Arbitrator facilities and troops

Gravis Major

Imperial Friendship Bridge

Precinct-fortress 
Enforcer Theodore, Crew rate: 35, TF 2
Troops: 1d10x10+100?? Regular Arbitrators
Evidence locker:
Incarceration cell
Data-chest: Yearly investigation, interrogation and criminal activity reports of Gravis Major law enforcement

Null bay
Troops: Veteran Arbitrator squad

Barracks
Enforcer Malakai, Crew rate: 30 TF 1
Troops: 5000 Regular Arbitrators (Hive World background)
1000 Veteran Arbitrators (Snake tribe culture background)
4000 Regular Arbitrators (Snake tribe culture background)
“Judge’s Entourage” Veteran Arbitrator squad (crew rate 40) with best quality re-breathers.

Toll booth 
Veteran Bridge Master Godwynne, Crew rate: 45 ,TF 2
Veteran Arbitrator squad

Bastion of Saint Drusus

Custom office at Space port
Regular Arbitrator squad

Underground HQ at sewers
Agent Komuk
Veteran Arbitrator squad

Barracks beside Mordechai Memorial Hospital
Enforcer ??
Regular arbitrator troops
10.000 Regular arbitrators (Imperial Colony background)

Other locations:

Guard post at water pumping engine of river Ceres
Regular Arbitrator squad (12 troopers)

Penitus Balteus

Avaritas

Barracks
Enforcer Xanatov, Crew rate: 30, TF 1
Troops: 250 Veteran Arbitrators  (Avaritas background)
2750 Regular Arbitrators  (Avaritas background)

Custom office
Regular Arbitrator squad

Sphaera Imperator

Precinct-fortress
Judge Mordechai
Troops: 140 Veteran Arbitrators
Evidence locker
Incarceration cell
Data-chest
Hexagrammic suppression cells

Barracks
Enforcer Thurio, Crew rate: 30, TF 1
Troops: 350 Veteran Arbitrators (Background ??)
3750 Regular Arbitrators (Background ??)

Nothus

Dolabra Imperator

Barracks
E
nforcer Korba
10.000 Regular Arbitrator troops (Background ?)

Nimbus Extern

Canor Sol

Precinct-fortress
Enforcer Jariak, Crew rate: 30, TF 1
Troops:
250 Regular Arbitrators (Canor Sol Background)
Evidence locker: Research on Syndicate activities on the system,
Incarceration cell:
Data-chest: Yearly investigation, interrogation and criminal activity reports of Nimbus Extern law enforcement

Barracks
Enforcer Varria
Troops:
500 Veteran Arbitrators (background ?)
4500 Regular Arbitrators  (background ?)

Incarceration vault
Troops: Regular Arbitrator squad

Custom office
Troops:
Regular Arbitrator squad

Pauperpolis

Barracks
Enforcer Solomon, Crew rate: 40,  TF 3
Troops:
350 Veteran Arbitrators (Background ??)
150 Regular Arbitrators (Background ??)
Brig
Troops:
20 Regular Arbitrators

Celos

Brig
Troops:
20 Regular Arbitrators

Barracks
Enforcer Josette (Bethel clan background), Crew rate: 30, TF 1
3.000 regular arbitrators (background ?)

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Arbitrator Task Teams
Together, the Task-Teams can deal with any aspect of lawlessness from full scale rioting to poor time keeping. The roles of the different Task-Teams are too varied and complex to discuss in detail, but a general  description will help to form an impression of the range of the Adeptus Arbites’ power.

  • Patrol Teams are a common sight on Earth and throughout the more heavily populated parts of the Imperium. They are the patrolling Arbitrators who must be ready to deal with any emergency or to report any suspected offense.
  • Combat Teams are a relative familiar sight. The teams are simply Patrol Teams equipped with Boltguns.
  • Suppression Teams wear their special white helmet and carry a Suppression or Shock Shield and Suppression or Shock Maul. They are deployed to meet special threats such as food riots and queue wars (In the  Imperium, queues in front of governmental offices can stretch for miles. Queues often take months to reach the end. The inevitable frustration caused can lead to vicious battles).
  • Execution Teams deal with the routine task of rounding up and eliminating known criminals. In order to handle even mighty warlords these elite fighters carry heavy and special weapons.
  • Fire Support Teams guard checkpoints and strong-points in the cities and have access to the heavy support weapon Tarantula. The other Teams rely upon the back-up provided by the Fire Support Teams when they come up against well armoured resistance.
  • Rapid Pursuit Teams are equipped to pursue criminals through a twisting Underhive, amongst dense jungles or across arid wastes, depending on their location. They are equipped with powerful surveyors to detect their prey (in many Imperial societies, citizens from a criminal genealogy have beacons implanted at birth so that they can be monitored at all times).
  • Chastener Teams are deployed to combat kidnapping, hostage and blockade crime, where innocent citizens are in danger from law breakers. In fact, they are normally used only where the innocent citizen in question is reasonably important; little effort is made to rescue ordinary citizens as they are easily replaced (it should be borne in mind that allowing oneself to be held hostage or taken by force is a crime under the irresponsibility laws).
  • Sniper Teams are specially trained to pick off Riot leaders or other members of importance, as this is usually the best way to quell any uprisings. The Arbite Snipers are often deployed to support a Retrieval Team (by taking out sentries and soften the defence before the Retrieval Team strikes).
  • Kayninez Teams are primarily used in crowd control situations where they often work together with Suppression Teams. The mere sight of a handler and his pack of ferocious, genetically enhanced dogs is normally enough to suppress even the most fanatic of crowds.
  • Investigative Teams are rarely seen in public, they spend most of their time sifting through the holo-records of unsolved crimes or tracking wrongdoers through the computer matrix of the Administratum. They are specially trained in logic and deduction.
  • Technical Teams provide the scientific back-up needed to solve unwitnessed crimes. From evidence as flimsy as gene-prints, molecular fragments and thermal residues the Judges can quickly reconstruct even the most complex crimes.
  • Medical Teams are an important part of the Arbites Organization. The medical facilities of the Imperium are so monumentally inefficient and bureaucratic that in most life or death situations the last rites are the only service on offer. The Patrol Teams risk injury and death constantly, so the Adeptus Arbites runs its own hospital and medical service. The job of the Medical Teams is to recover Judges
    that have been hurt or killed.

ARBITRATOR VEHICLE UPGRADES

  • Riot Plow: Special plow mounting is affixed to the tank, with sloped blades designed to push crowds
    away from the tank.
  • Armoured Crew Compartment: These may only be added to open-topped vehicles. The vehicle no longer counts as being open-topped.
  • Crew Escape Mechanism: The vehicleis fitted with protective devices, such as additional escape hatches, which increases the crew´s chance of escaping.
  • Extra Armour: Vehicles equipped with extra armour count “Crew Stunned” results on the Damage tables as “Crew Shaken” results instead.
  • Improved Comms: One vehicle only. See Codex Imperial Guard for additional info.
  • Pintle-Mounted Storm Bolter 10: Pintle-mounted storm bolters are located on the outside of a vehicle and can be used by a crewman from an open hatch or by remote control from inside. They are treated as an extra storm bolter and may be used in addition to other weapons the vehicle can fire, so a moving vehicle can fire one weapon and the pintle-mounted storm bolter.
    Rough Terrain Modifications: See Codex Imperial Guard for additional info.
  • Searchlight: Searchlights can be used in missions where the rules for night fighting are used (see page
    134 of the Warhammer 40,000 rules). They allow one enemy unit spotted by the vehicle to be fired at by any other Adeptus Arbites in range that have a line of fire. However, a vehicle that uses a searchlight can be fired at by any enemy units in their next turn; they can see the searchlight shining in the dark.
  • Smoke Launchers: These carry charges that can be fired to hide the vehicle behind a cloud of smoke. Once per game, after completing movement (no matter how far), a vehicle with smoke launchers can
    trigger them. The vehicle may not fire and use its smoke launcher in the same turn. Any penetrating hits scored by the enemy in their next shooting phase count as glancing hits. After the enemy´s turn the smoke disperses with no further effect.
  • Track Guards Track guards protect the vunerable track mechanism of an armoured vehicle. The vehicle treats “Immobilised” results as “Crew Stunned” instead, on a D6 roll of 4+.

JOINING THE ADEPTUS ARBITES
Most Arbitrators are drawn from The Schola Progenium. The imperial school for the orphaned children of loyal ministers and soldiers. Coming from such a background these children are incredibly loyal to The Empire. These children will stand as the next generation of Defenders of the Empire, and Defenders of the Faith.
The Schola Progenium contributes graduates to the Adeptus Ministorum, the Imperial Guard, and the Adeptus Arbites.
The Arbitrators have no home, except the Empire, and no parents except the Emperor himself. They enforce the Codex Legalis Imperius with unswerving dedication. Indeed “the demands of the law come first”.
Once inducted into the Adeptus Arbites the Arbitrator is drilled in the law and trained to enforce the law at gunpoint if necessary. They will not hesitate in their duty. They are trained to the same standards as the Warriors of the Imperial Guard.
Their equipment is some of the best The Empire has to offer, and the Mission they perform is the single most hazardous of any required by the Emperor, with the possible exception of serving in the First Company of a Space Marine Legion.
Those destined for greatness within the Adeptus Arbites are given gentic surgery and turned almost into the equivalent of Space Marines. These Arbitrators begin their careers as Adeptus Arbites Elites, and later serve as Detectives and Judges.

Joining the force as an adult

Anyone wanting to join the Adeptus Arbites must go to an Arbites Courthouse and apply there, which is where all self enlisted Arbitrators are trained . The prospective recruit must then wait for his summons when he will be required to join the rest of the recruits for the test of suitability.
Requirements for the Adeptus Arbites is far more than the Imperial Guard. Indeed, the requirements
of a recruit, and what is demanded of him or her, is arguably the most demanding outside the Adeptus Astartes.

The Test of Suitability

This test is done in the catacombs beneath the Courthouse where the recruit is required to sit on an iron chair. Once on the iron chair, the recruit is incarcerated in a cage as iron straps hold his body rigid, and an iron helmet is lowered onto the recruit’s head.
Sinister robed techs set the iron chair humming with electricity as they test the candidate for: musculature potential, psychosis level, psychic profile, ocular reflex, intelligence, pain tolerance, and drug use reading which tests for signs of common drugs such as Blitz, Stimm, Frenzy, Spook, Dream-bat, Hedonic Acid, Halcyon, and Joyspike. The height of the candidate will also be measured exactly. If it does not meet the criterion the candidate could be instantly rejected. During this ordeal the candidate is undergoing a rigorous test. The Adeptus Arbites do not deem it their job to train any old Tom, Dick, and Harry, to be an Arbitrator. They want a prospective recruit to all ready have some of the qualities, so that then all is required is the knowledge of Imperial Law.
If a candidate meets this stringent criteria he will be accepted as an Arbites Student and will be required to undergo training immediately, the norm being atleast ten years of school before allowed
to become a fully fledged Arbitrator.

Arbites Students
Arbites Students must wear black robes and spend the next years reading piles of parchment, holoscript, and books, of Imperial Law. They will also learn to love and respect the Emperor.
Arbites Cadets
At the end of the studying phase the Arbites Students will become Cadets after an hour long ceremony in the Courthouse’s main hall. There they swear oaths of allegiance to the Emperor and to the holy Book of Judgement.
Now the Cadets are transferred to an Courthouse in an distant part of the Empire and will be required to learn everything about Arbitrator weapons and equipment as well as master the arts of armed and unarmed combat.
But the Cadets are not Arbitrators yet, nor are they kitted out as Arbitrators (just with basic Flak Armour and Lasguns). This merely allows them to leave the grounds of the Courthouse and put their skills and knowledge into good use.
Once ‘on the streets’ a group of Arbitrator Cadets is led by an experienced Proctor who will be their mentor until the Cadets are ready to be enrolled as fully fledged Arbitrators. The mentor will keep an account of how well his Cadets are doing and if they do well he may recommend that they attain the status of Arbitrator.
The time it takes for a Cadet to become an Arbitrator may be very short (only a few years) if the Cadet proves himself – but actually most Cadets never make it at all (getting killed, rejected or imprisoned before they graduate).

Ultima Tectum conscript crew rates

Crew rate bonus
Veteran troops: +10
Crack troops: +20
Elite troops: +30

Basic crew rates
Arbitrator trooper 30, Intimidate
Gravis Major colony conscripts 25, Survival, Navigate (Gravis Major)
Gravis Major hive conscripts 20
Gravis Major tribal conscripts 25, Stubborn, Resist Fear
Gravis Major gang conscripts 20, Protect Own Turf (+10 crew rate when defending own habitat vs boarding)
Avaritas conscripts 20, Decadence, Void Accustomed
Void Clan conscripts 20, Void Accustomed, Peer (Void Union)
Nothus Penal Colony conscripts 30, Dark Soul
Nothus Dolabra Imperator conscripts 25, Resist Fear
Canor Sol conscripts 20, Void Accustomed, Peer (Winterscale dynasty)
Bethel Clan conscripts 25, Void Accustomed, Peer (Bethel Clan)

 

Arbitrator Alternate Career ranks

Chastener
Suffering Marshal

Sources: Codex Arbites