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Arbiter

Arbiter icon
THIS IS A GAGE SPEC OPS PACK ITEM!

Arbiter FBI Files
THIS IS A GAGE SPEC OPS PACK ITEM!

Gameplay
Unlock Level
47
Inventory Slot Secondary
Weapon Type Special
Firing Mode(s) Semi-automatic SemiIcon
Cost $921,000
Statistics
Magazine 5
Total Ammo 15
Rate of Fire 80
Damage 700
Accuracy 96
Stability 96
Concealment 18
Threat 37
Other
Internal name arbiter
Achievement(s) Blow-Out Let Them Fly
v·d·e
Mod stats
Description
An automatic grenade launcher that fires 25mm grenades with less of a projectile fall off than traditional grenade launcher.(sic) This feature makes the weapon more accurate, smart technology for smart players.

The Arbiter is a secondary grenade launcher in PAYDAY 2 added with the release of the Gage Spec Ops Pack.

Overview Edit

The Arbiter is a semi automatic grenade launcher that boasts a relatively high rate of fire and ammo capacity at the expense of damage. Among grenade launchers, it possesses the second largest magazine, the highest reserve capacity, and the lowest damage per shot.

The Arbiter stands out among the rest, however, with its drastically reduced grenade arc, allowing it to more accurately shell down enemies behind cover or even act as a makeshift sniping weapon within a certain range. In this sense, it is more akin to a smaller, weaker HRL-7 with a magazine rather than a conventional grenade launcher. Also, it is the only grenade launcher with a detachable magazine, allowing for speedy reloads when needed.

Summary Edit

Pros:

  • Highest ammunition capacity of all grenade launchers
  • Second highest magazine capacity of all grenade launchers
  • Passable Concealment for its type
  • Significantly lighter grenade arc allowing for more accurate shots at range

Cons:

  • Lowest damage of all grenade launchers
  • Lengthy reloads
  • Expensive and has an unconventional method of unlocking

Compared to:

  • Far greater range
  • Both inflict friendly fire damage
  • Frags cannot have their ammunition replenished from ammo drops
  • Cannot be bounced off of surfaces to avoid direct exposure to enemy fire
  • Lower damage

  • Larger magazine
  • More reserve ammunition
  • Can accept gadgets and sights
  • Longer effective range
  • Slightly higher rate of fire
  • Same accuracy and stability
  • Lower damage
  • Longer reload

  • Larger magazine
  • More reserve ammunition
  • Can accept gadgets and sights
  • Longer effective range
  • Significantly higher practical rate of fire (due to the GL40 only having one round)
  • Same accuracy and stability
  • Lower damage
  • Longer reload
  • Less concealment mods

  • More reserve ammunition
  • Longer effective range
  • Slightly higher rate of fire
  • Significantly faster reload
  • Same accuracy and stability
  • Lower damage
  • Smaller magazine

UnlockingEdit

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In order to unlock the Arbiter and its mods, one must complete special side jobs from Gage. To complete the jobs, the players must collect four separate weapon cases and their keys from the Rats, Firestarter, Framing Frame and Big Oil heists. 

An Arbiter can be found on the table in Chain's workshop. As the player collects the Arbiter's part kits, the copy in the workshop will progressively gain more components until it is replaced by the actual launcher upon collecting all 4 cases. It will not have modifications, even if the player's Arbiter has mods.

TipsEdit

  • It is highly advised to not use the Arbiter around Tasers. Their shock attack will cause you to forcibly launch the grenade, which is very likely to get you, your crew, and hostages killed. If a Taser is spotted (or heard charging his weapon), quickly neutralize him or switch to another weapon if there is not enough time to locate the Taser.
  • Due to the reduced arc compared to the other lauchers, the Arbiter can be considered a smaller brother to the HRL-7 with a bigger magazine. As such, it can be better used to counter-snipe Snipers (and unlocking an achievement for doing so enough times) than other grenade launchers and the player won't need to manually compensate for the drop that much.
    • The grenades fired from the Arbiter also has a tendency to ricochet off surfaces, thus eliminating enemies at close range (as a last resort) can be an issue. If not considered, grenades may bounce off and miss intended targets. This can especially be true with Shields.
  • Similar to the HRL-7, bringing an Ammo bag is all but mandatory if the player wants to make extensive use of the Arbiter. Otherwise, eliminating a large group of common enemies with a grenade can provide enough ammo drops to refill at least one spent grenade.
  • A fully automatic weapon should be paired with the Arbiter to counter its low rate of fire and lengthy reload time. A shotgun can be acceptable as well if players do not want to risk self-injury at close range.
  • The Arbiter can be wielded to bombard areas, especially if a wielder is in Swan Song.
  • The Bulldozer's metal face platings can be shot off with two well placed grenade blasts in quick succession and the user or another teammate can use a rifle to eliminate the special unit.
  • It may be more recommended to utlize incendiary grenades for the Arbiter instead of attempting to use it like the China Puff 40mm. An Arbiter loaded with incendiary grenades can provide quick area denial and damage many units caught in the fire while the operator is capable of carrying a more suitable primary weapon.

Available modificationsEdit

Incendiary Round

Gage Spec Ops Pack
v·d·e
Incendiary Round
Total ammo - Magazine -
Reload - Damage -670
Accuracy - Stability -
Concealment - Threat -
Cost: $9,000
Infinite Granted

Special Effect(s): 35% chance to set targets on fire

Bombardier Barrel

Gage Spec Ops Pack
v·d·e
Bombardier Barrel
Total ammo - Magazine -
Reload - Damage -
Accuracy -4 Stability -4
Concealment +2 Threat -
Cost: $9,000
Infinite Granted

Long Barrel

Gage Spec Ops Pack
v·d·e
Long Barrel (Arbiter)
Total ammo - Magazine -
Reload - Damage -
Accuracy +4 Stability +4
Concealment -2 Threat -
Cost: $9,000
Infinite Granted

Concealment

Base game
v·d·e
ModBoost
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability -
Concealment +1 Threat -
Cost: $9,000
Card Drop & Side Job / CCoinIcon 6

Stability

Base game
v·d·e
ModBoost
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment - Threat -
Cost: $9,000
Card Drop & Side Job / CCoinIcon 6

Accuracy

Base game
v·d·e
ModBoost
Total ammo - Magazine -
Reload - Damage -
Accuracy +4 Stability -
Concealment - Threat -
Cost: $9,000
Card Drop & Side Job / CCoinIcon 6

Team Boost

Base game
v·d·e
TeamBoost
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability -
Concealment - Threat -
Cost: $9,000
Card Drop & Side Job / CCoinIcon 6

Special Effect(s): +3% Experience & money reward for you and your crew.

  • To activate Gadgets on PC, press "Q".
  • To activate Gadgets on Console, press down on the "D-pad".

Assault Light

Base game
v·d·e
Assault Light
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability -
Concealment -1 Threat -
Cost: $21,000
Card Drop & Side Job / CCoinIcon 6

Special Effect(s): Flashlight

Tactical Laser Module

Base game
v·d·e
Tactical Laser Module
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability -
Concealment -1 Threat -
Cost: $36,000
Card Drop & Side Job / CCoinIcon 6

Special Effect(s): Laser

Compact Laser Module

Gage Mod Courier
v·d·e
Compact Laser Module
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability -
Concealment - Threat -
Free
15 Red Spider Red Spider Packages

Special Effect(s): Laser

Military Laser Module

Gage Mod Courier
v·d·e
Military Laser Module
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -2 Threat -
Free
20 Blue Eagle Blue Eagle Packages

Special Effect(s): Flashlight & Laser

LED Combo

The Butcher Mod Pack 2
v·d·e
LED Combo
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +8
Concealment -2 Threat -
Cost: $36,000
Bonus (1), Card Drop & Side Job / CCoinIcon 6

Special Effect(s): Flashlight & Laser

Riktpunkt Magnifier Gadget

Base game
v·d·e
Riktpunkt Magnifier Gadget
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment - Threat -
Cost: $9,000
Bonus (1), Card Drop & Side Job / CCoinIcon 6

The Professional's Choice Sight

Base game
v·d·e
The Professional's Choice
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -1 Threat -
Cost: $21,000
Card Drop & Side Job / CCoinIcon 6

Surgeon Sight

Base game
v·d·e
Surgeon Sight
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -1 Threat -
Cost: $36,000
Card Drop & Side Job / CCoinIcon 6

See More Sight

Armored Transport (DLC)
v·d·e
See More Sight
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -1 Threat -
Cost: $43,200
Card Drop & Side Job / CCoinIcon 6

Combat Sight

Gage Mod Courier
v·d·e
Combat Sight
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -1 Threat -
Free
20 Blue Eagle Blue Eagle Packages

Speculator Sight

Gage Mod Courier
v·d·e
Speculator Sight
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -1 Threat -
Free
5 Green Mantis Green Mantis Packages

Trigonom Sight

Gage Mod Courier
v·d·e
Trigonom Sight
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -1 Threat -
Free
10 Yellow Bull Yellow Bull Packages

Holographic Sight

Base game
v·d·e
Holographic Sight
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -2 Threat -
Cost: $21,000
Card Drop & Side Job / CCoinIcon 6

Compact Holosight

Gage Mod Courier
v·d·e
Compact Holosight
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -2 Threat -
Free
5 Green Mantis Green Mantis Packages

Solar Sight

Gage Mod Courier
v·d·e
Solar Sight
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -2 Threat -
Free
20 Blue Eagle Blue Eagle Packages

Military Red Dot Sight

Lootbag Pre-order DLC
v·d·e
Military Red Dot (Lootbag DLC)
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -3 Threat -
Cost: $9,000
Bonus (1), Card Drop & Side Job / CCoinIcon 6

Military Red Dot Sight

Base game
v·d·e
Military Red Dot
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -3 Threat -
Cost: $62,000
Card Drop & Side Job / CCoinIcon 6

Milspec Scope

Base game
v·d·e
Milspec Scope
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -3 Threat -
Cost: $62,000
Card Drop & Side Job / CCoinIcon 6

Acough Optic Scope

Base game
v·d·e
Acough Optic
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -3 Threat -
Cost: $44,000
Bonus (1), Card Drop & Side Job / CCoinIcon 6

Reconnaissance Sight

Gage Spec Ops Pack
v·d·e
Reconnaissance Sight
Total ammo - Magazine -
Reload - Damage -
Accuracy - Stability +4
Concealment -3 Threat -
Cost: $62,000
Infinite Granted

Special Effect(s): Rangefinder

SkinsEdit

  • The Last Man Standing ([✓] Arbiter - Last Man Standing) skin's name was made by a friend of the skin's creator. The skin bears many instances of XXV-100, which translates into "Reputation level 100 - Infamy XXV", the highest rank a PAYDAY 2 player can possibly achieve up to this point.
    • The skin's texture falsely claims the Arbiter is capable of Auto fire, despite the XM25 being a semi-automatic design.
  • The Biohazard (Arbiter Grenade Launcher - Biohazard) skin's Workshop description states that Wolf had complained about his throat itching after acquiring the weapon, referencing PAYDAY: The Heist's No Mercy heist.

AchievementEdit

Blow-Out Blow-Out
Complete the Undercover job on OVERKILL difficulty or above, using only a grenade launcher or rocket launcher.
Let Them Fly Let Them Fly
Kill 50 Snipers with the Arbiter Grenade Launcher while using the standard ammo type.

Trivia Edit

  • The Arbiter is based on the XM25 CDTE, albeit without the weapon's signature rangefinder-smart munition controller scope which does not allow the user to set where to detonate the grenades. A rail mount is present in place of the scope to enable the use of sight mods instead.
    • This shortcoming restricts the Arbiter to dumbfiring only, which defeats the XM25's purpose entirely and dumbs it down to the level of the GL40 and Piglet. It still has the control buttons on its integral foregrip, however.
      • Despite being specifically developed with airbursting in mind, the 25x40mm grenades fired by the Arbiter do not have the ability to actually detonate in mid-flight and will only explode if they hit something solid.
  • "Arbiter" means "a person with power to decide a dispute" or "a person or agency whose judgment or opinion is considered authoritative."
  • Previewing the Arbiter in the inventory shows it with its bolt locked back, implying it's an open bolt weapon, even though the real XM25 fires from a closed bolt.
  • The Arbiter is the first weapon to require players to surmount an additional puzzle before becoming available for purchase.

GalleryEdit

Gameplay • Heists • Skills • Weapons & Equipment • DLC

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