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making this PDF. Kevin Tressler. Later the same year it became clear that GW wouldn't produce an Arbie Codex themselves and the group continued their work.. Yann “Cawdor” Billaud. Over the years the Warhammer 40k rules changed and so did the Adeptus Arbite Army List. 1995. At the same time similar ideas was nurished by Jeff Wiertalla and Magnus Johansson. The origin of the Adeptus Arbites can be traced back to “Judge Dredd the Role Playing Game” and the original Warhammer 40. Magnus left the Yahoo group and focused in bringing what he thought were the best ideas together. greatly inspired by master fluffist Robey Jenkins. . trying to put together a solid background for the army. Matt “Dead Cat“ Forish. John Tinney. Grant Passmore. He (I) also implemented many of the ideas that came up through the group. Mike Sanders. Magnus “Kendoka”Johansson. It was reprinted in Citadel Journal 29. In the year 2000. Written by Gavin Tyler and friends. Lee Shirk. the work ceased.. Dave Bell. Tim Huckelbery. Heath McNutt. Not wanting to clash with GW. Dave Bartlett. and all other Judges out there. Brian “Wraithcannon” Ledbetter. 1 . W. Graham Sheckles. “Lord Bain”. Robey Jenkins. Racing side-by-side with the Yahoo-Arbies was Games Workshops own Codex team . Fawcett. this time edited by Ian Pickstock. v3. Stephen Tuff. Jeff Wild. Bowee. Andrew McClintock. Jeff Wiertalla. Terry McGregor. Brendan McCann. In 2002. Mike Montour. In early 2001 Tim Huckelbery of Games Workshop US decided to put some serious efforts into his version in order to make it Chapter Approved for WH40k 3rd Ed. Part 1 Regarding Lex Imperialis The Book of Judgement Riot About the Arbitrators COLLECTING COLOUR SCHEMES PAINTING CONVERTING SPECIAL CHARACTERS NECROMUNDA / HIVE SECUNDUS 2 3 4 5 6 7 8 9 10 11 12 15 18 21 22 23 24 25 26 28 29 30 32 33 35 36 37 38 39 40 41 42 44 45 46 47 51 52 51 52 53 56 60 65 Credits: This Codex has been made possible due to the efforts of: Andrew. Jacob Hawkins. Chris Rahn. Jon Boyce Jervis Johnson. Magnus focused on compiling all written material about the Arbitrators (including other rules and roleplaying stuff) he could find on the internet.1 INTRODUCTION Task Teams Updates / Quotes / Ranks RULES Army List Special Rules Armoury / Summary Wargear Grenades Vehicle Weaponry Vehicle Upgrades ARMY LIST Headquarters Elites Troops Transport Fast Attack Heavy Support Support Weapons Reinforcements BACKGROUND INFO Sample Images Cityfight rules Organisation Chart Adeptus Arbite Ranks Precincts. Jason Dyer. The most “official” of these being one edited by Krinos and another by Tim Huckelbery.000 Rogue Trader. The result is this Unofficial Codex. mimicing the layout of the official Games Workshop© publications. One part of this work was to give the Codex a more official look. A short Adeptus Arbites Army List was published in White Dwarf 169. “To detect and to purge” . atleast twenty different AA Codexes was floating around. Clint Beaver.motto for the Adeptus Arbites. John “Krinos” Jones. Later it made an appearance under the name “The Penal Legions” in Citadel Journal 12.2003-02-07.although this was unknown to the Tim-group until May 2001. Tracy M. The work continued by many independant persons who published their ideas on the Internet.com/adeptus_arbites_garrison) and invited playtesters. Jeff contacted Tim and they formed a Yahoo-group (http://groups. Jason Dillingham. sectors and districts The Precinct Fortress and Courthouse Adeptus Arbites Equipment Executioner Rounds Joining the Adeptus Arbites The Psykana Letter Psy-Detective Deacon The Penal Legion Prisoner Harris Bug Incursion The Lone Rider Jeremiah Rage.yahoo. Gavin Tyler.
As there. I'm taking you in!" "We are the first line of defence against the inner evils of the human mind. As such. Apart from being the Adeptus Terras’ militant wing on the ground. WHAT’S IN THIS DOCUMENT Codex: Adeptus Arbites is split into the following sections: Army List This section contains full rules for the troops. but for heavy opposition or actual alien invasions their main job is to hold out as long as possible and call for aid. suppressing uprisings. Execution teams hound the guilty through barren wastes and labyrinthine tunnels. They have limited heavy firepower to deal with armed insurrectionists. it also ensures that there will not be that many other armies just like yours. complete unto itself. and Investigators sift the holo-records. Collecting. In cases where Chaos or Genestealer cults are the root of the uprising. Painting. THE ADEPTUS ARBITES The Arbites are the planetary Imperial Police force. conversion and painting ideas and other tips. and the last line of defence against the outer evils of the universe" Ave Imperator Semper Fidelis – Praise the Emperor Ever-Vigilant 2 . Selecting the Adeptus Arbites not only gives you a very tough army. Indeed. Patrol teams prowl the underways of city hives. The Adeptus Arbites is often the choice for those individuals who think that fielding a “standard” Warhammer 40k army is rather boring. lest individual bias toward subjects creep in. On many worlds the Arbitrators fortified Courthouse is the only point of contact between that planet and the Imperium. By the laws of the Book of Judgement. leaving their fortress or outpost only if embarking on a patrol or to make an arrest. Often. but more for maintaining order. Arbitrators are encouraged not to become too acquainted with the locals. collecting an Adeptus Arbites force involves a lot of conversion work.6. the Adeptus Arbites are the first to respond to the situation. Arbitrators belong to a complex organisation . vehicles and wargear available to the Adeptus Arbites. Special Characters Here you will find some of the most famous among Arbitrators as well as rules for fielding them in your army. one of their primary functions is to keep a careful watch on the planetary rulers for signs of treasonous activities! They are not really there for actual armed combat or to fight wars. Although you cannot be as “creative” with the background and colour schemes of your army as if you had opted to invent your own Space Marine Chapter. WHY COLLECT AN ADEPTUS ARBITES ARMY? Fielding an Adeptus Arbites is really something extra. in times of rebellion and uprising. They are independent of the planet's Governor. crushing any criminal or revolutionary activities. remaining aloof. the Adeptus Arbites are the first line of defence until reinforcements from the Adeptus Sororitas. reporting directly to the Adeptus Terra. There is also background information which will give you some insight into the organisation and nature of the grim Arbitrators. "You have contravened Article 6327 Section 5. Arbitrators (sometimes referred to as Judges). Converting This section contains advice on how to collect Adeptus Arbites. the Adeptus Arbites is an excellent choice if you want to field something different. weapons. insulting an Arbitrator. Adeptus Arbites patrolmen. Space Marines or Imperial Guard can arrive.divided into many ranks and specialised roles. be they the treachery or heresy. and vehicles to make it a more playable and challenging army. some of their weapons are not lethal but more aimed at crowd control. led by a Marshal of the Court. The goal is to add some new forces. How do you plead?" "Just remind what that was again Arbi?" "You have contravened Article 5788 Section 4. and supported by an array of highly trained warriors of justice. Each Precinct is the base for an army. are very few Arbite miniatures available. at present. Necromunda Section Advanced rules for using Adeptus Arbites in Necromunda/Hive Secundus. are never posted to any system within many light years of their home world or system. Shock Teams break up the vicious queue wars which develop outside governmental buildings.This list is designed to replace the existing Adeptus Arbites list from Citadel Journal 29. tracking cybercriminals through the computer matrix of the Administratum. and generally keeping the populace in line. Its individual precincts stretch across the Galaxy.
The roles of the different Task-Teams are too varied and complex to discuss in detail. In fact. Broken Claw (attrib. In order to handle even mighty warlords these elite fighters carry heavy and special weapons. They are often an early defence against planetary invasion. molecular fragments and thermal residue the Judges can quickly reconstruct even the most complex crimes. they are normally used only where the innocent citizen in question is reasonably important. The other Teams rely upon the backup provided by the Fire Support Teams when they come up against well armoured resistance. hostage and blockade crime. little effort is made to rescue ordinary citizens as they are easily replaced (it should be borne in mind that allowing oneself to be held hostage or taken by force is a crime under the irresponsibility laws). citizens from a criminal genealogy have beacons implanted at birth so that they can be monitored at all times). a medic. Nobody is above or below their power. The Arbitrators are authorised to dispense judgement as laid down in the volumes of the Dictates Imperialis. Execution Teams deal with the routine task of rounding up and eliminating known criminals. they spend most of their time sifting through the holo-records of unsolved crimes or tracking wrongdoers through the computer matrix of the Administratum. They are equipped with powerful surveyors to detect their prey (in many Imperial societies. Technical Teams provide the scientific backup needed to solve unwitnessed crimes. as this is usually the best way to quell any uprisings. This is the mandates and decrees passed from Terra itself. as well as quelling rebellious cults. amongst dense jungles or across arid wastes. They are specially trained in logic and deduction. You put chains on your minds and call it law. From evidence as flimsy as gene-prints. Shock Teams wear their special white helmet and carry a Suppression Shield and Shock Maul. THE TASK TEAMS Together. Thus the Adeptus Arbites runs its own hospital and medical service. The Arbite Snipers are often deployed to support an Execution Team (by taking out sentries and soften the defence before the Executioners strike). Medical Teams are an important part of the Arbites Organization. They are the patrolling Arbitrators who must be ready to deal with any emergency or to report any suspected offence. Fire Support Teams guard checkpoints and strongpoints in the cities and have access to the heavy support weapon Tarantula.The Adeptus Arbites is responsible for the Enforcement of the Imperial Law. Sniper Teams are specially trained to pick off Riot leaders or other members of importance. Rapid Pursuit Teams are equipped to pursue criminals through a twisting Underhive. Combat Teams are a relative familiar sight. from the most humble peasant to Imperial Commanders. They also clear up what is left after a crime scene. A typical Medical Team consists of servitors. TEAMS NOT COVERED BY CODEX Investigative Teams are rarely seen in public. where innocent citizens are in danger from law breakers. ‘You humans amuse me. K9 Teams are primarily used in crowd control situations where they often work together with Shock Teams. genetically enhanced beasts is normally enough to suppress even the most fanatic of crowds. despite their reputation. including equipment and dead bodies. The mere sight of a handler and his pack of ferocious. They are deployed to meet special threats such as food riots and queue wars (In the Imperium. Chaos covens and alien infestations.) 3 . normally just Patrol Teams equipped with Boltguns. Combat Teams are. Patrol Teams are a common sight on Earth and throughout the more heavily populated parts of the Imperium. The job of the Medical Teams is to recover Arbitrators that have been hurt or killed.’ Archon Phaileq. The medical facilities of the Imperium are so monumentally inefficient and bureaucratic that in most life or death situations the last rites are the only service on offer. which is quite often separate from local laws and customs. a tech-priest. queues in front of governmental offices can stretch for miles. the Task-Teams can deal with any aspect of lawlessness from full scale rioting to poor time keeping. Executioners are also deployed to combat kidnapping. The Adeptus Arbites are well armed and armoured. depending on their location. The inevitable frustration caused can lead to vicious battles). but a general description will help to form an impression of the range of the Adeptus Arbites’ power. and a guard of Arbitrators. from infractions as diverse as disturbing the Emperor’s peace through failure to meet tithe requirements and riots and insurrection. able to deal with any small scale threat on nearly every Imperial world. Queues often take months to reach the end.
Arbites on the battlefield The forces of the Adeptus Arbites are deliberately better equipped than those of either Planetary Defence forces or the Imperial Guard to discourage attack. Chaos incursion or alien attack. knees and shoulders . Their duties usually fall between those of the Assassins. Imperial Guard. The Arbitrators are the grim and uncompromising reminder of the Imperium's presence which no planetary governor can ignore. There is still an important role for a universal law-enforcing agency. A Provost may be included as a unit leader in the same manner as a Preacher. It is ironic that planetary governors who may have plotted against the Imperium for years are always the first to squeal for help when the Orks arrive. More often than not a rebellious governor will order the destruction of the Adeptus Arbites Sectorhouse on his planet as his first treachery and a great battle will break out between rebel planetary defence forces and the besieged Arbites. Confessor (all count as HQ selections). Beyond them the entire might of the Imperium can be called upon with Space Marine Chapters and the Imperial Guard prepared to quell even the fiercest rebellion.this helps to emphasise their already considerable bulk. Although planets are mainly self. Always carried and displayed prominently is the Judge's badge . which would be called in to wage outright war. They cannot be bought off or threatened or corrupted or negotiated with. and the Arbitrators fill that role ruthlessly. Heavy gloves and boots protect the hands and feet. Missionary. In truth the Arbitrators need only to hold out until their astropath has transmitted a message summoning help. who may be obliged to deal with a single troublemaker.for they are the agents of a harsh law. the Arbitrators are feared throughout the galaxy . One Patrol Team may be included as a Troops force selection choice in any Space Marine (except Dark Angels).governing and selfpolicing this arrangement sometimes breaks down. Uniform Their uniforms are basically black leather breeches and jacket. One Assassin may be chosen as per Codex: Assassins for an Arbites force. A cloak is worn as part of the full uniform but is often discarded in action. The Imperium is an organization where rebellion and defiance of the Imperial Will are Crimes Against Humanity. Note: The above text is old. Without mercy and utterly dedicated. unless specifically stated otherwise. referring to the MK2 uniform. although some Judges may wear carapace or even powered armour instead. One Marshal chosen from the list below may be added to a Imperial Guard or Sisters of Battle army as an HQ choice. or Sisters of Battle force (or any other forces of the Imperium that additionally be created). Indeed the Adeptus Arbites goes to a great lengths to ensure that those recruited into their ranks do not serve on their own homewards nor anywhere within a dozen light years of home. or proves unsatisfactory for one reason or another rebellious Commanders may be tempted to plot treason against the Imperium.RULEBOOK/CODEX UPDATES You may choose the following from the Heroes of the Imperium section of the 40K Rulebook to join your Arbites force: Inquisitor. with extra padding at the elbows.his symbol of office and power. RANKS In GW books. QUOTES FROM WD 169 The Adeptus Arbites are the keepers of the Imperium's laws and watchdogs of the far-flung empire of humanity. and the Army.the soldiers and police of the Adeptus Terra. and often punishable by death. Equally the Arbitrators stand ready to fight against the foes of humanity in the case of Genestealer infestation. Mobile fleets of Arbitrators stand in constant readiness to answer the call of their Precincts and bring retribution upon the transgressors of the Imperial Law. nowadays all Arbitrators are issued Carapace Armour. where failure and incompetence are crimes. The uniform conceals an undervest of mesh armour. The well armed and rigorously trained Arbitrators make excellent troops and their Teams can add vital backbone to the planetary defence forces. or rivals may overstep the bounds of petty feud. Judge Marshal Primus Marshal Secundus Marshal Tertius Provost Inspector Detective Sergeant Proctor Team-Leader Arbitrator Cadet (City) Watchman Vigile In this Codex: Judge Marshal Provost Detective Proctor Arbitrator Watcher 4 . if chosen the unit cannot upgrade to a Proctor. They do not communicate with the citizenry unless absolutely necessary and only leave their great fortress-precincts on official business. whilst the head is encased within a simplified and practical version of the helmet worn by the Adeptus Custodes. QUOTES FROM ROGUE TRADER The Adeptus Arbites organisation represents the martial arm of the priesthood . Should a planet revolt against the Imperium the Arbitrators will be the first to go into battle against the traitors. A Preacher may be chosen to lead an Arbites Patrol Team.
ARMY LIST ENTRIES Each army list entry consists of the following: Unit Name: The type of unit. Please note that any weapon options may only be taken by ordinary troopers in the squad. All of the units. To begin with you will need at least one HQ unit and two Troop units (dark shaded boxes indicate units which must be taken for the mission). how many models there will be in the unit and which upgrades you want (if any). or that form part of a campaign. in which it shows the minimum and maximum unit size. Elites. This leaves the following for you to choose from to make up your army’s total points value: up to 1 extra HQ unit. Special Rules: This is where you’ll find any special rules that apply to the unit. Continue doing this until you have spent all your points. which may also show a limitation on the maximum number of choices you can make for that unit type (0-1. every model included in the army list is given a points value which varies depending upon the effectiveness of the model. Weapons: These are the unit’s standard weapons. and each category has one or more boxes. 0-3 extra Fast Attack units or 0-3 extra Heavy Support units. there may be more than one profile. Each chart is split into five categories that correspond to the sections in the army list. Number/Squad: This shows the number of models in the unit or the number of models you may take for one choice from the force organisation chart. You can then proceed to pick an army as described below. vehicles and characters in an army list are placed in one of the five sections depending on their role on the battlefield. 0-4 extra Troop units. STANDARD MISSIONS COMPULSORY 1 HQ 2 Troops OPTIONAL 1 HQ 4 Troops 3 Elites 3 Fast Attack 3 Heavy Support The Standard Missions force organisation chart is a good example of how to choose an army. When the Ultramarine Chapter of Space Marines arrived to crush the rebellion they found twenty percent of the planets ground defences inoperative and successfully staged a drop directly into the core hive. Hive Tempestora 5 .000 rulebook but also provides you with the information you’ll need to field an Adeptus Arbites army in scenarios you’ve devised yourself. 03 extra Elite units. for example). The army list allows you to fight battles using the scenarios in the Warhammer 40. USING THE ARMY LIST To make a choice. shortening the whole campaign by two months. Profile: These are the characteristics of that unit type. Often this is a variable amount. It may also include an option to upgrade one squad member to a character. The army list is split into five distinct sections: HQs. These they held for a further six days before destroying them as the last of the Arbitrator's positions was overrun. Then you’re ready to do battle! USING A FORCE ORGANISATION CHART The army lists are used in conjunction with the force organisation chart from a scenario. Where the unit has different warriors. subtract the points value of the unit from your total points and then go back and make another choice. while a dark toned box means that you must make a choice from that section. Remember that you cannot field models equipped with weapons and wargear not shown on the model. Troops. Options: This lists the different weapon and equipment options for the unit and any additional points cost for taking these options. In addition. look in the relevant section in the army list and decide what unit you want to have in your army. Before you can choose an army for a game you will need to agree on a scenario with your opponent and the total number of points each of you will spend on your armies. Each light toned box indicates that you may make one choice from that section of the army list. During the rebellion of Ichar IV the Arbitrators held their Sectorhouse for twenty seven days before finally escaping via a secret tunnel and capturing four of the hive's power generators. Note that unless a model or a vehicle forms part of a squad or team it counts as a single choice from those available to your army. ‘No mercy! No quarter! No retreat! Only Justice!!’ Marshal Androcles.On the following pages is an army list that enables you to field an Adeptus Arbites Army. Fast Attack and Heavy Support. Once this is done. including its points cost.
Each Turret Emplacement counts as a Heavy Support option. a beleaguered Arbite force will call on reinforcements. knowing that they must hold on until off-planet reinforcements can arrive. which enemy forces are eager to capture as quickly as possible. being a rock-hard defensive force. ARBITRATOR REINFORCEMENTS If facing more than they are capable of dealing with themselves.Heavy Webbers (+25 points) and Water Cannons (+10 points) are also weapon options.) as your Heavy selection (in order to re-enact the Nightbringer battle). crush criminal and revolutionary activities. Reinforcements count towards both your normal force selections and your army points value. To represent this you may spend up to 10% of the total point cost of the army (i. They roll before their opponent rolls. Fast Attack and/or Heavy Support sections (i. in addition he/she inherits any special rules (i. 150 points of an 1500 point army) on reinforcements taken from the Imperial Guard or Sisters of Battle codices. The Proctor costs the same as in the Arbite army list and has the same equipment options. Precinct Defences In any missions allowing the Arbites force to use Fortifications. If a planet is attacked the Planetary Defence Forces often deploy to meet the invading force head-to-head while the Adeptus Arbites. .Only weapons costing 38 points or less can be used. the player may choose Turret Emplacements using the rules from the Imperial Armour book with the following changes: .) from the unit . or select something from the Reinforcements section (page 25) of this codex. . Special Rules Arbite forces have a Strategy Rating of 1.e. prior to deportation for psychological readjustment. but must accept the second result even if lower.’ Prisoner U8W78-D9. Arbite Leader To keep the Arbite flavour you might want to replace the unit leader (if any) with an Arbite Proctor. not HQ) . an Adeptus Arbites force may always choose to be the Defender in any missions where Attacker and Defender designations are used. Deep Strike etc.e. Troops. None shall pass Arbite forces are commonly the final line of defence on many Imperial planets. Vehicle Leadership Use a Vehicle Leadership Value of 7 for campaign use. victory conditions etc. You may take your pick from the Elite. use ten Patrol Team Arbitrators (or try out some home-brewed rules using K9 Teams)..e. Sentries For Missions involving Sentries.). . As such they seldom take part in offensive actions outside their own juristiction. .. suppress uprisings. Also the non-Arbite units keep their special rules as mentioned in their codices (Infiltration for Imperial Guard Stormtroopers etc. are left in command of valuable munitions and communications equipment. 6 ‘I only wanted my wheel-clamp removed. and generally keep the populace in line. To represent this.Crew will be 3 Arbitrators armed with Arbite Shotguns.The Adeptus Arbites´ main objective is to maintain order. These reinforcements are treated as being part of the Arbite army for purposes of deploying.but you cannot exceed the Adeptus Arbite allowance or violate the Force Organisation Chart. For example. instead of taking an Arbite elite choice you may want to take an unit of IG Ogryns (serving as an AA Ogryn Brute Squad). and may re-roll their single D6 score. Or you might want to take a few Leman Russ tanks (but remember the maximum 10%.
Wargear and weapons must be represented on the model. AP Type Arbites Shotgun Exec. ** These weapons have special rules listed in this Codex. ** A precinct standard may only be taken by the Precinct Colour Guard of a Judge/Marshal Escort Team. Elites Vehicles Heavy Pistols Rapid Assault 7 . WS BS S Front Side Rear I A Sentinel 3 3 5 10 10 10 3 1 Agile Ranged Weapons Range Str.000 rulebook for more details. Open T. HQ Troops etc. Front Side Rear BS MPF 14 14 14 3 Rhino 11 11 10 3 (Agile) Chimera 12 10 10 3 (Agile) Repressor 12 10 10 3 LS Tempest 11 11 10 3 Fast Landspeeder 10 10 10 3 Fast. storm bolter Pintle-m. Smoke launchers. (only one per army) Master-crafted weapon* Medi-pack Refractor field* Precinct standard** Auspex Scanner Targeter Frag Smoke-Blind Krak Photon Flash Armoured crew comp. Any upgrades taken must be shown on the model. (frag) 24” 3 6 Assault 1 Blast Grenade L. 12” 3 Assault 2 Flamer Template 4 5 Assault 1 Heavy Flamer Template 5 4 Assault 1 Grenade L. 10 pts 15 pts 15 pts 5 pts 1 pts 3 pts 10 pts *Officers only. 20 pts Crew escape mechanism 10 pts Extra armour 5 pts Hunter-killer missile 10 pts Improved comms 20 pts (One vehicle only) TWO-HANDED WEAPONS GRENADES Pintle-m. (smoke-blind) 24” Assault 1 Blast** Grenade L. a character may add to or replace any weapons he already has with weapons from the Armoury.Any character may carry up to two weapons but only one of these may be a two handed-weapon. ADEPTUS ARBITES SUMMARY Model WS BS S T W I A Ld SV Judge 4 4 3 3 3 4 3 9 4+ Marshal 4 4 3 3 2 4 3 9 4+ Provost 4 4 3 3 2 3 3 8 4+ Detective 4 4 3 3 1 3 2 8 4+ Chastener* 4 3 3 3 1 3 2* 7 3+* Chasticer* 4 3 3 3 1 3 3* 7 3+* Executioner 3 4 3 3 1 3 1 7 4+ Sniper 3 4 3 3 1 3 1 7 4+ Proctor 3 3 3 3 1 3 2 8 4+ Arbitrator 3 3 3 3 1 3 1 7 4+ Watcher 3 3 3 3 1 3 1 7 5+ Riot-Watcher* 3 3 3 3 1 3 2* 7 4+* Legionnarie 3 3 3 3 1 3 1 5 Human Bomb 3 3 3 3 1 3 1 5 Kaynine 3 . Within these limits. Each model may take up to 50 points worth of wargear but no item more than once.4 3 1 4 2 (5) PDF Guardsman 3 3 3 3 1 3 1 7 6+ Hive Ganger 3 3 3 3 1 3 1 5 *including bonuses for shield and maul. Bolt pistol Close combat weapon (including Maul) SINGLE-HANDED WEAPONS 3 pts 1 pts Hellpistol Laspistol/Autopistol Plasma pistol Power fist* Power maul* Power weapon* Refractor shield Shock maul Suppression shield Arbites shotgun Boltgun Hellgun Lasgun/Autogun Storm bolter* 2 pts 1 pts 10 pts 15 pts 10 pts 10 pts 10 pts 3 pts 5 pts 3 pts 2 pts 2 pts 1 pts 5 pts Arbites Bike Bionics Carapace armour Comm link Book of law WARGEAR 30 pts 5 pts 5 pts 5 pts 30 pts 15 pts 10 pts 15 pts 20 pts 2 pts 1 pts 2 pts 2 pts 2 pts 2 pts VEHICLE UPGRADES Some Adeptus Arbites Vehicles may be fitted with the following equipment (see the entry for the vehicle in the army list for details). (photon flash) 24” Assault 1 Blast** Meltagun 12” 8 1 Assault 1 Shotgun 12” 3 Assault 2 Boltgun 24” 4 5 Rapid fire Hellgun 24” 3 5 Rapid fire Lasgun/Autogun 24” 3 Rapid fire Plasma gun 24” 7 2 Rapid fire* Bolt pistol 12” 4 5 Pistol Hellpistol 12” 3 5 Pistol Laspistol/Autopistol 12” 3 Pistol Plasma pistol 12” 7 2 Pistol* Heavy Bolter 36” 5 4 Heavy 3 Heavy Stubber 36” 4 6 Heavy 3 Heavy Webber Template 5** 4 Heavy 1** Lascannon 48” 9 2 Heavy 1 Multi-laser 36” 6 6 Heavy 3 Sniper Rifle 36” T 6 Heavy 1* Water Cannon 12” 4 6 Heavy 3** *These weapons have additional special rules. Searchlight. (krak) 24” 6 4 Assault 1 Grenade L. See the Weapons section in the Warhammer 40. No duplicates on a vehicle. Track guards. 18” 4 6 Assault 1** Arbites Shotgun Std. water cannon Riot-Plough Rough terrain mod.
AP6. Due to a sophisticated aiming system Executioner shots may re-roll a miss (just as if it was a linked weapon). Precinct Standard 20 pt Rules as Regimental Standard. If the model is part of a unit. and cannot be taken by models on horse-/lizardback. worked out at Strength 4 and Initiative 6. They are equipped with sophisticated sensor links to their handler.e. 8 *Refractor Shield: See page 29 of the Imperial Guard Codex (Ezelti Lancers). Shock Maul 3 pts Generates a powerful electrical surge on impact. Auspex Scanner 2 pts A scanner is used to detect hidden enemy troops. Comm Link 5 pts See Codex Imperial Guard for more info. the whole unit may shoot. Cybermastiff 6 pts These cybernetically manufactured “dogs of steel” are used as Hunter-Tracker units. In addition. usually only issued to the personal escort of high ranking Judges. This may be done at any time. Medi-Pack 10 pts Medi-packs (also referred to as Narthecium) allow a unit with a Medic to ignore the first failed saving throw it rolls in every turn. Assault 1). S4. often metal or black with Imperial eagle or Arbite winged fist. The book may be revealed in the opposing players turn. On the turn the book is revealed all Adeptus Arbites (note: not allies. Book of Law 30 pts A model bearing a Book of Law may reveal it once per battle. Counts as a Single-handed Close Combat Weapon. Carapace Armour 5 pts Carapace armour is made up of large rigid plates of armaplas or ceramite moulded to fit parts of the body. ignores armour saves. Targeter 1 pt Models equipped with a targeter are allowed to pre-measure the range to a target before they decide who to shoot at in the shooting phase.000 rulebook. The medi-pack may not be used on any model who's suffered “Instant Death” (WH 40k rulebook.). Functions exactly as a regular Space Marine bike (rider gains +1 Toughness etc. This may be used instead of the model's normal AS. Power Armour 10 pts These are very rare items. Besides being excellent trackers the dogs are ferocious close combat experts. if the handler is in close combat or within 2” of an enemy model the dog may make a single close combat Attack. The dog is removed if the handler is killed. Increases the character stats with +1W. Note that since Cybermastiff kills count as close combat casualties. Items not listed here functions as described in the Warhammer 40. Master Crafted Weapon See Codex Imperial Guard for more info. but when rolling to wound each result of a 6 will automatically cause a wound and ignore armour saves. These rules supersede those in the Warhammer 40. Power Armour gives the user an Armour Save of 3+. Servo-skull 5 pts Modifies stats with +1 Initiative. Counts as a Single-handed Close Combat Weapon.000 rulebook. Counts as a Single-handed Close Combat Weapon. trying to stitch up wounds taken. Arbites Bike 30 pts Independent Characters only. A character with a Cybermastiff is treated as having an Auspex scanner. The medi-pack may not be used if the medic is in base contact with an enemy model. Power Maul 10 pts Surrounded by an energy field which disrupts the surface of solid matter. . Hellguns & Hellpistols See Codex Imperial Guard for more info. even if the model with the book has moved. Arbites Shotgun 3 pts This two-handed weapon can fire a regular shotgun shell or special Executioner rounds (R18". Counts as a Single-handed Power Weapon.This section describes how some of the Adeptus Arbites´equipment works. Suppression Shield 5 pts Normal shield. a handler who starts the combat in base contact will get his full number of Attacks even if the enemy model is killed by the dog.. i.) that are within 2D6” get a +1 attack bonus for the rest of that turn. penal troopers etc. These shots are taken before the battle begins and may cause the infiltrator to fall back. Can only be taken if the rest of the unit is allowed to take a bike as well (Rapid Pursuit Team). A model that has carapace armour receives a 4+ armour saving throw. Armed with a twin-linked Boltgun. Refractor Shield* 10 pts This device produces a seethrough energy field that gives the model a 5+ invulnerable save. Med-skull 5 pts Skull shaped mechanical droid that hovers around the character. Remove the skull when the wound is taken. Gives user +1 to their Armour Save ( cannot take AS to better than 2+). page 53 ) or that has been hit by a close combat weapon that allows no save at all. Roll to hit as normal. If enemy infiltrators set up within 4D6” of a model with a scanner then the model is allowed to take a “free” shot at them (or sound the alarm in a Raid scenario). After you have used a targeter then any “Guess” range weapons may not be fired that turn. All wargear chosen must be represented on the model/vehicle.
Thousand Sons.e. alternatively the Grenade Launchers may be fitted with the following nonlethal grenades: Photon Flash and Smoke-Blind. When the round explodes it also sends out broadband ultrasonics to affect hearing and disorientate the enemy. Authority is vital. Place cotton wool around the unit to show it is concealed by smoke. Smoke-Blind Used by the Adeptus Arbites to produce cover for their own troops while they close in on the enemy. After the enemy's turn the smoke disperses with no further effect. Demons. Necrons.e. No Barrage Pinning. Opentopped vehicles are affected on a D6 roll of 1 with a D3 result on the “Glancing Hit” table.Assault 1* GRENADES IN ASSAULTS Arbitrators sometimes carry throwing grenades as means to take out vehicles in assaults or to give themselves an edge in close combat. Provost Nellie Warcrane 9 .) and are not affected by the blast. Wraithguard. Name Smoke-Blind Range G24” Str. Name Photon-Flash Range 24” Str. The lethal storm of shrapnel from exploding frag grenades will drive opponents further into cover for a few precious moments while the attackers close in. i. roll Scatter+D6. additional hand weapons or anything else. the unit will count as being in cover. To represent this use the following rules: Frag 2 pts Fragmentation grenades can be thrown at opponents in cover to force them to keep their heads down during a charge. making their Armour Penetration scores 6+D6. Ear-Stummers. Krak grenades can also be used to make a Death or Glory attack on an overrunning tank. AP TYPE . The thick smoke effectively blocks Line Of Sight (for both players) until the start of the Arbite players next turn. Notes *Unit hit must make their saving throw (Armour. etc. both sides roll to hit and wound at the same time before making armour saves and removing casualties. Because they count as being in cover. Cover. receiving a 5+ Cover Save. Smoke-Blind 2 pts A unit carries enough Smoke-Blind Grenades for one use during the battle. Troops armed with frag grenades always fight simultaneously against troopers in cover. Troops equipped with krak grenades can use them to assault vehicles. shattering armour and (hopefully) stopping vehicles in their tracks. Krak grenades need both hands to trigger so models using them can only make a single attack and don't get bonus attacks for charging. Krak grenades give troops S6 for close combat hits scored against vehicles. place marker on distance guessed.More than any other force. There are two configurations: 1. height is also 5”). Only by striking hard. or any others they might have) or the unit must take a test for Pinning. no need for LOS. they will also strike first if assaulted. even Vehicles. A unit cannot assault on the same turn it uses these grenades and they are used in the Shooting Phase. The intense multi-spectral light is enough to usually overload any vision protection systems. Affect anything using sight. bringing swift retribution to those who challenge the law. Filter plugs etc. Photon Flash Flare 2 pts Models fighting in close combat against Arbitrators equipped with Photon Flash grenades have their Initiative reduced by 1 during all close combat rounds. Place a round 5” piece of cotton wool to represent smoke (i. due to the effects of the Photon Flash. Frag/Krak (blast/-) 2. are affected. only units immune to Pinning are unaffected. Adeptus Arbites carry especially developed equipment (Photo-contacts. AP TYPE . Photon Flash/Smoke-Blind (-/barrage) When selecting a Grenade Launcher for an Arbite model. guess the range. Iniative values are not used. make sure you write down the type of ammunition it carries (configuration 1 or 2). instead of firing any weapons. Invulnerable. Until the start of the player's next turn. GRENADE LAUNCHERS Arbite Grenade Launchers can fire Frag and Krak rounds as normal. blinding and stunning those nearby. the Adeptus Arbites rely on grenades when facing armed opposition. Photon Flash This device explodes with a burst of intense light. unless the enemy is armed with something like Frag Grenades or the Banshee Mask.Barrage* Notes *State the target (anything distinguishable on the battlefield will do). Krak 2 pts Krak grenades are a special type of grenade designed to implode. can we ever hope to uphold it.
a vehicle with smoke launchers can trigger them. If they pass. a vehicle that uses a searchlight can be fired at by any enemy units in their next turn. so a moving vehicle can fire one weapon and the pintle-mounted storm bolter. Extra Armour 5 pts Vehicles equipped with extra armour count “Crew Stunned” results on the Damage tables as “Crew Shaken” results instead. Crew Escape Mechanism 10 pts The vehicles fitted with protective devices. Once per game.Riot-Plough 15 pts Special plow mounting which is affixed to the tank. See Codex Imperial Guard for additional info. However. Improved Comms 20 pts One vehicle only. The vehicle no longer counts as being open-topped. which increases the crew's chance of escaping. after completing movement (no matter how far). they cannot do the attack but are otherwise unharmed. Any penetrating hits scored by the enemy in their next shooting phase count as glancing hits. so not much point taking both of them. After the enemy's turn the smoke disperses with no further effect. See Codex Imperial Guard for additional info. They are treated as an extra storm bolter and may be used in addition to other weapons the vehicle can fire. Rough Terrain Modifications 5 pts See Codex Imperial Guard for additional info. 10 ‘Give thanks for the Arbites.’ Inquisitor Defay .000 rules). Pintle-Mounted Storm Bolter 10 pts Pintle-mounted storm bolters are located on the outside of a vehicle and can be used by a crewman from an open hatch or by remote control from inside. with sloped blades designed to push crowds away from the tank. Track Guards 10 pts Track guards protect the vulnerable track mechanism of an armoured vehicle. Place cotton wool around the vehicle to show it is concealed by smoke. Note you must declare all models attempting the Death or Glory attack before making any Initiative checks. Armoured Crew Compartment 20 pts These may only be added to open-topped vehicles. They allow one enemy unit spotted by the vehicle to be fired at by any other Adeptus Arbites in range that have a line of fire. they can see the searchlight shining in the dark. move the models to the side of the tank. but they have drawn a line in the sand and said ‘None shall pass!’. Smoke Launchers 3 pts These carry charges that can be fired to hide the vehicle behind a cloud of smoke. A Riot-Plough also acts as a Rough Terrain Modification. they can conduct their attack as normal. Give thanks for the Arbites. Hunter-Killer Missile 10 pts These missiles are treated as krak missiles with an unlimited range but may be used only once per battle. on a D6 roll of 4+. Roll to hit and wound or to penetrate armour as normal. The vehicle may not fire and use its smoke launcher in the same turn. The vehicle treats “Immobilised” results as “Crew Stunned” instead. If they fail. such as additional escape hatches. Any model attempting to perform a Death or Glory attack against the tank must first roll equal to or under their Initiative (a roll of 6 automatically fails). for without them we might cross that line without ever knowing. Searchlight 1 pt Searchlights can be used in missions where the rules for night fighting are used (see page 134 of the Warhammer 40. We may scoff at their rigidity and curse their inflexibility.
**No Armour Save allowed (not even for vehicles). Roll a D6 for each hit against an Open-topped vehicle. A summary of recent reports on Arbitrator mobilization in the Segmentum Pacificus. Twin-Linked Heavy Webbers As webbers use the flame template there is no need for a re-roll. The Arbites mobilization successfully held the area against the rogues until the new junta could muster Armoured Companies to crush them. Notes *Work out damage according to the standard Damage Chart but use the targets Strength instead of Toughness. and Big Gunz/Support Weapons cannot fire in the following turn.often bringing vehicles to an abrupt stop. affected models test against their own Strength to see if they can break free. jamming tracks and engine air intakes . Nothing further has been heard from Hector Colony. 5* AP TYPE ** Heavy 1 Water Cannon 10 pts Standard crowd control device. Instead of testing against their Toughness though. and their concerns rarely interfere with planetary government except on the very highest level. The Praal Uprising A full mobilization of Arbites units . The Arbites mobilization was said to have engaged them. Vehicles without a Strength value and Big Gunz/Support Weapons that are hit count as having a Strength of 6. on a roll of 1 they take a D3 result on the Glancing Hit table. once formed into webbing it does however excel in disrupting phase crystals. R12”. Units that take any casualties must test for Pinning as they struggle to get out of the webbing. The Partian Misunderstanding. Administrative error has been established as the reason for the deployment of an Arbites Precinct to Partia. This represents that a stronger target more easily frees himself from the suffocating web. Praal PDF successfully overthrew local government without threatening Imperial tithes. They were quickly ordered to leave by the Storm Giants Space Marine Garrison. but rogue elements turned on Imperial offices shortly after defeating government security troops. the new Adeptus Arbites Precinct 1248 was instructed to spearhead purges of residual cultist activity. cheap and ideal for non-lethal crowd dispersal. Rhinos may attempt to break free instead of shooting (free to move on D6=6). Marshal Kayne gallantly refused to recognize the Astartes authority and engaged the small Marine garrison at Manachian Valley. Shooting at vehicles Although the sticky fluid fired by a webber cannot penetrate any armour whatsoever. The police action resulted in the departure of the Eldar personnel. indicating the presence of armoured soldiers. Adeptus Arbites also have the choice to equip their vehicles with non-lethal crowd control devices (listed below).In addition to the usual lethal vehicle weaponry of the Imperial Guard. and the unit must take a Pinning test even if immune to Pinning (use a Ld 10 if the unit has no Ld value). Name Heavy Webber Range Template Str. Victims often suffocate or choke to death if not released quickly. As the action was a result of legal precedent. Models equipped with Power Fists etc.was ordered to defend Imperial interests against a military coup. S4. The rogue commanders were executed and planetary tithes have been raised to Exactus Secundus for five years in order to compensate for damage to Imperial property. After three months of successful purification. Arbitrators can easily subjugate even the most hostile of gatherings with the mere threat of the extremely unpleasant and often lethal strangulating webbing. use their modified Strength. With the error established. all models touched are hit automatically and cover ignored. which considered Partia to be under their jurisdiction.including local militia and Penal Troops . Their Judges’s duties go beyond the laws of individual planets. Heavy Webber 25 pts A common Imperial crowd control device that sprays out a sticky liquid that forms solid webbing on contact with the air. Simply place the two templates touching each other instead: Arbitrators are the uniformed guardians of Imperial justice. a burst transmission was received from Hector Colony. PDF units could not be assigned to the punitive force. Heavy Webbers use the flamer template with a Strength of 5. but only after severely depleting sector 423's manpower. place the flamer template as normal. All vehicles effected must take a Difficult Terrain Test (Open-Topped Vehicles must take two tests due to their exposed nature). AP6. 11 . 4. Models with special close combat weaponry may count any strength bonuses normally allowed in assaults. Hector Colonial Purges Following conquest and recolonization of Armistice III. the Arbites were permitted to leave Partia and Marshal Kayne was presented with a traditional Storm Giants duelling scimitar in recognition of his bravery and devotion to duty. To fire. even if immune from Pinning (use a Ld 10 if the unit has no Ld value). The Midland Assizes Sector 423 was mobilized following the decision that Eldar presence on Midland contravened Imperial Law (Alien Presence) Vol XIV Part 3 paras 31-118. The victorious marines chose to spare the Arbites survivors. Heavy 3 Any model “wounded” is actually only knocked down by the high-pressure jets.
Honour Guard type Shock Team Patrol Team Combat Team Rapid Pursuit Team Modifier +1 WS +1 BS +1 A +1 S 12 Note that the modifier allies to Judges only. they must follow only the written word of the Lex and may not act on individual initiative to persecute criminals.00 Rulebook. It is their task to bring the rebellious to trial. Options: Judges may choose additional equipment from the Armoury as normal. Note that the Judge and Escort Team count as a single HQ choice. A Judge may only have one team as his chosen Escort. to hunt down enemies of the Imperium. Unlike Inquisitors. to destroy those who threaten its safety from within. Honour Guard: A Judge may be accompanied by an Escort Team. only using their highly ornate helmets during official assignments. if the Judge is slain all Arbites units with LOS to him must make an immediate Morale check or fall back. Stat increase: The Honour Guard Escort boosts the Judges stats in almost the same way as Henchmen improves an Inquisitors characteristics. . However. they may not investigate the affairs of the Departmento Munitorium without written consent from the Commissariat. Marshals and Proctors do not benefit from any such statline increase (as they have a lot less experience compared to the mighty Judges). The Judge is the lord and master of several Precincts and may command an entire army of Arbitrators (but seldom do). church and private enterprise. The Escort may wear Power Armour. [image of bad-ass old man with book and cane?] SPECIAL RULES Living Legend: Any Arbites unit with LOS to a Judge may make all Morale and Pinning tests using his Leadership. see later entry for details. Such matters are for the Lords of individual worlds to deal with as they wish. He may wear Power Armour at +10 pts. a Judge is an Independent Character and follows all normal rules for Independent Characters from the Warhammer 40. Independent Character: Unless accompanied by a Honour Guard (see below).Judge: Judges are the highest rank obtainable in the Adeptus Arbites. including internal investigations of the Adepts. They possess free licence to roam their allocated territory . The Judges concern themselves with more weighty issues.a 'Demesne Judicus' .and investigate all dealings of the government. Also. Judge Pts 60 WS 4 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 9 SV 4+ A Judge may only be included in an army of more than 2000 points. Of the personal misdemeanours of the citizens the Judges care nothing. Many Judges seem to prefer being bareheaded. thus getting a single increase.
and may choose additional equipment from the Armoury except for special access items as noted.Marshal Provost Pts 45 25 WS 4 4 BS 4 4 S 3 3 T 3 3 W 3 2 I 4 4 A 3 3 Ld 9 8 SV 4+ 4+ Marshal: The Adeptus Arbites operate in a Precinct marshalled by its Courthouse and led by the Marshal of Court. There may only be 0-1 Proctors in a Provost/Marshals Escort Team just as if it were a normal Team. These Provosts have full powers to mobilize their Sector to combat a perceived threat and will typically accompany their men into battle as tactical commander. The members of the Escort Team are some of the toughest Arbitrators around. Judges have access to extremely rare and special weapons and equipment and often equip their Escorts with the best there is (Power Armour. Power Armour: An Escort Team (Honour Guard) protecting a Judge in Power Armour may also wear Power Armour (+10 points/each). If the Judge/Marshal/ Provost is mounted (bike or beast) the Escort must always be a Rapid Pursuit Team (Fast Attack) with the same type of mount.e. their position as the senior Arbitrator in the Sector entitles them to the honorary rank of 'Provost of the Court'. The only Arbite Teams that may serve as an Escort are: Shock. Note that the Hero and Escort Team count as a single HQ choice. Provost: The commanders of Sectors and Penal Colonies subordinate to the Court will hold the rank of Inspector or Chief Inspector. Weapons/Armour: Bolt Pistol and Carapace Armour. He may choose a Precinct (Regimental) Standard. One member may be given a Medi-Pack for +10 points. or a Book of Law. Characters: Any number of Arbitrators protecting a Judge may be upgraded to Proctors for +7 points/model. During the years in service they adopt a harsh attitude and an overzealous urge to protect their masterl at all costs. Marshals or Provosts on foot may select one Arbite Team as their Escort. They are often scarred veterans. Mounts: An Escort Team protecting a mounted (bike or beast) Judge/Marshal/ Provost must always be a Rapid Pursuit Team (Fast Attack) on the same type of mount. using the rules for Standard Bearers from Codex: Imperial Guard. Deep Strike etc. or even Proctors. see entry below for details. Heavy Bolters etc).00 Rulebook. Independent Character: Unless accompanied by an Escort (see below). Note that the point cost is taken from the HQ allowance. The team chosen has all normal options and stats and the Judge/Marshal/Provost inherits any special rules (i. Options: Heroes may choose additional equipment from the Armoury as normal. Marshal or Provost has his own “Honour Guard”. Honour Guard: An Adeptus Arbite Hero may be accompanied by an Escort Team. Patrol. however. Special Rules: Inspired Leadership: Any Arbites unit within 12” of a Marshal may make all Morale and Pinning tests using his Leadership. who have served their master for decades. again using the rules and points values from that codex. [image of hero + escort] Judges. Together they form a hard-hitting HQ-choice. Precincts spanning over several worlds is not uncommon. an Arbite Hero is an Independent Character and follows all normal rules for Independent Characters from the Warhammer 40. 13 . a group of men who has vowed to protect him at all times. Options: One member of an Escort Team may be upgraded to Precinct Colour Guard for +10 points. Combat and Fast Attack. A Marshal is fearsomely dedicated and in his commanding presence Arbitrators will make Herculean efforts to fulfil their mission. carefully selected by their commander on basis of previous merits. Escort Teams: An Arbitrator Judge.) from the team. A Precinct is normally very large.
they pursue unknown agendas. Using it does not raise the alarm in scenarios using the Sentries scenario special rule. No need for a Psychic test.74.00 Rulebook (page 74). 14 . In times of extreme danger the Arbite commander may field the MPF in combat although this is not it’s intended use. no saves allowed. Detectives may join Execution or Shock Teams before battle (but may not leave that unit). PSYCHIC POWERS All Psy-Detectives are sanctioned low-level Psykers who have received many years of training in both the Schola Progenium and the Collegia Lex Psykana. 1 hit. using its high-tech surveillance equipment to guide the Arbite Forces in their duty. By scanning the surroundings for brain activity. a normal Fortress cannot be built or the existing Fortress is not considered safe enough. Type: Tank (Land Raider) Crew: Arbitrators. The MPF’s weapons are tooled for self defence rather than offensive duty. Result of 2 or 12= attacked by warp creature.MPF: The Adeptus Arbite Mobile Precinct Fortress is issued only to Precincts/Sectors where. a Detective may detect hidden enemies. MPF Points 270 Front Armour 14 Side Armour 14 Rear Armour 14 BS 3 A MPF may only be included in an army of more than 2000 points. a Detective may use a Psychic Power instead of shooting. (replace with the upcoming ForgeWorld “Prometheus Rhino”??) Psy-Detective Detective Pts 40 25 WS 4 4 BS 4 4 S 3 3 T 3 3 W 1 1 I 3 3 A 2 2 Ld 8 8 SV 4+ 4+ Independent Character: A Detective is an Independent Character and follows all normal rules for Independent Characters from the Warhammer 40. In the shooting phase. Psychic Test Roll equal or under Ld on 2D6. Sniffin’: This is a speciality often used when hunting down criminals. D6 Str. Psy-Detectives have access to Psychic Powers as described below. Even though many Arbitrator Detectives are in fact sanctioned low-level psykers they are greatly respected throughout the Adeptus Arbites. Prometheus: The MPF is a slightly modified (altered armament) Prometheus pattern Land Raider and follow all specific rules for that vehicle (CJ 41). Pintle-Mounted Storm Bolter at +10 pts. SPECIAL RULES Silent Death: The Detective uses a Silenced Bolt Pistol. Transport: The MPF may carry a ten man Escort Team and the army commander (Judge/Marshal). Detectives are the shadowy. Rulebook p. Weapons/Armour: Silenced Bolt Pistol and Carapace Armour. for some reason. dark places where crime festers. Spirit-drain: By targeting the minds of a nearby enemy unit the Detective can force the unit to make an unmodified Morale check (fall back if failed). Weapons: The Adeptus Arbite Land Raider is fitted with Improved Comms and armed with a twin-linked Heavy Webber in each side sponson and forward firing twin-linked Heavy Bolters mounted on the hull. appearing always where they are least expected. left-hand of the Adeptus Arbites. In those places the MPF will form the command centre. Rules as an Auspex Scanner. Options: Detectives may choose additional equipment from the Armoury as normal. Stalking the grim. Range 4D6” (select target before rolling for range). Detective: . Options: The MPF may be equipped with smoke launchers at an additional cost of +3 points. If equipped with other weapon(s) than the Silenced Bolt Pistol the Detective looses the “Silent Death” ability.
From this. a Shock Team entirely equipped with Suppression Shields can form a Shield Wall. targeting suspects for arrest and leaving the remainder unconscious or stunned. The Shield Wall formation lasts until the start of the Adeptus Arbites' next turn. [fight scene] image from the Necromunda® rulebook Cybermastiff SPECIAL RULES Shield Wall: At the end of any Adeptus Arbites movement phase. Shock Teams wear their special white helmet and carry a Shield* and a Maul*.Chastener Chasticer Pts 13 +7 WS 4 4 BS 3 3 S 3 3 T 3 3 W 1 1 I 3 3 A 2 3 Ld 7 8 SV 3+ 3+ Squad: The unit consists of between 5 and 10 Arbite Chasteners. They all wear Carapace Armour. giving +1 A). increased save bonus. Options: The entire unit may be armed with any of the following grenades: Photon Flash (+2 pts/model) or Smoke-Blind (+2 pts/model). Shield Save and 2 CCW Attack bonuses included in stat line (the shield is considered an extra hand weapon. The team then counts as being in cover*. however they may not move or initiate an assault during the assault phase. They are deployed to meet special threats such as food riots and queue wars. but may exchange the Shock Maul for a Powerfist (+10 pts) or a Power sword/maul (+5 pts). **Unless the enemy is armed with something like Frag Grenades or the Banshee Mask. Shock Maul: Single handed CC weapon. Transport: The unit may be transported in an Chimera or Rhino (see Transport section for details) or a Repressor (see Heavy Support section for details). all wound rolls of 6 ignore SV. May have a Cybermastiff (+6 pts). This will not count as a further selection for the army. gas grenades are fired into the crowd to create a gap filled instantly by a transport vehicle. The Proctor always has a Suppression Shield. Weapons: Each member is armed with a Shock Maul and Suppression Shield. Character: One member of the team may be upgraded to a Shock Team Proctor. all attacks worked out with maul). “To reduce to submission by superior force” . *Rules: Suppression Shield: Single handed CC weapon (+1 A. giving the unit Save 3+ (both ranged and cc). called a Chasticer.Motto of the Shock Teams 15 .To suppress these regular disturbances and to arrest the ringleaders or demagogues who might incite such activity. and thus receives a 5+ cover save and strikes first if assaulted**. the Shock Team dismounts and assaults the crowd. *Only models in base to base contact with another shield equipped model may benefit from the cover save.
and so may not be combined with an additional close combat weapon for an extra attack. hostage and blockade crime. Normally there is an “Avenger” (with a Heavy Bolter/Stubber). Executioner Pts 13 WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 7 SV 4+ The Execution Team’s weaponry are focused on exterminating criminals hiding out in “safehouses”. Grenades: The entire unit may be armed with any of the following grenades: Krak (+2 pts/model). Grenade Launcher (+10 pts). Meltagun (+10 pts). the unit’s saving throw for cover is increased by 1 point (normally 4+ rather than 5+). Squad: The unit consists of between 5 and 10 Executioners. the rest of the squad move in for the kill. Plasma Gun (+12 pts). must respond to reports of mutant gangs or cultists. the Power-Hammer. 50% casualities). In effect the Team will always use its standard Leadership for these tests. Flamer (+8 pts). instead of any other weapon. where innocent citizens are in danger from law breakers. Hardened Fighters: The unit may ignore negative modifiers for Morale checks and tests for regrouping (eg. In fact. for an Arbite unit. no other character will ever join the team. rare weaponry they are considered Elite. Missile Launcher (+22 pts). a “Destroyer” (with a Grenade Launcher) and a “Purgator” (with a Flamer/Heavy Flamer) in each team. Heavy Stubber (+10 pts). Options: Up to 3 Arbitrators may be given one of the following weapons: Heavy Bolter (+22 pts).Execution Teams. Deep Strike: Executioners are sometimes deployed using para-gliders or grav-chutes. their superior shooting skills and their access to. 'Erasers' or 'Death Squads'. The Adeptus Arbite Execution Teams are also deployed to combat kidnapping. The Power-Hammer must be vielded in both hands. carry the unit’s standard entry tool. Weapons: Each member is armed with a Boltgun. Execution Teams are often distrusted and feared even by their fellow Arbitrators. making sure there are no survivors (and erasing any evidence of innocent casualties). The points cost for the Detective is taken from the Elite allowance and the Detective may not leave the unit. the special skills and weaponry of the teams are a valuable asset. One model may carry a Comm-link (+5 pts) or Medi-Kit (+10 pts). Transport: The unit may be transported in an Chimera or Rhino (see Transport section for details). Any number of Executioners may upgrade to Arbite Shotgun (+1 pts). Normally the Team’s heavy riddle the building with a hail of lethal shells. When the enemy is taking cover. which then inherits their Special Rules and may choose additional equipment from the Armoury except for special access items as noted. Frag (+2 pts/model). Any number of models may fit silencers to their Boltguns and load them with Stalker Silenced Shells – the guns function as ordinary Boltguns except using them does not raise the alarm in scenarios using the Sentries scenario special rule. the cleanser burns the whole place down. Photon Flash (+2 pts/mode). SPECIAL RULES Street Fighters: If in cover. Execution Teams that have a Transport vehicle may not Deep Strike. they are normally used only where the innocent citizen in question is reasonably important. Due to their nature. To represent this up to one Execution Team may deploy using the Deep Strike rules if the mission allows for them to be used. (treat as Powerfist) at +10 pts. These abominations must be culled and cannot be allowed to wander freely in the cities and hives of the Imperium. Lastly. 'Black Op’s'. little effort is made to rescue ordinary citizens as they are easily replaced (it should be borne in mind that allowing oneself to be held hostage or taken by force is a crime under the irresponsibility laws). Standard missions also include 'erasing' criminals who would face a certain death sentence once arrested reducing the work load for the Courts. One model may. 16 . This will not count as a further selection for the army. Heavy Flamer (+22 pts). sometimes known as 'Slayers'. In times of war. Character: The team may be led by an Adeptus Arbite Detective (25/40 points). Due to their reputation. blasting away with bolters. This upgrade is free but the silencers must be visible on the models.
They never need take a Morale Test for shooting casualties. The entire Squad may upgrade their ammunition to Deathworld Toxin (reroll failed “to Wound”) for +10 pts/Sniper Rifle. Weapons: One Arbite in each team is armed with a Sniper Rifle and the other (who serves as Spotter) with either a Boltgun or Shock Maul and Bolt Pistol. Options: The Spotter may upgrade his weapon to a second Sniper Rifle for an additional +6 points. Infiltrate: Sniper Support Teams may set up via the Infiltrators rule. Otherwise they must set up as normal. Transport: The unit may not be transported. and counts as a separate unit for purposes of Victory Points. [snipers] SPECIAL RULES Take out the leader! Arbite Sniper Teams are specially trained to pick off Riot leaders or other members of importance. Sniper Teams are extremely accurate and rightfully feared. Superior Training: Sniper Teams are supremely dedicated and specially trained to fight independently. They are also immune from Last Man Standing tests. and can always attempt to Regroup. no Character can join their unit. They both wear Carapace Armour. but only if the mission allows that scenario rule. Character: Each team consists of two Snipers. Sniper teams cannot claim board quarters. as this is usually the best way to quell any uprisings.Sniper Team Pts 34 WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 7 SV 4+ Squad: Each Squad consists of 1 to 3 two-man Teams (Snipers). When the Sniper rolls a 6 to hit he may apply the hit to any member of the target unit (within Line of Sight and weapon range) rather than allowing the enemy player to decide who is hit. Each team operates on its own. They are often deployed to support an Execution Team (by taking out sentries and soften the defence before the Executioners strike). 17 .
This often means they will drag their Handler along while charging the enemy. The mere sight of a handler and his pack of Frenzon-filled. This will not count as a further selection for the army. On the rare occasions when Arbitrators deploy en masse. Character: One Arbitrator may be upgraded to a Proctor and may choose additional equipment from the Armoury except for special access items as noted. Transport: Due to the extreme ferociousness of the beasts once injected with Frenzon (before battle). and can Assault 12" (if assaulting through Difficult Terrain. Character: The team is led by an Proctor Handler. Photon Flash (+2 pts/model). Options: Up to two models may upgrade to a Grenade Launcher (+7 pts/model). The entire unit may be armed with any of the following grenades: Smoke-Blind (+2 pts/model). specially bred and trained for Arbite use in crowd control. Until then.e. The Handler thus always move at the same speed as the beasts. they will keep on running and chewing as normal. Arbitrator Proctor Pts 9 +6 WS 3 3 BS 3 3 S 3 3 T 3 3 W 1 1 I 3 3 A 1 2 Ld 7 8 SV 4+ 4+ Most Arbitrators serve as part of a simple 'Patrol Team'. no matter how far away they are from him. They Move 6". the unit cannot be transported. kendoka ’01 Transport: The unit may be transported in a Rhino or Chimera (see Transport section for details). armed with combat shotguns. leaves the table etc. 18 . One model may carry a Comm-link (+5 pts) or Medi-Kit (+10 pts). Weapons/Armour: Each member is armed with an Arbites Shotgun and wear Carapace Armour. ferocious and genetically enhanced beasts is normally enough to suppress even the most fanatic of crowds. Squad: The unit consists of between 5 and 10 Arbitrators. SPECIAL RULES Kayninez are genetically enhanced beasts.). armed with an Arbites Shotgun. The Handler is wearing Carapace and may choose additional equipment from the Armoury except for special access items as noted. These fulfil the normal daily duties of the Sector. Always pursue if not restrained: The bloodthirsty nature of the beasts means they will always Pursue if their enemy Falls Back in an Assault.). Cannot have Photon Flash Flares.Patrol Teams are a common sight on Terra and throughout the more heavily populated parts of the Imperium.. If separated the Handler must attempt to regain unit coherency in the Movement Phase if possible (shooting / assaulting not affected). always allow them to Pursue. roll 2D6 and double the highest for their Assault movement). Uses Handlers Leadership: The beasts always use their Handlers Leadership.9 Te a m s a r e primarily used in crowd control situations where they often work together with Shock Teams.. the beasts will be automatically destroyed as soon as they are forced to make a Leadership test (i. If the Handler is killed. K . the Patrol Teams form the backbone of the force. unless they can restrain themselves by passing a Leadership Test. responding to incidents and performing routine patrols. If the Handler is equipped with Frag grenades (+10 pts) both Handler and beasts fight simultaneously against enemies in cover. K-9 beast Proctor Pts 5 15 WS 3 3 BS 3 S 4 3 T 3 3 W 1 1 I 4 3 A 2 1 Ld (5) 8 SV 4+ Squad: The unit consists of 2-10 beasts plus a Handler. They may not use any other models Ld or benefit from other Morale rules (no Standard Bearer re-roll etc.
Krak (+2 pts/model). Riot-Watchers: The entire unit can be fitted with Suppression Shields (increased Armour Save. l o c a l police. shield.e. forming shield walls to provide valuable cover for objectives. *Only models in base to base contact with another shield equipped model may benefit from the cover save. led by an experienced Proctor who will make sure that the untrained deputies do not forget their duties during combat. Weapons: Each member is armed with a Boltgun and wear Carapace Armour. SV4+) for +3 points/model. Options: Any number of Watchers may be upgraded to carry a Bolt Pistol (+1 points). and thus receives a 5+ cover save and strikes at Initiative 10 if assaulted**. The Shield Wall formation lasts until the start of the Adeptus Arbites' next turn. One model may carry a Comm-link (+5 pts) or Medi-Kit (+10 pts).Who Come For You” . Heavy Plasma Gun at +20 pts. This will not count as a further selection for the army. if combined with a second single-handed weapon). Options: Up to two models can be issued one of the following: Grenade Launcher (+7 pts). 19 . Meltagun at +8 pts. and may choose additional equipment from the Armoury except for special access items. Weapons: Watchers all wear Flak Armour (5+ Armour Save) and are armed with either a Lasgun or a Close Combat Weapon (such as a Maul) and Autopistol. Heavy Stubber (+10 points). He may choose additional equipment from the Armoury except for special access items as noted. Riot-Watchers are often fielded in a mainly defensive role. Note that the shield is considered a single-handed weapon (giving +1 A. Grenade Launcher at +7 pts. due to this the may only test to regroup if there are no enemy units within 18" at the end of their fall-back move. In addition.. however they may not move or initiate an assault during the assault phase. i. Watcher Teams are Wa t c h m e n . They cannot have three weapons (i. Character: One Arbitrator may be upgraded to a Proctor for +6 points. Watcher Proctor Pts 6 15 WS 3 3 BS 3 3 S 3 3 T 3 3 W 1 1 I 3 3 A 1 2 Ld 7 8 SV 5+ 4+ Squad: The unit consists of between 4-19 Watchers and is led by an Arbite Proctor. Character: The Proctor wear Carapace Armour (4+ Armour Save) and is armed with an Arbites Shotgun. you cannot field more Combat Team Arbitrators than you have Patrol Team Arbitrators. Mark Gibbons SPECIAL RULES Untrained fighters: The Watcher Teams are not used to fighting. Transport: The unit may be transported in an Chimera or Rhino (see Transport section for details). The entire unit may be armed with any of the following grenades: Frag (+2 pts/model). Squad: The unit consists of between 5 and 10 Arbitrators. This will not count as a further selection for the army. Heavy Stubber at +8 pts. The team then counts as being in cover*. a Watcher Team entirely equipped with Suppression Shields can form a Shield Wall. Boltgun (+1 points) or Arbites Shotgun (+2 points). pistol + maul). Transport: The unit may be transported in an Chimera or Rhino (see Transport section for details). themselves and other units.Arbitrator Proctor Pts 9 +6 WS 3 3 BS 3 3 S 3 3 T 3 3 W 1 1 I 3 3 A 1 2 Ld 7 8 SV 4+ 4+ Combat Teams are deployed when facing armed insurrection and only given one order – ‘Shoot to Kill!’ Even though they are in fact Patrol Team members with Also known as “The Bad Boys . **Unless the enemy is armed with something like Frag Grenades or the Banshee Mask. Heavy Bolter (+22 pts).. Shield Wall: At the end of any Adeptus Arbites movement phase. One model may upgrade to one of the following: Flamer at +3 pts.e. You may not field more Combat units than you have Arbite Patrol Teams in your army.
*Note that it is perfectly adequate to activate a Human Bomb even if his Penal Team is locked in Close Combat.if they fail again. instantly killing one of the cowardly legionnaires. and then the bomb explodes. instead of rifles. in death. treated as Lasguns/Autoguns in gaming terms). Up to 3 models in the squad may be upgraded to Human bombs for +10 pts each. However. Explosive Collar: If the unit fails any Morale or Pinning Tests (or has automatically failed such a test). Actions for the rest of the Legionaries is then resolved normally. They then run towards the enemy (and sometimes even through the enemy unit) before they fall/get shot/stop..they are treated as part of the unit for purposes of targeting. Partially covered infantry models still get their 4+ roll to avoid the blast. Weapons: Penal Legionnaires are normally armed with Lasguns (or other lowcost guns. Human Bomb Detonation: The detonation is treated as a Demolition Charge with a Ordnance Marker (5”) STR 8 and AP 2.Penal Legion Teams are drawn from the scum of society. Mutiny Fail safe: If the Warden is killed. This gives the Legionaries of the unit +1 Attack and +1 Initiative for the rest of the turn. as he then cannot leave the unit. due to the highly inspirational nature of the collar detonation! This may only be done once per test however . vehicles that the marker touches are considered hit instantly by shrapnel. They are all in the Penal Legion to repent their sins and fight for the Emperor who . The Warden wear Carapace Armour. Transport: Penal Legion units are not allowed transportation. while Preachers or Confessors speak liturgies and blessings. and other rules. Work out the damage as a normal Krak missile hit. In the Arbite players turn (regardless of distance to nearest enemy*). the bomb will not go off. He may choose additional equipment from the Armoury except for special access items as noted. the explosive collars will automatically go off. using the Warden's base Leadership of 8. When it is time for their ultimate sacrifice they are given their activation word and automatically injected with an overdose Frenzon. Human Bombs Human Bombs move forward normally as part of the Penal unit . then rolls for scatter and places the large Ordnance marker. Any number of models may. The Human Bomb model is then removed from play (and counted as a casualty for the unit at the end of the round). however. making them utterly fearless and perfectly willing to go out in a blaze of gore. Legionnaire Human Bomb Proctor Pts 4 +10 15 WS 3 3 3 BS 3 3 3 S 3 3 3 T 3 3 3 W 1 1 1 I 3 3 3 A 1 1 2 Ld 5 5 8 SV 4+ Squad: The unit consists of one Proctor Warden leading 10-20 scum of the galaxy. No other character will ever join the unit. Human Bomb Targeting: The Arbite player uses “Fleet of Foot” in the shooting phase to move the Human Bomb. The unit may then retake the test. You may not field more Penal Legion units than you have Arbite Patrol Teams in your army. Human Bombs are criminals sentenced to death. carry pistols and crude close combat weapons. This represent the irrational behaviour of the Human Bomb. the bomb will go off among his fellow convicts (and if killing the Warden. Remaining Human Bombs will not explode. might save them from their wrong doings and make them pure again. Character: The Penal Legion is led by an Proctor Warden.. the Arbite player may choose to activate the fuse on any number of Human Bombs. the Warden may detonate one explosive collar. the Warden (if alive) can activate special Frenzon chemical injectors in the collars. armed with an Arbites Shotgun and the collar controls. they fail. killing the entire unit. SPECIAL RULES Frenzon Injection: Once per game at any time. Before battle Tech-Priests adorn the Legionaries with the bomb harness and rig up the remotes. each hoping to live through the combat and possibly be rewarded with a parole. centred on the Human Bomb model. Some of them even nourish hopes of a parole. By using hypnosis and brain probes Tech-Priests turn the prisoners into Human Bomb. No negative modifiers are used. right before the Shooting Phase. If the Human Bomb is killed before the fuse is activated. The Human Bombs go to war with as much explosives strapped to themselves as they can carry. give them an extra dose Frenzon and release the madmen. creating a collar popcorn effect)! 20 .
The Chimera is issued mainly for crowd control and when facing armed uprisings. Heavy Webber at +20 pts. The Adeptus Arbites commonly use two main vehicles for transport: the Rhino (as per Codex: Space Marines) and the Chimera (as per Codex: Imperial Guard). Transport Vehicle: A Chimera may carry up to 10 Arbitrators from a single squad plus two extra character models who have joined the squad. Agile vehicles are quite fast and manoeuvrable. Assault Cannon at +20 pts. Riot-Plough. being both versatile and cheap.Vehicle Upgrades: Arbite Chimera and Rhino vehicles may only take the following Vehicle Upgrades: Pintle-Mounted Storm Bolter. Weapons: The Chimera must have one of the following turret weapons: Multi-Laser at +10 pts. Searchlight. To upgrade a vehicle costs 15 points. They may not move more than 12”. Rhino Points 50 Front Armour 11 Side Armour 11 Rear Armour 10 BS 3 Transport Vehicle: A Rhino may carry up to 10 Arbitrators from a single squad plus two extra character models who have joined the squad. Pintle-Mounted Water Cannon.l i n k e d w e a p o n s counts as a single weapon. Smoke Launchers. Water Cannon at +10 pts. Tw i n . but don't have the straight-line speed of a fast vehicle. Fire Point: If the roof hatch is open two passengers may use it as a fire point – the Rhino is then considered open-topped (unless the passengers wear Power Armour or Carapace + Shield). Jes Goodwin Jes Goodwin ’97 Agile Rules for shooting: Chimera Points 70 Front Armour 12 Side Armour 10 Rear Armour 10 BS 3 Movement May fire 0 . 21 . the Arbite Rhino and Chimera may be equipped with Souped Up Engines (as in the Vehicle Design Rules).6” All weapons 6-12” One weapon This includes crew. Heavy Bolter at +15 pts. SPECIAL RULES Agile: In order to pursue criminals. Transport Vehicles are used to quickly deploy the Arbite Teams. The upgrade should be visible on the vehicle (larger engines/exhausts). Both vehicles can carry up to 10 Arbitrators from a single squad plus two extra character models who have joined the squad. Rhinos are the most commonly used vehicle. This makes them Agile.
Riders may have Refractor Shields (+10 pts) or Suppression Shields (+5 pts/model). 22 .” No weapon Note that this includes crew. Rogue Riders for details on this special rule. They are equipped with powerful surveyors to detect their prey (in many Imperial societies. Squad: Land speeder Rapid Pursuit Squad consists of 1 to 3 vehicles. Trot Mounted units with a Proctor may choose to move at a Trot. Riders may not have Power Armour. Tw i n . Mounts: The team are most often either mounted on bikes or horses but in some precincts they may be assigned local creatures or Landspeeders. and due to their superior riding skills may also choose to move at a Trot. Any model that move at a trot move up to 9” in the movement phase but may then only charge 9” in the assault phase. *They then gain a +1 Toughness (T4) as normal. Boltguns or Shock Mauls at no extra cost. Fast Vehicles Land speeders are Fast Vehicles.l i n k e d w e a p o n s counts as a “one weapon”. Skimmer. See Codex: Imperial Guard. citizens from a criminal genealogy have beacons implanted at birth so that they can be monitored at all times). and may choose additional equipment from the Armoury except for special access items as noted. Pts Land speeder 50 Front Armour 10 Side Armour 10 Rear Armour 10 BS 3 The Land speeder is two-man fast. light skimmer. before moving the unit. The twin-linked Boltgun may be exchanged for a Heavy Bolter (+10 pts) or an Assault Cannon (+15 pts). The Rapid Pursuit Team may be mounted on horseback (or the local planetary equivalent) for +6 points per model. The Rapid Pursuit Team may be mounted on Arbite bikes for +12 points per model. amongst dense jungles or across arid wastes. The entire unit may be armed with Frag Grenades (+1 point per model) or Photon Flash Grenades (+2 points per model). Options: One model may take either a Grenade Launcher for +6 points or Boltgun for free. It is used to patrol traffic. Weapons: Heavy Webber Options: The Heavy Webber may be exchanged for a Heavy Bolter at no extra cost or a Multi-Melta at an additional cost of +15 pts. Declare this in the movement phase.6” All weapons 6-12” One weapon 12. Weapons: Arbite bikes are armed with a twin-linked Boltgun. Type: Fast.Rapid Pursuit Teams pursue criminals through a twisting Underhive. kendoka ’01 Options: Riders may carry Arbite Shotguns. Arbitrators moving at a trot may not enter or cross difficult terrain. Special rules: Trot: Mounted units with a Proctor normally represent the elite equestrians/bikers in the Precinct. Arbitrator Proctor Pts 9 +6 WS 3 3 BS 3 3 S 3 3 T 3* 3* W 1 1 I 3 3 A 1 2 Ld 7 8 SV 4+ 4+ Squad: The unit consists of between 3 and 10 Arbitrators. scout ahead of the Adeptus Arbites main battle line and to pursue criminals. depending on their location. Open-topped. Weapons: The Arbitrators are armed with either an Arbites Shotgun or a Bolt Pistol and all wear Carapace Armour. thus having the following rules for shooting: Movement May fire 0 . Character: One Arbitrator may be upgraded to a Proctor for +6 points.
Crew: One Arbitrator Missile Launcher Range: 48”. +1 A. counts as a Power Weapon). Smoke Launchers (+3 points). Weapons: The Repressor Riot Control Vehicle must be armed with either a turret mounted Heavy Webber at +25 points or Storm Bolter at +10 points. Tempest Points 100 Front Armour 11 Side Armour 11 Rear Armour 10 BS 3 The Tempest is a one-man fast. One Sentinel in the squadron may instead have a Lascannon (+20 pts). [+ rules from Imperial Armour] Repressors are simply Rhinos with added turret mounted weapon systems.Repressor Type: Tank Points 70 Front Armour 11 Side Armour 11 Rear Armour 10 BS 3 Crew: Arbitrators. Options: The Missile Launcher may be fitted with Krak/Frag missiles (in addition to the normal missiles) for an additional cost of 10 points. Rough Terrain Modifications (+5 points) and HunterKiller Missiles (+10 points).). an Assault Cannon (+20 pts) or a Power Lifter (+10 pts. Krak Str8. Searchlight (+1 pt). Special Rule: Scouts (rules from Codex: Imperial Guard. They are usually at the forefront of any Arbite force. larger crew compartments and RiotPloughs. the maximum number of passengers is 8. It is used to lend heavy weapon support. Scouts Arbite Sentinels are used in administering the Emperor’s Justice across difficult or dangerous terrain. Heavy Flamer (+5 pts). any Sentinels may be deployed at the start of a battle. Sisters Of Battle. Type: Fast. After both sides have deployed. heavily armed light skimmer. Sentinel Points 45 WS 3 BS 3 S 5 Front 10 Side 10 Rear 10 I 3 A 1 Squadron: 1-3 Sentinels per Squadron Type: Open-topped. All normal movement rules apply. To represent this. even in scenarios where they could not normally be deployed. 23 . Squad: Land speeder Rapid Pursuit Squad consists of 1 vehicle. Heavy Webber (+12 pts). Options: The Repressor may take the following vehicle upgrades: Pintle-Mounted Water Cannon (+10 pts). Options: Arbite Sentinels can only take the following vehicle upgrades: Armoured Crew Compartment (+20 points). AP3 H1 Frag Str4. If transporting Arbitrators in Power Armour. Skimmer (not Open-topped). Pintle-Mounted Flamer (+10 pts). Extra Armour (+5 pts). Smoke Launchers (+3 pts) and Track Guards (+10 pts). Repressors are mainly used for crowd suppression. see page 9. Walker Crew: One Arbitrator Weapon: Each Sentinel must be armed with the following forward-firing weapons: Multi-laser (+10 pts). Extra Armour (+5 points). Transport Vehicle: A Repressor may carry up to 10 Arbitrators from a single squad plus two extra character models who have joined the squad. Searchlight (+1 point). Nicknamed “Death from Above” it is rightfully feared (but seldom seen due to it’s extreme rareness). A similar vehicle is used by the Adeptus Sororitas. often outside urban environments. Sentinels may make a “free move” before the first turn. AP6 H1 Blast Weapons: Assault Cannon and Missile Launcher (Photon Flash/Smoke-Blind). Repressors are always equipped with Riot-Ploughs. Sentinels are not counted against scenario unit limits.
cost: 15+(20*2)=55 pts. Weapons: You must equip each Tarantula (30 pts) with one of the weapon mounts listed in the table above. 24” range) are LB-upgraded. 5-6 = hit on the support weapon). Arbite precincts find them of great value in defensive situations. Special Rules: Movement and Crew: Support Weapons have a crew who must stay within 2” of their weapon at all times. A Support Weapon has an Armour value of 10 (and essentially always count as an immobilized vehicle). and though sometimes seen detached to other Imperial armies they are a rare sight outside of Adeptus Mechanicus forces. if forced to fall back they will try to regroup and fight their way back. Any enemy models in contact with a support weapon can attack it exactly as if it was an immobilized vehicle with the same armour value and hit resolution as for shooting above. Battery: A Battery consists of 1-3 Tarantula’s.L i n k e d A s s a u l t Cannons (20 pts. Shooting at a Support Weapon: When fired upon. Resolve hits against the operators as normal. randomize hits (1-4 = hit on operators. Almost any Imperial weapon can be easily mounted to the chassis. as they can easily turn the tide of rampaging rioters with their hail of accurate fire-power. and thus form a single weapon that may re-roll missed as per the normal rules for a linked weapon.Support Weapons are usually large stand-alone weapons.24” more than 24”” Cost +100% +50% Tarantulas are a widely used stationary weapon platform. Firing a Support Weapon: Only one operator is needed for normal operation. Both the weapon and at least one Operator must have Line of Sight to the desired target. the second operator serving as backup. Each usually requires specialized equipment and repair. They do not have to be equipped identically. Tarantula from ForgeWorld Tarantula version: w/Quad Linked Boltguns w/Linked Heavy Bolters w/Linked Lascannons w/Linked Autocannons w/Linked Assault Cannons w/Linked Grenade Launchers Krak Frag Photon Flash Smoke-Blind w/Linked Missile Launchers Krak Frag Pts Range Str AP 30+15 24” 4 5 30+15 36” 5 4 30+25 48” 9 2 30+20 48” 7 4 30+20 24” 6 4 30+15 24” 6 4 3 6 G24” 30+25 48” 8 3 4 6 Type Rapid Fire x 2 Linked Heavy 3 Linked Heavy 1 Linked Heavy 2 Linked Heavy 3 Linked Heavy 1 Linked Heavy 1 Blast Linked Heavy 1 Linked Heavy 1 Barrage 2 Heavy 1 Linked Heavy 1 Blast Linked Long Barrel Support weapons may have the VDR2 upgrade “Long Barrel” (50% longer range) at an extra weapon cost: Basic range 0 . Assaulting a Support Weapon: Enemy units may Assault a support weapons in the same manner as assaulting any other unit. are semi-automated point defence weapons commonly used to protect installations or provide a first line of defence for fortifications but also it often tends to fall into a vital support role on the front line of the battle field. 36” range. 24 Rules for Grenades on page 9. each with it’s own power source and often even selfpropelled. If the Support Weapon looses it’s crew it will automatically enter Sentry Gun mode (see Codex. and with the aid of built-in weaponlinking mechanisms they are very accurate. and if it takes any penetrating or glancing hits it is destroyed and removed from play. Example: A Tarantula (15 pts) with Tw i n . When assaulted the crew stay and defend their weapon. . Crew: 2 Arbitrators armed with Shock Mauls (Fire Support Team). Tarantulas . Special Rules: Weapons mounted on a Tarantula are Linked. Cityfight for details). Use the characteristics of the crew (BS3). Crew included in points cost.
or a shotgun. Hive Gang Leaders are placed in custody during their gangs service . This will not count as a further selection for the army. The Proctor is armed with an Arbites Shotgun and wear Carapace Armour. Missile Launcher at +15 pts. Hive Gang Militia are recruited amongst the vicious underhive gangs of the cities. In addition. or an autogun. Meltagun at +8 pts. Character: The PDF Team is led by a Proctor (armed with an Arbites Shotgun and wearing Carapace Armour). The Adeptus Arbites often find themselves lacking some serious tank-busting weapons when facing heavily armed opposition. The unit may also be equipped with Krak Grenades at +2 pts/model and/or Flak armour (+5 Save) at +2 pts/model. Meltagun at +8 pts. Character: The PDF Team is led by a Proctor. Missile Launcher at +15 pts. 150 points of an 1500 point army) on reinforcements taken from the Imperial Guard or Sisters of Battle codices. Transport: The Hive Gang may (if 10+1) be transported in a Rhino/Chimera. Lascannon at +20 pts. many of which add vital anti-armour abilities to the Adeptus Arbites force. Under such circumstances they sometimes simply take command over a PDF Team (Imperial Guard Infantry unit). Options: Up to three models can have one of the following: Heavy Stubber at +5 pts. This will not count as a further selection for the army. one other model may have one of the following: Heavy Bolter at +10 pts. Colonial Marines/Imperial Guard Infantry.this has proven to be an excellent way to improve the loyalty of the rest of the gang. No other character will ever join the unit. PDF Teams are small units drawn from the Planetary Defence Forces aka. Hive Gang Militia Units are pressed into service and fight as conscripts alongside the Arbites as a last chance defence of the Hive. To represent this you may spend up to 10% of the total point cost of the army (i. 25 . Heavy Plasma Gun at +20 pts. These count as either a laspistol (or autopistol) and a close combat weapon. Please try to resist the temptation to use it in order to give your army a Beardy Power gaming Boost. No other character will join ‘em. Hive Ganger Proctor Pts 4 15 WS 3 3 BS 3 3 S 3 3 T 3 3 W 1 1 I 3 3 A 1 2 Ld 5 8 SV 4+ Squad: The unit consists of 10-20 Gangers and one Arbite Proctor. Guardsman Proctor Pts 4 15 WS 3 3 BS 3 3 S 3 3 T 3 3 W 1 1 I 3 3 A 1 2 Ld 7 8 SV 6+ 4+ Squad: The PDF Team consists of one Arbite Proctor and 10-20 Guardsmen. NOTE: This section is aimed towards those who cannot field enough Adeptus Arbites to form an army. Weapons: Lasguns. If facing more than they are capable of dealing with themselves. There can be a mix of weapons within each Hive Gang Militia unit. a beleaguered Arbite force will call on reinforcements. Options: One model may have one of the following: Flamer at +3 pts. Transport: The PDF Team (if 10+1) may be transported in a Rhino/Chimera. One model may have a comm-link (+5 pts). see Transport section for details. Heavy Stubber at +8 pts. They are battle hardened fighters carrying a wide variety of weapons. Weapons: A variety of home-made and black market weapons of dubious quality. or select something from this page.SPECIAL RULES Full Reinforcement rules on page 8 of this codex. Grenade Launcher (Frag/Krak) at +8 pts. or a lasgun. see Transport section for details. Grenade Launcher at +7 pts.e.
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