls of 1.
  ’
  
  ADEPTUS ARBITES WARGEAR LISTS
  Many of the units you will find on the following pages reference one or more of the following wargear lists (e.g. Special Weapons).
  When this is the case, the unit may take any item from the appropriate list below. The profiles for the weapons in these lists can be
  found in the Judicial Armory section (pg 74).
  SPECIAL WEAPONS
  • Arbites grenade launcher
  • Flamer
  • Heavy stubber
  • Meltagun
  • Plasma gun
  • Sniper rifle
  VEHICLE WARGEAR
  • Augur array
  • Dozer blade
  • Heavy stubber*
  • Hunter-killer missile
  • Laud hailer
  • Storm bolter*
  • Track guards
  MELEE WEAPONS
  • Power fist
  • Power maul
  • Power sword
  SHIELDS
  • Assault shield
  • Lockshield
  • Stunshield
  RANGED WEAPONS
  • Boltgun
  • Chastener shotgun
  • Combi-flamer
  • Combi-melta
  • Combi-plasma
  • Plasma pistol
  • Storm bolter
  *A vehicle may not be upgraded with both a storm bolter and a heavy stubber from this list.
  '
  THE WAY TO ADMINISTER A STATE WELL IS FOR THE LAWS REGULATING OFFICIALS TO BE CLEAR; ONE 
  DOES NOT RELY ON MEN TO BE INTELLIGENT AND THOUGHTFUL. THE RULER MAKES THE PEOPLE 
  SINGLE-MINDED SO THEY WILL NOT SCHEME FOR SELFISH PROFIT. THEN THE STRENGTH OF THE STATE 
  WILL BE CONSOLIDATED, AND A STATE WHOSE STRENGTH HAS BEEN CONSOLIDATED IS POWERFUL, BUT 
  A STATE THAT LOVES TALKING IS DISMEMBERED.'
  - Lord Marshal Shang, “On Governance, Vol II”
  
  LUTHIR GOREMAN
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Luthir Goreman
  6”
  2+
  2+
  3
  3
  5
  4
  9
  4+
  Luthir Goreman is a single model armed with Falling Star, an artificer bolt pistol, choke grenades, and Sanctor. You can only include one of 
  this model in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Sanctor
  24”
  Assault D6
  4
  0
  2
  This weapon can target units that are not visible to 
  the bearer. In addition, re-roll failed wound rolls of 
  1 for attacks with this weapon.
  Artificer bolt pistol
  12”
  Pistol 1
  4
  -1
  2
  -
  Falling Star
  Melee
  Melee
  x2
  -1
  D3
  Add 1 to all wound rolls with this weapon.
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  ABILITIES
  Rapid Response (pg 48)
  Lord Marshal: You can re-roll failed hit rolls for 
  friendly SCINTILLA units within 6” of Luthir 
  Goreman.
  Conversion Field: This model has a 4+ 
  invulnerable save.
  No Tolerance for Weakness: Whenever a friendly 
  SCINTILLA unit within 6” of Luthir Goreman fails a 
  Morale test for any reason, the unit suffers D3 Mortal 
  wounds. The test is then considered to be passed. This 
  may happen only once per Morale phase.
  Will of Iron: Luthir Goreman can attempt to deny one 
  psychic power during each enemy Psychic phase in the 
  same manner as a psyker.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, SCINTILLA
  KEYWORDS
  CHARACTER, INFANTRY, LORD MARSHAL, LUTHIR GOREMAN
  6
  “The dream comes often. I know it very well now. I stand at 
  the doors to a great Basilica, one that exists only in my 
  dream. Above me in the wall is a stained-glass, the Golden 
  Throne and the Aquila spreading its wings. I weep to look up 
  at them. Around me are more windows, each branch of the 
  Adeptus, and below them stand the Emperor'
  s servants in 
  their livey, singing praise to the eagle. The building lurches 
  and grinds, the windows shudder as though about to splinter. 
  The earth beneath the Basilica is subsiding. This beautiful 
  temple is being held on the shoulders of a great mass of grey, 
  faceless forms, who squabble and ignore their burden. The 
  whole of them shift under the cathedral like sand. I strike 
  them with my maul, and these shapes fall silent and still for a 
  moment. But this does not last. No matter how relentless the 
  blows, they will not stay resolute. It comes to me that I will 
  spend forever doing this, that they will never have the 
  strength other than that I beat into them for a moment. It is 
  then that I wake.
  ”
  -Lord Marshal Goreman
  
  CATARINA IGAZI
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Catarina Igazi
  5”
  2+
  3+
  3
  3
  5
  2
  8
  2+
  Catarina Igazi is a single model armed with the Bulwark of Redemption and choke grenades. You can only include one of this model in your 
  army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bulwark of Redemption
  (Ranged)
  12”
  Pistol D3
  5
  0
  1
  When resolving an attack made with this weapon, 
  an unmodified hit roll of 6 scores 2 additional hits.
  Bulwark of Redemption
  (Melee)
  Melee
  Melee
  +2
  -1
  2
  The bearer of this weapon always fights first in the 
  Fight phase, even if they didn'
  t charge. If the enemy
  has units that charged, or that have a similar ability, 
  then alternate choosing units to fight with, starting 
  with the player whose turn is taking place.
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  ABILITIES
  Rapid Response (pg 48)
  Mountain Formation: Friendly MANDOS units 
  equipped with lockshields that are within 6” of 
  Catarina Igazi receive the benefits of cover regardless 
  of how far they moved during the Movement phase.
  Bulwark of Redemption: Catarina Igazi has a 3+ 
  invulnerable save. In addition, each time an enemy 
  model hits her but does not wound her in the Fight 
  phase, roll a D6 – on a 6+, that unit suffers a mortal 
  wound.
  Adaptive Tactician: All friendly MANDOS units within 
  6” of Catarina Igazi can perform Heroic Interventions as if
  they were a CHARACTER.
  Custodian Senioris: If a friendly PENAL 
  LEGIONNAIRES unit within 6” of  Catarina Igazi fails a 
  Morale test, she may choose to activate her remote 
  detonator. If she does, that unit suffers D3 Mortal wounds.
  The test is then considered to be passed. Catarina Igazi 
  can use this ability once per Morale phase.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, MANDOS
  KEYWORDS
  CHARACTER, INFANTRY, PENAL CUSTODIAN, CATARINA IGAZI
  f
  5
  
  STANLEY BARTLETT
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Stanley Bartlett
  6”
  2+
  2+
  3
  3
  5
  3
  8
  4+
  Finn
  8”
  2+
  4+
  5
  4
  3
  3
  7
  3+
  Stanley Bartlett is a single model armed with an Arbites shotgun, the Fist of Dread, and hallucinogenic grenades. His unit can also include 
  Finn (Power Rating +2), who is armed with shockteeth. You can only include one of this unit in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Stanley Bartlett
  Arbites shotgun
  12”
  Assault 2
  4
  0
  1
  If the target is within half range, add 1 to this 
  weapon'
  s Strength.
  Fist of Dread
  Melee
  Melee
  +4
  -3
  3
  When attacking with this weapon, you must 
  subtract 1 from the hit roll.
  Hallucinogenic grenade
  6”
  Grenade D3
  *
  *
  *
  Blast, If a unit is hit by this weapon, roll 2D6 – if 
  the roll is equal to or greater than the target unit’
  s 
  Leadership, it suffers D3 mortal wounds.
  Finn
  Shockteeth
  Melee
  Melee
  +1
  -1
  1
  -
  ABILITIES
  Rapid Response (pg 48)
  Frontier Justice: Enemy units within 6” of  Stanley Bartlett add 1 to the dice roll of all Morale tests. In addition, 
  enemy units within 6” of Stanley Bartlett are always treated as being below Half-strength when taking Combat 
  Attrition tests.
  Refractor Field: This model has a 5+ invulnerable save.
  Scarred Survivor: Roll a D6 each time this model suffers a wound – on a roll of 5+, that wound is not lost.
  Faithful Companion: As long as Stanley Bartlett is within 3” of Finn, add 1 to both of their Attacks characteristics.
  ABILITIES (FINN)
  Rapid Response: (pg 48)
  Loyalty Unto Death: If a friendly TRITON CYBER-MASTIFF unit is within 3” of a friendly TRITON 
  INFANTRY unit when an enemy attack successfully wounds it, you can allocate that wound to the CYBER-
  MASTIFF unit instead of the target. If you do, that CYBER-MASTIFF suffers a mortal wound instead of the 
  normal damage.
  Servo-Support: When this unit is set up on the battlefield, any accompanying Cyber-Mastiffs are set up in unit 
  coherency with it. From that point onwards, the Cyber-Mastiffs are treated as a separate unit.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, TRITON
  KEYWORDS
  CHARACTER, INFANTRY, JUDGE, STANLEY BARTLETT
  KEYWORDS (FINN)
  CHARACTER, BEAST, CYBER, CYBER-MASTIFF, FINN
  4
  
  JUDGE
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Judge
  6”
  2+
  2+
  3
  3
  5
  3
  8
  4+
  Cyber-Mastiff
  10”
  3+
  4+
  4
  4
  2
  2
  7
  4+
  A Judge is a single model armed with a bolt pistol, a power maul, and choke grenades. This unit can also include a cyber-mastiff (Power 
  Rating +2) armed with teeth.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Judge
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Grapplehawk
  24”
  Assault D6
  4
  0
  1
  This weapon can target units that are not visible to 
  the bearer.
  Command truncheon
  Melee
  Melee
  +1
  0
  1
  Each time the bearer fights, it can make 1 
  additional attack with this weapon. In addition, 
  increase the range of this model'
  s abilities by 3”
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power ram
  Melee
  Melee
  x2
  -3
  D3
  When attacking a VEHICLE, MONSTER, or 
  BUILDING, this weapon has a Damage of D6. 
  When attacking with this weapon, you must 
  subtract 1 from the hit roll.
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  Cyber-Mastiff
  Teeth
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 
  additional attack with this weapon.
  WARGEAR OPTIONS
  • This model can replace its bolt pistol with an Arbites shotgun or an item from the Ranged Weapons list.
  • This model can replace its power maul with a command truncheon, a power ram, or a weapon from the Melee
    Weapons list.
  • This model can take an item from the Shields list.
  • This model can take a grapplehawk.
  ABILITIES
  Rapid Response (pg 48)
  Hammer of Heretics: Enemy units within 6” of a unit with this ability add 1 to the dice roll of all Morale tests.
  Refractor Field: This model has a 5+ invulnerable save.
  ABILITIES
  (CYBER-MASTIFF)
  Rapid Response: (pg 48)
  Loyalty Unto Death: If a friendly <PRECINCT> CYBER-MASTIFF unit is within 3” of a friendly <PRECINCT> 
  INFANTRY unit when an enemy attack successfully wounds it, you can allocate that wound to the CYBER-
  MASTIFF unit instead of the target. If you do, that CYBER-MASTIFF suffers a mortal wound instead of the 
  normal damage.
  Servo-Support: When this unit is set up on the battlefield, any accompanying Cyber-Mastiffs are set up in unit 
  coherency with it. From that point onwards, the Cyber-Mastiffs are treated as a separate unit.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  CHARACTER, INFANTRY, JUDGE
  KEYWORDS
  (CYBER-MASTIFF)
  BEAST, CYBER, CYBER-MASTIFF
  3
  
  JUDGE
  ON BIKE
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Judge on Bike
  14”
  2+
  2+
  3
  4
  6
  3
  8
  4+
  A Judge on Bike is a single model armed with a bolt pistol, a power maul, and choke grenades. Their bike is equipped with a twin bolter. 
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Grapplehawk
  24”
  Assault D6
  4
  0
  1
  This weapon can target units that are not visible to 
  the bearer.
  Twin bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Command truncheon
  Melee
  Melee
  +1
  0
  1
  Each time the bearer fights, it can make 1 
  additional attack with this weapon. In addition, 
  increase the range of this model'
  s abilities by 3”
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  WARGEAR OPTIONS
  • This model can replace its bolt pistol with an Arbites shotgun or an item from the Ranged Weapons list.
  • This model can replace its power maul with a command truncheon or a weapon from the Melee Weapons list.
  • This model can take a grapplehawk.
  • This model can take a laud hailer
  ABILITIES
  Rapid Response (pg 48)
  Hammer of Heretics: Enemy units within 6” of a unit with this ability add 1 to the dice roll of all Morale tests.
  Refractor Field: This model has a 5+ invulnerable save.
  Turbo-Boost: When this model Advances, add 6” to its Move characteristic for that Movement phase instead of 
  rolling a die.
  Laud Hailer: Add 1 to the Leadership characteristic of ADEPTUS ARBITES units whilst they are within 6” of any 
  friendly models with a laud hailer.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  CHARACTER, BIKER, JUDGE
  4
  
  MARSHAL
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Marshal
  6”
  3+
  2+
  3
  3
  4
  2
  8
  4+
  Cyber-Mastiff
  10”
  3+
  4+
  4
  4
  2
  2
  7
  4+
  A Marshal is a single model armed with a bolt pistol, a command truncheon, and choke grenades. This unit can also include a cyber-mastiff 
  (Power Rating +2) armed with teeth.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Marshal
  Arbites shotgun
  12”
  Assault 2
  4
  0
  1
  If the target is within half range, add 1 to this 
  weapon'
  s Strength.
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Command truncheon
  Melee
  Melee
  +1
  0
  1
  Each time the bearer fights, it can make 1 
  additional attack with this weapon. In addition, 
  increase the range of this model'
  s abilities by 3”
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  Cyber-Mastiff
  Teeth
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 
  additional attack with this weapon.
  WARGEAR OPTIONS
  • This model can replace its bolt pistol with an Arbites shotgun or an item from the Ranged Weapons list.
  • This model can replace its command truncheon with a weapon from the Melee Weapons list.
  • This model can take an item from the Shields list.
  • This model can take a laud hailer.
  ABILITIES
  Rapid Response (pg 48)
  Imperial Authority: All friendly <PRECINCT> units within 6” of this model re-roll failed hit rolls of 1.
  Refractor Field: This model has a 5+ invulnerable save.
  Laud Hailer: Add 1 to the Leadership characteristic of ADEPTUS ARBITES units whilst they are within 6” of any 
  friendly models with a laud hailer.
  ABILITIES
  (CYBER-MASTIFF)
  Rapid Response: (pg 48)
  Loyalty Unto Death: If a friendly <PRECINCT> CYBER-MASTIFF unit is within 3” of a friendly <PRECINCT> 
  INFANTRY unit when an enemy attack successfully wounds it, you can allocate that wound to the CYBER-
  MASTIFF unit instead of the target. If you do, that CYBER-MASTIFF suffers a mortal wound instead of the 
  normal damage.
  Servo-Support: When this unit is set up on the battlefield, any accompanying Cyber-Mastiffs are set up in unit 
  coherency with it. From that point onwards, the Cyber-Mastiffs are treated as a separate unit.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  CHARACTER, INFANTRY, MARSHAL
  KEYWORDS
  (CYBER-MASTIFF)
  BEAST, CYBER, CYBER-MASTIFF
  3
  
  PATROL TEAM
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Arbitrator
  6”
  3+
  3+
  3
  3
  1
  1
  6
  4+
  Proctor
  6”
  3+
  3+
  3
  3
  1
  2
  7
  4+
  This unit contains 4 Arbitrators and 1 Proctor. It can contain up to 5 additional Arbitrators (Power Level +2). Each model is armed with an 
  Arbites shotgun, a bolt pistol, and choke grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Arbites shotgun
  12”
  Assault 2
  4
  0
  1
  If the target is within half range, add 1 to this 
  weapon'
  s Strength.
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Shock maul
  Melee
  Melee
  +1
  0
  1
  Each time the bearer fights, it can make 1 
  additional attack with this weapon.
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  WARGEAR OPTIONS
  • Any model can replace its Arbites shotgun with a boltgun or a shock maul.
  • Any model which is equipped with a shock maul can also take an assault shield.
  • The Proctor may replace their Arbites shotgun with a shock maul or an item from the Ranged Weapons or Melee
    Weapons lists.
  ABILITIES
  Rapid Response (pg 48)
  Assault Shield: A model equipped with an assault shield adds 1 to all armor saves.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  INFANTRY, PATROL TEAM
  3
  '
  Resistance is admittance of guilt. The 
  innocent do not struggle in the face of 
  justice. They accept that the Emperor’
  s 
  judgement is infallible and their actions 
  have wronged Him.'
  - Judge Steelwell, Sinvus Precinct
  
  ENFORCER CADRE
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Enforcer
  6”
  4+
  4+
  3
  3
  1
  1
  6
  5+
  Regulator
  6”
  4+
  4+
  3
  3
  1
  2
  7
  5+
  This unit contains 9 Enforcers and 1 Regulator. It can contain up to 10 additional Enforcers (Power Level +3). Each model is armed with a 
  shotgun, a stub gun, and choke grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Lasgun
  24”
  Rapid Fire 1
  3
  0
  1
  -
  Shotgun
  12”
  Assault 2
  3
  0
  1
  If the target is within half range, add 1 to this 
  weapon'
  s Strength.
  Stub gun
  12”
  Pistol 1
  3
  0
  1
  -
  Shock maul
  Melee
  Melee
  +1
  0
  1
  Each time the bearer fights, it can make 1 
  additional attack with this weapon.
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  WARGEAR OPTIONS
  • Any model may replace its shotgun with a lasgun, a boltgun, or a shock maul.
  • Any model which is equipped with a shock maul may also take a assault shield.
  ABILITIES
  Rapid Response (pg 48)
  Covering Ground: At the start of any of your Movement phases, you may split this unit into two separate units, 
  each containing the same number of models. This ability may be used multiple times, but no unit cannot be split 
  into fewer than 5 models.
  Assault Shield: A model with an assault shield adds 1 to all armor saves.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES
  KEYWORDS
  INFANTRY, ENFORCER CADRE
  3
  
  PENAL LEGIONNAIRES
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Penal Legionnaire
  6”
  4+
  4+
  3
  3
  1
  2
  6
  6+
  This unit contains 10 Penal Legionnaires. It can contain up to 10 additional Penal Legionnaires (Power Level +3) or up to 20 additional 
  Penal Legionnaires (Power Level +6). Each model is armed with a lasgun.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Lasgun
  24”
  Rapid Fire 1
  3
  0
  1
  -
  ABILITIES
  Rapid Response (pg 48)
  Desperadoes: Before the battle, roll on the table below to see what manner of skills this unit knows. Alternatively, 
  you can pick the bonus the unit receives, but if you do this you cannot choose a skill that has already been taken by 
  another unit with this ability until all six skills have already been taken once each.
  D6
  Ability
  1
  Gunslingers: The range of this unit'
  s lasguns is 
  reduced to 18”, but they are Assault 2 rather 
  than Rapid Fire 1.
  4
  Penitents: Roll a D6 each time a model from 
  this unit suffers a wound; on a 6+ the model 
  does not lose that wound.
  2
  Psychopaths: When rolling to Charge, this unit 
  rolls an additional die and drops the lowest 
  result.
  5
  Scavengers: This unit'
  s Save characteristic is 
  increased to 5+.
  3
  Knife Fighters: Increase this unit'
  s Attacks 
  characteristic by 1.
  6
  Assassins: Increase either this unit'
  s Weapon 
  Skill or Ballistic Skill characteristic to 3+.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES
  KEYWORDS
  INFANTRY, PENAL LEGIONNAIRES
  PENAL CUSTODIAN
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Penal Custodian
  6”
  3+
  3+
  3
  3
  3
  2
  7
  4+
  A Penal Custodian is a single model armed with a bolt pistol, a shock maul, and choke grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Shock maul
  Melee
  Melee
  +1
  0
  1
  Each time the bearer fights, it can make 1 
  additional attack with this weapon.
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  ABILITIES
  Rapid Response (pg 48)
  Penal Legion: If your army is Battle-forged, this model does not take up slots in a Detachment that includes any 
  PENAL LEGIONNAIRES units.
  Duty Unto Death: If a friendly PENAL LEGIONNAIRES unit within 3” of this model fails a Morale test, that unit 
  suffers D6 Mortal wounds. The test is then considered to be passed. A Penal Custodian may only use this ability 
  once per Morale phase.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  CHARACTER, INFANTRY, PENAL CUSTODIAN
  3
  1
  
  GODWYN FISCHIG
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Godwyn Fischig
  6”
  3+
  3+
  3
  3
  4
  3
  8
  4+
  Godwyn Fischig is a single model armed with an Arbites shotgun, a bolt pistol, a power maul, and choke grenades. You can only include one 
  of this unit in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Arbites shotgun
  12”
  Assault 2
  4
  0
  1
  If the target is within half range, add 1 to this 
  weapon'
  s Strength.
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  ABILITIES
  Rapid Response (pg 48)
  Inquisitorial Mandate: Godwyn Fischig can be 
  included in an ADEPTUS ARBITES Detachment 
  without preventing other units in that Detachment from
  gaining a Precinct Doctrine. He can never benefit from a
  Precinct Doctrine.
  Authority of the Inquisition: INFANTRY units with 
  this ability can embark aboard any IMPERIUM 
  TRANSPORT model, even if that model normally only 
  permits models with other Faction keywords to do so.
  Quarry: When resolving an attack made by a model in 
  this unit against a unit that is not CHAOS, IMPERIUM 
  or UNALIGNED, you can re-roll the hit roll and you 
  can re-roll the wound roll.
  Loyal Servant: When Inquisitor Eisenhorn would lose 
  any wounds  while within 3" of this unit as a result of an 
  attack made against that model, this unit can attempt to 
  intercept that attack. Roll one D6; on a 2+ that model 
  does not lose those wounds and one model from this 
  unit is destroyed. Only one attempt can be made to 
  intercept each attack.
  Eisenhorn'
  s Retinue: If Inquisitor Eisenhorn is within 
  3” of this model and either of them is selected as the 
  target of a charge, both characters may fire Overwatch as
  if they were the target of the charge.
  Duty to the Emperor: If Inquisitor Eisenhorn is 
  included in your army and uses the Malus Codicium 
  ability as listed on his datasheet, remove Godwyn 
  Fischig as a casualty.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, INQUISITION, ORDO XENOS
  KEYWORDS
  CHARACTER, INFANTRY, ACOLYTE, GODWYN FISCHIG
  2
  
  SHIRA CALPURNIA
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Shira Calpurnia
  6”
  2+
  3+
  3
  3
  4
  3
  7
  4+
  Shira Calpurnia is a single model armed with an Arbites shotgun, a bolt pistol, a power maul, and choke grenades. You can only include one 
  of this unit in your army.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Arbites shotgun
  12”
  Assault 2
  4
  0
  1
  If the target is within half range, add 1 to this 
  weapon'
  s Strength.
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  ABILITIES
  Rapid Response (pg 48)
  Lawbringer: Shira Calpurnia adds 1 to her wound rolls when targeting enemy CHARACTERS.
  Exemplar of Discipline: Friendly HYDRAPHUR units within 6” of Shira Calpurnia add 1 to their Leadership 
  characteristic.
  Daughter of Ultramar: Shira Calpurnia can still shoot in a turn in which she Fell Back, but if she does so you must
  subtract 1 from her hit roll in the Shooting phase.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, HYDRAPHUR
  KEYWORDS
  CHARACTER, INFANTRY, SHIRA CALPURNIA
  2
  Calpurnia skittered to one side. The ringing in her ears was 
  turning into a yammering that fought against the screams of the 
  crowd. There was a distant crash as one of the parade-floats 
  went over. She hunted for signs, half-saw them. Smoke moving 
  the wrong way here, there a tremor and backflow in the mob as 
  the moving crowd snagged on nothing she could see. It was 
  moving around the edge of the retreating mob, and she could 
  almost feel its gunsights crawling over her.
  Her squad was frantic, desperate for a target. There was no time 
  to instruct them – by the time she explained she'
  d be dead. She'
  d 
  have to rely on them to follow her fire when she spotted 
  something. It could be moving into position now, or...
  She knew what she was looking for now, and had her pistol 
  ready to bear. The stampede in front of her was wavering, the 
  crowd had parted and one man stumbled against something 
  unseen. Now. Running on nerves and reflex alone, with barely a 
  conscious moment to aim, Shira Calpurnia put a slug through 
  clear space and straight through the assassin'
  s heart.
  from Crossfire by Matthew Farrer
  
  EXECUTION TEAM
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Arbitrator
  6”
  3+
  3+
  3
  3
  1
  1
  6
  4+
  Proctor
  6”
  3+
  3+
  3
  3
  1
  2
  7
  4+
  This unit contains 4 Arbitrators and 1 Proctor. It can contain up to 5 additional Arbitrators (Power Level +3). Each model is armed with an 
  Arbites shotgun, a bolt pistol, and choke grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Arbites shotgun
  12”
  Assault 2
  4
  0
  1
  If the target is within half range, add 1 to this 
  weapon'
  s Strength.
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if
  the target is a VEHICLE.
  WARGEAR OPTIONS
  • Up to four Arbitrators can replace their Arbites shotgun with an item from the Special Weapons list.
  • The Proctor can replace their Arbites shotgun with an item from the Ranged Weapons list.
  • The Proctor can take melta bombs.
  • Any model which has not already replaced its weapon can replace its Arbites shotgun with a boltgun.
  ABILITIES
  Rapid Response (pg 48)
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  INFANTRY, EXECUTION TEAM
  4
  
  SHOCK TEAM
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Arbitrator
  6”
  3+
  3+
  3
  3
  1
  1
  6
  4+
  Proctor
  6”
  3+
  3+
  3
  3
  1
  2
  7
  4+
  This unit contains 4 Arbitrators and 1 Proctor. It can contain up to 5 additional Arbitrators (Power Level +3). Each model is armed with an 
  assault shield, a bolt pistol, a shock maul, and choke grenades.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Power maul
  Melee
  Melee
  +2
  -1
  1
  -
  Power ram
  Melee
  Melee
  x2
  -3
  D3
  When attacking a VEHICLE, MONSTER, 
  BUILDING, this weapon has a Damage of D6. 
  When attacking with this weapon, you must 
  subtract 1 from the hit roll.
  Shock maul
  Melee
  Melee
  +1
  0
  1
  Each time the bearer fights, it can make 1 
  additional attack with this weapon.
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6
  You can re-roll failed wound rolls for this weapon if
  the target is a VEHICLE.
  WARGEAR OPTIONS
  • Any model can replace their assault shield with an item from the Shields list.
  • One Arbitrator can replace their shock maul with a power ram.
  • Any other Arbitrator can replace their shock maul with a power maul.
  • The Proctor can replace their bolt pistol with an item from the Ranged Weapons list.
  • The Proctor can replace their shock maul with an item from the Melee Weapons list.
  • The Proctor can take melta bombs.
  ABILITIES
  Rapid Response (pg 48)
  Assault Shield: A model with an assault shield adds 1 to all armor saves.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  INFANTRY, SHOCK TEAM
  4
  '
  '
  Cult hideout 
  located. Purge 
  authorised. Assign to 
  Epsilon-Indigo, 
  Epsilon-Green, and 
  Theta-Gold teams. 
  Bring all to justice.'
  - Marshal Forde, 
  Madut Precinct
  
  MORTIURGE
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Mortiurge
  6”
  3+
  3+
  3
  3
  4
  3
  7
  4+
  A Mortiurge is a single model is armed with a bolt pistol, a Mortiurge shotgun, and a shock maul.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Combi-needler
  When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all 
  hit rolls for this weapon.
  -Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  -Needle carbine
  18”
  Assault 1
  1
  0
  D3
  This weapon wounds on a roll of 2+ unless the 
  target is TITANIC or a VEHICLE.
  Firesprite needler
  12”
  Pistol 3
  1
  0
  D3
  This weapon wounds on a roll of 2+ unless the 
  target is TITANIC or a VEHICLE.
  Mortiurge shotgun
  When attacking with this weapon, choose one of the profiles below:
  -Scatter shot
  12”
  Assault 2
  4
  0
  1
  If the target is within half range, add 1 to this 
  weapon'
  s Strength.
  -Solid slug
  12”
  Assault 1
  5
  -1
  1
  If the target is within half range, add 1 to this 
  weapon'
  s Damage.
  Needle rifle
  36”
  Heavy 1
  1
  0
  D3
  This weapon wounds on a roll of 2+ unless the 
  target is TITANIC or a VEHICLE. If you roll a 
  wound roll of 6+ for this weapon, it inflicts a 
  mortal wound in addition to its normal damage.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below:
  -Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  -Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this 
  weapon'
  s shots have been resolved.
  Shock maul
  Melee
  Melee
  +1
  0
  1
  Each time the bearer fights, it can make 1 
  additional attack with this weapon.
  WARGEAR OPTIONS
  • This model can replace its Mortiurge shotgun with a combi-needler, a needle rifle, or an item from the Ranged
  Weapons or Shields lists.
  • This model can replace its bolt pistol with a firesprite needler or a plasma pistol.
  • This model can replace its shock maul with an item from the Melee Weapons list.
  ABILITIES
  Rapid Response (pg 48)
  Killer'
  s Eye: When this model selects a target, you can ignore the Look Out, Sir rule. In addition, whenever this 
  model piles in or performs a Heroic Intervention, they can move towards the closest enemy CHARACTER instead 
  of the closest enemy model.
  Moving In Close: During deployment, you can set this model up in concealment instead of placing it on the 
  battlefield. At the end of any of your Movement phases, this model can reveal its position – set it up anywhere on 
  the battlefield that is more than 9” from any enemy model.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  CHARACTER, INFANTRY, MORTIURGE
  4
  
  CYBER-MASTIFFS
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Cyber-mastiff
  10”
  3+
  4+
  4
  4
  2
  2
  7
  4+
  This unit contains 3 Cyber-mastiffs. It can contain up to 3 additional Cyber-mastiffs (Power Level +5) or up to 6 additional Cyber-mastiffs 
  (Power Level +10). Each model is armed with teeth.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Twin bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Chain-teeth
  Melee
  Melee
  +1
  -1
  2
  -
  Teeth
  Melee
  Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 
  additional attack with this weapon.
  WARGEAR OPTIONS
  • Any model can replace its teeth with chainteeth.
  • For every three models in this unit, one can replace its teeth with a twin bolter.
  ABILITIES
  Rapid Response (pg 48)
  Loyalty Unto Death: If a friendly <PRECINCT> CYBER-MASTIFF unit is within 3” of a friendly <PRECINCT> 
  INFANTRY unit when an enemy attack successfully wounds it, you can allocate that wound to the CYBER-
  MASTIFF unit instead of the target. If you do, that CYBER-MASTIFF suffers a mortal wound instead of the 
  normal damage.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  BEAST, CYBER, CYBER-MASTIFFS
  SUPPRESSION SERVITORS
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Suppression Servitors
  5”
  5+
  5+
  3
  3
  1
  1
  6
  4+
  This unit contains 4 Suppression Servitors. Each model is armed with a grenade cannon and a pneumatic piston.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Grenade cannon
  When attacking with this weapon, choose one of the profiles below:
  -Choke grenade
  36”
  Heavy D6
  *
  0
  1
  Blast, Choke Weapon (pg 48). After resolving 
  damage on the target unit, each enemy unit within 
  3” of the target unit suffers D3 hits from this 
  weapon.
  -Lockdown grenade
  36”
  Heavy 1
  7
  -1
  D3
  Each time a VEHICLE suffers an unsaved wound 
  from this weapon, reduces its Move characteristic 
  by D6” until the start of your next turn.
  Pneumatic piston
  Melee
  Melee
  +2
  -1
  2
  -
  ABILITIES
  Rapid Response (pg 48)
  Mindlock: Suppression Servitors improve their Weapon Skill and Ballistic Skill to 4+, and their Leadership to 9, 
  whilst they are within 6” of any friendly Cyber-Construct Handlers.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  INFANTRY, CYBER, SUPPRESSION SERVITORS
  Ou
  5
  3
  
  CYBER-CONSTRUCT HANDLER
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Cyber-Construct Handler
  6”
  4+
  4+
  4
  4
  4
  2
  8
  3+
  A Cyber-Construct Handler is a single model armed with a grapplehawk, a laspistol, an Omnissian axe, and a servo-arm.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Grapplehawk
  24”
  Assault D6
  4
  0
  1
  This weapon can target units that are not visible to 
  the bearer.
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Omnissian axe
  Melee
  Melee
  +1
  -2
  2
  -
  Servo-arm
  Melee
  Melee
  x2
  -2
  3
  Each servo-arm can only be used to make one 
  attack each time this model fights. When a model 
  attacks with this weapon, you must subtract 1 from 
  the hit roll.
  ABILITIES
  Rapid Response (pg 48)
  Bionics: This model has a 6+ invulnerable save.
  Caretaker: All friendly <PRECINCT> CYBER units  within 6” of this model gain +1 to their Attacks 
  characteristic. In addition, at the end of your Movement phase this model can repair a single friendly 
  <PRECINCT> CYBER unit within 3”. The unit regains D3 lost wounds or may return one previously lost model to
  the unit at 1 wound left.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  CHARACTER, INFANTRY, CYBER-CONSTRUCT HANDLER
  ARBITES CHIRURGEON
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Arbites Chirurgeon
  6”
  3+
  4+
  3
  3
  3
  2
  7
  4+
  An Arbites Chirurgeon is a single model armed with a bolt pistol and chirurgeon'
  s tools.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Chirurgeon'
  s tools
  Melee
  Melee
  User
  -1
  1
  -
  ABILITIES
  Rapid Response (pg 48)
  Medicae: At the end of your Movement phase, this model can provide medical attention to one friendly 
  ADEPTUS ARBITES INFANTRY unit within 3" of it. If that unit contains a model that has lost any wounds, that 
  model regains up to D3 lost wounds. Otherwise, if any models from that unit have been destroyed, you can return 
  one destroyed model from that unit to the battlefield with 1 wound remaining, placing it within 3" of this model 
  and in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield). Each unit can
  only be provided medical attention once per turn.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES <PRECINCT>
  KEYWORDS
  CHARACTER, INFANTRY, ARBITES CHIRURGEON
  Ou
  3
  2
  
  RAPID PURSUIT TEAM
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Arbitrator Biker
  14”
  3+
  3+
  3
  4
  2
  1
  6
  4+
  Proctor Biker
  14”
  3+
  3+
  3
  4
  2
  2
  7
  4+
  This unit contains 1 Proctor Biker and 2 Arbitrator Bikers. It can contain up to 3 additional Arbitrator Bikers (Power Rating +4) or up to 6 
  additional Arbitrator Bikers (Power Rating +8). Each model is equipped with a bolt pistol and choke grenades. Each of their bikes is 
  equipped with a twin bolter.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Twin bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Shock maul
  Melee
  Melee
  +1
  0
  1
  Each time the bearer fights, it can make 1 
  additional attack with this weapon.
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48)
  WARGEAR OPTIONS
  • For every three models in this unit, up to one Arbitrator Biker may take an item from the Special Weapons or
    Melee Weapons lists.
  • Any Arbitrator Biker may replace its bolt pistol with a shock maul.
  • The Proctor Biker may replace its bolt pistol with a shock maul or an item from the Ranged Weapons or Melee
   Weapons lists.
  • The Proctor Biker may take a laud hailer.
  ABILITIES
  Rapid Response (pg 48)
  Turbo-Boost: When this model Advances, add 6” to its Move characteristic for that Movement phase instead of 
  rolling a dice.
  Laud Hailer: Add 1 to the Leadership characteristic of ADEPTUS ARBITES units whilst they are within 6” of any 
  friendly models with a laud hailer.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES <PRECINCT>
  KEYWORDS
  BIKER, RAPID PURSUIT TEAM
  Ou
  4
  
  ARBITES SENTINELS
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Arbites Sentinel
  8”
  3+
  3+
  5
  6
  6
  1
  7
  3+
  This unit contains 1 Arbites Sentinel. It can contain up to 1 additional Arbites Sentinel (Power Rating +3) or up to 2 additional Arbites 
  Sentinels (Power Rating +6). Each model is equipped with a multi-laser.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Autocannon
  48”
  Heavy 2
  7
  -1
  2
  -
  Grenade cannon
  When attacking with this weapon, choose one of the profiles below:
  -Choke grenade
  36”
  Heavy D6
  *
  0
  1
  Blast, Choke Weapon (pg 48). After resolving 
  damage on the target unit, each enemy unit within 
  3” of the target unit suffers D3 hits from this 
  weapon.
  -Lockdown grenade
  36”
  Heavy 1
  7
  -1
  D3
  Each time a VEHICLE suffers an unsaved wound 
  from this weapon, reduces its Move characteristic 
  by D6” until the start of your next turn.
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  This weapon can only be fired once per battle.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Missile launcher
  When attacking with this weapon, choose one of the profiles below:
  -Frag missile
  48”
  Heavy D6
  4
  0
  1
  Blast
  -Krak missile
  48”
  Heavy 1
  8
  -2
  D6
  -
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Plasma cannon
  When attacking with this weapon, choose one of the profiles below:
  -Standard
  36”
  Heavy D3
  7
  -3
  1
  Blast, 
  -Supercharge
  36”
  Heavy D3
  8
  -3
  2
  Blast, On a hit roll of 1, the bearer is slain after all 
  of this weapon'
  s shots have been resolved.
  Sentinel chainsaw
  Melee
  Melee
  User
  -1
  1
  -
  WARGEAR OPTIONS
  • Any model may replace its multi-laser with a heavy flamer, autocannon, missile launcher, lascannon, grenade
    cannon, or plasma cannon.
  • Any model may take a hunter-killer missile.
  • Any model may take a Sentinel chainsaw.
  • Any model may take a laud hailer.
  ABILITIES
  Rapid Response (pg 48)
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 6” suffers D3 mortal wounds.
  Smoke Launchers: One per game, instead of shooting any weapons in the Shooting phase, this unit can use its 
  smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target it.
  Laud Hailer: Add 1 to the Leadership characteristic of ADEPTUS ARBITES units whilst they are within 6” of any 
  friendly models with a laud hailer.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  VEHICLE, ARBITES SENTINEL
  3
  
  ARBITES TARANTULA
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Arbites Tarantula
  0”
  -
  4+
  4
  5
  4
  -
  10
  3+
  This unit contains 1 Arbites Tarantula. It can contain up to 1 additional Arbites Tarantula (Power Rating +3) or up to 2 additional Arbites 
  Tarantulas (Power Rating +6). Each model is equipped with a twin heavy bolter.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Twin grenade cannon
  When attacking with this weapon, choose one of the profiles below:
  -Choke grenade
  36”
  Heavy 2D6
  *
  0
  1
  Blast, Choke Weapon (pg 48). After resolving 
  damage on the target unit, each enemy unit within 
  3” of the target unit suffers 2D3 hits from this 
  weapon.
  -Lockdown grenade
  36”
  Heavy 2
  7
  -1
  D3
  Each time a VEHICLE suffers an unsaved wound 
  from this weapon, reduces its Move characteristic 
  by D6” until the start of your next turn.
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6
  -
  WARGEAR OPTIONS
  • Any model may replace its twin heavy bolter with a twin lascannon or a twin grenade cannon.
  ABILITIES
  Immobile: This model cannot move for any reason, not can it fight in the Fight phase. Enemy models 
  automatically hit this model in the Fight phase – do not make hit rolls. However, this model can still shoot if there 
  are enemy models within 1” of it, and friendly units can still target enemy units that are within 1” of this model.
  Automated Artillery: If this model is attacking with a twin heavy bolter or the choke grenade profile for its twin 
  grenade cannon, it will automatically shoot at the nearest enemy INFANTRY unit in the Shooting phase within 
  range. If this model is attacking with a twin lascannon or the lockdown grenade profile for its twin grenade 
  cannon, it will automatically shoot at the nearest enemy non-INFANTRY unit in the Shooting phase within range. 
  If there are none of the specified types of units in range then the closest enemy unit of any kind must be targeted. 
  However, in all cases this model may only shoot at an enemy CHARACTER if it is the closest model of any type.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  VEHICLE, GUN EMPLACEMENT, ARBITES TARANTULA
  3
  
  ARBITES CHIMADON
  DAMAGE
  Some of this model'
  s characteristics change
  as it suffers damage, as shown below:
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  REMAINING W
  M
  BS
  A
  Arbites Chimadon
  *
  6+
  *
  6
  7
  10
  *
  7
  3+
  6-10+
  12”
  3+
  3
  An Arbites Chimadon is a single model armed with a breacher cannon, a dozer ram, and a heavy bolter.
  3-5
  8”
  4+
  D3
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  1-2
  5”
  5+
  1
  Breacher cannon
  48”
  Heavy D6
  8
  -2
  D3
  Blast
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Prosecution flamers
  12”
  Assault 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  Twin grenade cannon
  When attacking with this weapon, choose one of the profiles below:
  -Choke grenade
  36”
  Heavy 2D6
  *
  0
  1
  Blast, Choke Weapon (pg 48). After resolving 
  damage on the target unit, each enemy unit within 
  3” of the target unit suffers 2D3 hits from this 
  weapon.
  -Lockdown grenade
  36”
  Heavy 2
  7
  -1
  D3
  Each time a VEHICLE suffers an unsaved wound 
  from this weapon, reduces its Move characteristic 
  by D6” until the start of your next turn.
  Dozer ram
  Melee
  Melee
  User
  -1
  1
  Against INFANTRY units make three hit rolls for 
  each attack rather than one if this model has 
  successfully completed a charge this turn.
  WARGEAR OPTIONS
  • This model may replace its breacher cannon with a twin grenade cannon or prosecution flamers.
  • This model may replace its heavy bolter with a heavy flamer.
  • This model may take any upgrade from the Vehicle Wargear list (except for the dozer blade).
  ABILITIES
  Rapid Response (pg 48)
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 6” suffers D3 mortal wounds.
  Fire and Advance!: If this model'
  s battle cannon, twin grenade cannon, or prosecution flamers target an enemy 
  unit that is within half range of the weapon, double the number of attacks that weapon makes.
  Smoke Launchers: One per game, instead of shooting any weapons in the Shooting phase, this unit can use its 
  smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target it.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  VEHICLE, ARBITES CHIMADON
  8
  
  ARBITES RHINO
  DAMAGE
  Some of this model'
  s characteristics change
  as it suffers damage, as shown below:
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  REMAINING W
  M
  BS
  A
  Arbites Rhino
  *
  6+
  *
  6
  7
  10
  *
  7
  3+
  6-10+
  12”
  3+
  3
  An Arbites Rhino is a single model armed with a storm bolter.
  3-5
  6”
  4+
  D3
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  1-2
  3”
  5+
  1
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  This weapon can only be fired once per battle.
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Storm bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  WARGEAR OPTIONS
  • This model may take any upgrade from the Vehicle Wargear list.
  ABILITIES
  Rapid Response (pg 48)
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 6” suffers D3 mortal wounds.
  Self-Repair: Roll a D6 at the start of each of your turns; on a 6, this model regains one lost wound.
  Smoke Launchers: One per game, instead of shooting any weapons in the Shooting phase, this unit can use its 
  smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target it.
  TRANSPORT
  This model can transport 10 ADEPTUS ARBITES INFANTRY or BEAST models.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  VEHICLE, TRANSPORT, ARBITES RHINO
  4
  
  ARBITES REPRESSOR
  DAMAGE
  Some of this model'
  s characteristics change
  as it suffers damage, as shown below:
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  REMAINING W
  M
  BS
  A
  Arbites Repressor
  *
  5+
  *
  6
  7
  12
  *
  7
  3+
  6-12+
  12”
  3+
  3
  An Arbites Repressor is a single model equipped with an Arbites grenade launcher, a dozer ram, and a 
  storm bolter
  3-5
  6”
  4+
  D3
  1-2
  3”
  5+
  1
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Arbites grenade 
  launcher
  When attacking with this weapon, choose one of the profiles below:
  -Choke grenade
  24”
  Heavy D6
  *
  0
  1
  Blast, Choke Weapon (pg 48). 
  -Lockdown grenade
  24”
  Heavy 1
  6
  -1
  D3
  Each time a VEHICLE suffers an unsaved wound 
  from this weapon, reduces its Move characteristic 
  by D6” until the start of your next turn.
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  This weapon can only be fired once per battle.
  Storm bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Dozer ram
  Melee
  Melee
  User
  -1
  1
  Against INFANTRY units make three hit rolls for 
  each attack rather than one if this model has 
  successfully completed a charge this turn.
  WARGEAR OPTIONS
  • This model may replace its Arbites grenade launcher with a heavy flamer.
  • This model may take any upgrade from the Vehicle Wargear list (except for the dozer blade).
  ABILITIES
  Rapid Response (pg 48)
  Firing Ports: ‘Up to 6 models embarked on this model can attack in their Shooting phase. Measure the range and 
  draw line of sight from any point on this model. If they do so, any restrictions or modifiers that apply to this model 
  also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same 
  turn, cannot shoot (except with Pistols) if this model is within Engagement Range of an enemy unit, and so on.
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 6” suffers D3 mortal wounds.
  Smoke Launchers: One per game, instead of shooting any weapons in the Shooting phase, this unit can use its 
  smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target it.
  TRANSPORT
  This model can transport 10 ADEPTUS ARBITES INFANTRY or BEAST models.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  VEHICLE, TRANSPORT, ARBITES REPRESSOR
  5
  
  ARBITES CHIMERA
  DAMAGE
  Some of this model'
  s characteristics change
  as it suffers damage, as shown below:
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  REMAINING W
  M
  BS
  A
  Arbites Chimera
  *
  6+
  *
  6
  7
  10
  *
  7
  3+
  6-10+
  12”
  3+
  3
  An Arbites Chimera is a single model equipped with a multi-laser, a heavy bolter, and two lasgun arrays
  3-5
  8”
  4+
  D3
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  1-2
  5”
  5+
  1
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6
  This weapon can only be fired once per battle.
  Lasgun array
  24”
  Rapid Fire 3
  3
  0
  1
  This weapon can only be fired if a unit is embarked 
  upon the vehicle equipped on it.
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Storm bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  WARGEAR OPTIONS
  • This model may replace its multi-laser with a heavy bolter or a heavy flamer.
  • This model may replace its heavy bolter with a heavy flamer.
  • This model may take any upgrade from the Vehicle Wargear list.
  ABILITIES
  Rapid Response (pg 48)
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes 
  and each unit within 6” suffers D3 mortal wounds.
  Smoke Launchers: One per game, instead of shooting any weapons in the Shooting phase, this unit can use its 
  smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged 
  weapons that target it.
  TRANSPORT
  This model can transport 12 ADEPTUS ARBITES INFANTRY or BEAST models.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  VEHICLE, TRANSPORT, ARBITES CHIMERA
  6
  '
  THE EMPEROR WATCHES OVER 
  ALL. DO NOT STRAY FROM HIS 
  LIGHT. THE MISGUIDED SHALL 
  WALK UPON THE PATH ONCE 
  MORE OR FACE HIS JUSTICE'
  - Sanctioned message broadcast at the 
  beginning of every cycle, Hive Lotol
  
  ARBITES VALKYRIE
  DAMAGE
  Some of this model'
  s characteristics change
  as it suffers damage, as shown below:
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  REMAINING W
  M
  BS
  Arbites Valkyrie
  *
  6+
  *
  7
  7
  14
  3
  7
  3+
  8-14+
  20-45”
  3+
  An Arbites Valkyrie is a single model equipped with a multi-laser and two hellstrike missiles.
  4-7
  20-30”
  4+
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  1-3
  20”
  5+
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Hellstrike missiles
  72”
  Heavy 1
  8
  -2
  D6
  Roll two dice when inflicting damage with this 
  weapon and discard the lowest result.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6
  -
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Multiple rocket pod
  36”
  Assault D6
  5
  -1
  1
  Blast.
  WARGEAR OPTIONS
  • This model may replace its multi-laser with a lascannon.
  • This model may replace its hellstrike missiles with two multiple rocket pods.
  • This model may take two heavy bolters.
  ABILITIES
  Rapid Response (pg 48)
  Grav-chute Insertion: INFANTRY models may 
  disembark from this vehicle at any point during its 
  move, but if the Valkyrie moves 20” or more, you 
  must roll a D6 for each model disembarking. On a 1, 
  that model is slain. Models that disembark in this 
  manner must be set up more than 9" from any enemy
  models. BEAST models must disembark before the 
  model begins its move.
  Hover Jet: Before this model moves in your 
  Movement phase, you can declare it will hover. Its 
  Move characteristic becomes 20" until the end of the 
  phase, and it loses the Airborne, Hard to Hit and 
  Supersonic abilities until the beginning of your next 
  Movement phase.
  Roving Gunship: If this model hovers in its 
  Movement phase, add 1 to all hit rolls made for it in 
  the following Shooting phase.
  Airborne: This model cannot charge, can only be 
  charged by units that can FLY, and can only attack 
  or be attacked in the Fight phase by units that can 
  FLY.
  Hard to Hit: Your opponent must subtract 1 from 
  hit rolls for attacks that target this model in the 
  Shooting phase.
  Supersonic: Each time this model moves, first pivot 
  it on the spot up to 90° (this does not contribute to 
  how far the model moves), and then move the 
  model straight forwards. Note that it cannot pivot 
  again after the initial pivot. When this model 
  Advances, increase its Move characteristic by 20" 
  until the end of the phase – do not roll a dice.
  Crash and Burn: If this model is reduced to 0 
  wounds, roll a D6 before removing it from the 
  battlefield; on a 6 it explodes and each unit within 6”
  suffers D3 mortal wounds.
  TRANSPORT
  This model can transport 12 ADEPTUS ARBITES INFANTRY or BEAST models.
  FACTION KEYWORDS
  IMPERIUM, ADEPTUS ARBITES, <PRECINCT>
  KEYWORDS
  VEHICLE, TRANSPORT, FLY, ARBITES VALKYRIE
  8
  
  JUDICIAL ARMORY
  RANGED WEAPONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Arbites grenade launcher When attacking with this weapon, choose one of the profiles below:
  -Choke grenade
  24”
  Assault D6
  *
  0
  1
  Blast, Choke Weapon (pg 48). 
  -Lockdown grenade
  24”
  Assault 1
  6
  -1
  D3
  Each time a VEHICLE suffers an unsaved wound from this 
  weapon, reduces its Move characteristic by D6” until the start of 
  your next turn.
  Arbites shotgun
  12”
  Assault 2
  4
  0
  1
  If the target is within half range, add 1 to this weapon'
  s Strength.
  Artificer bolt pistol
  12”
  Pistol 1
  4
  -1
  2
  -
  Autocannon
  48”
  Heavy 2
  7
  -1
  2
  -
  Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  Bolt pistol
  12”
  Pistol 1
  4
  0
  1
  -
  Breacher cannon
  48”
  Heavy D6
  8
  -2
  D3 Blast.
  Bulwark of Redemption
  (Ranged)
  12”
  Pistol D3
  5
  0
  1
  When resolving an attack made with this weapon, an 
  unmodified hit roll of 6 scores 2 additional hits.
  Chastener shotgun
  When attacking with this weapon, choose one of the profiles below:
  -Scatter shot
  12”
  Assault 2
  4
  0
  1
  If the target is within half range, add 1 to this weapon'
  s Strength.
  -Harpoon shot
  12”
  Assault 1
  5
  -1
  1
  If the target of this weapon suffers an unsaved wound, add 2” to 
  the Charge distance for the bearer of this weapon if they charge 
  the target in the subsequent Charge phase.
  Combi-flamer
  When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all 
  hit rolls for this weapon.
  -Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  -Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Combi-melta
  When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all 
  hit rolls for this weapon.
  -Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  -Meltagun
  12”
  Assault 1
  8
  -4
  D6 If the target is within half range of this weapon, roll two dice 
  when inflicting damage with it and discard the lowest result.
  Combi-needler
  When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all 
  hit rolls for this weapon.
  -Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  -Needle carbine
  18”
  Assault 1
  1
  0
  D3 This weapon wounds on a roll of 2+ unless the target is 
  TITANIC or a VEHICLE.
  Combi-plasma
  When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all 
  hit rolls for this weapon.
  -Boltgun
  24”
  Rapid Fire 1
  4
  0
  1
  -
  -Plasma gun
  24”
  Rapid Fire 1
  7
  -3
  1
  See plasma gun
  Choke grenade
  6”
  Grenade D6
  *
  0
  1
  Blast, Choke Weapon (pg 48).
  
  RANGED WEAPONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Firesprite needler
  9”
  Pistol 3
  1
  0
  D3 This weapon wounds on a roll of 2+ unless the target is 
  TITANIC or a VEHICLE.
  Flamer
  8”
  Assault D6
  4
  0
  1
  This weapon automatically hits its target.
  Grapplehawk
  24”
  Assault D6
  4
  0
  1
  This weapon can target units that are not visible to the bearer.
  Grenade cannon
  When attacking with this weapon, choose one of the profiles below:
  -Choke grenade
  36”
  Heavy D6
  *
  0
  1
  Blast, Choke Weapon (pg 48). After resolving damage on the 
  target unit, each enemy unit within 3” of the target unit suffers 
  D3 hits from this weapon.
  -Lockdown grenade
  36”
  Heavy 1
  7
  -1
  D3
  Each time a VEHICLE suffers an unsaved wound from this 
  weapon, reduces its Move characteristic by D6” until the start of 
  your next turn.
  Hallucinogenic grenade
  6”
  Grenade D3
  *
  *
  *
  Blast, If a unit is hit by this weapon, roll 2D6 – if the roll is equal 
  to or greater than the target unit’
  s Leadership, it suffers D3 
  mortal wounds.
  Heavy bolter
  36”
  Heavy 3
  5
  -1
  1
  -
  Heavy flamer
  8”
  Heavy D6
  5
  -1
  1
  This weapon automatically hits its target.
  Heavy stubber
  36”
  Heavy 3
  4
  0
  1
  -
  Hellstrike missile
  72”
  Heavy 1
  8
  -2
  D6 Roll two dice when inflicting damage with this weapon and 
  discard the lowest result.
  Hunter-killer missile
  48”
  Heavy 1
  8
  -2
  D6 Each hunter-killer missile can only be fired once per battle.
  Lascannon
  48”
  Heavy 1
  9
  -3
  D6 -
  Lasgun array
  24”
  Rapid Fire 3
  3
  0
  1
  This weapon can only be fired if a unit is embarked upon the 
  vehicle equipped with it.
  Laspistol
  12”
  Pistol 1
  3
  0
  1
  -
  Melta bomb
  4”
  Grenade 1
  8
  -4
  D6 If the target is within half range of this weapon, roll two dice 
  when inflicting damage with it and discard the lowest result.
  Meltagun
  12”
  Assault 1
  8
  -4
  D6 If the target is within half range of this weapon, roll two dice 
  when inflicting damage with it and discard the lowest result.
  Missile launcher
  When attacking with this weapon, choose one of the profiles below:
  -Frag missile
  48”
  Heavy D6
  4
  0
  1
  Blast.
  -Krak missile
  48”
  Heavy 1
  8
  -2
  D6 -
  Mortiurge shotgun
  When attacking with this weapon, choose one of the profiles below:
  -Scatter shot
  12”
  Assault 2
  4
  0
  1
  If the target is within half range, add 1 to this weapon'
  s Strength.
  -Solid slug
  12”
  Assault 1
  5
  -1
  1
  If the target is within half range, add 1 to this weapon'
  s Damage.
  Multiple rocket pod
  36”
  Assault D6
  5
  -1
  1
  Blast.
  Multi-laser
  36”
  Heavy 3
  6
  0
  1
  -
  Needle rifle
  36”
  Heavy 1
  1
  0
  D3
  This weapon wounds on a roll of 2+ unless the target is 
  TITANIC or a VEHICLE. If you roll a wound roll of 6+ for this 
  weapon, it inflicts a mortal wound in addition to its normal 
  damage.
  
  RANGED WEAPONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Plasma cannon
  When attacking with this weapon, choose one of the profiles below:
  -Standard
  36”
  Heavy D3
  7
  -3
  1
  Blast.
  -Supercharge
  36”
  Heavy D3
  8
  -3
  2
  Blast, On a hit roll of 1, the bearer is slain after all of this 
  weapon'
  s shots have been resolved.
  Plasma gun
  When attacking with this weapon, choose one of the profiles below:
  -Standard
  24”
  Rapid Fire 1
  7
  -3
  1
  -
  -Supercharge
  24”
  Rapid Fire 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon'
  s 
  shots have been resolved.
  Plasma pistol
  When attacking with this weapon, choose one of the profiles below:
  -Standard
  12”
  Pistol 1
  7
  -3
  1
  -
  -Supercharge
  12”
  Pistol 1
  8
  -3
  2
  On a hit roll of 1, the bearer is slain after all of this weapon'
  s 
  shots have been resolved.
  Prosecution flamers
  12”
  Assault 2D6
  5
  -1
  1
  This weapon automatically hits its target.
  Shotgun
  12”
  Assault 2
  3
  0
  1
  If the target is within half range, add 1 to this weapon'
  s Strength.
  Sniper rifle
  36”
  Heavy 1
  4
  0
  1
  This weapon may target a CHARACTER even if it is not the 
  closest enemy unit. If you roll a wound roll of 6+ for this 
  weapon, it inflicts a mortal wound in addition to its normal 
  damage.
  Storm bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Stub gun
  12”
  Pistol 1
  3
  0
  1
  -
  Twin bolter
  24”
  Rapid Fire 2
  4
  0
  1
  -
  Twin grenade cannon
  When attacking with this weapon, choose one of the profiles below:
  -Choke grenade
  36”
  Heavy 2D6
  *
  0
  1
  Blast, Choke Weapon (pg 48). After resolving damage on the 
  target unit, each enemy unit within 3” of the target unit suffers 
  2D3 hits from this weapon.
  -Lockdown grenade
  36”
  Heavy 2
  7
  -1
  D3
  Each time a VEHICLE suffers an unsaved wound from this 
  weapon, reduces its Move characteristic by D6” until the start of 
  your next turn.
  Twin heavy bolter
  36”
  Heavy 6
  5
  -1
  1
  -
  Twin lascannon
  48”
  Heavy 2
  9
  -3
  D6 -
  MELEE WEAPONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Bulwark of Redemption
  (Melee)
  Melee Melee
  +2
  -1
  2
  The bearer of this weapon always fights first in the Fight phase, 
  even if they didn'
  t charge. If the enemy has units that charged, or
  that have a similar ability, then alternate choosing units to fight 
  with, starting with the player whose turn is taking place.
  Command truncheon
  Melee Melee
  +1
  0
  1
  Each time the bearer fights, it can make 1 additional attack with 
  this weapon. In addition, increase the range of this model'
  s 
  abilities by 3".
  Chain-teeth
  Melee Melee
  +1
  -1
  2
  -
  Chirurgeon'
  s tools
  Melee Melee
  User
  -1
  1
  -
  
  MELEE WEAPONS
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Dozer ram
  Melee Melee
  User
  -1
  1
  Against INFANTRY units make three hit rolls for each attack 
  rather than one if this model has successfully completed a charge
  this turn.
  Falling Star
  Melee Melee
  x2
  -1
  D3 Add 1 to all wound rolls with this weapon.
  Fist of Dread
  Melee Melee
  +4
  -3
  3
  When attacking with this weapon, you must subtract 1 from the 
  hit roll.
  Pneumatic piston
  Melee Melee
  +2
  -1
  2
  -
  Power fist
  Melee Melee
  x2
  -3
  D3 When attacking with this weapon, you must subtract 1 from the 
  hit roll.
  Power maul
  Melee Melee
  +2
  -1
  1
  -
  Power ram
  Melee Melee
  x2
  -3
  D3
  When attacking a VEHICLE, MONSTER, BUILDING, this 
  weapon has a Damage of D6. When attacking with this weapon, 
  you must subtract 1 from the hit roll.
  Power sword
  Melee Melee
  User
  -3
  1
  -
  Omnissian axe
  Melee Melee
  +1
  -2
  2
  -
  Sentinel chainsaw
  Melee Melee
  User
  -1
  1
  -
  Servo-arm
  Melee Melee
  x2
  -2
  3
  Each servo-arm can only be used to make one attack each time 
  this model fights. When a model attacks with this weapon, you 
  must subtract 1 from the hit roll.
  Shock maul
  Melee Melee
  +1
  0
  1
  Each time the bearer fights, it can make 1 additional attack with 
  this weapon.
  Shockteeth
  Melee Melee
  +1
  -1
  1
  -
  Teeth
  Melee Melee
  User
  0
  1
  Each time the bearer fights, it can make 1 additional attack with 
  this weapon.
  OTHER WARGEAR
  SHIELDS
  Assault shield
  A model equipped with an assault shield adds 1 to all armor saves.
  Lockshield
  A model equipped with a lockshield adds 1 to all armor saves. In addition, if this model moved no more than 4” 
  during the Movement phase, this model counts as being in light and heavy cover.
  Stunshield
  A model equipped with a stunshield adds 1 to all armor saves. In addition, this model always fights first in the Fight 
  phase, even if they didn’
  t charge. If the enemy has units that charged, or that have a similar ability, then alternate 
  choosing units to fight with, starting with the player whose turn is taking place.
  VEHICLE WARGEAR
  Augur array
  Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
  Dozer blade
  If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing 
  Fight phase.
  Laud hailer
  Add 1 to the Leadership characteristic of ADEPTUS ARBITES units whilst they are within 6” of any friendly models
  with a laud hailer.
  Track guards
  A vehicle with track guards always counts as having its starting number of Wounds when determining its Move 
  characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).
  
  PENAL LEGIONS AND ENFORCEMENT CADRES
  Penal Legionnaires and Enforcer Cadres can be included in an ADEPTUS ARBITES
  Detachment without preventing other units in that Detachment from gaining a Precinct
  Doctrine. Note, however, that these units can never themselves benefit from a Precinct
  Doctrine.
  PRECINCT DOCTRINES
  The varying circumstances of anti-
  Imperial activity in different parts of the 
  Imperium of Man require some 
  deviation from the official guidelines 
  and practices set by the Adeptus Arbites 
  in order to more effectively combat 
  disloyalty to the God-Emperor.
  If your army is Battle-forged, units with 
  the appropriate keyword will receive the 
  corresponding precinct doctrine, detailed 
  opposite, so long as every other unit in 
  their Detachment is from the same 
  precinct. If you have chosen an precinct 
  that does not feature on this list, you can 
  choose the doctrine that best suits the 
  fighting style and battlefield strategies of 
  the warriors of that precinct.
  THE THIN BLACK 
  LINE
  In this section you’ll find rules for Battle-forged armies that include ADEPTUS 
  ARBITES Detachments – that is, any Detachment which includes only ADEPTUS 
  ARBITES units. These rules include the abilities below and a series of Stratagems 
  that can only be used by the Adeptus Arbites. This section also includes the Adeptus 
  Arbites'
   unique Warlord Traits, Relics and Tactical Objectives. Together, these rules 
  reflect the character and fighting style of the Hall of Judgement'
  s army of justice in 
  your games of Warhammer 40,000.
  GUARDIANS OF THE LAW
  Whenever a seditious conspiracy takes 
  action or an insidious cult attempts to 
  seize control of an Imperial world, the 
  Adeptus Arbites are the first line of 
  defence. Against this impenetrable line of 
  black-armored soldiers do the enemies of 
  mankind fall.
  If your army is Battle-forged, all Troops 
  units in ADEPTUS ARBITES 
  Detachments gain this ability. Such a unit 
  that is within range of an objective 
  marker (as specified in the mission) 
  controls that objective marker even if 
  there are more enemy models within 
  range of it. If an enemy unit within range 
  of the same objective marker has a similar 
  ability, then the objective marker is 
  controlled by the player who has the most 
  models within range of it as normal.
  
  PRECINCT DOCTRINES
  NECROMUNDA PRECINCT:
  RETRIBUTION TEAMS
  The hive cities of Necromunda are renowned for their large 
  number and wide variety of ultra-violent gangs who battle each 
  other in the underbellies of the many hives. On those times when 
  servants of the Adeptus Terra are affected, intentionally or 
  otherwise, the Adeptus Arbites deploy with intent to punish any 
  who have even a passing connection to the crime.
  If a model with this doctrine is shooting a target at half range or
  less, it can make an extra shot with the same weapon, at the 
  same target, for each hit roll of 6+ you make for that model. 
  These extra shots do not themselves generate any additional 
  shots.
  HYDRAPHUR PRECINCT:
  SECURITY DETAIL
  The nobility of Hydraphur is well known for its ability to have 
  persons with information they don'
  t wish to see the light of day to 
  be exterminated. As such, the Arbitrators stationed to this posting
  have been required to become experts in ensuring that valuable 
  intelligence always reaches its destination intact.
  If any friendly CHARACTER is wounded by an enemy attack 
  and is within 3” of a friendly HYDRAPHUR INFANTRY 
  model, roll a D6. On a 2+ you can allocate that wound to the 
  HYDRAPHUR INFANTRY model instead of the target. If you 
  do, the HYDRAPHUR INFANTRY suffers a mortal wound 
  instead of resolving the damage normally.
  SOLOMON PRECINCT:
  UNWAVERING LOYALTY
  Following the pacification of Solomon, the new precinct 
  frequently undergoes loyalty drills. This training makes them far 
  more eager to defend the law than their fellow Arbitrators.
  When a unit with this doctrine takes a Morale test, roll an 
  additional dice and discard the highest result.
  MANDOS PRECINCT:
  SHOCK AND AWE
  It is a well known fact that an unruly mob is among the most 
  unpredictable and dangerous of manmade disasters. The 
  custodians of the penal colony on Mandos have found 
  weaponized fear to be more than effective in restoring order, and 
  even in repulsing those few times when invaders have sought to 
  take the human populace for their own twisted ends.
  Enemy units within 6” of a model with this doctrine must add 1 
  to the result of all Morale tests.
  TRITON PRECINCT:
  ADVANCE INTELLIGENCE
  The many visitors to the Triton Starport have heard rumors of the
  capabilities of the Adeptus Arbites detectives stationed there. 
  While everyone appreciates good embellishment, all smugglers 
  worth their price know that the Arbitrators at Triton are always 
  two steps ahead.
  After deployment, but before the start of the first turn, you may 
  redeploy D3 of your TRITON units.
  SCINTILLA PRECINCT:
  BASTION OF PURITY
  Capital world of the Calixis Sector, Scintilla pervades with a 
  corruption which can be felt throughout the sector. From the 
  corrupt warp-dabblers in the nobility to the despicable corpse 
  grinder cults in the dregs of society, the threats to mankind are 
  behind every corner and under every brick. To be an Arbitrator 
  on this planet requires an unflinching stoicism against all that is 
  not according to the God-Emperor'
  s will.
  Each time you roll a hit roll of 6+ for a model with this ability in
  the Fight phase, it can, if it was targeting a unit which does not 
  have the IMPERIUM keyword, immediately make an extra 
  attack against the same unit using the same weapon. These extra
  attacks cannot themselves generate any further attacks.
  
  STRATAGEMS
  If your army is Battle-forged and includes any ADEPTUS ARBITES Detachments (excluding Auxiliary Support 
  Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. 
  These help to reflect the unique tactics and strategies used by the Adeptus Arbites on the battlefield.
  1CP/3CP
  ARTIFACTS OF RIGHTEOUSNESS
  Adeptus Arbites Stratagem
  When the enemy is strong and help appears to be far away, the
  Lord Marshals are willing to authorize the use of whatever
  means are necessary to achieve victory.
  Use this Stratagem before the battle. Your army can have one 
  extra Antiquity of Justice for 1 CP, or two extra Antiquities of
  Justice for 3 CPs. All of the Antiquities of Justice that you 
  include must be different and be given to different 
  ADEPTUS ARBITES CHARACTERS. You can only use this
  Stratagem once per battle.
  3CP
  LORD MARSHAL
  Adeptus Arbites Stratagem
  Lord Marshals are those elite Marshals who, through
  integrity and leadership, earn the honor of commanding
  an entire Precinct.
  Use this Stratagem before the battle. Select a MARSHAL. 
  Replace this model'
  s MARSHAL keyword with LORD 
  MARSHAL and replace his Imperial Authority ability with 
  the following ability: ‘Lord Marshal: You can re-roll any 
  failed hit rolls for friendly <PRECINCT> units within 6" of 
  this model.
  ’ You can only use this Stratagem once per game.
  1CP
  WANTED!
  Adeptus Arbites Stratagem
  The Adeptus Arbites are very effective at identifying those
  responsible for greater crimes against the Imperium at large.
  Use this Stratagem at the start of the battle. Select an 
  INFANTRY CHARACTER in your opponent’
  s army; that 
  model is wanted by the Adeptus Arbites for crimes against 
  the Imperium, but will not surrender easily. Increase the 
  model’
  s Attacks characteristic by 1, but re-roll failed hit rolls 
  for ADEPTUS ARBITES that target it in the Fight phase. In 
  addition, re-roll failed charge rolls for CYBER-MASTIFF 
  units that declare a charge against that model.
  1CP
  EXECUTIONER SHELL
  Adeptus Arbites Stratagem
  These hand-crafted shells are only trusted to the elite and
  veteran among the Adeptus Arbites, but they always hit their
  mark with lethal results.
  Use this when a friendly <PRECINCT> CHARACTER 
  makes an attack with an Arbites shotgun. You only make a 
  single hit roll with the weapon this phase, however, if it hits, 
  the target suffers D3 mortal wounds.
  1CP
  FIRESTORM SHELL
  Adeptus Arbites Stratagem
  A firestorm shell can transform a common shotgun into a
  powerful crowd-clearing weapon.
  Use this when a model makes an attack with an Arbites 
  shotgun. This model may attack using the Flamer profile 
  instead of the normal profile.
  1CP
  STUN GRENADES
  Adeptus Arbites Stratagem
  Instead of forcing the enemy to choke on debilitating gasses,
  many Arbitrators will blind them, leaving them defenseless
  before an oncoming Shock Team.
  Use this Stratagem before attacking with a Choke Weapon 
  during your Shooting phase. If the target is successfully hit, 
  they do not suffer any damage. Instead, they cannot fire 
  Overwatch and suffer a -1 penalty to all hit rolls until the 
  start of your next turn.
  1CP
  SCARE GAS GRENADES
  Adeptus Arbites Stratagem
  Scare gas grenades terrify and demoralize those affected, often
  breaking even the will of hardened warriors.
  Use this Stratagem before attacking with a Choke weapon. If 
  the target suffers any unsaved wounds from this attack, they 
  must roll an additional die and drop the lowest result on any 
  Morale tests taken during this turn'
  s Morale phase.
  
  1CP
  WATER CANNON
  Adeptus Arbites Stratagem
  Many Arbites Repressors are equipped with semi-lethal
  weaponry to reduce unnecessary loss of productivity.
  Use this Stratagem during any Shooting phase. Select an 
  enemy INFANTRY unit within 16” of a friendly Arbites 
  Repressor and roll a D6. If the result is greater than the 
  target'
  s average Toughness characteristic, that unit must halve
  their Movement characteristic and all Advance and Charge 
  distances (rounding up) until the start of your next turn.
  1CP
  HUMAN BOMBS
  Adeptus Arbites Stratagem
  Some members of the Penal Legion have committed crimes so
  heinous, their penance requires a higher price...
  Use this Stratagem immediately after a Penal Legionnaires 
  unit successfully charges, or is charged by, an enemy unit. 
  Roll a D3 – both units suffer this number of mortal wounds.
  1CP
  MAGNETIC LOCKDOWN
  Adeptus Arbites Stratagem
  In addition to their normal teeth, many Cyber-Mastiffs have
  the ability to magnetically hold a target in place.
  Use this Stratagem in your opponent'
  s Movement phase, 
  when an enemy INFANTRY unit within Engagement range 
  of any CYBER-MASTIFF units with more than one model 
  from your army is chosen to Fall Back. Roll one D6; on a 2+, 
  that enemy unit cannot Fall Back this turn.
  1CP
  HOT PURSUIT
  Adeptus Arbites Stratagem
  Rapid Pursuit Teams are trained hunters experienced at being
  able to take down their quarry quickly and decisively.
  Use this Stratagem when one of your BIKER units Advances.
  That unit can still shoot and charge this turn as if it had not 
  advanced.
  1CP
  ADVANCING FIRE DRILL
  Adeptus Arbites Stratagem
  With a disciplined fusillade of fire, the Adeptus Arbites can
  rapidly cover ground while suppressing enemy forces.
  Use this Stratagem after a <PRECINCT> INFANTRY unit 
  from your army shoots in your Shooting phase. The unit can 
  immediately move 6" as if it were the Movement phase (it 
  cannot Advance as part of this move). However, it cannot 
  charge in the same turn that it does so.
  1CP
  DEFENSIVE FIRE DRILL
  Adeptus Arbites Stratagem
  Many an enemy force has eagerly charged an Adeptus Arbites
  force only to be cut down like wheat before the scythe.
  Use this Stratagem before resolving an Overwatch attack for 
  one of your <PRECINCT> units. A friendly ADEPTUS 
  ARBITES unit within 6” of the target unit may also fire 
  Overwatch as if they were charged as well.
  1CP
  SHIELD WALL DRILL
  Adeptus Arbites Stratagem
  By lining their shields in an overlapping formation,
  the Adeptus Arbites can turn ordinary shields into an
  unbreakable wall.
  Use this Stratagem at the start of any Fight phase. Select a 
  friendly <PRECINCT> unit from your army that contains at 
  least five models equipped with an item on the Shields list. 
  Your opponent must subtract 1 from all wound rolls made 
  against that unit until the end of the phase.
  1CP
  INQUISITORIAL COOPERATION
  Adeptus Arbites Stratagem
  The loyal servants of the Adeptus Arbites are often
  recruited to serve alongside the holy Ordos.
  Use this Stratagem before the start of the game if you have a 
  friendly INQUISITOR in your army. Select a friendly 
  <PRECINCT> INFANTRY or BIKER unit from your army. 
  This unit gains the INQUISITON and <ORDO> keywords, 
  as well as the Authority of the Inquisition and Quarry 
  abilities (see Index: Inquisition). Note – the <ORDO> 
  keyword must be the same as your friendly INQUISITOR.
  
  3CP
  EXECUTION PROTOCOL
  Necromunda Stratagem
  To the gangs of the Necromundan hives, hard labor and 
  torture mean little. Only with death can a message be sent.
  Use this Stratagem after a NECROMUNDA unit from your 
  army has attacked an enemy unit in the Shooting phase and 
  the attack resulted in the enemy unit losing one or more 
  wounds. Add 1 to wound rolls for attacks made by other 
  NECROMUNDA units from your army that target the same 
  enemy unit this phase.
  2CP
  VERISPEX AGENTS
  Scintilla Stratagem
  A number of Judges and Lord Marshals with ties to the
  Inquisition often have the privilege of asking for a favor...
  Use this Stratagem after deployment but before the start of 
  the game. Select one SCINTILLA unit in your army. This 
  unit gains the following ability: “Verispex Agents: Select one 
  faction keyword in your enemy'
  s army (this cannot be 
  IMPERIUM, CHAOS,  or AELDARI). This unit can re-roll 
  all failed wound rolls of 1 against all enemy models with that 
  faction keyword.
  ”
  1CP
  VENGEANCE IN DEATH!
  Hydraphur Stratagem
  The most dedicated Arbitrators refuse to allow death to keep
  them from protecting their wards.
  Use this Stratagem after a friendly HYDRAPHUR 
  INFANTRY unit was slain during the Fight phase. Roll a D6 
  - on a 3+, the unit which dealt the killing blow suffers D3 
  mortal wounds.
  1CP
  TERRORISM DRILL
  Mandos Stratagem
  Penal Custodians from Mandos are highly skilled at ensuring
  morale for their wards, rapidly stopping those who would
  otherwise flee from their duty of penance.
  Use this Stratagem after a friendly MANDOS PENAL 
  CUSTODIAN unit uses their Duty Unto Death ability. This 
  model may use this ability again.
  1CP
  DETECTIVES-ESPIONIST
  Triton Stratagem
  Masters of manipulation, Detectives-Espionist can pull just
  the right strings when needed to both receive valuable
  intelligence and ensure its authenticity.
  Use this Stratagem immediately after your opponent sets up a
  unit that is arriving on the battlefield as reinforcements 
  within 12" of one of your TRITON INFANTRY units. Your 
  unit can immediately shoot at that enemy unit as if it were 
  the Shooting phase, but you must subtract 1 from all the 
  resulting hit rolls.
  1CP
  INSTRUMENTS OF THE LAW
  Solomon Stratagem
  The Arbitrators of the Solomon precinct are not individuals
  serving a greater purpose, but tools to be used to execute a just
  sentence.
  Use this Stratagem when a SOLOMON INFANTRY or 
  BIKER unit unit is selected to attack in a Shooting or Fight 
  phase. You can re-roll all hit rolls of 1 for that unit for the rest
  of the phase (if the unit is within 6” of a SOLOMON 
  CHARACTER, re-roll all failed hit rolls instead).
  
  ANTIQUITIES OF JUSTICE
  For thousands of years, the loyal servants of the Adeptus Arbites have used all manner of weapons and equipment to 
  enforce compliance with the Emperor’
  s vision of a unified humanity. Many such tools are held in the most carefully 
  guarded reliquaries, waiting for the need to be unleashed once again. Yet, in these dark times, many of these tools thought 
  no longer needed are seeing more combat now than when they were first interred.
  If your army is led by an Adeptus Arbites Warlord, you may 
  give one of the following Antiquities of Justice to an Adeptus 
  Arbites CHARACTER in your army. Named characters such 
  as Luthir Goreman already have one or more artifacts, and 
  cannot be given any of the following relics. 
  Note that some weapons replace one of the character’
  s existing 
  weapons. Where this is the case, you must, if you are playing a 
  matched play game or are otherwise using points values, still 
  pay the cost of the weapon that is being replaced. Write down 
  any Antiquities of Justice your characters may have on your 
  army roster.
  MAXIM PISTOL
  An archeotech pistol thought to be from one of the many lost 
  eras of humanity’
  s history on Terra, this pistol was once wielded 
  by a judge who was renowned for his often harsh sentences. 
  After his disappearance, the weapon has been passed down a 
  succession of only those judges deemed worthy of its power.
  JUDGE with a bolt pistol only. The Maxim Pistol replaces the 
  bearer'
  s bolt pistol and may fire using any of the following 
  profiles:
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  Rapid Fire
  12"
  Pistol 5
  3
  0
  1
  High-Ex*
  12"
  Pistol D3
  4
  0
  1
  Armor Piercing
  12"
  Pistol 1
  5
  -1
  2
  * Blast weapon
  BOOK OF PRECEPTS
  This massive tome was compiled by the revered Marshal Lorelei,
  collecting many of the most important and influential verdicts 
  and decisions of the greatest Judges and Marshals, as well as 
  many recorded statements conveying their wisdom.
  MARSHAL or LORD MARSHAL only. Each time you use a 
  Stratagem, roll a D6. On a 5+, you gain 1 Command Point.
  BULWARK OF ADAMANTIUM
  When Marshal Sarus was critically injured by mutated psykers 
  in the underhive, he required a suit of power armor capable of 
  keeping him alive despite his debilitating condition. He died 
  before the armor was completed, but the armor is still used by 
  the Adeptus Arbites in situations of extreme danger.
  INFANTRY model only. This model changes their Save 
  characteristic to 3+. In addition, at the start of each of your 
  turns, this model immediately restores one lost wound.
  GAVEL OF THE COURT
  The ultimate badge of office, the Hall of Judgement maintains a 
  reliquary of these ancient hammers which are only provided to 
  the most trusted of the Adeptus Arbites.
  ADEPTUS ARBITES model with a power ram only. A Gavel 
  of the Court replaces the bearer'
  s power ram and has the 
  following profile:
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  Gavel of the 
  Court
  Melee
  Melee
  x2
  -3
  3
  Abilities: All friendly ADEPTUS ARBITES units within 6" 
  of the bearer of this weapon may use his Leadership 
  characteristic instead of their own.
  BINDINGS OF THE CHASTENER
  Chasteners  of the Adeptus Arbites prefer to capture their 
  enemies alive and have them live a life in service to the Emperor 
  rather than simply killing them.
  Your opponent must subtract 1 from the Attacks characteristic 
  of enemy CHARACTERS whilst they are within 6" of the 
  bearer (to a minimum of 1). In addition, in missions that use 
  victory points, if the bearer slays the enemy Warlord in the 
  Fight phase, you score an additional D3 victory points.
  
  FIRESTARTER
  Originally found in one of the many hives of the Imperium, this 
  vehicle was impounded from the Hive Blossoms biker gang. Its 
  sturdy, reliable construction makes combat incredibly easy, even 
  when pursuing criminals at breakneck speed.
  BIKER model only. This model can choose to treat its Rapid 
  Fire weapons as Assault weapons instead. In addition, this 
  model can charge in the same turn that it Advanced.
  SHIELD OF BELLARYA
  Judge Bellarya once had a relic shield designed to reflect attacks 
  rather than block them. With practice, she was able to reflect 
  attacks back at the attacker instead of simply sending them 
  away from herself.
  NECROMUNDA model with an Assault Shield only. The 
  bearer has a 4+ invulnerable save. In addition, whenever you 
  make an unmodified saving roll of 6+ when making an 
  invulnerable save for this model, the unit which made that 
  attack suffers a mortal wound.
  SWORD OF JUSTICE
  Every Arbitrator knows that the long arm of the law can reach 
  and punish any individual, no matter their rank, stature, or 
  position in the Imperium of Man. The Sword of Justice is a 
  physical embodiment of this philosophy, cleaving through all 
  manner of defenses.
  SCINTILLA model with a power sword only. The Sword of 
  Justice replaces the bearer'
  s power sword and has the following
  profile:
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  Sword of Justice
  Melee
  Melee
  +1
  -3
  2
  Abilities: 
  Invulnerable saves cannot be taken against this weapon.
  BACKBREAKER GRENADES
  The Mandos Prison Colony has a limited cache of grenades with
  exceptional potency, only used when the colony is at immediate 
  risk of being annihilated.
  MANDOS model with an Arbites grenade launcher only. 
  Backbreaker Grenades add 1 to this model'
  s wound rolls when 
  using their Arbites grenade launcher.
  PURIFIER
  The Adeptus Arbites on Hydraphur aided greatly in ensuring the
  safe transport of Cardinal Jacob in spite of many assassination 
  attempts on his journey. As a sign of thanks, the Cardinal 
  bestowed upon the Precinct a sanctified shotgun which burns 
  away all of the impurities found in its victims.
  HYDRAPHUR model with an Arbites Shotgun only. Purifier 
  replaces the bearer'
  s Arbites shotgun and has the following 
  profile:
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  Purifier
  12"
  Assault 2
  5
  -1
  2
  Abilities: 
  Re-roll failed wound rolls made by this weapon against 
  models with the PSYKER or DAEMON keywords.
  HELM OF THE CANIS-ALPHA
  Made in the shape of a canine skull, the Helm of the Canis-
  Alpha was recovered from the seized assets of the Dread Pirate 
  Garrick Dewl. It was discovered to heighten its bearer'
  s control 
  over nearby cyber-constructs to an unprecedented degree.
  TRITON model only. All friendly CYBER units within 3” of 
  the bearer of the Helm of the Canis-Alpha add 1 to their hit 
  rolls in the Fight phase.
  SHIENDLIN'S JUDGEMENT
  Judge Shiendlin was once renowned for her quick, decisive, and 
  fair judgements. Pict-recordings of her assessments of the law are
  required viewing at the Schola Progenium, and her gavel is still 
  seen as a symbol of the uncompromising nature of the law.
  SOLOMON model with a power maul only. Shiendlin'
  s 
  Judgement replaces the bearer’
  s power maul and has the 
  following profile:
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  Schiendlin'
  s 
  Judgement
  Melee
  Melee
  +2
  -2
  D3
  Abilities: 
  At the beginning of the Morale phase, select an enemy 
  INFANTRY unit within 6” of this model. That unit adds 1 to their 
  dice roll.
  
  WARLORD TRAITS
  The arbitrators and judges of the Adeptus Arbites are gifted scholars, trained commanders, and mighty warriors, making 
  their leaders formidable commanders indeed.
  If a <PRECINCT> CHARACTER is your Warlord, they can generate a Warlord Trait from the following table instead of the 
  one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can
  select the one that best suits your general’
  s temperament and preferred style of waging war
  D6
  RESULT
  1
  VOICE OF THE LAW
  The warlord is more than a servant of the law, but 
  conducts themselves as a direct conduit of justice.
  Add 3" to the range of any aura abilities on your 
  Warlord'
  s datasheet (to a maximum of 9”), such as 
  Hammer of Heretics.
  4
  BRINGER OF JUDGEMENT
  The warlord is feared throughout the sector as an 
  avatar of the God-Emperor'
  s judgement.
  Subtract 1 from the Leadership characteristic of 
  enemy units while they are within 3" of this model.
  2
  FORCE OF ACTION
  This warlord prefers to force the enemy to react to his 
  actions rather than allow them to control the battle.
  Your Warlord always fights first in the Fight phase, 
  even if it didn’
  t charge. If the enemy has units that 
  have charged, or that have a similar ability, then 
  alternate choosing units to fight with, starting with 
  the player whose turn is taking place.
  5
  UNBREAKABLE WILL
  The warlord is a master of drill and order, and the 
  unflinching resolve of his forces demonstrate this.
  Roll a dice for each model that flees from any 
  friendly ADEPTUS ARBITES units within 6” of 
  your Warlord in the Morale phase. On a 5+, that 
  model does not flee.
  3
  IMPLACABLE ADVANCE
  This warlord'
  s forces cannot be slowed by the most 
  lethal traps or the thickest jungles.
  All friendly ADEPTUS ARBITES units within 6” of 
  your Warlord may re-roll any Advance rolls, but the 
  second roll must be kept.
  6
  ADAMANTIUM FAITH
  This warlord'
  s conviction in the God-Emperor has 
  been honed into a defense against unnatural powers.
  Your Warlord can attempt to deny one psychic power
  in each enemy Psychic phase in the same manner as 
  a Psyker.
  NAMED CHARACTERS AND WARLORD TRAITS
  If a named character with a specific precinct keyword is your Warlord, they must be given the associated Warlord Trait. For
  example, Catarina Igazi must take the Mandos "Face of Justice" Warlord Trait (see opposite) as she has the MANDOS keyword.
  If Godwyn Fischig is your Warlord, he has the "Implacable Advance" Warlord Trait.
  
  PRECINCT WARLORD TRAITS
  If you wish, you can pick an Precinct Warlord Trait from the list below instead of the Adeptus Arbites Warlord Traits above, but 
  only if your Warlord is from the appropriate precinct.
  PRECINCT
  TRAIT
  Necromunda
  Urban Suppression Expert: The greatest of warlords who guard Necromunda from treason and 
  sedition are remarkably effective at suppressing food riots and civil unrest.
  Add 1 to this Warlord'
  s Attacks characteristic. In addition, add 1 to any wound rolls made for your 
  Warlord in the Fight phase.
  Scintilla
  With Highest Honor: Only those warlords who graduated from the Schola Progenium with highest 
  honors are ever permitted to command the Arbitrators of Scintilla into combat.
  Once per game, you can re-roll one hit roll, wound roll, damage roll, or saving throw made for your 
  Warlord. In addition, if your army is Battle-forged, you receive an additional 1 Command Point.
  Hydraphur
  Dogged Survivor: Warlords do not survive to command positions on Hydraphur without their fair 
  share of scars.
  Wound rolls of 1, 2, or 3 made for attacks that target this Warlord always fail, even if the attack has a 
  Strength characteristic higher than this Warlord'
  s Toughness characteristic.
  Mandos
  Face of Justice: Those who survive combat against a warlord from the Mandos Precinct are often 
  mentally scarred for the rest of their days, avoiding those who might be considered an authority figure.
  The opposing player must roll an extra die when taking Morale tests for units within 3" of this 
  Warlord and use the highest result.
  Triton
  Know Thine Enemy: Warlords from the Triton Precinct maintain carefully-kept records and dossiers 
  on all suspected and known criminals within the region, and often know their enemy'
  s move before it is
  even made.
  Each time your opponent uses a Stratagem, roll a D6 - on a 5+, you gain a command point.
  Solomon
  In the Name of the Law!: The warlords who lead the Solomon Arbitrators into battle march with the 
  pride and honor that is to execute the Emperor'
  s Justice upon those who oppose His will.
  When resolving an attack made with a melee weapon by your Warlord, you can re-roll the hit roll if 
  your Warlord made a charge move, was charged, or performed a Heroic Intervention this turn.
  
  ADEPTUS ARBITES POINTS VALUES
  If you are playing a matched play game, or a game that uses a points limit, you can use the following lists to determine the 
  total points cost of your army. Simply add together the points values of all your models, as well as the wargear they are 
  equipped with, to determine your army’
  s total points value.
  3
  HQ
  UNIT
  MODELS
  PER UNIT
  POINTS PER MODEL
  (Does not include wargear)
  Judge
  1
  45
  Judge on Bike
  1
  65
  Marshal
  1
  30
  TROOPS
  UNIT
  MODELS
  PER UNIT
  POINTS PER MODEL
  (Does not include wargear)
  Enforcer Cadre
  10-20
  5
  Patrol Team
  5-10
  8
  Penal Legionnaires
  10-30
  6
  ELITES
  UNIT
  MODELS
  PER UNIT
  POINTS PER MODEL
  (Does not include wargear)
  Arbites Chirurgeon
  1
  40
  Cyber-Construct 
  Handler
  1
  45
  Cyber-Mastiffs
  3-9
  21
  Execution Team
  5-10
  8
  Mortiurge
  1
  55
  Penal Custodian
  1
  35
  Suppression Servitors
  4
  12
  Shock Team
  5-10
  8
  FAST ATTACK
  UNIT
  MODELS
  PER UNIT
  POINTS PER MODEL
  (Does not include wargear)
  Arbites Sentinels
  1-3
  35
  Rapid Pursuit Team
  3-9
  18
  HEAVY SUPPORT
  UNIT
  MODELS
  PER UNIT
  POINTS PER MODEL
  (Does not include wargear)
  Arbites Chimadon
  1
  75
  Arbites Tarantulas
  1-3
  20
  DEDICATED TRANSPORTS
  UNIT
  MODELS
  PER UNIT
  POINTS PER MODEL
  (Does not include wargear)
  Arbites Chimera
  1
  70
  Arbites Repressor
  1
  100
  Arbites Rhino
  1
  75
  FLYERS
  UNIT
  MODELS
  PER UNIT
  POINTS PER MODEL
  (Does not include wargear)
  Arbites Valkyrie
  1
  110
  NAMED CHARACTERS
  UNIT
  MODELS
  PER UNIT
  POINTS PER MODEL
  (Including wargear)
  Luthir Goreman
  1
  115
  Caterina Igazi
  1
  70
  Stanley Bartlett
  1
  115
   - Finn
  0 - 1
  45
  Godwyn Fischig
  1
  30
  Shira Calpurnia
  1
  35
  
  RANGED WEAPONS
  WEAPON
  POINTS PER WEAPON
  Autocannon
  15
  Arbites grenade launcher
  5
  Arbites shotgun
  1
  Boltgun
  1
  Bolt pistol
  0
  Breacher cannon
  15
  Chastener shotgun
  6
  Choke grenade
  0
  Combi-flamer
  10
  Combi-melta
  10
  Combi-needler
  10
  Combi-plasma
  10
  Firesprite needler
  5
  Flamer
  5
  Grapplehawk
  5
  Grenade cannon
  12
  Heavy bolter
  10
  Heavy flamer
  15
  Heavy stubber
  5
  Hellstrike missiles
  10
  Hunter-killer missile
  6
  Lascannon
  20
  Lasgun
  0
  Lasgun array
  0
  Laspistol
  0
  Missile launcher
  20
  Melta bombs
  5
  Meltagun
  10
  Mortiurge shotgun
  0
  Multiple rocket pod
  8
  Multi-laser
  5
  Needle rifle
  5
  Plasma cannon
  15
  Plasma gun
  10
  Plasma pistol
  5
  Prosecution flamers
  30
  RANGED WEAPONS
  WEAPON
  POINTS PER WEAPON
  Shotgun
  0
  Sniper rifle
  2
  Storm bolter
  3
  Stub gun
  0
  Twin boltgun
  3
  Twin grenade cannon
  30
  Twin heavy bolter
  30
  Twin lascannon
  40
  MELEE WEAPONS
  WEAPON
  POINTS PER WEAPON
  Command truncheon
  5
  Chain-teeth
  3
  Chirurgeon'
  s tools
  0
  Dozer ram
  0
  Pneumatic piston
  0
  Power fist
  10
  Power maul
  5
  Power ram
  12
  Power sword
  5
  Omnissian axe
  0
  Sentinel chainsaw
  2
  Servo-arm
  0
  Shock maul
  1
  Teeth
  0
  OTHER WARGEAR
  WARGEAR
  POINTS PER ITEM
  Assault shield
  4
  Augur array
  5
  Dozer blade
  5
  Laud hailer
  5
  Lockshield
  6
  Stunshield
  6
  Track guards
  10
  
  TACTICAL OBJECTIVES
  The synchronized and coordinated forces of the Adeptus Arbites are able to swiftly change the tide of nearly any battle, and
  often end wars before the call for reinforcements is ever received.
  If your army is led by an ADEPTUS ARBITES Warlord, these 
  Tactical Objectives replace the Capture and Control Tactical 
  Objectives (numbers 11-16) in the Warhammer 40,000 
  rulebook. If a mission uses Tactical Objectives, players use the 
  normal rules for using Tactical Objectives with the following 
  exception: when an Adeptus Arbites player generates a Capture 
  and Control objective (numbers 11-16), they instead generate 
  the corresponding Adeptus Arbites Tactical Objective, as shown
  below. Other Tactical Objectives (numbers 21-66) are generated
  normally.
  D66
  TACTICAL OBJECTIVE
  11
  Take Them Alive
  12
  Sentenced to Death
  13
  Make an Example
  14
  Purge the Unclean
  15
  Shrouded Advance
  16
  Suppression Tactics
  11
  TAKE THEM ALIVE
  Adeptus Arbites
  The enemy forces have intelligence on additional treasonous
  activity on the planet. Bring them in for interrogation.
  Score 1 victory point for completely destroying an enemy
  unit in the Fight phase with an INFANTRY unit. If the target
  was destroyed by a JUDGE, MARSHAL, or LORD
  MARSHAL, score D3 victory points instead.
  12
  SENTENCED TO DEATH
  Adeptus Arbites
  The enemy commanders have committed countless crimes
  against the Imperium. The sentence is death.
  Score 1 victory point if all of your opponent’
  s CHARACTER
  models have been removed as casualties.
  13
  MAKE AN EXAMPLE
  Adeptus Arbites
  To break their will, we must demonstrate the weakness of
  their seditious champion.
  When this Tactical Objective is generated, make a note of
  which enemy model on the battlefield has the highest Power
  Level. If several models are tied, your opponent selects one
  amongst them. Score 1 victory point if you slay this model; if
  this model was a CHARACTER, score D3 victory points
  instead.
  14
  PURGE THE UNCLEAN
  Adeptus Arbites
  Enemy forces have been witnessed using unholy psychic
  powers. These forces must be slain at once.
  Score 1 victory point if you destroyed at least one enemy
  PSYKER unit during this turn. If you destroyed between 3
   and 5 enemy PSYKER units during this turn, score D3
  victory points instead. If you destroyed 6 or more enemy
  PSYKER units during this turn, score D3+3 victory points
  instead.
  15
  SHROUDED ADVANCE
  Adeptus Arbites
  We must debilitate the enemy'
  s capacity to attack us.
  Score 1 victory point at the end of your turn if at least three
  enemy units suffer the penalty for being wounded by a
  Choke weapon.
  16
  SUPPRESSION TACTICS
  Adeptus Arbites
  Remind them of the superiority of the Emperor!
  Score 1 victory point if at least one enemy unit was destroyed
  and/or failed a Morale test this turn. If three or more units
  were destroyed and/or failed Morale tests, score D3 victory
  points instead.
  “CLAIMS OF INNOCENCE MEAN NOTHING
  THEY SERVE ONLY TO PROVE A FOOLISH LACK OF CAUTION.
  ”
  - Selected Sayings, Vol. III, Chapter IV
  
  WE THINK YOU'D LIKE...
  The Adepta Sororitas are the purest of the pure, unshakable guardians of the Imperial faith. However, the greatest heroes
  have the furthest to fall, and the insidious corruption of Slaanesh is able to crack even the strongest wills. Now slaves to
  their darkest desires, the Fallen Sororitas are among the deadliest servants of Chaos. Employing horrific rituals and
  forbidden warp magicks, these sadistic warriors strike without warning, slaughtering their foes and taking the unfortunate
  survivors back to their dark abbeys to sate their twisted appetites.
  Available for download now at https://1d4chan.org/wiki/Codex_-_Fallen_Sororitas
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/6) Homebrew (Unofficial)/40k 8e - Codex - Adeptus Arbites (Ver 1.21).pdf