City fight Penal Troops
Last chancers (core HQ and 2 Troops)
This unit is the hardened Criminals hand picked by an Arbiter Senioris
Mix of weapons, mainly geared for CC, of course demo charges
Inquisitor (HQ DH),
Arbites General, this is the highest rank a Judge can reach. Of course his Field staff.
Priest (0-5) see WH FAQ
Chasteners, the interrogators of the legion
Arco flagellants (elite WH),
need I say more??
Demon host (elite DH),
Conscript Psychic criminals, headed for earth to feed the emperors throne.
Dominion Squad (fast attack WH)
Arbites Shock Squad
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0-4 Units of Storm Troopers
Basic Arbites
Every once in a while I’ll add a dog of 5.
If anyone has an Idea of how I could do this better please let me know…
Sorry specifics on equipment. Just want to get feed back on this list
A little background info for those who don’t know
Other branches of the Adeptus Arbites include:
• Verispex Squads, equivalent to Modern Day forensic Teams.
• Arbitrator Detectives.
• Chasteners, whose task it is to interrogate prisoners by any means they might see as necessary, including mental and physical torture. Treatment at the hands of these men and women usually ends in death, although a death, in which you are absolved of your sins against the God-Emperor, provided you confess.
• Chaplains, the spiritual overseers of the Adeptus Arbites. A number of Chaplains are always to be found in Arbites Installations.
• Judges, these work closely with Arbites Chasteners and pronounce sentences over prisoners (Any Arbitrator has the authority to place and execute sentences in the field).
• Cyber Mastiffs, the sniffer dogs of the Adeptus. It is known that these form their own squads, consisting of a paired Cyber Mastiff and its Handler, but there are no specifics as to how many pairs form a squad. Cyber Mastiffs are often employed to sniff out any hostiles that might have hid themselves in the wake of an Arbites Advance, but are still fully capable of defending themselves and their handlers. They are controlled by verbal commands from whoever is paired up with them, and are probably keyed to a certain voice/smell to prevent Enemies from giving them counter-acting commands.
• Handlers, see Cyber Mastiffs.
Arbites Installations are known as Precincts, each of which is located in an armored courthouse that serves as an armory, training ground, barracks, and prison and judgment hall. Arbitrators and Judges operate in parallel organizations within the Adeptus Arbites. These two hierarchies combine at the rank of Arbiter Senioris to become the Arbites General, which has the authority of both, and is one of the highest Ranks an Arbiter can achieve.
Traditionally larger Squads, fifteen to twenty, are only used in extended combat actions where greater numbers are needed for tougher jobs, such as storming a gatehouse or defending a vital area. In serious attacks Shock Squads will lead the way, Arbiters trained to break enemy position, and organised into units of ten. Although these grim-faced men and women are equipped in exactly the same way as Combat Squads (albeit with larger Grenade and Ammunition Rations, since they cannot be expected to fall back and restock as frequently as their more mundane counterparts) they probably recieve extra training, as they are considered the elite of an Arbites Force.
Often operating in dense urban environments, Arbites are equipped with shotguns and bolters with Executioner rounds, special ammunition with homing capabilities. They are also generally armed with power mauls for melee combat, electro-net launchers and pulse-charged bolas for capturing perpetrators alive, grapplehooks and stingers, and escorted by cybernetically enhanced mastiffs for hunting hidden criminals.
For protection, Arbites wear black carapace armour with signature jaw-exposed helmets. Arbites make use of combat motorcycles for patrols and Repressors, a variant of the Rhino, for riot response and heavy patrols, as well as heavier tanks such as the Leman Russ.