Imperial law in armor. Shotguns, shock mauls, suppression shields, riot control, breaching tactics, intimidation, arrests, and brutal urban combat.
Human ClassesImperial LawkeeperAvailable in 1.0
Class Dossier — Arbites
Working Draft · v0.1
Arbites
The law does not ask twice.
Human ClassAvailable in 1.0Working Draft
The Arbites is the mailed fist of Imperial law: shield raised, shotgun loaded, warrant sealed, and restraint cuffs ready for the rare offender who survives compliance.
An Arbites does not simply fight criminals. They control space, lock down movement, breach doors, scatter mobs, protect allies behind a shield wall, and turn panic into an orderly procession of bodies hitting the floor.
The class fantasy is simple:
An Arbites survives through armor, authority, suppression, shield work, close-range violence, and the absolute certainty that everyone in the room is already guilty of something.
// Design Philosophy
The Arbites should not play like a generic armored weapon user. The class should create moments like:
I lock down the hallway with my shield.
I breach the door and put the first offender on the floor.
I order the target to drop the weapon.
I drag the suspect out alive because someone needs answers.
I stand between the mob and the Psyker.
I declare the room under lockdown.
Starting Bonus Actions
Bonus Action
Granted automatically by class selection. One Bonus Action per turn — full rules under Combat > Bonus Actions.
// Issue Compliance
TypeBonus Action
TargetOne enemy who can hear and understand you
RangeEarshot
DurationUntil the start of the Arbites' next turn
The target makes a Willpower Save (DC 8 + your Proficiency Bonus + your Presence modifier). On a failure it becomes Hesitant: −1 on its next attack roll and it cannot voluntarily move closer to you, ending after it attacks or at the start of your next turn. This is not mind control and never forces surrender.
Creatures immune to fear, command, or mental effects may be immune (GM adjudicates).
Forge VTT: Fully automated: rolls the target's save, reports success or failure, and applies Hesitant on a failure.
// Lockdown
TypeBonus Action
TargetOne nearby doorway, corridor, opening, or small zone
RangeA zone you can see and monitor
DurationUntil the start of the Arbites' next turn
Establish a controlled area. The first enemy to enter or cross it before the effect ends: you may make a ranged Reaction attack against it (spending your Reaction as normal), or — if you have no valid ranged weapon or decline — its movement is reduced by 5 ft. Only one Lockdown may be active; a new one replaces the old.
You must be able to see or reasonably monitor the area.
The Reaction attack consumes your Reaction.
Forge VTT: Automated via the reaction system: Lockdown arms a ranged reaction authorization (like Overwatch) without disabling normal attacks; the movement-reduction fallback is adjudicated at the table.
Signature Mechanic — Enforcement Protocols
Signature Mechanic
Enforcement Protocols are the Arbites signature class mechanic.
An Enforcement Protocol is a drilled legal response, riot-control tactic, arrest command, shield maneuver, breaching procedure, or sanctioned use of force.
Where Guardsmen issue Orders to keep the squad alive, Arbites execute Protocols to control the battlefield and force compliance.
// Rules Draft
An Arbites starts with 3 Enforcement Protocols at level 1.
An Arbites may use Protocols on themselves, an ally, an enemy, a doorway, a zone, or an Offender, depending on the Protocol.
Protocols use limited Protocol Uses.
Protocol Uses are restored after a safe rest.
Draft Protocol Uses: Proficiency Bonus per safe rest.
Protocols that force a target to resist use the Arbites Enforcement DC.
Some Doctrine Tree upgrades improve Protocols, expand lockdown zones, strengthen shield defense, improve capture, or punish fleeing Offenders.
Enforcement DC = 8 + Proficiency Bonus + Presence modifier
If a Protocol is primarily physical, the GM may allow Strength instead of Presence.
Protocols are special. Arbites do not gain a new Protocol every level.
Offenders
Offender
Some Arbites Protocols refer to an Offender.
An Offender is a creature formally marked by the Arbites as resisting lawful authority, fleeing custody, threatening civilians, obstructing investigation, committing violence, or otherwise requiring immediate enforcement.
Unlike the Inquisitor's Suspect mechanic, Offender is not about uncertainty. It is about action.
// Rules Draft
By default, an Arbites may have one active Offender at a time.
An Offender usually lasts until the end of the scene, until restrained, until they escape, or until the Arbites marks a new Offender.
Some Protocols are stronger against Offenders.
Doctrine Trees may allow additional Offenders, stronger restraint, pursuit bonuses, or harsher lockdown effects.
Guilt is for courts. Compliance is for now.
Enforcement Protocols Known Progression
Arbites Level
Enforcement Protocols Known
1
3
5
4
9
5
13
6
17
7
This progression is a working draft. Protocols should remain meaningful and powerful, not become a bloated list of minor tricks.
Enforcement Protocols
Working Draft
Enforcement Protocol
Compliance!
Target: One visible creature within 30 feet that can hear or understand your authority, threat, signal, or obvious use of force.
The target must make a Willpower Save against your Enforcement DC. On failure, choose one:
The target drops Prone.
The target drops one held object.
The target loses its Reaction until the start of your next turn.
The target's Movement is reduced by half until the start of your next turn.
If the target is an Offender, it suffers Disadvantage on this save.
The first warning is also the last mercy.
Enforcement Protocol
You Are Under Arrest
Target: One visible creature within 30 feet.
Mark the target as your Offender. Until the end of the scene, the first Athletics, Command, Inquiry, Shock Maul, Restraints, or nonlethal attack roll made by you or an ally against that Offender gains +2. You may only have one active Offender unless a feature says otherwise.
The sentence begins when you say their name.
Enforcement Protocol
Shield Advance
Target: Self or one adjacent ally.
The target gains +2 Defense against ranged attacks until the start of your next turn. If the target moves no more than half Movement before then, Reactive Fire against them has Disadvantage. If you are carrying a shield, you may also move 5 feet without triggering Reactive Fire.
A shield is a wall with a grudge.
Enforcement Protocol
Lockdown Zone
Target: One doorway, corridor, hatch, stairwell, narrow street, breach, or 10-foot zone within 30 feet.
Until the start of your next turn, the zone is under lockdown. The first enemy that attempts to move through the zone must make an Agility Save against your Enforcement DC. On failure, its movement stops and it becomes Exposed until the start of your next turn. If the target is an Offender, it is also Pinned until the start of your next turn.
The law has a perimeter.
Enforcement Protocol
Breach and Bind
Target: Self.
After you move through a doorway, hatch, breach, barricade gap, or narrow entry into a hostile area, your next melee attack, Shock Maul attack, or Restraints attempt before the end of your turn gains +2. If the target is your Offender and the attack or check succeeds, the target cannot take Reactions until the start of your next turn.
Doors are just confessions made of metal.
Enforcement Protocol
Nonlethal Force Authorized
Target: Self or one ally within 30 feet who can see or hear you.
The target's next successful attack before the end of their next turn may be declared nonlethal without penalty. If the attack reduces a creature to 0 Vitality, the creature is incapacitated and stable instead of dying, unless the GM rules the damage was obviously impossible to survive. If the target is attacking an Offender, add your Proficiency Bonus to the damage or subdual effect.
Alive is not the same as unharmed.
Enforcement Protocol
Crowd Breaker
Target: One creature within 15 feet, or one group of lesser enemies at the GM's discretion.
Make a Presence + Command check or Strength + Athletics check against the target's Willpower Save. On success, the target is pushed 5 feet, becomes Exposed, or loses its Reaction until the start of your next turn. If used against a mob, crowd, or group of lesser enemies, the GM may apply the result to the group as a whole.
A crowd is only brave until the shields hit.
Doctrine Trees
Progression System
Arbites progression uses Doctrine Trees.
Doctrine Trees replace the idea of a locked subclass plus scattered feature choices. An Arbites does not choose one permanent subclass and then receive a random pile of features. Instead, they earn Doctrine Points and spend them across Arbites Doctrine Trees.
A player may specialize deeply in one tree or spread points across several to become a broader enforcer, breacher, shield-bearer, hunter, or precinct commander.
Doctrine Trees represent the kind of law the Arbites has enforced and the kind of violence they have survived.
Each rank costs 1 Doctrine Point and requires the previous rank in that tree unless future rules say otherwise.
// Doctrine Points Progression
Arbites gain 1 Doctrine Point at every even level.
Doctrine Points
Arbites Level
Doctrine Points Gained
2
+1
4
+1
6
+1
8
+1
10
+1
12
+1
14
+1
16
+1
18
+1
20
+1
This progression is a working draft. Final class balance may change after the other classes are designed.
Doctrine: Shield walls, crowd control, suppression, and holding the line against disorder.
Role: Defensive anchor and mob control specialist.
Riot Suppressors do not chase chaos. They build a wall and let chaos break itself against it.
Rank 1Shield Wall
While carrying a shield, you gain +1 Defense against ranged and melee attacks from the front. If an ally is adjacent to you and also in cover or carrying a shield, they gain +1 Defense as well.
Rank 2Crowd Break Discipline
When you use Crowd Breaker, you gain +2 to the check if you are carrying a shield or shock weapon. If the target is part of a mob, crowd, gang, riot, or group of lesser enemies, the GM may increase the affected area.
Rank 3Line Impact
When a creature moves into your reach, you may use your Reaction to force it to make a Strength Save against your Enforcement DC. On failure, its movement stops. If the creature is an Offender, it also becomes Exposed until the start of your next turn.
Rank 4Wall of Law
Once per safe rest, when you or an adjacent ally would be hit by a ranged or melee attack, you may impose Disadvantage on the attack if you are carrying a shield. If the attack misses, you may immediately use Compliance! without spending a Protocol Use.
Rank 5Riot Ends Here
Once per safe rest, when you use Lockdown Zone or Crowd Breaker, you may affect all enemies in a 15-foot cone or a tightly packed group at the GM's discretion. Enemies that fail their saves are pushed 5 feet, lose Reactions, and become Exposed until the start of your next turn.
The mob has numbers. You have a shield and policy.
Design note: Riot Suppressor should make the Arbites feel like a walking barricade.
Doctrine: Door work, close quarters, shotguns, restraints, and violent entry.
Role: Breacher and close-range control specialist.
Doctrine: Chases, captures, fleeing targets, tracking offenders, and refusing escape.
Role: Hunter, pursuer, and anti-escape specialist.
Doctrine: Authority, sentencing, intimidation, lawful command, and battlefield judgment.
Role: Command presence and legal pressure specialist.
Doctrine: Scene control, evidence preservation, investigation, records, and lawful proof.
Role: Investigation support and forensic scene controller.