Introducing the New Class: Adeptus Arbites.
The Adeptus Arbites have arrived – Darktide’s first Class DLC. Get the Arbites Class on Steam, PS5 and Xbox at the price of $11.99 / €11.99.

The Adeptus Arbites enforce the Lex Imperialis – the Imperial Law. The institution’s most visible officers, known as Arbitrators, are utterly unforgiving of those who dare transgress the Law. They are swift to unleash brutal punishment upon those guilty of threatening the Imperium’s working, and no one is beyond their long reach.
They have been present on Tertium for at least as long as Inquisitor Grendyl’s forces, investigating anomalies in the planet’s Tithe offerings.
The situation has grown so grave that Marshall Vortern has decided that the long arm of the Imperial Lex needs to take a firmer grasp of the situation.
It is worth noting that the Arbites’ arrival takes place after the events of the Battle for Tertium, so while you can absolutely play as an Arbites through the new campaign, some of the story scenes will not be addressed to your type of character. For this reason, we suggest playing the Battle for Tertium for the first time with one of the core characters.
Cyber-Mastiff
The Arbitrator's loyal companion and best friend will join you in the slaying of lawbreakers and other scum. After you’re finished with customizing its name and looks, you’ll soon have it fighting alongside you. The Cyber-Mastiff has its own Passive target selection, which it will use to help you against anything that comes too close. You can also command it to attack a specific target, which will override any behaviour of its own. To command your Mastiff, you simply double-tap your Tag Input on any enemy that is eligible to be Tagged.

When the Cyber-Mastiff attacks a Human-Sized enemy, it will pounce on it, knocking it down and keeping it that way until it kills the enemy, or you order it to attack something else. When attacking any larger enemy the Mastiff will do a jump attack, staggering and dealing damage to the enemy.
Note: You can change the Command from Double-Tap to Single-Tap in your Input Settings. You can also enable and disable Outlines as well as Names, for your and other Arbitrator’s Companions.

Talent Tree
As an Arbitrator you have plenty of options when it comes to how you wish to play. Going from left to right in the Tree we will find a few prominent themes. From Elite killing and Cyber-Mastiff handling, to Hybrid Combat and Supportive Utility, and lastly Crowd Control and Melee. While the Cyber-Mastiff is iconic to the Arbites, if you prefer to play without it, take a look at the Lone Wolf Talent!
Let us quickly go through the more impactful choices you can make in the Talent Tree.
Blitz Abilities
Arbites Grenade
Your base Blitz is an Impact Grenade that deals high damage and stagger to anything struck by it.
Charges: 3
The upgraded variant increases the maximum number of grenades you can carry to 4.
Voltaic Shock Mine
Throw a Voltaic Shock Mine onto the floor that lies dormant until an enemy comes near. Upon activation the Mine shocks enemies within 3m, electrocuting them for up to 15s.
Charges: 2.
Remote Detonation
Cause an electric Explosion around your Cyber-Mastiff's position. This deals Damage, Electrocutes, and Staggers nearby enemies.
Charges: 3. You replenish one charge every 60s.
Combat Abilities
Nuncio-Aquila
Iconic to the Arbites, is the Nuncio-Aquila. Deploy it to create a 7.5m area where allies regenerate 7.5% Toughness per second. Additionally, Enemies in the area have +15% Damage Taken. Lasts 20s.
60s Cooldown.
The upgraded variant also grants allies 30% Suppression Dealt, -25% Recoil, 30% Impact, as well as makes them Slowdown Immune, Suppression Immune, and Immune to interruption of Alternate Fire (i.e. Braced attacks and ADS attacks).
Castigator's Stance
Instantly replenish your Toughness and enter the Castigator's Stance for 10s. During the stance you have +15% Movement Speed, 80% Reduced Damage Taken, 100% Reduced Movement Speed Penalties from Actions (e.g. attacking, bracing, aiming, interacting or charging heavy attacks), but you cannot Sprint.
45s Cooldown.
Break the Line
Step forward and Bash, causing high Stagger to enemies in front of you, and gain +25% Damage, +50% Impact, for 6s.
20s Cooldown.
Auras
Part of the Squad
Your Cyber-Mastiff is more than just a pet, it is a crucial member of your Team. Your Cyber-Mastiff now counts towards your Coherency count and acts as its own coherency source, increasing the potential distance of your Auras.
The upgraded variant also reduces the Toughness Damage Taken by any ally in coherency by 7.5%.
Ruthless Efficiency
You and Allies in Coherency gain additional 7.5% Reload Speed.
Breaking Dissent
You and Allies in Coherency deal additional +10% Damage vs Staggered Enemies.
Keystones
Execution Order
Periodically mark Elites, Specialists, and Bosses for Mercy Sanction. Killing a marked enemy replenishes 15% Toughness. Your Cyber Mastiff gains 150% Damage for 8s after attacking a marked enemy. You gain +15% Damage and +10% Attack Speed for 8s after killing a Marked Enemy.
Terminus Warrant
Ranged Attacks grant stacks of Melee Justice for each Enemy Hit (max 30). Melee Hits remove 1 stack(s). While you have stacks of Melee Justice, gain +15% Melee Damage and +25% Melee Impact.
Melee Hits grant stacks of Ranged Justice (max 30). Ranged Attacks remove 1 stack(s) for each Enemy Hit. While you have stacks of Ranged Justice, gain +15% Ranged Damage, +50% Ranged Cleave and +50% Suppression.
Forceful
Staggering Hits and Blocked Attacks grant Stacks of Forceful. Lasting 5s and stacking 10 times. Each stack gives +5% Impact and +2.5% Damage Resistance. Remove one stack on damage taken.
Cyber-Mastiff Iconics
In addition, there are three Talents that affect the Behaviour of your Cyber-Mastiff.
Unleashed Brutallity
Your Cyber-Mastiff prioritises Elite and Specialist Enemies, and deals +25% Damage to them.
Go Get ‘Em!
Your Cyber-Mastiff prioritises Ranged Enemies, and deals +50% Damage to them.
Lone Wolf
You are no longer accompanied by your Cyber-Mastiff. Gain +15% Toughness Damage Reduction, +10% Attack Speed, +10% Damage, +1 increased Charges on your Blitz Abilities, and you replenish a charge of your Blitz Ability every 60s. This Iconic cannot be taken with any other Cyber-Mastiff related talent.


- To read more about the Adeptus Arbites Talent Tree, you can read our dev blog on our website.
- You can begin playing around with builds using the Build Simulator on GamesLantern.
- To read more about the Cyber Mastiff, you can read our dev blog on our website.
- To read about the unique weapons coming to Adeptus Arbites, read below!
New Weapon Families
The Arbites Class comes with a unique set of new weapons, exclusive to the Arbites!
Shock Maul and Suppression Shield
Overview
The combination of empowered Suppression Shield and Shock Maul gives the Adeptus Arbites unparalleled ability in repressing any kind of uprising, be it disgruntled Lexbreakers from Imperial manufactorums or Chaos-tainted heretics.
While its mobility is not impressive, the Shield grants this weapon superior defensive and control properties: in addition to great Stamina and Block Cost values, it has top-tier Push range and strength.
Furthermore, the Shield is capable of Blocking ranged fire coming from a frontal angle, but also normally unblockable attacks (like Crusher overhead smashes or Sniper longlas shots).
Staggering enemies with either the Maul or the Shield will also inflict the Electrocuted status, which can be used to enable additional effects like the ‘High Voltage’ Blessing.
Weapon Special
The shield's Special action unleashes a powerful shockwave, staggering and suppressing enemies within a wide frontal cone. This action consumes a portion of the Special charge meter, visible diegetically on the inside of the shield.
The Special meter regenerates by blocking attacks and slowly over time, with larger enemies granting additional meter. Initiating the Special action requires at least a partial meter.
Hold the Special input to precisely time the shockwave; block properties are maintained throughout the action for maximum safety. Use this Special to shift the tide of battle, either by attacking disoriented enemies or executing a tactical reposition.
Branx Mk VI Arbites Shock Maul and Suppression Shield
This mark is especially easy to use, with immediate access to simple Strikedown attack chains but also Relentless and Vanguard strikes, all with high Impact values.
Attacks
Light 1: Moderately fast, vertical Strikedown attack with good Damage against all armour types.
Light 2: Moderately fast, diagonal Vanguard attack with good Cleave.
Light 3: Fast bash Strikedown attack performed with the shield. This attack can easily interrupt enemies.
Light 4: Fast poke Strikedown attack, with very good Damage against all armour types.
Push-attack: Horizontal Relentless attack with good Impact and Cleave properties. Chains into Light 2 and Heavy 2.
Heavy 1: Slow, horizontal Relentless attack performed with the shield, with great Impact and Cleave. This attack can easily inflict Stagger on enemies.
Heavy 2: Slow, vertical Strikedown attack with great Damage, Finesse multiplier and armour penetration.
Suggested Horde combos
H1 > L2 > H1 > …
Push-attack > L2 > H1 > …
H1 > Block cancel > …
Suggested Single Target combos
L1 > H2 > L3 > L4 > L1 > …
L1 > H2 > L3 > H2 > …
H1 > H2 > …
Branx Mk XI Arbites Shock Maul and Suppression Shield
This mark does not have immediate access to Strikedown attacks, but makes up for it by granting powerful combo chains which can be easily looped. However, the fastest way of reaching the Strikedown strikes requires some Stamina expenditure.
Attacks
Light 1: Fast, horizontal Relentless attack with good Impact and Cleave properties.
Light 2: Fast, horizontal Relentless attack with good Impact and Cleave properties. Chains into Light 3 and Heavy 1.
Light 3: Fast, diagonal uppercut Strikedown attack with good Damage and Finesse multiplier. Chains into Light 4 and Heavy 2.
Light 4: Fast vertical Strikedown attack with very good Damage against all armour types. Useful to complete a quick single target combo.
Push-attack: Fast, diagonal uppercut Strikedown attack with similar properties as Light 3. Chains into Light 4 and Heavy 2.
Heavy 1: Slow, slightly diagonal Relentless attack with great Impact and Cleave.
Heavy 2: Slow bash Strikedown attack performed with the shield, with good Damage and Impact. This attack can easily interrupt enemies.
Heavy 3: Slow, vertical Strikedown attack with great Damage, Finesse multiplier and armour penetration. Chains into Light 3 and Heavy 2.
Suggested Horde combos
H1 > L2 > H1 > …
L1 > L2 > H1 > …
H1 > Block cancel > …
L1 > L2 > Block cancel > …
Suggested Single Target combos
Push-Attack > H2 > H3 > H2 > …
Push-Attack > H2 > L3 > H2 > …
Push-Attack > H2 > L3 > L4 > …
Push-Attack > H2 > H3 > L3 > …
Push-Attack > L4 > …
H1 > H2 > …
Arbites Shock Maul
“You fool! Now that I have accepted Grandfather’s gifts, I can never die! –
Good.”
Overview
When an Arbitrator is in need of maximum brutality, no other weapon comes close to the Arbites Shock Maul: this huge plasteel rod crackling with electrical power can dispatch any foe, sometimes in just one hit if they are lucky.
With generous Stamina and high Impact on every swing, it can handle itself in all kinds of engagements.
Staggering enemies will also inflict the Electrocuted status, which can be used to trigger additional effects like the Stun from the Special attacks.
Weapon Special
The Arbites Shock Maul's Special attack is an electrically charged strike capable of controlling and Stunning enemies.
Pressing the Special input will perform the next attack in the Light chain with modified properties: while the base Damage, Speed and Cleave of the attack will be lowered, the Impact value will be increased and the attack will briefly Stun most enemies.
Additionally, enemies which are already Electrocuted will be Stunned for multiple seconds, while also receiving significant damage over time.
This damage is particularly effective against enemies clad in Flak or Carapace armour.
Since the Special attack does not require any activation or recharge period, it can be weaved into combos at any opportune time.
Branx Mk III Arbites Shock Maul
Thanks to its multiple vertical Strikedown attacks, this weapon mark can easily dispatch foes of any size.
The attack chain from Push-attack allows to combo directly in other Relentless strikes, allowing for great crowd control at the cost of some Stamina.
Attacks
Light 1 / Light 2: Moderately fast, vertical Strikedown attacks with good Damage against all armour types.
Light 3: Fast diagonal uppercut Relentless attack with good Impact and Cleave properties.
Light 4: Moderately fast diagonal Vanguard attack with good Damage and Cleave properties.
Push-attack: Horizontal Relentless attack with similar properties as Light 3. Chains into Light 3 and a unique Heavy follow-up.
Heavy 1: Slow, vertical Strikedown attack with great Damage, Finesse multiplier and armour penetration.
Heavy 2: Slow, horizontal Relentless attack with great Impact and Cleave.
Heavy follow-up from Push-attack: Slow, horizontal Relentless attack with similar properties as Heavy 2. Chains into Light 4 and Heavy 2.
Suggested Horde combos
Push-attack > L3 > H2 > L3 > ...
Push-attack > L3 > L4 > Block cancel > ...
Push-attack > Hfollow-up > H2 > L3 > …
Push-attack > Hfollow-up > L4 > Block cancel > …
(Light attacks can be swapped out for Special attacks for more control at the cost of Damage and Cleave.)
Suggested Single Target combos
H1 > L2 > H1 > …
L1 > L2 > H1 > …
L1 > L2 > Block cancel > …
H1 > H2 > H1 > …
(Light attacks can be swapped out for Special attacks for more control at the cost of Damage and Cleave.)
Subductor Shotpistol and Riot Shield
Judgment Mk IV Subductor Shotpistol and Riot Shield
Overview
Introducing Darktide’s first ranged weapon with shield. The Arbites Shotpistol combines a heavy, shell-shooting revolver with the protective capabilities of a Riot Shield.
The weapon trades mobility for defense, fielding a large Stamina amount and top-tier Block cost values.
Very effective at shorter ranges, with a limited 5-shot cylinder magazine and a speedloader reload system.
Primary Fire
Fire justice-dispensing shells towards anyone that defies the Lex, without sacrificing mobility.
Secondary Fire
Secondary fire braces the shield for blocking, whilst still allowing the shotpistol to shoot. The Riot Shield can block all kinds of melee and ranged attacks, but mobility will be reduced.
Weapon Special
The specials on these weapons are both shield related.
Utilize a quick push attack for when enemies get too close by pressing and immediately releasing the Special input.
Alternatively, keep the Special input pressed to strike with a heavy shield swipe and deal significant damage and stagger, lining enemies up for an easy follow up shot.

Exterminator Shotgun
Overview
A large, powerful Will of the Lex dispensing shotgun!
While its fire rate is not the fastest, each shot packs a punch with exceptional damage and a good amount of cleave.
It’s got quick handling that makes it suitable for close combat, but it remains very competent at medium or even long ranges when in secondary aimed fire mode.
Exaction Mk III Exterminator Shotgun
The Mk III has a dynamic choke: shoot in hipfire mode into large groups with a large horizontal spread or aim for improved precision and tighter group of pellets in secondary braced fire mode.
Exaction Mk VIII Exterminator Shotgun
While still being a large pump-action shotgun, the Mk VIII comes with an extended barrel and is a standard spread, heavy-hitter variant with good damage into armoured enemies.
The amount of shells that can be loaded is lower compared to the Mk III version, but the tighter spread makes this mark very capable against priority targets also at longer ranges.
The pellet spread becomes even more accurate in secondary braced fire mode.
Weapon Special
With the Arbites shotgun, we are introducing a new type of special ammo.
The design intent for this is for them to be an active choice to use, but to have a larger impact on tough engagements.
The number of special shells are limited and visible on the weapon's top rack, for a maximum of 6 special shells on both marks; only one special shell can be loaded at once.
Special shells are replenished when picking up ammunition.
Both shotgun variants' special shells retain their (high) regular damage output, plus special properties:
- Mk III: Electric Shells - Stun enemies upon impact and give Electrocution debuff with Damage over time.
- Mk VIII: Armor-breaking Shells - Gives a significant Brittleness debuff to enemies hit for several seconds, helping both the player and the other teammates to focus fire on impervious threats.

This is the will of the Lex.
We’ll see you on the Mourningstar.
– The Darktide Team