CODEX ADEPTUS ARBITES

By: Matthew Forish

DESIGNER’S NOTES
I have long been fascinated by the Adeptus Arbites, ever since I first read about them way back in the days of 2 nd Edition Warhammer 40,000 when I got my start into Games Workshop gaming. The image of black-clad, heavily armoured and practically faceless cops enforcing the strictest and most oppressive Law imaginable with brute force (and shotguns shooting bullets wit h “tiny robot brains”) simply resonated with me for some reason. Through the years, I have maintained this fascination, my interest being further piqued by the fleshed-out army list for 2nd Edition presented in the Citadel Journal, and later the army list created by Tim Huckleberry for 3rd Edition. Later, working alone and with others (mainly via the Adeptus_Arbites_Garrison at Yahoo Groups), I took part in creating various iterations of Arbites army lists, and spent many hours poring over each new official Codex to see if there was any new and great way of representing the Arbites via the “counts as” rules. My most recent endeavor prior to the document you are reading was a highly detailed and overly complex Codex for 5 th Edition Warhammer 40,000 which is still available on Scribd as of the publishing of this codex. (Just search Adeptus Arbites and it comes up on the first page.) This mighty tome, weighing in at over a hundred pages, was a labor of love that I hammered away at for basically the entire duration of 5th Edition – finally sharing it with the world in March of 2012. Unfortunately, I never had much time for actually playing the game during 5th Edition’s run, so aside from some playtesting and a few short campaigns with my brother in law, very little came of my efforts beyond the satisfaction of getting to a point where I could call it “done”. The advent of 6th Edition Warhammer 40,000 fortuitously coincided with a point in my life where I am starting to have more time to play again. In addition, I was finally in a situation where I could afford to buy up the models I would need to craft the Arbites Precinct I have always dreamed of. Because of this, I have decided to create a new Codex with 6 th Edition firmly in mind, and keep it simpler and more focused than my previous effort. The result is the document you are reading now. As I picked through the many units and concepts I had developed for my 5 th Edition Codex, it became clear that with a lot of trimming, and a little rewriting, I would be able to easily put together something that could be ready for public consumption and critique within a few weeks. Now, as I put the finishing touches on it, I am excited to show off where I am, and to seek opinions on what works and what doesn’t, suggestions on what could be improved or clarifi ed, and to begin the process of learning the new 6 th Edition rules inside and out and further polishing and honing this Codex to a point where it may possibly be deemed acceptable by an audience wider than that found within my own gaming room… To see where I am coming from with these rules, you must first understand my vision for the army list. I decided that I wanted the Arbites to have their own niche, and the one area I found that was both underrepresented in other army lists, and appropriate for an Arbites force is that of a short/mid-ranged shooty force. By that I mean that I have designed this list to allow the Adeptus Arbites to be exceptionally good at either advancing toward the enemy or allowing them to advance upon them, and then blowing them to kingdom come once they get within the “sweet spot” range of roughly 18”, where the Arbites’ various guns are most effective. Many of their weapons and special rules – most notably the Disciplined Fire rule – are designed with this goal in mind. Disciplined Fire, for example, allows the Arbites force to line up in a series of ordered ranks and still fire on their enemies with full effectiveness, meaning advancing forces are subjected to a lot of concentrated fire without recourse to cover saves as might normally be the case. Some of the Psychic powers that the Arbites’ two Psyker varieties have access to further emphasize this goal. Suppression all ows them to pin down enemy troops – even those normally immune to such shenanigans – allowing the Arbites additional time to crush them with weight of fire. Similarly, the Lockdown power allows the Psyker to slow the advance of enemy assault troops or vehicles. Beyond that primary goal, I have also tried to give them enough punch in close quarters to allow them a chance of pushing back the enemy once they get in very close. (Assuming they make it past all those guns!) The Suppression Team is the supreme example of this, able to deliver a decent charge (thanks to the Hammer of Wrath rule provided by their shields) as well as receive a charge better than almost any other unit in the game (due to their Shield Wall Formation and the Counter Attack special rule). Finally, I ask that you keep all of this in mind as you peruse these rules. The Arbites are my favorite force in Warhammer 40,000, and though we may not see eye-to-eye on exactly how they should be represented, I hope that you will at least take the time to tell me what you think! Codex Adeptus Arbites v1.94 – Updated 10/25/2013 1

ADEPTUS ARBITES SPECIAL RULES
Amphibious (Chimera): A Chimera treats all water features as clear terrain when it moves. Blessing of the Omnissiah (Techpriest Handler): In each of your Shooting phases, instead of shooting, a Techpriest Handler may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6. If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately. Call for Backup: Arbitrators invariably spend their first few years as part of a patrol team, and develop a strong familiarity with their jurisdiction. Due to this collective familiarity, an Arbites precinct is usually able to carefully coordinate their reinforcements and troop movements. When using the Arbites army list as your Primary Detachment, your reserves behave somewhat differently. When making Reserve Rolls, the Arbites player ignores the normal sequence and instead makes a number of D6 rolls equal to the number of units held in reserve. For each roll of 3 or more, the Arbites player must select one unit held in reserve to arrive that turn. (Units from an allied detachment will make Reserve Rolls as normal unless they are joined by an Arbites Independent Character or are themselves an Independent Character who has joined an Arbites unit.) Disciplined Fire: The Adeptus Arbites are trained to the highest degree in ordered fire disciplines and close order drills. Individual teams and larger detachments are able to coordinate their formations and fire patterns to achieve maximum effect with minimal effort in concentrated or widespread patterns. A unit containing only models with this rule treats all other units containing only models with this rule as if they were members of their own unit for the purposes of determining line of sight and cover saves when they shoot. Grav-Chute Insertion (Eagle Assault Shuttle): On occasion it is not possible for an Eagle to fly low or slow enough for its passengers to disembark in the normal manner. In such situations the passengers may jump from the aircraft's back ramp and descend using grav-chutes - a dangerous method of deployment, even for those who have trained extensively in their use. Some troopers plummet to their doom, impacting with the ground at fatal velocities. If the Eagle moved more than 6”, passengers may still disembark, but they must do so as follows. Nominate any point over which the Eagle moved and deploy the squad as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. If any of the models cannot be deployed, the unit is destroyed, as per a Terrible Accident result on the Deep Strike Mishap table. Models that disembark using the Grav-Chute Insertion special rule cannot charge in the turn that they do so. Repair (Rhino): If a Rhino is immoblised for any reason, in subsequent turns the crew can attempt a repair instead of the vehicle shooting. Roll a D6 in the Shooting phase - on a roll of 6, the Rhino is no longer immobilised. Shield Wall Formation (Suppression Team): When faced with oncoming hostile aggressors, Suppression Teams are trained to adopt a special defensive formation. Locking their shields together in an impressive wall they are able to strike at advancing enemies with impunity, while their compatriots shelter behind them and offer suppressive covering fire. If a Suppression Team is not falling back and is in coherency at the end of either player’s Movement Phase, and at least three models in the unit are equipped with either riot shields or suppression shields, they are said to be in formation for the rest of that player turn. While in formation, the Suppression Team and all attached characters double their Initiative value for the purposes of determining at which Initiative step they may Pile In and make their Attacks. Any model claiming a Cover Save for intervening models due to being obscured by or firing through a Suppression Team that is in formation improves their Cover Save to 4+. Tactical Protocols (Cyber-Mastiffs): Cyber-Mastiffs are simple-minded constructs, but they are able to adapt to different programs and protocols, keyed by trigger words. Before deployment, all Cyber-Mastiffs in a unit must choose one of the protocols below to apply for the duration of the game. A Techpriest Handler may attempt to reprogram all Cyber-Mastiffs in his unit at the start of your Movement Phase by taking a Leadership test. If the test is successful, you may choose a new protocol. If it is failed, no protocol will apply until they are reprogrammed in a subsequent Turn. Latch On!: The Cyber-Mastiffs are treated as having Mancatchers. Sic ‘Em!: The Cyber-Mastiffs gain the Rage special rule. Sniff ‘Em Out!: The Cyber-Mastiffs gain the Counter Attack and Night Vision special rules. The Thin Blue Line: The Adeptus Arbites are often the first and last line of defense against many of the threats that face Imperial worlds, be it insurrection, invasion or something even more insidious. As they are nearly incorruptible, the Arbites are often the first target in the event of an uprising or coup, and are often caught flat-footed by the suddenness of the enemy's unexpected attack. When using the Arbites army list as your Primary Detachment, deployment and the first turn are determined somewhat differently. Rather than rolling off to see who will deploy first and take the first turn as is normal in most scenarios, the Arbites player may always choose which deployment zone to use and must deploy his forces first, but his opponent will always be allowed to choose whether to go first or second after deployment is finished. The Arbites player may still attempt to seize the initiative if his opponent elects to go first. Units Inbound (Response Team): Response Teams stand ready at all times to answer the call to aid their fellow Arbitrators. They are intimately familiar with the lay of the land and mounted in armoured transport vehicles or airlifted to their target and dropped in via grav-chute, able to arrive precisely when and where they are needed most. When a Response Team uses the Outflank rule, on a roll of a 1 they enter play from the short table edge to the owning player’s left, on a 2 they enter play from the short table edge to the owning player’s right, and on a 3-6 they enter play from any table edge the Arbites player wishes. This may even be his opponent’s table edge.

Codex Adeptus Arbites

v1.94 – Updated 10/25/2013

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fired as a single weapon. smoke belching wrecks. a largebore stubber is most useful in very close quarters as they are compact and capable of blowing through up to six inches of plascrete at point blank range. Grav-Pistol Range 12” AP - Type Assault 2 Strength * AP 2 Type Pistol. These special rounds are each equipped with a weak machine spirit that guides them unerringly to their target. rioters and invaders. Their main processing cortex is usually patterned on the preying instincts of large avians adapted for the types of environs they will be expected to navigate. Halligan Missile Launcher The Halligan Missile Launcher is a short-ranged. effectively deterring many would-be attackers. It is their weapon of choice when they need to break through a heavily armoured wall or gate. Pinning. Hurricane Bolters Each hurricane bolter consists of three twin-linked bolters. When resolving a hit against a vehicle. and all but the most routine maintenance must be performed at a Mechanicus forgeworld. Poisoned (5+) Frag Grenades Range Strength 24” 3 Krak Grenades Range Strength 24” 6 AP 6 Type Assault 1. the controlling player may choose which type of ammunition is being used. bloody wounds in vulnerable flesh. Twin-Linked AP 5 Type Assault 1. a unit containing at least one grapplehawk gains a +1 bonus to their Initiative value whenever they make a Sweeping Advance. A large-bore stubber has two different profiles. Each time a model equipped with a combat shotgun fires. the controlling player may choose which type of ammunition is being used. but on a 6 the target suffers an Immobilised result and loses a single Hull Point. Typically issued with a selection choke. Pinning Large-Bore Stubber Small but powerful. A model with a grapplehawk may use it in the shooting phase with the profile given below. to a minimum of 6+. Armourbane. while vehicles are left as crumpled. Range 24” Strength 7 AP 3 Type Heavy 2. roll a D6 for each hit instead of rolling for armour penetration as normal. Graviton AP 5 Type Assault 1. although it takes a few moments for the machine spirit to lock on. In addition. In battle. grav-weaponry affects the local gravity field. large-bore stubbers are issued to Arbites officers and Detectives as tools of intimidation. On a 1-5. They are suitably loud and leave large. Blast AP 4 Type Assault 1 Grapplehawk The grapplehawk is a large cyber-converted avian creature used by the Arbites to hunt and capture fleeing perpetrators. Choke Grenades Range Strength 24” 1 Type Salvo 2/3. nothing happens. as well as metal hooks and taser-spikes for incapacitating their prey. The missiles it fires are capped off with a warhead specifically designed to blow through thick plascrete walls or heavy adamantium gates. They are armoured and fitted with enhanced sensor equipment and grav-assisted flight systems. Twin-Linked. Grav-weapons have no effect on buildings.94 – Updated 10/25/2013 3 . Ignores Cover. so their deployment is strictly regulated by the Arbites armoury masters. traitors. Most Arbites precincts only boast a handful of these arcane weapons. Heavily armoured targets find themselves crushed as if by the mighty fist of the Emperor himself. using its victim's own mass against them. Range 18” Strength 4 AP Type Assault D3. an ordeal that will stun those it does not kill outright. allowing the Arbitrator to fire either solid slug “manstopper” rounds or the special executioner rounds for which the Arbites are known and feared. armour piercing weapon specially designed for the Adeptus Arbites. Rending Codex Adeptus Arbites v1. when resolving a hit against a Space Marine in power armour. Concussive. but those secrets are still locked in the deepest vaults on Mars. No Snap Shots Grav-Gun Range 18” Strength * AP 2 Arbites Grenade Launcher The Arbites pattern grenade launcher is specially designed to suit the needs of the Arbitrators in their duties. Executioner shells may not be used to fire snap shots.ADEPTUS ARBITES WARGEAR RANGED WEAPONS Arbites Combat Shotgun The standard issue Arbites combat shotgun is equipped with a shot selector. Range 8” Strength 4 4 AP 5 5 Type Pistol Melee. For example. Blast. Moderately effective over short distances. depending on whether you are using it for Shooting or in Close Combat. Manstopper Shells Range Strength 12” 4 Executioner Shells Range Strength 18” 4 Grav-Weaponry The secrets of grav-weapon construction are known only to a precious few. you would need a 3+ To Wound. Concussive. the Arbites grenade launcher offers a wide range of options for dealing with criminals. Each time a model equipped with a grenade launcher fires. their design is based upon the graviton weaponry many Legions used during the Heresy. frag and krak grenades. Graviton Graviton: The roll needed To Wound when firing a grav-weapon is always equal to the armour save of the target.

Range Strength User AP Type Melee. Strikedown Strength 5 AP 6 Type Assault Torrent 1. Strikedown. Range Strength x2 AP 1 Type Melee. Concussive. Webber Range Template Web Cannon Range Template Strength 3 AP - Type Assault 1. TwoHanded Servo-Arm Techpriests are equipped with powerful servo-arms that can be used for battlefield repairs or even put to use as weapons. Two-Handed Thunder Maul The thunder maul is a larger version of the power maul which contains an overcharged disruption field. Shock mauls are most commonly found in the hands of the Adeptus Arbites and enforcer squads on countless worlds to enforce the Emperor’s Law. Shock claws are unique to Apprehender pattern Sentinels. or even more sophisticated devices such as electro-net launchers and pulse-charged bolas. Unwieldy. with some resembling a large feudal mace or massive hammer.Web Weapons Webbers launch streams of sticky liquid that harden into constricting nets as they travel through the air. The more they struggle. and are useful for subduing even the largest and most belligerent targets.94 – Updated 10/25/2013 4 . These robotic arms are strong enough to lift heavy machine components. attacking the subject with incapacitating force through electrical shocks released on impact. the second is used at all other times. Shock Claw Range Shock Lance Range - Strength +2 AP 5 Type Melee Strength +1/User* AP 4/6* Type Melee * Shock Lances have two profiles for both Strength and AP. Range Strength x2 AP 3 Type Melee. As shock weapons have little or no destructive impact on flesh other than burn marks. The first is used only on a turn in which a model charges. Shock Maul Range - Strength +2 AP 6 Type Melee Codex Adeptus Arbites v1. a model with a mancatcher may reduce the Attacks value of a single model in base contact by 1 (to a minimum of 1) immediately before that model makes its Attacks. ensnaring and neutralising the target. Shock lances are generally issued only to Arbites mounted on riding beasts or bikes. While they are intended for crowd control and riot suppression. the tighter the net will draw. and others looking more like a hand-held battering ram. They are versatile weapons which are very effective in the hands of a well-trained and mounted wielder. Models vary in appearance. ensuring that all but the strongest of foes will be incapacitated. They may take the form of a large grabbing claw. Once during each round of close combat. Specialist Weapon Shock Weapons Shock mauls and similar weapons are designed to be generally nonlethal. or to crush the life from a foe. MELEE WEAPONS Mancatcher The term “mancatcher” is used to describe a variety of hand -held snaring devices carried by some members of the Arbites. a length of flexible steel cord threaded through a long pole. in the hands of an enthusiastic user than can also be deadly combat weapons. they are useful for crowd control.

If the Gunner is armed with a Sniper Rifle. If a model with a cyber-mastiff is slain. Declare that the signum is being used before any rolls To Hit are made. reconstructing crimes. and incorporates a firing port designed to accommodate many weapons used by the Arbites. A model may carry either a riot shield or a suppression shield. A cyber-mastiff bought as wargear is a separate model. one model in his squad is Ballistic Skill 5 for the remainder of the Shooting phase. A model equipped with a suppression shield has a 4+ invulnerable save. the auspex uses a range of detection modes to pinpoint the location of hidden enemies. Skyfire. Spotting Scope The Spotter in a Fire Support Team carries a specialised spotting scope which he can use to support and augment the capabilities of the Gunner. If he does so. slamming the shield and its energy field into their enemies as they plow into them. Hatred. When their quarry is located. An Independent Character and his cyber-mastiff form a small unit together. As long as the Spotter in a Fire Support Team is alive and doesn’t shoot. the Spotter may instead cause any hits the Gunner makes to automatically be Precision Shots. If he does so. Suppression Shield The Arbites suppression shield consists of a lightweight plate of armaplas sheathed in a cracking energy field which forms a protective barrier for the wielder. Riot Shield A typical riot shield is made up of a plate of hardened armaplas or a similar material. but never both. Night Vision. as they possess powerful sensor packages that allow them to follow even the faintest of trails. The suppression shield confers the Counter Attack and Hammer of Wrath special rules on the model carrying it. A unit may only be affected by one Book of the Law each turn. target an enemy unit within 12" (this does not count as choosing a target for his unit to shoot at). At the start of the Shooting phase. a model with a signum can choose to use it instead of shooting. A unit that is targeted by one or more auspexes has its cover save reduced by 1 until the end of the phase. Book of the Law This mighty tome contains excerpts from many of the most ancient and influential passages of the Lex Imperialis. One Arbites unit within 12” may be given one of these special rules until the start of the next Arbites turn: Crusader. in addition to serving as a symbol of their authority. a model with a forensus bestows the ‘Preferred Enemy’ special rule on his unit as long as he is still alive. battering vital targets with a hail of unerring shots. You must declare which rule you are using prior to rolling any To Hit dice. sending the cyber-mastiff to chase down and subdue the target. etc. It is also useful for studying the actions of the Investigator’s opponents to determine weaknesses in their fighting styles and battle formations. he may grant his Gunner’s shots one of the following special rules for the duration of that Shooting phase: Monster Hunter. These rules will not apply to snap shots. the cyber-mastiff is removed too – it is assumed to drag its master’s body to a place of safety. and respond only to commands issued by those it is programmed to obey – usually only the Arbitrators in the precinct it is assigned to. Medi-pack Medi-packs contain all the necessary drugs. They are generally used to track fleeing perpetrators through all manner of environs.94 – Updated 10/25/2013 5 . any of which may have even been handed down from the Emperor himself. dressings and surgical tools a field-medic requires to treat battle wounds and injuries. but can never claim the +1 Attack bonus for being armed with two close combat weapons in an assault. his squad has the Feel No Pain special rule. A model may carry either a riot shield or a suppression shield. Fire Support Teams train together for years to be able to work in tandem in a combination that is greater than the sum of its parts. Arbitrators use them to advance under fire A model equipped with a riot shield may re-roll failed armour saves (but not invulnerable saves or cover saves). but may never claim the +1 Attack bonus for being armed with two close combat weapons in an assault. contains a small refractor field generator. but may still join other units. the cyber-mastiff is treated just like any other member of the unit. A model equipped with a badge of office has a 5+ invulnerable save. Forensus Also known as a verispex or guiltfinder. and is treated in all ways exactly like a cyber-mastiff purchased as part of a CyberMastiff Hunting Pack. The Arbites are trained to use the shield for both defense and attack. A model equipped with the Book of the Law may read from it at the start of each Arbites turn provided he is not currently locked in combat. Rage or Stubborn. Signum The Signum is a special form of communication device that quickly processes and broadcasts targeting data. A model with an auspex can use it in place of making a shooting attack. This ancient device allows one member of a Response Team to fire with even greater accuracy. Cyber-Mastiff Cyber-mastiff is a catch-all term for a number of different attackconstructs which take the form of either cybernetically-enhanced canines or completely artificial constructs with similar form and function. Codex Adeptus Arbites v1. recording interrogations. Cyber-mastiffs have an in-built hunting and attack instinct. Badge of Office The higher ranking members of the Adeptus Arbites are gifted with a badge of office which. a forensus is a kit containing an array of devices used by Arbites investigators for identifying criminals. In all cases. Whilst a model with a Medi-pack is still alive.OTHER EQUIPMENT Auspex A short-ranged scanning device. but never both. After he has spent at least one full game turn on the board. Using an auspex to triangulate a target. Tank Hunters or Twin-Linked. an Investigator is better able to direct fire towards a foe secreted in even the densest cover. the attack command is given. which offers the wearer some protection against most forms of attack.

Place a large blast marker centered on any point within 8” of the throwing model and scatter it D6”. The marker stays in play until the start of the Arbites player’s next turn. even if the rest of the unit is Shooting as well. GRENADES Breaching Charges Breaching charges are heavy shaped charges designed to blast through armoured bulkheads with ease. Pinning. However. except that they use the following profile when thrown during the Shooting Phase: Range 8” Strength 0 AP Type Blind Shroud Grenades To augment their short-ranged firepower in more open engagements. Blast. rather than using another shooting weapon. In addition. The smoke screen extends 3” straight up from where the blast marker ends up. When a unit armed with Choke Grenades makes a shooting attack. The Sentinel driver is able to pivot the shield to present optimal deflection angles for incoming fire.94 – Updated 10/25/2013 6 . except the blast marker may be centered on any point within 24” of the firing model. If a model with shroud grenades is armed with a grenade launcher then instead of the grenade being thrown. On contact with many surfaces. one model can choose to throw a grenade. Codex Adeptus Arbites v1. A model with shroud grenades may throw one during the shooting phase instead of firing. A unit using shroud grenades must do so before any of their other shooting is resolved. Breaching charges are Krak Grenades as described in the Warhammer 40. but they pack more punch and have a more directed blast. Range 8” Strength 1 AP 5 Type Assault 1. Any model which is allocated a wound from shooting and is able to draw line of sight through this smoke screen to at least one firer is treated as though it had the Shrouded special rule. they must be securely clamped onto their target for maximum effect. They emit thick clouds of heavy. Poisoned (5+) Shock Grenades Shock grenades emit a blinding flash and a concussive report upon impact. but they also serve to thwart the fury of certain weapons. Any enemy unit that is Tank Shocked by a unit with a Riot Plow must re-roll successful Morale checks. Arbites teams also train heavily in using their choke grenades cooperatively as an effective short-term defensive screen. Ceramite Plating The Eagle Assault Shuttle’s hull plates are designed to protect it from the extreme conditions of orbital re-entry. They are similar in design to krak grenades. A Sentinel equipped with a ballistic shield has a 5+ invulnerable save against glancing and penetrating hits. The model using the Shroud Grenades subtracts their Ballistic Skill from the scatter distance as normal. it also forms a sticky residue. They are used by the Arbites when they are dealing with enemies who are holed up in fortified buildings or other difficult positions. The grenade does not have to be targeted at an enemy unit. they receive +2 to their cover save rather than +1. wide-area smoke screens to help cover their advance.000 Rulebook. noxious smoke that causes victims to choke and gag.VEHICLE UPGRADES Ballistic Shield Some Apprehender pattern Sentinels are equipped with an armaplas shield similar to the riot shields used by many Arbites units. Choke Grenades Choke grenades are unique to the Adeptus Arbites. impeding movement. If at least three models in a unit are equipped with choke grenades and the unit has gone to ground. some Arbites officers and units carry special-issue shroud grenades that emit dense. Choke Grenades are Defensive Grenades as described in the Warhammer 40. a vehicle equipped with a riot plow adds +1 to its Armour Value (to a maximum of 14) for the purposes of Death or Glory attacks only. In addition. Weapons with the Melta rule do not gain the extra D6 armour penetration when shooting at an Eagle Assault Shuttle. the model may forgo their normal shooting and fire a shroud grenade. and scatters 2D6”. as long as the attack did not hit its rear armour. Riot Plow A riot plow is a large.000 Rulebook. decreasing damage from anything other than a direct hit.000 Rulebook. allowing them to more easily penetrate armour. heavy plate attached to the front of a vehicle and designed to push through and disperse crowds of rioters. Shock Grenades are Assault Grenades as described in the Warhammer 40. This works as described above. breaching charges have the Armourbane special rule when making close combat attacks against buildings and any vehicles with a Weapon Skill of 0.

Units which are normally immune to Pinning or automatically pass Leadership tests must still take the Pinning test. you must roll on the table below to generate the Judge’s Warlord Trait. Master Orator: The Judge’s words are the authority of the Law! The Judge counts as being equipped with the book of the law. Before deployment. If the power is manifested. Note that this does not allow weapons that could not normally fire on Overwatch to do so. (1-2) Detection Warp Charge 1 The Psyker reaches out with his senses. all friendly Arbites units may re-roll any failed To Wound rolls made against the target unit. (No hull points are lost.94 – Updated 10/25/2013 7 .VIRTUS LEX PSYCHIC DISCIPLINE Primaris Power Suppression Warp Charge 1 The Psyker clouds the minds of his enemies. Audentia Lex is a blessing that targets the Psyker and all friendly units within 18" of the Psyker. Whilst the power is in effect. Lockdown is a malediction that targets a single enemy unit within 12". attempting to detect the exact position of any concealed enemies and convey that information to his fellow Arbitrators. the Judge may grant the Outflank Special Rule to up to D3 friendly Arbites units. Whilst the power is in effect. Only a Judge may roll on this table. shoot and charge normally this turn. If the target is a vehicle. and must move as if it is in Difficult Terrain whilst the power is in effect. 4) 2) Suppression Tactics: None will stand firm against the Judge and his wrath! All Pistol. You’re on MY Turf!: The Judge knows the best avenues of attack and how best to catch the enemy off guard. it must take an immediate Pinning test. Units without a Ld value are unaffected. 5) 3) 6) Codex Adeptus Arbites v1. Long Arm of the Law is a blessing that targets the Psyker. If already equipped with the book of the law. Verdict is a malediction that targets a single enemy unit within 18". Whilst the power is in effect. (5) Long Arm of the Law Warp Charge 2 The Psyker uses his talents to reach out into the minds of his allies and enemies alike. rather than Ballistic Skill 1. Affected units which have gone to ground can move. Suppression is a malediction that targets a single enemy unit within 18". all affected units gain the Stubborn special rule. Weight of the Law: The terrible burden of the Judge’s duty is almost palpable! The Judge has the Fear special rule. the Psyker and his unit have the Counter-attack and Preferred Enemy special rules and fire Overwatch on their full Ballistic Skill.) (6) Verdict Warp Charge 2 The Psyker pronounces judgment on the enemy. Master Chastener: The guilty must be punished severely! The Judge and any unit he is with have the Furious Charge and Rage special rules. rather than choosing one of the standard Warlord Trait tables. allowing him to direct his fellows in the course of action which will prove most beneficial or catch the enemy off guard. Whilst this power is in effect. If the target is a non-vehicle. it must take an immediate Dangerous Terrain test and suffers a Crew Stunned damage result on a D6 roll of 3+. rendering them confused or even unconscious. declaring their guilt and ensuring their destruction by guiding the shots and blows of his fellow Arbitrators to the enemy's weakest points. (4) Audentia Lex Warp Charge 1 The Psyker emboldens his fellows. but may discard the lowest die. slowing them or even stopping them in their tracks. Assault and Rapid Fire weapons carried by the Judge and any unit he is with gain the Pinning special rule. (3) Lockdown Warp Charge 1 The Psyker attempts to bind the enemy in place with the power of the warp. Detection is a blessing that targets the Psyker. strengthening their faith in the Emperor and their devotion to the Law. he may confer the same special rule to D3 units rather than just one. any Shooting attacks made by the Psyker and his unit gain the Ignores Cover special rule. JUDICIAL WARLORD TRAITS TABLE If an Arbites Judge is chosen as your army’s Warlord. the target unit must immediately take a Pinning test on 3D6. Other Arbites characters with no set Warlord Trait must roll on the standard tables as normal. 1) Implacable Advance: The Judge is relentless in pursuit of justice! The Judge and all friendly Arbites units within 3” of the Judge have the Crusader special rule.

Tyranids Codex Adeptus Arbites v1. you will need to agree with your opponent upon the type of game you are going to play and the maximum number of points each of you will spend.000 rulebook. before any upgrades are taken. ARMY LIST ENTRIES Each entry in the army list represents a different unit. Heavy Support. Grey Knights Desperate Allies: Dark Eldar. which will subject it to a number of rules regarding movement. Fast Attack. Each model is also given a points value that varies depending on how effective that model is in battle. assault. Space Wolves. and their entry in this book. Blood Angels.000 rulebook. Eldar Exodites. Special Rules: Any special rules that apply to the models in the unit are listed here. The categories below correspond to the categories of allies as described in the Warhammer 40. Sisters of Battle Allies of Convenience: Adeptus Mechanicus. Tau Come the Apocalypse: Chaos Cult. Chaos Daemons. ALLIES OF THE ADEPTUS ARBITES The Adeptus Arbites often fight alongside other forces – chiefly other members of the Imperium.000 rulebook. this section refers to any transport vehicles the unit may take. vehicles. shooting. Battle Brothers: Black Templars. alongside the associated points cost for each. Dedicated Transports and Fortifications. These special rules are explained in further detail in the Special Rules section of this Codex or the Warhammer 40.000 rulebook.ADEPTUS ARBITES ARMY LIST The following army list enables you to field an army of Arbitrators to fight battles using the scenarios included in the Warhammer 40. Orks. should you wish to do so. If the Unit Composition includes the word ‘Unique’. Unit Composition: Where applicable. Imperial Guard. Elites.94 – Updated 10/25/2013 8 . The Transport Vehicles section of the Warhammer 40. defensive structures and characters in the army are placed into one of these sections depending upon their role on the battlefield. explains how these dedicated transport vehicles work. All of the squads. USING A FORCE ORGANISATION CHART The army list is used in conjunction with the Force Organisation chart from a scenario. Each chart is spit into various categories that correspond to the sections in the army list. Dark Angels. Name: At the start of each army list entry you will find the name of the unit alongside the points cost of the unit without any upgrades. vehicle or cavalry. Unit Type: This refers to the Unit Type Rules chapter of the Warhammer 40. Wargear: This section details the weapons and equipment the models in the unit are armed with. Eldar. you may replace either. though it is not unheard of for them to join forces with more esoteric forces such as certain xenos races in desperate situations. Space Marines. Where an option states that you may exchange one weapon ‘and/or’ another. Each unit entry in the Adeptus Arbites army list is split into several sections. then you may only include one of this unit in your army. while a dark-toned box indicates a compulsory selection. and each category has one or more boxes. neither or both. Dedicated Transport: Where applicable. Eldar Harlequins. Chaos Space Marines. Dedicated transports do not use up any Force Organisation chart selections. Necrons. this section will show the number and type of models that make up the basic unit. USING THE ARMY LIST The Adeptus Arbites army list is split into seven sections: HQ. etc. For example. Each grey-toned box indicates that you may make one choice from that section of the army list. provided you pay the points cost. a unit may be classified as infantry. The cost for all these models and their equipment is included in the points cost listed next to the unit name. but otherwise function as separate units. Options: This section lists all of the upgrades you may add to the unit. Then you can proceed to pick your army. These have their own army list entry. Troops. Before you choose an army. Genestealer Cult.000 rulebook. Profile: This section will show the characteristics profile of any models the unit can include.

Cavalry mount (Cavalry) 10 points If mounted on a bike or cavalry mount.94 – Updated 10/25/2013 9 .Large-bore stubber or storm bolter 5 points . changing his unit type: .Grav-pistol. large-bore stubber. combi-plasma.Forensus 10 points .Medi-pack 30 points May take one of the following. may replace his shock maul with: .Shock lance free .Boltgun or Arbites combat shotgun free .Power maul 10 points .Boltgun or Arbites combat shotgun free .HQ Arbites Judge WS 4 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 10 Sv 4+ 60 points Options: May replace bolt pistol and/or shock maul with: . storm bolter.Bike with twin-linked bolters (Bike) 20 points .Auspex 5 points .Arbites grenade launcher.Hot-shot laspistol. suppression shield or thunder maul 15 points May take shock grenades 1 point May take breaching charges 2 points May take shroud grenades 10 points May take a badge of office 10 points May take a riot shield 5 points Arbitor General Unit Composition: 1 Arbitor General Wargear: Bolt pistol Shock maul Carapace armour Choke grenades Unit Type: Infantry (Character) Special Rules: Disciplined Fire Independent Character Stubborn Codex Adeptus Arbites v1. combi-webber. combi-melta.Power lance 10 points Judge Unit Composition: 1 Judge Unit Type: Infantry (Character) Wargear: Bolt pistol Shock maul Carapace armour Badge of office Choke grenades Special Rules: Disciplined Fire Fearless Independent Character Arbitor General WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 9 Sv 4+ 30 points Options: May replace bolt pistol and/or shock maul with: .Plasma pistol. grapplehawk or power maul 10 points . mancatcher or suppression shield 5 points . plasma pistol or thunder maul 15 points May take shock grenades 1 point May take breaching charges 2 points May take shroud grenades 10 points May upgrade to power armour 5 points May take a riot shield 5 points May carry the book of the law 20 points May take a cyber-mastiff 10 points May take one of the following: .

Wargear: Bolt pistol Shock maul Flak armour Choke grenades Judge Judith Schindler WS 4 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 10 Sv 2+ 125 points Special Rules: Disciplined Fire Independent Character Uncompromising Judith Schindler Unit Composition: Judge Schindler (Unique) Warlord Trait: Master Orator Spacebourne Precinct: Unit Type: Infantry (Character) Judge Schindler commands the Arbites fleet of Segmentum Solar. which lends its support to any Arbites Precinct that may find themselves fighting against opposition too strong to face alone. This is a dangerous but potentially devastating maneuver which requires careful planning and timing to pull off successfully. WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 9 Sv 5+ Options: May replace bolt pistol and/or shock maul with: . Detectives do not use up any force organisation slots but are otherwise treated as separate HQ units. In addition. the detective knows two powers from the following disciplines: Biomancy.HQ Arbites Detective 30 points Your army may always include up to one Detective.Boltgun or Arbites combat shotgun free . if any unit takes an Eagle as a Dedicated Transport. Wargear: Storm Bolter Gavel of the Court Book of the Law Terminator Armour Codex Adeptus Arbites v1. A Detective may not be chosen as the Warlord for your army.Large-bore stubber or storm bolter 5 points . Telepathy. Any Personal Staff. any Sentinel Pursuit Team that is held in Reserve gains the Deep Strike special rule. Schindler often prefers to deploy the bulk of her forces via massed aerial drop in Eagle Assault Shuttles. In addition. and may not use the Deep Strike special rule. exchanging one weapon for a force weapon 40 points Arbites Detective Unit Composition: 1 Arbites Detective Special Rules: Independent Character Infiltrate Move Through Cover Stealth Unit Type: Infantry (Character) Psychic Powers: If upgraded to a Psyker.Plasma pistol 15 points May take shock grenades 1 point May take breaching charges 2 points May take shroud grenades 10 points May take a badge of office 10 points May upgrade to a Psyker (Mastery Level 1). Combat Teams and Response Teams in an army led by Judge Schindler may choose an Eagle Assault Shuttle as their Dedicated Transport.Power maul 10 points . When she brings her fleet to an embattled sector. then Judge Schindler must also begin the game mounted in one of the Eagles. Virtus Lex or Telekinesis. exchanging one weapon for a force weapon 30 points May upgrade to a Psyker (Mastery Level 2). Any unit that does so must begin the game mounted in the Eagle (and so must be held in Reserve).94 – Updated 10/25/2013 10 . and may contain one additional Detective for every full 750 points in your army.

94 – Updated 10/25/2013 11 .Suppression shield 5 points .Bike with twin-linked bolters (Bike) 20 points . Response Team.Thunder maul 10 points May take breaching charges 2 points May take shroud grenades 10 points May take a riot shield 5 points Luthir Goreman Unit Composition: Lord Marshal Goreman (Unique) Goreman’s Mandate: Unit Type: Infantry (Character) Wargear: Large-bore stubber Master-crafted power maul Carapace Armour Badge of Office Choke Grenades Shock Grenades Warlord Trait: Inspiring Presence If Luthir Goreman is chosen as your army's Warlord and your army also includes a Personal Staff. changing his unit type: .Suppression shield 5 points . Any Pursuit Team chosen as Troops must also take bikes as described in their unit entry. during deployment any member of the Personal Staff may elect to split off from the unit and be assigned to a different unit from the following list: Patrol Team. Only one member of the Personal Staff may join each unit in this manner.Cavalry mount (Cavalry) 10 points Joseff Spartacus Unit Composition: Joseff Spartacus (Unique) Unit Type: Infantry (Character) Wargear: Lawgiver Bolt Pistol Shock Maul Carapace Armour Badge of Office Choke Grenades Shock Grenades Warlord Trait: Weight of the Law Pursuit of Justice: If your army includes Judge Spartacus and he is mounted on a bike. you may include Pursuit Teams as both Troops and Fast Attack choices. large-bore stubber. Arbitor Senioris Shira Calpurnia Lucina WS 4 BS 4 S 3 Shira Calpurnia Unit Composition: Shira Calpurnia (Unique) Unit Type: Infantry (Character) Wargear: Arbites combat shotgun Large-bore stubber Master-crafted power maul Carapace armour Badge of office Choke grenades Shock grenades Warlord Trait: Tenacity Codex Adeptus Arbites v1.HQ Arbites Judge Joseff Spartacus WS 4 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 10 Sv 4+ 90 points Special Rules: Demolition Man Disciplined Fire I am the Law! Independent Character Options: May take breaching charges 2 points May take shroud grenades 10 points May upgrade to power armour 5 points May take a riot shield 5 points May carry the book of the law 20 points May take one of the following.Master-crafted thunder maul 15 points May take breaching charges 2 points May take shroud grenades 10 points May upgrade to power armour 5 points May take a riot shield 5 points 70 points T 3 W 2 I 4 A 2 Ld 9 Sv 4+ Special Rules: Disciplined Fire Independent Character Legacy of the Calpurnii Stubborn Uncanny Intuition Options: May replace her Arbites combat shotgun. it is a scoring unit. Suppression Team. and/or master-crafted power maul with one of the following: . Lord Marshal Luthir Veremonn Goreman WS 4 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 10 Sv 4+ 100 points Special Rules: Disciplined Fire Independent Character Stubborn Surgical Precision Utter Contempt Options: May replace his large-bore stubber and/or master-crafted power maul with one of the following: . Combat Team. In addition.

ELITES Personal Staff 65 points You may include a single Personal Staff if you include an Arbites Judge or Arbitor General in your army (including any of the following special characters: Judith Schindler. Virtus Lex or Telekinesis. This unit does not use up a force organisation slot.0-1 Investigator 15 points .Arbites grenade launcher. Psychic Powers: A Psionic is a Psyker (Mastery Level 1) and knows two powers from the following disciplines: Biomancy. Wargear: Bolt pistol Shock maul Riot shield Carapace armour Choke grenades Shock grenades Codex Adeptus Arbites v1. Luthir Goreman or Shira Calpurnia). Repressor or Rhino transport.Large-bore stubber or power maul 5 points The Aedile may take breaching charges 2 points Bailiff Aedile Unit Composition: 4 Bailiffs 1 Aedile (Character) Special Rules: Disciplined Fire Zealot (Garrison Preacher) Dedicated Transport The team can select a Chimera.Power maul 5 points Any model may take a riot shield 3 points The Aedile may replace his bolt pistol and/or shock maul with one of the following: .Boltgun or Arbites combat shotgun free .0-1 Medicae 30 points .Mancatcher 5 points .Boltgun or Arbites combat shotgun free . WS 4 4 BS 4 4 S 3 3 T 3 3 W 1 2 I 3 3 A 2 2 Ld 8 8 Sv 4+ 4+ Options: Include up to five additional Bailiffs 13 points per model Bailiffs may be upgraded as follows: . Repressor or Rhino transport. Joseff Spartacus.94 – Updated 10/25/2013 12 .0-1 Garrison Preacher 20 points . but is otherwise treated as a separate Elites unit. one Suppressor may replace his shock maul with one of the following: . Telepathy.0-1 Psionic 30 points Up to two Bailiffs not upgraded to one of the above may be given a cyber-mastiff 10 points Any Bailiff or upgraded Bailiff may replace his bolt pistol and/or shock maul with: .0-2 Chasteners 5 points . Unit Type: Infantry Wargear: Bolt pistol Shock maul Carapace armour Choke grenades Shock grenades Chastener: grapplehawk or mancatcher Investigator: auspex or forensus Medicae: medi-pack Psionic: force weapon Suppression Team WS 4 4 BS 3 4 S 3 3 T 3 3 W 1 1 I 3 3 A 1 2 Ld 7 8 Sv 4+ 4+ 45 points Options: Include up to five additional Suppressors 9 points per model The entire team may replace their riot shields with suppression shields 4 points per model For every five models in the team. grapplehawk or webber 10 points One Suppressor may take shroud grenades 10 points The Proctor may replace his shock maul with a power maul 5 points The Proctor may take breaching charges 2 points Suppressor Proctor Unit Composition: 4 Suppressors 1 Proctor (Character) Special Rules: Shield Wall Formation Unit Type: Infantry Dedicated Transport The team can select a Chimera.

ELITES Response Team WS 3 4 BS 4 4 S 3 3 T 3 3 W 1 1 I 3 3 A 1 2 Ld 7 8 Sv 4+ 4+ 70 points Options: Include up to five additional Arbitrators 14 points per model Any model may replace his Arbites combat shotgun with one of the following: . Repressor or Rhino transport. plasma gun. If they do so.Shock maul free . Wargear: Bolt pistol Arbites combat shotgun Carapace armour Choke grenades Shock Grenades Cyber-Mastiff Hunting Pack WS 4 3 BS 0 3 S 4 3 T 4 3 W 1 1 I 4 3 A 2 1 Ld 5 8 Sv 5+ 3+ 45 points Wargear (Cyber-Mastiff): Servo-jaws (close combat weapon) Cyber-Mastiff Techpriest Handler Unit Composition: 1 Cyber-Mastiff 1 Techpriest Handler (Character) Unit Type: Beast Wargear (Techpriest): Laspistol Power armour Power axe Servo-arm Frag grenades Krak grenades Special Rules (Cyber-Mastiff): Acute Senses Tactical Protocols Options: Include up to five additional Cyber-mastiffs 10 points per model Special Rules (Techpriest): Blessing of the Omnissiah Codex Adeptus Arbites v1. they lose the Deep Strike special rule.Hot-shot lasgun 3 points Up to four Arbitrators may replace their Arbites combat shotgun with one of the following: . Arbitrator Proctor Unit Composition: 4 Arbitrators 1 Proctor (Character) Special Rules: Deep Strike Disciplined Fire Outflank Units Inbound Unit Type: Infantry Dedicated Transport The team can select a Chimera. meltagun or heavy bolter 15 points One Arbitrator may take shroud grenades 10 points Any model may take a riot shield 3 points The Proctor may replace his bolt pistol and/or Arbites combat shotgun with one of the following: .Boltgun free .Hot-shot laspistol. power maul or storm bolter 5 points -Plasma pistol 15 points The Proctor may take breaching charges 2 points The Proctor may take a signum 5 points * Only a single grav-gun may be taken per Response Team.94 – Updated 10/25/2013 13 .Arbites grenade launcher or heavy stubber 10 points .Grav-gun *.

ELITES Arbitor Alec Murphaeus – “Arco Arbitor” WS 4 BS 4 S 4 T 4 W 3 I 4 A 3 Ld 10 Sv 3+ Special Rules: Disciplined Fire Feel No Pain Prime Directives 85 points Alec Murphaeus Unit Composition: Alec Murphaeus (Unique) Unit Type: Infantry (Character) Wargear: Storm Bolter Power Gauntlets Power Armour Badge of Office Tactical Cogitator Detective Wayne Gotham – “The Black Chevalier” WS 5 BS 4 S 3 T 3 W 2 I 5 A 3 Ld 10 Sv 4+ 110 points Wayne Gotham Unit Composition: Wayne Gotham (Unique) Unit Type: Jump Infantry (Character) Wargear: Hooked Claws Throwing Blades Custom Armour Choke Grenades Shock Grenades Breaching Charges Grapnel Gun & Glide Cloak Special Rules: A Law Unto Himself Fearless Harlequin Enmity Infiltrate Rampage Smoke & Mirrors Stealth The Right Tool for the Job Uncanny Reflexes Codex Adeptus Arbites v1.94 – Updated 10/25/2013 14 .

one Arbitrator may replace his boltgun with one of the following: .Power maul 5 points The Proctor may take breaching charges 2 points Arbitrator Proctor Unit Composition: 4 Arbitrators 1 Proctor (Character) Special Rules: Disciplined Fire Unit Type: Infantry Dedicated Transport The team can select a Chimera.Arbites grenade launcher. Repressor or Rhino transport.94 – Updated 10/25/2013 15 . Wargear: Bolt pistol Boltgun Carapace armour Choke grenades Shock Grenades Codex Adeptus Arbites v1. one Arbitrator may replace his Arbites combat shotgun with one of the following: .Mancatcher 5 points . heavy stubber or webber 10 points One Arbitrator may be given a cyber-mastiff 10 points Any model may take a riot shield 3 points The Proctor may replace his bolt pistol and/or Arbites combat shotgun with one of the following: . grapplehawk. Wargear: Bolt pistol Arbites combat shotgun Carapace armour Choke grenades Combat Team WS 3 4 BS 4 4 S 3 3 T 3 3 W 1 1 I 3 3 A 1 2 Ld 7 8 Sv 4+ 4+ 50 points Options: Include up to five additional Arbitrators 10 points per model For every five models in the team. plasma gun or meltagun 10 points The Proctor may replace his bolt pistol and/or boltgun with one of the following: .Shock maul free . heavy stubber.TROOPS Patrol Team WS 3 4 BS 4 4 S 3 3 T 3 3 W 1 1 I 3 3 A 1 2 Ld 7 8 Sv 4+ 4+ 45 points Options: Include up to five additional Arbitrators 9 points per model For every five models in the team.Power maul 5 points -Plasma pistol 15 points The Proctor may take breaching charges 2 points The Proctor may take a signum 5 points Arbitrator Proctor Unit Composition: 4 Arbitrators 1 Proctor (Character) Special Rules: Disciplined Fire Unit Type: Infantry Dedicated Transport The team can select a Chimera.Arbites grenade launcher.Shock maul free . Repressor or Rhino transport.

DEDICATED TRANSPORTS Rhino -.Armour -Fr Si Re 11 11 10 35 points WS BS 4 S I A HP 3 Rhino Unit Composition: 1 Rhino Unit Type: Vehicle (Tank) Wargear: Storm bolter Searchlight Smoke launchers Transport Capacity: Ten models (May not carry Bulky.Storm bolter or heavy stubber . Very Bulky or Extremely Bulky models.Hunter-killer missile . 5 points 10 points 10 points 15 points Transport Capacity: Ten models (May not carry Bulky. Options: May take any of the following: .Storm bolter or heavy stubber .Hunter-killer missile . Transport Capacity: Twelve models (May not carry Very Bulky or Extremely Bulky models.Dozer blade or riot plow 5 points .Hunter-killer missile 10 points .Extra armour Repressor Unit Composition: 1 Repressor Unit Type: Vehicle (Tank) WS - BS 4 S - I - A - HP 3 Wargear: Storm bolter Web cannon Searchlight Smoke launchers Fire Points: Six models can fire from the Repressor’s top hatch.Extra armour 15 points Codex Adeptus Arbites v1.Extra armour May be modified to be open-topped 5 points 10 points 10 points 15 points free Access Points: Rhinos have one access point on each side of the hull and one at the rear.) Special Rules: Repair Fire Points: Two models can fire from the Rhino’s top hatch.Armour -Fr Si Re 12 10 10 60 points Chimera Unit Composition: 1 Chimera Unit Type: Vehicle (Tank) WS - BS 4 S - I - A - HP 3 Special Rules: Amphibious Fire Points: Five models can fire from the Chimera’s top hatch.Dozer blade or riot plow . Options: May replace multi-laser with either a heavy bolter or a web cannon free May replace heavy bolter with a web cannon free May take any of the following: .Armour -Fr Si Re 12 11 10 50 points Options: May take any of the following: .) Access Points: Repressors have one access point on each side of the hull and one at the rear.) Wargear: Heavy bolter Multi-laser Smoke launchers Searchlight Access Points: Chimeras have one access point at the rear. Chimera -.Dozer blade or riot plow .94 – Updated 10/25/2013 16 . Repressor -. Very Bulky or Extremely Bulky models.

94 – Updated 10/25/2013 17 .Smoke launchers 5 points per model The entire team may be upgraded to Apprehender pattern Sentinels.Heavy bolters 10 points .Lascannon 15 points May be equipped with a pair of side sponsons armed with: .Mancatcher 5 points One Arbitrator may replace his Arbites combat shotgun with a grapplehawk 10 points For every five models in the team. one Arbitrator may be given a cyber-mastiff 10 points Any model may take a riot shield 3 points The Proctor may replace his bolt pistol and/or Arbites combat shotgun with one of the following: .FAST ATTACK Pursuit Team WS 3 4 3 4 BS 4 4 4 4 S 3 3 3 3 T 3 3 4 4 W 1 1 1 1 I 3 3 3 3 A 1 2 1 2 Ld 7 8 7 8 Sv 4+ 4+ 4+ 4+ 30 points Options: Include up to seven additional Arbitrators 10 points per model Any Arbitrator may replace his bolt pistol and/or Arbites combat shotgun with one of the following: . Eagle Unit Composition: 1 Eagle Unit Type: Flyer (Hover) WS - BS 4 S - I - A - HP 3 Special Rules: Assault Vehicle Deep Strike Grav-Chute Insertion Missile Lock Wargear: Multi-laser Two missile launchers Ceramite plating Transport Capacity: Twelve models (May not carry Very Bulky or Extremely Bulky models.Shock maul free . ballistic shield and mancatcher 10 points per model Any Apprehender pattern Sentinel may replace its mancatcher with a shock claw free Arbitrator Proctor Arbitrator (Bike) Proctor (Bike) Unit Composition: 2 Arbitrators 1 Proctor (Character) Unit Type: Cavalry Wargear: Bolt pistol Arbites combat shotgun Carapace armour Choke grenades Shock Grenades Special Rules: Scouts Sentinel Pursuit Team Sentinel Apprehender WS 3 4 BS 4 3 S 5 5 I 3 3 A 1 2 HP 2 2 Unit Composition: Vehicle squadron of 1-3 Sentinels Wargear: Heavy bolter Searchlight Unit Type: Vehicle (Walker. one bike-mounted Arbitrator may replace his twin-linked bolters with an Arbites grenade launcher or a webber 5 points 40 points per model -.Armour -Fr Si Re 12 12 11 175 points Options: May replace multi-laser with: .Power maul or power lance 5 points The Proctor may take breaching charges 2 points The team may take bikes with twin-linked bolters.Hunter-killer missile 10 points .Hurricane bolters 30 points May take up to two hunter-killer missiles 10 points each Fire Points: None Access Points: Eagles have one access point on each side of the hull and one at the rear.Autocannon or web cannon 5 points Any model may take any of the following: . Open-Topped) Special Rules: Scouts Move Through Cover Eagle Assault Shuttle -.Autocannon 5 points .) Codex Adeptus Arbites v1.Armour -Fr Si Re 10 10 10 11 10 10 Options: Any Sentinel may replace its heavy bolter with: .Multi-laser free .Shock maul or shock lance free . changing their Unit Type to Bike 8 points per model For every five models in the team. replacing their heavy bolter with a webber.

Autocannon 5 points . Very Bulky or Extremely Bulky models.HEAVY SUPPORT Fire Support Team 30 points You may include up to three Fire Support Teams as a single Heavy Support choice.Hurricane bolters or web cannons 30 points May take any of the following: .Heavy bolters 15 points .Dozer blade or riot plow 5 points .Heavy bolter free .May also take flakk missiles 10 points . WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 7 Sv 4+ Options: Any Spotter may replace his Bolt Pistol with either a Boltgun or an Arbites combat shotgun 1 point Any Gunner may replace his sniper rifle with one of the following: . If it is fitted with side sponsons.Hunter-killer missile 10 points .Lascannon or plasma cannon * 20 points * Only a single lascannon or plasma cannon may be taken per Heavy Support choice.Dozer blade or riot plow 5 points .94 – Updated 10/25/2013 18 .Armour -Fr Si Re 12 11 10 Halligan Unit Composition: 1 Halligan Unit Type: Vehicle (Tank) WS - BS 4 S - I - A - HP 3 Transport Capacity: Six models (May not carry Bulky.Extra armour 15 points May take up to two hunter-killer missiles 10 points each Access Points: Halligans have one access point on each side of the hull and one at the rear.Storm bolter or heavy stubber 10 points .Missile launcher w/ frag & krak missiles 15 points . 70 points Halligan -. Arbitrator Unit Composition: 2 Arbitrators (1 Gunner. 1 Spotter) Unit Type: Infantry Wargear (Gunner): Sniper rifle Bolt pistol Carapace armour Choke grenades Castigator Wargear (Spotter): Bolt pistol Carapace armour Choke grenades Spotting Scope Special Rules: Disciplined Fire Infiltrate Stealth 50 points -. the Castigator will lose the side access points.) Fire Points: None Options: May take any of the following: .Storm bolter or heavy stubber 10 points .Armour -Fr Si Re 11 11 10 Castigator Unit Composition: 1 Castigator Unit Type: Vehicle (Tank) WS - BS 4 S - I - A - HP 3 Transport Capacity: Six models (May not carry Bulky. Very Bulky or Extremely Bulky models. Each team is treated as a separate unit.Extra armour 15 points Access Points: Castigators have one access point on each side of the hull and one at the rear.) Wargear: Twin-linked heavy bolters Searchlight Smoke launchers Fire Points: None Options: May replace twin-linked heavy bolters with a twin-linked web cannon 20 points May be equipped with a pair of side sponsons armed with: . Wargear: Halligan missile launcher Smoke launchers Codex Adeptus Arbites v1.Searchlight 1 point .

Tank Traps 15 points/section May add one of the following: . you may add one of the following: . and Sector Houses used as fall-back locations where they can hold out in defense against numerically superior foes for quite some time. These special Fortifications are a perfect way of representing the way the Adeptus Arbites fight. lightweight plascrete and are mass-produced in the precinct’s own manufactorum. a gun emplacement mounted on a pre-fab barricade line may ignore any vehicle on which it would be unable to cause at least a glancing hit based on the facing it would be firing at. as well as sophisticated surveillance equipment to ensure the Arbitrators stationed there are forewarned of any impending dangers.FORTIFICATIONS An Adeptus Arbites army may make use of the standard Fortifications as presented in the Warhammer 40. Pre-fab Barricade Line When faced with overwhelming numbers in a riot or combat situation. Arbites sector houses serve as a middle ground between these.Gun emplacement with twin-linked heavy bolter 15 points . in any combination: . they may choose from the new options presented below. allowing the Arbitrators to maintain a presence in areas far afield of the primary fortress.000 rulebook.Gun emplacement with twin-linked heavy bolter 15 points . These barricades are made of highly durable. with Pre-fab Barricades used when they are on the move.94 – Updated 10/25/2013 19 .Void Shield 25 points May add up to six of the following. Codex Adeptus Arbites v1.Gun emplacement with twin-linked autocannon 25 points . These range from small.Tanglewire 5 points/section . more than sufficiently protected from the small-arms fire common amongst civilian populations.Magos Machine Spirit 30 points .Comms Relay 20 points . the Arbites typically adopt a defensive gun-line strategy. They sometimes find that the location of the disturbance is less than ideal for such a strategy. (For example.Gun emplacement with twin-linked web cannon 20 points Special Rules: Sentry Targeting: When using automated fire.Gun emplacement with twin-linked autocannon 25 points . Terrain Type: Battlefield Debris (defence lines) Weapons: None 30 points Options: Add up to three more pre-fab barricades 10 points per model For every three Pre-fab barricades in the line.Ammunition Dump 20 points . They are able to be placed quickly and efficiently wherever they may be needed. Each Arbites Sector House is a fortified. When there is insufficient cover available to the Arbites. (For example. to the large. garrisoned structure capable of withstanding almost anything rioters and dissidents can throw at it. Each barricade must be placed in base contact with at least one other section. one-room apartments and shacks that only see limited use. a gun emplacement mounted on an Arbites sector house may ignore any vehicle on which it would be unable to cause at least a glancing hit based on the facing it would be firing at. Many have a well stocked armoury containing additional weapons and ammunition for protracted suppression or fighting.Ammo Store 15 points . Composition: Three pre-fab barricades (each up to 6” long). self contained Arbites precinct fortress that is the ultimate symbol of the Arbitrators’ authority in a given precinct. they will often deploy prefabricated barricades to enhance their defensive strength.Barricades 10 points/section .Comms Relay 20 points . Arbites Sector House The Adeptus Arbites maintain many buildings and other strategic assets throughout the cities and settlements of their jurisdiction. They provide significant protection for the Arbitrators as they stand behind their hastily-lain fortifications. Composition: One Sector House Terrain Type: Medium Building (Armour Value 14) with battlements Access Points & Fire Points: As per model Weapons: Four emplaced heavy bolters (typically one on each facing) 75 points Options: May add up to two of the following: .Escape Hatch 25 points . In addition. a twin-linked heavy bolter emplacement (S5) firing at the front facing of a Leman Russ battle tank (AV 14) would be allowed to choose the next closest target instead as the most it could roll for Armour Penetration would be an 11.Searchlights 5 points .Ammunition Dump 20 points . a twin-linked heavy bolter emplacement (S5) firing at the front facing of a Leman Russ battle tank (AV 14) would be allowed to choose the next closest target instead as the most it could roll for Armour Penetration would be an 11.Gun emplacement with twin-linked web cannon 20 points Special Rules: Sentry Targeting: When using automated fire.

Codex Adeptus Arbites v1.) Long Arm of the Law A Warp Charge 2 The Psyker uses his talents to reach out into the minds of his allies and enemies alike. rendering them confused or even unconscious. Long Arm of the Law is a blessing that targets the Psyker. it must take an immediate Dangerous Terrain test and suffers a Crew Stunned damage result on a D6 roll of 3+. Verdict A Warp Charge 2 The Psyker pronounces judgment on the enemy. Suppression A Warp Charge 1 The Psyker clouds the minds of his enemies. Lockdown A Warp Charge 1 The Psyker attempts to bind the enemy in place with the power of the warp. Lockdown is a malediction that targets a single enemy unit within 12". any Shooting attacks made by the Psyker and his unit gain the Ignores Cover special rule. strengthening their faith in the Emperor and their devotion to the Law.PSYCHIC POWER CARDS These cards can serve as a handy reference when you are playing a game of Warhammer 40. but may discard the lowest die.94 – Updated 10/25/2013 20 . Audentia A Lex Warp Charge 1 The Psyker emboldens his fellows. slowing them or even stopping them in their tracks. all friendly Arbites units may re-roll any failed To Wound rolls made against the target unit. Whilst the power is in effect. Whilst this power is in effect. Detection A Warp Charge 1 The Psyker reaches out with his senses.000 using an Adeptus Arbites army. the target unit must immediately take a Pinning test on 3D6. Whilst the power is in effect. declaring their guilt and ensuring their destruction by guiding the shots and blows of his fellow Arbitrators to the enemy's weakest points. the Psyker and his unit have the Counter-attack and Preferred Enemy special rules and fire Overwatch on their full Ballistic Skill. and must move as if it is in Difficult Terrain whilst the power is in effect. it must take an immediate Pinning test. allowing him to direct his fellows in the course of action which will prove most beneficial or catch the enemy off guard. Units which are normally immune to Pinning or automatically pass Leadership tests must still take the Pinning test. Detection is a blessing that targets the Psyker. all affected units gain the Stubborn special rule. Units without a Ld value are unaffected. (No hull points are lost. If the power is manifested. rather than Ballistic Skill 1. Note that this does not allow weapons that could not normally fire on Overwatch to do so. attempting to detect the exact position of any concealed enemies and convey that information to his fellow Arbitrators. If the target is a vehicle. shoot and charge normally this turn. If the target is a non-vehicle. Suppression is a malediction that targets a single enemy unit within 18". Whilst the power is in effect. Verdict is a malediction that targets a single enemy unit within 18". Affected units which have gone to ground can move. Audentia Lex is a blessing that targets the Psyker and all friendly units within 18" of the Psyker.

as well as any unit she has joined. she is ready to go. where she is free to move about dispensing the Emperor’s judgement upon any who are foolish enough defy Imperial law under her gaze. Designed for close-quarters fighting aboard space hulks and other confined areas. She has instead petitioned for and been granted assignment as Chief Justice Solar of the Arbites Segmentum fleet. She is an inspiration to those around her. Judge Schindler bears the Gavel of the Court proudly. She battled the Orks on Armageddon. Judge Schindler has the Fearless special rule. SPECIAL RULES Disciplined Fire. Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Codex Adeptus Arbites v1. terminator armour is capable of withstanding almost any attack. models in Terminator Armour have the Bulky. and crushed the Eldar pirate empire of Prince Yal’therus in the Gado sector. The number of heretical cults and insidious criminal organizations that Schindler has ground to dust beneath her mighty boots is nearly uncountable. The Gavel of the Court is a master-crafted thunder maul. however. may never make use of any Cover Saves and will never under any circumstances go to ground. terminator armour is the best protection the Imperium has to offer.ADEPTUS ARBITES SPECIAL CHARACTERS Arbites Judge Judith Schindler Among the grim and determined members of the Adeptus Arbites there stands one who is regarded by many as a pinnacle of their kind – Judge Judith Schindler. and wields it with deadly effect against the enemies of law and justice. there are few enemies Judge Schindler has not faced in defense of the Emperor’s domain. WARGEAR Gavel of the Court: This weapon was gifted to Judith Schindler in recognition of a century of dedicated and exemplary service to the Adeptus Arbites. So great is her faith in the Emperor that she refuses to hide or take cover from enemy fire. Independent Character Uncompromising: Judge Schindler is renowned for her ruthless and uncompromising dedication to the enforcement of the Dictates Imperialis. The ceramite plates can deflect most conventional assaults. with an entire fleet of starships and hundreds of battle-ready Arbitrators awaiting the order to mobilize in the name of the Emperor. there is nothing which holds fear for the intractable Schindler. Completely dedicated to upholding the precepts of the Dictates Imperialis and utterly devout in her faith in the Emperor. fought off a Tyranid splinter fleet on Scythus III.94 – Updated 10/25/2013 21 . She will stand up against any foe without fear. She has turned down countless offers and appointments to higher positions. and may not make Sweeping Advances. and that this was in fact the armour's original purpose. including the title of Lady Grand Marshal of Segmentum Solar. whilst the Crux Terminatus on every terminator's shoulder plate serves as a ward capable of turning aside even attacks from power weapons or melta fire. No stranger to combat. It is even said that terminator armour can withstand the titanic energies at a plasma generator's core. Deep Strike and Relentless special rules. Wherever the call of duty takes her. repelled a Tau expeditionary force in the Talthus system. and expects nothing less than equal commitment from the Arbitrators who serve under her. meet any challenge without flinching. Furthermore. The long shaft and massive head of the ornate implement bear many icons of justice and faith. Judge Schindler. Terminator Armour: Also known as tactical dreadnought armour.

94 – Updated 10/25/2013 22 . In addition. She has a tendency to lead from the front.) SPECIAL RULES Disciplined Fire. If this is failed. He quickly became disillusioned however. a family which boasts distinguished members in nearly every branch of Imperial service. the attempt will be successful on a D6 roll of 5+. Stubborn Legacy of the Calpurnii: Shira Calpurnia is famously unwilling to send others to face dangers she herself would not be willing to face. her career would take a few unexpected turns… SPECIAL RULES Disciplined Fire. granting her the rank of Arbitor Senioris and the privilege of serving in one of the most important High Precincts in the Segmentum Pacificus. Arbitor Senioris Shira Calpurnia Lucina Calpurnia comes from a well-regarded family of the realm of Ultramar. and his brusque manner sets him apart from many would-be allies and confidants. making changes to her battle plans long before many of her colleagues would even be aware of the danger. She is able to recognize the signs of a trap or ambush. Descended from once proud Sinophian dynasties of medicae and lay biologis adepts who had long since turned to fleshthievery and black market dealings in stolen biological materials – harvested from unwilling “donors” by brutally-trained kidnappers and butchers. Goreman has the Hatred rule towards every model in the enemy force. Don-Croix and Ephaeda. Luthir took great pleasure in turning over his former associates to the Arbites’ brutal justice. He soon longed for escape. If Shira Calpurnia is on the table at the start of the game. There. Goreman soon sought out and joined the ranks of the Sinophian Governor’s personal enforcement militia. Grand Marshal and Grand Praetor Judicial of Hydraphur. who requested her transfer to his staff. and at least two members of the Ultramarines chapter of the Adeptus Astartes. the Ministorum. and the Arbites player attempts to Seize the Initiative. A chance encounter with a former Enforcer who had turned to Ecclisiarchal service as a Confessor stirred something within Luthir’s soul and he became conscious of a strong new desire to uphold the cause of order and justice in the face corruption – which he soon saw within his own family line. the Allies Table is modified so that all allies are treated as being one step lower on the Allies Matrix than normal. never putting those under her charge into danger she would not willingly face herself. Uncanny Intuition: Arbitor Calpurnia has developed a very keen insight that has served her well over the years. (Battle Brothers become Allies of Convenience. including the Imperial Navy. which he found in the form of an Arbites raid on the Cohort. failings which ran all the way to the top. anyone is a potential lawbreaker. and they quickly recognized his fiery determination to draw order from chaos. if any friendly Arbites units within 12” of Calpurnia or a unit she has joined are locked in combat or declare an assault. Stubborn Surgical Precision: Goreman’s early experiences as part of the snatch teams for his family’s black-market flesh-trade taught him many things about physiology and the best ways to kill or incapacitate a target. including transfers to MG-Dyel. Calpurnia trained at Machiun before serving in her first garrison post at Drade-73. During the Arbites charge sub-phase. Hazhim. Goreman was inducted into the Arbites and rose swiftly through the ranks due to his exemplary service. Allies of Convenience become Desperate Allies. and to stand in opposition of the Arbites in any manner is both an admission of guilt and cause for his own personal contempt. Independent Character. Codex Adeptus Arbites v1. among which was Luthir in his young life. as he discovered little but sluggards and thugs within the ranks of the Cohort. then Calpurnia and any unit she has joined must also declare an assault if they are eligible to do so. Despite her illustrious heritage however. known as the Wide Cohort. If Goreman is in your Arbites army. Goreman re-rolls all failed To Wound rolls in close combat. where she served with distinction. the Adeptus Sororitas. Independent Character. skills that were further improved by his Arbites training. Such an unusual disposition inevitably gains her the respect of all who serve with or under her for any length of time. Her record and exploits eventually caught the eye of Arbitor Majore Krieg Dvorov. Reflecting on his newfound purpose. She continued this trend wherever she was posted. Goreman is very suspicious of anyone who does not directly serve in the Adeptus. etc. then Calpurnia must take a Leadership test. Shira prefers to be judged on the basis of her own merits.ADEPTUS ARBITES SPECIAL CHARACTERS Lord Marshal Luthir Veremonn Goreman Luthir Veremonn Goreman is the Lord Marshal of the Great Precinct of the Calaxis Sector. Utter Contempt: In Goreman’s view. and strives to perform her duties to the best of her ability. the Imperial Guard.

94 – Updated 10/25/2013 23 . the assault was hailed as a resounding success. Otherwise. Armour Piercing Range Strength 8” 6 High Explosive Range Strength 12” 3 Rapid Fire Range 18” Ricochet Range 8” Signal Flare Range 18” AP 3 Type Assault 1 AP - Type Assault 1. only those who have not yet been proven guilty. and they follow his example without hesitation. and Spartacus was granted commendations for bravery and creative tactical thinking. Joseff Spartacus. I am the Law!: Joseff Spartacus earned his nickname. A heretical techno-thief known as “Simone the Phoenix” was reputed to be hiding out in the warehouse with her most recent ‘acquisition’. due to his fanatical devotion to the enforcement of Imperial law. Blast Strength 4 AP 5 Type Rapid Fire Strength 3 AP 6 Type Assault 1.ADEPTUS ARBITES SPECIAL CHARACTERS Arbites Judge Joseff Spartacus Throughout the vast reaches of Imperial space known as the Ultima Segmentum. The Lawgiver is a mastercrafted bolt pistol. there is one name – oft spoken only in hushed whispers – that drives fear into the hearts. The thugs were frozen solid in an instant. Independent Character Demolition Man: Joseff Spartacus has a well-known talent and penchant for making things go BOOM! heedless of the consequences. If either roll comes up as a 6 (“Explodes”). He has a well deserved reputation for causing damage on a tremendous scale to ensure the capture or elimination of his chosen quarry. In his mind. minds and souls of those who dare defy the will of the Emperor. even where failure is normally automatic. as well as any unit he has joined. As such he is rightly feared by wrong-doers and bystanders alike. To Spartacus. SPECIAL RULES Disciplined Fire. and smashed to pieces as they crashed to the ground. no cost too high. Nothing will prevent him from fulfilling his duty. Joseff Spartacus adds +1 to all armour penetration rolls that he makes. WARGEAR Lawgiver Bolt Pistol: Joseff Spartacus carries a specially crafted bolt pistol known as the Lawgiver. apply the lower of the two rolls. therefore collateral damage is always acceptable. Ignores Cover Strength 1 AP - Type Assault 1. that result applies. an artificer-made weapon with specially designed ammo feeds and a shot selector. it was later discovered that Simone herself managed to evade capture – a point which Spartacus considers a particular blight on his record. Spartacus himself accounted for no less than three dozen thugs in the firefight. At his command. In spite of this. This devotion inspires the Arbitrators around him. “The Dreaded Judge”. In addition. there are no innocents. killing six of them when he detonated a cryogenic fluid tank with his customized Lawgiver bolt pistol. you may choose to ignore the mastercrafted rule and use one of the following special ammo types instead whenever it is fired. roll two dice. one name which has become synonymous with swift justice and harsh retribution – and that name is Joseff Spartacus – also known by his unofficial nickname – “The Dreaded Judge”. may choose whether to pass or fail any Morale or Pinning test. Initially thought to have been slain. nearly leveling it in the process. and which he intends to rectify at his earliest opportunity. and he will go to any lengths to do so. The destruction of the warehouse forced millions of Imperial citizens to suffer through half-rations and nearly non-existent medical care for over a year. One particular incident involved the destruction of an entire warehouse filled with foodstuffs and medical supplies. before dozens of combat squads finally silenced the guns of Simone’s lackeys with salvos from their grenade launchers. Whenever he causes a penetrating hit on a vehicle or building. the lives of Imperial citizens are unimportant. Only the application of the law and keeping the peace are pursuits worthy of his time. Blind Codex Adeptus Arbites v1. the massive building was bombarded with the heaviest weapons in the Arbites’ armoury.

Codex Adeptus Arbites v1. WARGEAR Power Gauntlets: Among his many bionic replacements and upgrades. However. now known in many circles as the “Arco-Arbitor”. His cold. It was only a matter of time before his will would not be enough to sustain him. Arbitor Murphaeus possesses a pair of specially designed bionic arms. or tear a full grown Ork limb-from-limb. bringing many criminals and heretics to justice. he was also given a custom-designed suit of power armour that interfaced with his various bionics and cogitators. and he was elevated from jurisdiction within a single Precinct and given free-reign to pursue the enemies of the Imperium and to uphold Imperial law throughout the Segmentum Tempestus. when his career was almost cut tragically short. The pit slave gang brutalized Murphaeus. however. it takes some time for him to observe the enemy and to process the information. or as a single thunder maul. Murphaeus has vowed to serve the Emperor and uphold the Dictates Imperialis until his last servos fail and all of his his cogitators go off-line permanently. was battered and broken. Tactical Cogitator: Arbitor Murphaeus’s brain has been upgraded with a powerful tactical cogitator that enables him to discern his enemies’ weaknesses. have greatly extended his lifespan. Arbitor Murphaeus has the Preferred Enemy special rule against all enemy models. The tech-priests there honored Murphaeus with many augmetic bionics that replaced his damaged limbs and vital organs. quickly learning how they fight and formulating the best strategies for defeating them. he has now served in his current position for nearly three hundred and fifty years. To protect all of these mechanical devices. Undeterred. however. along with the techpriests responsible. His body. Indeed.94 – Updated 10/25/2013 24 . granting Arbitor Murphaeus +1 Attack. These marvels of the techpriests’ craft are able to grasp and hold objects almost as delicately as a human hand. Murphaeus was made whole and resumed his duties as an officer of the Emperor’s law. though not as efficiently as a Space Marine’s armour melds with the wearer. known as his prime directives. Feel No Pain Prime Directives: Alec Murphaeus is bound by his primary programming. Murphaeus fell afoul of a large band of the former gladiators believed to be harboring a dangerous alpha-level psyker. Alec Murphaeus has the Fearless special rule. SPECIAL RULES Disciplined Fire. Murphaeus’ superiors had him placed in stasis and sent to the nearby forge world of Gryphonne IV. known as power gauntlets. Repairs and replacement parts for his various systems are getting harder to come by now. and replaced the missing portions of his brain with cogitators and controllers for his many new systems. which make him incapable of fear or doubt. He served with distinction for decades. so this rule does not apply until he has spent at least one full game turn on the board. the power gauntlets may be treated as either a pair of power mauls. emotionless persecution of any wrongdoer was lauded by the Arbites as admirable. The bionic enhancements and other augmetics granted to Murphaeus. and the medicae who found him declared that he only survived due to an indomitable will to live. When fighting in close combat. were lost to the Tyranids of Hive Fleet Leviathan. as the forge world upon which they were created. After months of surgery and rehabilitation.ADEPTUS ARBITES SPECIAL CHARACTERS Arbitor Alec Murphaeus – “Arco Arbitor” The man known as Alec Murphaeus was an Arbites Barrister serving in the Segmentum Tempestus. His newly acquired bionics and his renewed determination to stamp out criminals and heretics drove him to prove himself worthy of the gifts that had been bestowed upon him. During an extended investigation of several related gangs of escaped pit slaves on the hive world of Del-Troit.

ADEPTUS ARBITES SPECIAL CHARACTERS Detective Wayne Gotham – “The Black Chevalier” Wayne Gotham began his career on the backwater agri-world of Chiropterrus XI. It has special high-impact plates that are stronger than normal armour. castigated and executed in a month-long trial – Gotham was recruited into the espionist division His investigative skills had greatly impressed his superiors. Only weapons of AP2 or better will negate his armour save. Range Strength User AP Type Melee. cloaked in darkness and one with the shadows. Smoke & Mirrors: Detective Gotham is a master escape artist. His Unit Type is Jump Infantry. Poisoned (4+). Furious. and they foresaw a great future for him amongst the ranks of the Arbites Detectives. The Custom Armour grants Detective Gotham an Armour Save of 4+. he is not worth any Victory Points as he is mysteriously spared yet again. They always seem to show up at some pivotal moment. Servo-assist fibre bundles similar to those found in power armour allow the claws to tear through nearly any armour.94 – Updated 10/25/2013 25 . Thus began nearly a decade of service in which he repeatedly uncovered. The Lord Marshall declared Gotham to be a traitor to the Law and issued writs of warrant for his capture. WARGEAR Custom Armour: Detective Gotham's customized armour allows for a great degree of protection while still allowing for freedom of movement in combat. they have always spared his life. but were rather the very real evidence of the path that Detective Gotham had chosen for himself – dedicating his life to rooting out corruption in the Imperium outside the bounds of the Law. Range 12” Strength 3 AP Type Assault 3. Uncanny Reflexes: Due to his extreme levels of martial arts training and his incredibly sharp reflexes. He often coats them in a potent paralytic toxin in order to incapacitate his targets. infiltrated and systematically destroyed no less than thirty-five different criminal and covenant organizations throughout the Mariposa Subsector. however. After several more years of tutelage under a number of highly-decorated Detectives. Eventually. Once per player turn at any point he may choose to count as having one of the following special rules until the end of that turn: Acute Senses. fading into the background of the Mariposa Sub-Sector and off the Arbites radar for nearly thirty years. he intensified his long-lived personal quest to bring the former Detective to justice. The Lord Marshall had declared that the former Proctor must be brought in alive in order to be given over to the Judges and Chasteners so that the Arbites as a body could be purged of the corruption by cleansing and castigation prior to his execution. That all changed when his team discovered a hidden Chaos coven known as the Shadow Brothers. Stealth A Law Unto Himself: Though he started his career as an Arbites Detective. have a grudging respect for the results of his methods. are pure. It was extremely expensive to design. CounterAttack. This act was deemed a personal vendetta and unbecoming of an officer of the Arbites. Gotham was finally fully commissioned himself. but he does not suffer Dangerous Terrain tests for moving into or out of difficult terrain. but thus far Gotham has evaded capture unscathed no matter what is thrown at him. Rampage. however. he may forgo the chance to Shoot or Run during the Shooting Phase and instead gain the Shrouded special rule until the start of his next turn. If he is removed as a casualty by a model in or joined to a Harlequin Troupe or wearing the Mantle of the Laughing god. The accounts that held these funds had been cleared out. He has the Hit & Run special rule. it was discovered that the victims had been engaged in nefarious activities that only came to light after the actions against them. What this portends can only be guessed at. Pinning Codex Adeptus Arbites v1. and the investigation uncovered startling facts that the Detective had been leeching funds from various sources – including the Sub-Sector Precinct’s own coffers as well as many of the criminal organization he had brought down. where he served on a patrol team for seven fairly uneventful years. often foiling his plans or hindering his investigations. at least. and snapped his neck as he slept. After bringing down the coven and capturing the leaders – who were publicly tried. once even nearly crippling him. Night Vision. however. perfectlyweighted throwing blades that he hurls with unerring accuracy at his opponents as he moves in for the kill. After his Proctor was confined to his quarters as a quarantine measure due to a mysterious malady that had befallen him. In many cases. Stories began to spread of a creature of the night. The Lord Marshall was shocked to discover that these stories were no folk-tails. Most Arbites. This came to a head when he directly violated an edict by the Lord Marshall of Mariposa to bring his former Proctor – now the head of a reborn coven of Shadow Brothers. Hooked Claws: Wickedly sharp hooked claws are built into several different areas of Detective Gotham’s custom armour. a devil in black armour bedecked with spikes and horns. utilising smoke bombs and other distractions to easily evade his foes. arson. Despite this. all they found was a recently vacated space – devoid of anything save a small devotional shrine to the Emperor which appeared to have fallen into disuse. During this time. (This includes all members of a Harlequin Troupe and any model wearing the Mantle of the Laughing god). he would go so far as to personally mete out verdict and punishment to captive criminals rather than delivering them to the Judges and Chasteners so as to stand trial and undergo the proper penance. it became increasingly obvious to his superiors that Gotham felt he was somehow above the Lex Imperium and was more than willing to step outside the considerable boundaries of his station in order to get the job done. In every case. Detective Gotham has a 5+ invulnerable save. and even more so to produce. got himself close to his former mentor. Detective Gotham had managed to slip away. Grapnel Gun & Glide Cloak: Detective Gotham utilizes an unusual mode of transportation involving a grapnel gun and glide cloak that allows him to quickly move through nearly any type of terrain. In addition. Gotham infiltrated the Shadow Brothers. A long series of unexplained and seemingly unconnected acts of murder. Move Through Cover. Detective Gotham is treated as a Desperate Ally by all models in your army. often catching his foes off guard or turning the tide of an engagement with clever tricks and gadgets. Moving in to his personal offices. Officially. SPECIAL RULES Infiltrate. he is an enemy of the Imperium. The rest of Gotham’s Espionist equipment was gone. The Right Tool for the Job: Detective Gotham always seems to have exactly the right equipment for whatever situation may arise. who were using of one of the primary hydroponics clusters as an operating front. the resources shifted through so many channels as to become nearly untraceable. and believe that his motives. they discovered what had become of him. sabotage and other destruction was pieced together and understood to be the work of a single individual. nor for ending his move on top of impassable terrain. even if they do not agree with them. Fearless. Detective Gotham has the Preferred Enemy (Harlequins) special rule. but he is immune to AP3 and AP4 weapons. Rending Throwing Blades: Detective Gotham carries dozens of small. Gotham was granted a temporary field promotion and led the investigation that rooted out the nature of the cult. Harlequin Enmity: Over the years Detective Gotham has had an unusual number of encounters with the enigmatic sect of Eldar known as Harlequins. Wayne Gotham has strayed from the Emperor's light and taken the Law into his own hands far too often. Although he is chosen as part of an Arbites force. He has engaged them in combat on many of these occasions. and though they have often bested him. but it has resulted in a deep-seated enmity in Gotham for these flamboyant and erratic warriors along with an insight into how they fight.

Badge of Office: A model equipped with a badge of office has a 5+ invulnerable save. Torrent Type Wargear Rules: 8” 8” 8” Rng Str 6 6 6 1 0 4 User x2 +2 +1/User +2 x2 4 4 4 5 AP Armourbane Assault 1 Assault 1. TwinLinked. The Arbites player may still attempt to seize the initiative if his opponent elects to go first. Shroud Grenades: A model with shroud grenades may throw one during the shooting phase instead of firing. but may never claim the +1 Attack bonus for being armed with two close combat weapons in an assault. Latch On!: The Cyber-Mastiffs are treated as having Mancatchers. Two-Handed Weapon Special Rules: Grapplehawk: A model with a grapplehawk may use it in the shooting phase with the profile given above. Forensus: After he has spent at least one full game turn on the board. The grenade does not have to be targeted at an enemy unit. The first is used only on a turn in which a model charges. on a 2 they enter play from the short table edge to the owning player’s right. In addition. a model with a mancatcher may reduce the Attacks value of a single model in base contact by 1 (to a minimum of 1) immediately before that model makes its Attacks. Unwieldy. Shock Lance: Shock Lances have two profiles for both Strength and AP. you must select one unit held in reserve to arrive that turn. Shield Wall Formation: If a Suppression Team is not falling back and is in coherency at the end of either player’s Movement Phase. A Techpriest Handler may attempt to reprogram all Cyber-Mastiffs in his unit at the start of your Movement Phase by taking a Leadership test. The smoke screen extends 3” straight up from where th e blast marker ends up. If any of the models cannot be deployed. it is no longer Immobilised if you roll a 6. Concussive. . Twin-Linked Assault 1 Assault 1. Pinning. Blind Type 5 2 5 4/6 6 3 Melee. but his opponent will always be allowed to choose whether to go first or second after deployment is finished. No Snap Shots Assault 1. Call for Backup: When using the Arbites army list as your Primary Detachment. roll a D6. Medi-pack: Whilst a model with a Medi-pack is still alive. the unit is destroyed. Two-Handed Melee. a Techpriest Handler may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. but can never claim the +1 Attack bonus for being armed with two close combat weapons in an assault. Rending Melee. Against vehicles. Blast. Skyfire. For each roll of 3 or more. Riot Shield: A model equipped with a riot shield may re-roll failed armour saves (but not invulnerable saves or cover saves). use the signum instead of shooting to give one other model in the unit BS5 for the rest of the phase. Pinning Heavy 2. This may even be his opponent’s edge. but they must do so as follows. make a number of D6 rolls equal to the number of units held in reserve. Any model claiming a Cover Save for intervening models due to being obscured by or firing through a Suppression Team that is in formation improves their Cover Save to 4+. If the unit scatters. While in formation. you may choose a new protocol.Armour --Fr Si Re 3 4 4 4 4 4 4 4 Rng 5 11 12 12 12 12 11 10 Str 11 10 12 11 11 11 10 AP 10 10 11 10 10 10 10 Type 3 1 3 3 3 3 3 3 2 12” 18” 24” 24” 24” 12” 18” 18” 24” 8” Template Template Rng 4 4 1 3 6 * * 4 7 4 3 5 Str 5 5 6 4 2 2 3 5 6 AP Assault 2 Assault 1. Units Inbound: When a Response Team uses the Outflank rule. Sic ‘Em!: The Cyber-Mastiffs gain the Rage special rule. roll a D6 for each hit instead of rolling for armour penetration. Strikedown. a model with a forensus bestows the Preferred Enemy special rule on his unit as long as he is still alive. The Thin Blue Line: When using the Arbites army list as your Primary Detachment. Sniff ‘Em Out!: The Cyber-Mastiffs gain the Counter Attack and Night Vision special rules. The suppression shield confers the Counter Attack and Hammer of Wrath special rules on the model carrying it. to a minimum of 6+. A unit using shroud grenades must do so before any of their other shooting is resolved. his squad has the Feel No Pain special rule. the Suppression Team and all attached characters double their Initiative value for the purposes of determining at which Initiative step they may Pile In and make their Attacks. To repair a vehicle. A model may carry either a riot shield or a suppression shield. Roll a D6 in the Shooting phase. Spotting Scope: As long as the Spotter in a Fire Support Team is alive and doesn’t shoot. Blessing of the Omnissiah: Instead of shooting. Large-Bore Stubber: A large-bore stubber has two different profiles. On a 1-5 nothing happens. and on a 3-6 they enter play from any table edge the Arbites player wishes. Blast. If it is failed. If a model with shroud grenades is armed with a grenade launcher then instead of the grenade being thrown. the model may forgo their normal shooting and fire a shroud grenade. Suppression Shield: A model equipped with a suppression shield has a 4+ invulnerable save. and scatters 2D6”. deployment and the first turn are determined somewhat differently. The Arbites player may always choose which deployment zone to use and must deploy his forces first. In addition. You must declare which rule you are using prior to rolling any To Hit dice. Tactical Protocols: Before deployment. even if the rest of the unit is Shooting as well. Book of the Law: A model equipped with the Book of the Law may read from it at the start of each Arbites turn provided he is not currently locked in combat. or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle. Graviton Salvo 2/3. The marker stays in play until the start of the Arbites player’s next turn. he may grant his Gunner’s shots one of the following special rules for the duration of that Shooting phase: Monster Hunters. These rules will not apply to snap shots. Grav-Chute Insertion: If the Eagle moved more than 6”. every model must immediately take a dangerous terrain test. they are said to be in formation for the rest of that player turn. On a 6 the target suffers an Immobilised result and loses a single Hull Point. Riot Plow: Any enemy unit that is Tank Shocked by a unit with a Riot Plow must re-roll successful Morale checks. but never both. This works as described above. you may restore a Hull Point lost earlier in the battle. Choke Grenades: If at least three models in a unit are equipped with choke grenades and the unit has gone to ground. a vehicle equipped with a riot plow adds +1 to its Armour Value (to a maximum of 14) for the purposes of Death or Glory attacks only. Blast Assault 1 Pistol. If the result is 5 or more. --. One Arbites unit within 12” may be given one of these special rules until the start of the next Arbites turn: Crusader. this is effective immediately. Strikedown Assault 1. depending on whether you are using it for Shooting or in Close Combat. a unit containing at least one grapplehawk gains a +1 bonus to their Initiative value whenever they make a Sweeping Advance. your reserves behave somewhat differently. Poisoned (5+) Auspex: A model can use an auspex instead of shooting. Mancatcher: Once during each round of close combat. Graviton: The To Wound roll is always equal to target’s armour save. Poisoned (5+) Assault 1. Concussive. A unit may only be affected by one Book of the Law each turn. Armourbane. Night Vision. and at least three models in the unit are equipped with either riot shields or suppression shields. Concussive. (Allies make Reserve Rolls as normal unless they are joined by an Arbites Independent Character or are themselves an Independent Character who has joined an Arbites unit. If the Gunner is armed with a Sniper Rifle. Specialist Melee Melee Melee Melee. they receive +2 to their cover save rather than +1. an enemy unit within 12" has -1 cover until the end of the phase. on a roll of a 1 they enter play from the short table edge to the owning player’s left. Any model which is allocated a wound from shooting and is able to draw line of sight through this smoke screen to at least one firer is treated as though it had the Shrouded special rule. If the test is successful. Rage or Stubborn. Nominate any point over which the Eagle moved and deploy the squad as if it were deep striking onto that point. Place a large blast marker centered o n any point within 8” of the throwing model and scatter it D6”. passengers may still disembark. Repair: Immobilised Rhinos may attempt to repair instead of shooting. the Spotter may instead cause any hits the Gunner makes to automatically be Precision Shots.) Disciplined Fire: A unit containing only models with this rule treats all other units containing only models with this rule as if they were members of their own unit for the purposes of determining line of sight and cover saves when they shoot. Ballistic Shield: Grants the Sentinel a 5+ invulnerable save against glancing hits. Tank Hunters or Twin-Linked. When making Reserve Rolls. No effect on buildings. If he does so. no protocol will apply until they are reprogrammed in a subsequent Turn.ADEPTUS ARBITES SUMMARY MODELS Aedile Arbitor General Arbitrator Bailiff Cyber-Mastiff Detective Judge Proctor Suppressor Techpriest Handler VEHICLES Castigator Chimera Eagle Halligan Repressor Rhino Sentinel RANGED WEAPONS Arbites Combat Shotgun Manstopper Executioner Shells Arbites Grenade Launcher Choke Frag Krak Grav-Pistol Grav-Gun Grapplehawk Halligan Missile Launcher Large-Bore Stubber Webber Web Cannon GRENADES Breaching Charges Standard Targets Buildings/WS0 Vehicles Thrown Choke Grenades (Thrown) Shock Grenades (Thrown) MELEE WEAPONS Large-Bore Stubber Mancatcher Servo-Arm Shock Claw Shock Lance Shock Maul Thunder Maul WS BS S T W I A Ld Save 4 4 3 4 4 4 4 4 4 3 WS 4 4 4 4 0 4 4 4 3 3 BS 3 3 3 3 4 3 3 3 3 3 S 3 3 3 3 4 3 3 3 3 3 2 2 1 1 1 2 3 1 1 1 3 4 3 3 4 4 4 3 3 3 2 2 1 2 2 2 3 2 1 1 I 8 9 7 8 5 9 10 8 7 8 A 4+ 4+ 4+ 4+ 5+ 5+ 4+ 4+ 4+ 3+ HP Special Rules: Amphibious: A Chimera treats all water features as clear terrain when it moves. Ignores Cover. all Cyber-Mastiffs in a unit must choose one of the protocols below to apply for the duration of the game. Ceramite Plating: Weapons with the Melta rule do not gain the extra D6 armour penetration when shooting at an Eagle Assault Shuttle. Pinning. except the blast marker may be centered on any point within 24” of the firing model. Signum: Before rolling To Hit. the second is used at all other times. Hatred. Graviton Assault D3.

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