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![[Post New]](/s/i/i.gif) 2025/09/22 17:20:31
Subject: Jurisdiction of the Adeptus Arbites
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Storm Trooper with Maglight
Ottawa
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I'm not sure I fully understand where the role of the Adeptus Arbites begins and ends, given the decentralization of the Imperium and the free rein generally granted to planetary governors (so long as they pay the tithe and crack down on heresy). Some sources treat the arbitrators as a regular, militarized police force, cracking down on civil unrest with their shock mauls. In other cases (like Necromunda), wading through mobs of rioters is the task of enforcers, who are under the purview of planetary authorities.
I know, "it depends". My tentative theory is that day-to-day policing is performed by enforcers, while the Adeptus Arbites specifically protect Imperial buildings and personnel (similar to the US Diplomatic Security Service) and can claim jurisdiction over a case or situation that pertains to Imperial law, such as an uprising against an Imperial Guard conscription order. Does this sound about right?
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This message was edited 1 time. Last update was at 2025/09/22 22:22:54
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![[Post New]](/s/i/i.gif) 2025/09/22 17:28:54
Subject: Jurisdiction of the Adeptus Arbites
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Storm Trooper with Maglight
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I think you have the general gist of it. The Adeptus Arbites enforce Imperial law, not local law. So for example if the Planetary Governor decides that his planet is leaving the Imperium the Adeptus Arbites have the right to stop him.
Just on your point about Enforcers: You are right about your point on Necromunda. However other planets may or may not have Enforcers, it's up to each planet to decide how its police force is structured and what it's called.
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![[Post New]](/s/i/i.gif) 2025/09/22 17:34:10
Subject: Jurisdiction of the Adeptus Arbites
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Preparing the Invasion of Terra
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If the locals are upset that the price of bread is too high, that's the responsibility of the local authorities.
If the locals plan to string up the Governor because the price of bread is too high, the Arbites get involved.
It's important to remember that the Arbites don't answer to a Planetary Governor, though; they answer to the Imperium. If the Governor has been deliberately stockpiling food and the planet has become unstable due to their short-sightedness, then the Arbites are more likely to march into the Governor's residence and execute them for messing up the Tithe.
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![[Post New]](/s/i/i.gif) 2025/09/22 17:46:16
Subject: Jurisdiction of the Adeptus Arbites
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Gavin Thorpe
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That's pretty much correct, or at least as far as I know.
The Arbites jurisdiction covers the Pax Imperialis, which has 2 main responsibilities:
1. Pay your Tithe (In Guardsmen, Psykers and whatever value the planet is considered to have)
2. Keep heresy and/or recidivism down.
After that, everything comes down to local enforcement and however the Governor wants to run things.
They wouldn't have any jurisdiction for low-level crime. For example, they probably wouldn't have any responsibility to deal with assaults, thefts or even murders*. However, if those murders suggested ritual cult activity, then it would. Similarly if a murder were politically-motivated and thus risked destabilizing the Governor, they may or may not intervene depending on which party was looking more loyal to the Imperium.
Guy snatches your stuff and runs off? That's a job for the Enforcers*.
Industrial production falls as a result of riots? That's a Tithe, send the Arbites in.
*Although I doubt this would actually stop them from beating criminal scum to a pulp anyway.
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WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company. |
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![[Post New]](/s/i/i.gif) 2025/09/22 19:51:41
Subject: Jurisdiction of the Adeptus Arbites
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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They’re definitely an oddity in terms of what they actually do.
They’re separate to the Planetary Government, and seem to mostly police the local law enforcement and laws.
If the local government tries to go rogue? It’s on the Arbites to sort it out. If there’s a rebellion against the Planetary Governor, they’re expected to sort that out, especially if the Governor is assassinated, as it’s on them to prevent a total collapse.
I suspect they’re also how The Imperium manages inter-system crime. Say someone is fleeing an Inquisitor, or is declared Heretic by the Ecclesiarchy and attempts to jump system. That sort of message, which one imagines would be very sensitive information, surely falls into their wheelhouse to help arrange sweeps and checks on arrivals.
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![[Post New]](/s/i/i.gif) 2025/09/23 22:50:51
Subject: Jurisdiction of the Adeptus Arbites
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Longtime Dakkanaut
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They function like I see the FBI in tv.
They have federal (imperial) jurisdiction to deal with a range of matters that will affect the imperium and will step in at any time to take over something if they believe it's connected to something that is relevant to them.
They have the jurisdictional authority to take any criminal activity on, but will usually only do it if it aligns with their main objectives. trying to shut down a rebellion might require chasing small time gun runners up the chain until they find the boss who leads them to the rebel leader. Or corner drug peddlers allowing them to put pressure on the supplier that leads to another outcome.
They will be able to walk into an enforcer precinct and order them around to undertake work they need done. But like inquisitors, their power is only power if citizens actually abide by it so jurisdictional conflicts could happen if they start swinging the PAX around.
If they can tie a crime to their imperial remit, then it's fair game for them to be involved in any way they see fit.
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![[Post New]](/s/i/i.gif) 2025/09/24 00:35:16
Subject: Jurisdiction of the Adeptus Arbites
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Shadowy Grot Kommittee Memba
The Great State of New Jersey
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Yep, think most are in agreement. The general modern understanding of the arbites is that they are "federal police". They don't enforce the planetary governors laws, you can commit murder or steal bread right in front of them and they have no obligation to act (and given the grimdark nature of setting might just say "not my problem" and let it happen). They enforce the Emperors laws - pay the tithe, quash heresy, maintain loyalty, etc.
Beyond that, their portrayal is inconsistent. The game makes it seem like they are a militarized police force as you indicated. Many of the books, however, would indicate that they are kinda rare-ish - there often might only be 1 arbites for an entire planet, sometimes just 2 or 3. In fact, I dont think I've read any novel where its mentioned that theres anything more than at most 2-3 arbites present on an entire world.
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![[Post New]](/s/i/i.gif) 2025/09/24 07:46:22
Subject: Jurisdiction of the Adeptus Arbites
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[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern
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Depends on the world.
If you’re not at a nexus of stable, charted Warp Routes? Your continued stability is less essential than one that is, even if you’re an Industrial World.
But yeah. They have judicial oversight. It’s not enough that your planet is nice and peaceful. Your laws, with some wiggle room, must reflect the overarching laws of the Imperium. The old “hate and kill the Xenos, Witch and Traitor” and “ensure you meet your tithes on time, every time”.
Because, like the Ecclesiarchy? A certain variance of what your law or local take on The Imperial Cult actually says is allowed. Mostly in the name of overall efficiency of governance. And again, that can vary world to world depending on its level of development. Provided order is maintained in both spheres, that’s the main thing.
Which makes The Imperium such an interesting entity. It is oppressive, and it is heavy handed. But…it’s not as monolithic as we might initially think.
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![[Post New]](/s/i/i.gif) 2025/09/24 08:50:38
Subject: Jurisdiction of the Adeptus Arbites
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Stalwart Veteran Guard Sergeant
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I think in few Cain novels they enforce Pax Imperialis and control local "<enter local law enforcers organization name>". And take control once situation go wrong. Also it's mentioned there very few of them, like 3-5 Arbites officers. Like you don't need too many cause there local forces.
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This message was edited 1 time. Last update was at 2025/09/24 08:51:05
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![[Post New]](/s/i/i.gif) 2025/09/24 17:13:16
Subject: Jurisdiction of the Adeptus Arbites
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Dakka Veteran
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kabaakaba wrote:I think in few Cain novels they enforce Pax Imperialis and control local "<enter local law enforcers organization name>". And take control once situation go wrong. Also it's mentioned there very few of them, like 3-5 Arbites officers. Like you don't need too many cause there local forces.
Some sources have them having spacefaring elements that both transit them around but can also reinforce and provide muscle when required.
E.g. in the first Battle Fleet Gothic novel they have the small detachment on a planet, but then rock up with a fully equipped cruiser later in the novel.
IIIRC in the Shia Calpurnia novels it also mentions some sort of HQ fortress where the hierarchy lives and they do training, internal affairs, etc. Presumably the fleet assets also operate from those, ready to be tasked out as needed and allowing the standing detachments on each world to be kept to the very small single arbitrator to one squad max we usually see.
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