I have a deep intrest in the Adeptus Arbites in the Warhammer 40,000 universe. I greatly enjoyed the Shira Calpurnia novels, about an Arbitrator and her delightful adventures in bringing actual justice to the universe, not simply unthinking pragmatism. Also seeing the terrible mid 90's film version of Judge Dredd during my formative years may have had something to do with it.
Anyway, while it is possible to play Arbites in Dark Heresy, my gaming group (with three major rules and systems people, a great regular GM, and a couple of decent part-time GMs) has universally decided that we like the actual rule set and flexibility of Only War a lot more than those of Dark Heresy.
I realize that the second edition of Dark Heresy may fix many of the issues my group had with the first edition, but none of us has shelled out for the beta, and we already have between three of us the full lines of all the 40k RPGs out currently, and we all have rent to pay.
I have attempted here to outline the basics of a regiment that I would consider using for an Adeptus Arbites campaign. Some differences between Arbites actions and IG actions would come into play, most importantly: Arbites operate in and among the Imperial population, while Guardsmen are somewhat outside the bounds of Imperial society. This would have a major impact on what conditions they had to move in, and would place importance on dealing with political oversight. Interesting possible storytelling opportunities, I think.
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Home World : Schola Progenium (3 points)
Commanding Officer : Bilious (2 points)
Type : Grenadiers (4 points)
Training Doctrine : Hardened Fighters (2 points)
Special Equipment : Vanguard (6 points)
Drawback : The Few (-5 points)
Total: 12 points
Favored weapons : Grenade launcher, Heavy stubber
Standard Kit:
- 1 Good-quality Combat Shotgun (Main Weapon), with 4 clips
- 1 truncheon (low tech melee weapon)
- 1 aux grenade launcher attached to the shotgun
- 1 suit light carapace armor
- 1 frag grenade
- 1 krak grenade
- 2 smoke grenades
- 1 Micro-bead communicator
- 1 deadspace earpiece
- 1 set of manacles
- 1 mantrap
- 1 Combi-tool
- 1 data-slate
- 1 9-70 entrenching tool (useful for breaching doors)
- 1 uniform
- 1 poor weather gear
- 1 rucksack
- 1 anointed toolkit
- 1 mess kit and canteen
- 1 bedroll
- 1 rechargeable lamp pack
- 1 Arbites badge and ID chip
- 1 Lex Imperialis
- Combat rations, 2 week supply
Per Squad:
- 1 Lascutter
- 1 siege auspex (updated in Living Errata)
- 6 demolition charges
- 2 grenade launchers (with 2 clips Frag and 1 clip Smoke (based on an interpretation of the Living Errata rule on ammunition for specialist gear))
- 1 Chimera transport with autocannon turret, hull mounted heavy flamer, pintle-mounted heavy stubber, camo netting and a dozer blade
Outside of the rules:
-I would give each character the skill Common Lore (Adeptus Arbites) for free in addition to those skills given by the rules as written. Seems like a common sense thing to do.
-I would allow people who carried shotguns to chose freely between standard ammo and solid ammo, since both are the same availability, and it would make sense to carry at least one clip of each kind anyway.
-In terms of mission gear, given that players would likely be operating out of a fixed fortress base, there would likely be some items (special ammo, some grenades, fuel, and intel) that would be much more available than to a regiment out on some battlefield at the ass end of nowhere, so it might be easier to acquire. But, as with any bureaucracy, some people would keep the good stuff to themselves, making some of the more rare or “shiny” stuff harder to get. Also, a barracks makes it easier for PC's to leave a bunch of their gear at home instead of carrying a bedroll and foul weather gear around a hive.
-As a GM, I would be a little leery of allowing in much of the support specialist careers.
- Comissar is right out since they don't have authority in the Arbites.
- Storm trooper would be out because of redundancy and the fact that I don't really like them.
- Engineseer is out because the unit would likely be operating out of a base, so they wouldn't need to have a tech with them. Good for an NPC, but not a player.
- Priest I can see allowing, as a sort of unit Chaplain, and liaison to the local Ministorium. I would have to make sure that there was a good story justification before allowing this, but I do think it could be fun.
- Ogryn and Ratling I'm a little mixed on. I really like both of these, as character types as well as for the variety they can add. However, the sort of campaigns an Arbites focused game would play would be taking place among the general Imperial population, which would place abhumans very much out of the ordinary. I would be very, very hesitant, and make my players consider and explain well why that character was present.
TL;DR version: I like Arbites, and I think this could be a good way to play with them. Any thoughts?
Edited by tomthedespoiler