Adeptus Arbites Codex

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    Unofficial Codex by Kendoka, Feb. 2003, v3.1

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    2003-02-07, v3.1

    INTRODUCTION 2Task Teams 3Updates / Quotes / Ranks 4

    RULESArmy List 5Special Rules 6Armoury / Summary 7Wargear 8Grenades 9Vehicle Weaponry 10Vehicle Upgrades 11

    ARMY LISTHeadquarters 12Elites 15Troops 18Transport 21Fast Attack 22Heavy Support 23Support Weapons 24Reinforcements 25

    BACKGROUND INFOSample Images 26Cityfight rules 28Organisation Chart 29Adeptus Arbite Ranks 30Precincts, sectors and districts 32The Precinct Fortress and Courthouse 33Adeptus Arbites Equipment 35Executioner Rounds 36Joining the Adeptus Arbites 37The Psykana Letter 38Psy-Detective Deacon 39The Penal Legion 40Prisoner Harris 41Bug Incursion 42

    The Lone Rider 44Jeremiah Rage, Part 1 45Regarding Lex Imperialis 46The Book of Judgement 47Riot 51About the Arbitrators 52

    COLLECTING 51

    COLOUR SCHEMES 52

    PAINTING 53

    CONVERTING 56

    SPECIAL CHARACTERS 60

    NECROMUNDA / HIVE SECUNDUS 65

    Credits:This Codex has been made possible due to the efforts of: Andrew. W.Fawcett, Andrew McClintock, Brian Wraithcannon Ledb etter, BrendanMcCann, Chris Rahn, Clint Beaver, Dave Bell, Dave Bartlett, Gavin Tyler,Graham Sheckles, Grant Passmore, Heath McNutt, Jeff Wiertalla, Jeff Wild,John Krinos Jones, Jon Boyce Jervis Johnson, Jason Dillingham, JasonDyer, Jacob Hawkins, John Tinney, Lee Shirk, Lord Bain, Kevin Tressler,Magnus KendokaJohansson, Matt Dead Cat Forish, Mike Montour, MikeSanders, Robey Jenkins, Stephen Tuff, Tim Huckelbery, Terry McGregor,Tracy M. Bowee, Yann Cawdor Billaud, ... and all other Judges out there.

    The origin of the Adeptus Arbites can be traced back to Judge Dredd theRole Playing Game and the original Warhammer 40,000 Rogue Trader.

    A short Adeptus Arbites Army List was published in White Dwarf 169. Laterit made an appearance under the name The Penal Legions in CitadelJournal 12, 1995. Written by Gavin Tyler and friends.

    Over the years the Warhammer 40k rules changed and so did the AdeptusArbite Army List. It was reprinted in Citadel Journal 29, this time edited by

    Ian Pickstock. The work continued by many independant persons whopublished their ideas on the Internet. In the year 2000, atleast twenty differentAA Codexes was floating around. The most official of these being oneedited by Krinos and another by Tim Huckelbery.

    In early 2001 Tim Huckelbery of Games Workshop US decided to put someserious efforts into his version in order to make it Chapter Approved forWH40k 3rd Ed. At the same time similar ideas was nurished by Jeff Wiertallaand Magnus Johansson. Jeff contacted Tim and they formed a Yahoo-group(http://groups.yahoo.com/adeptus_arbites_garrison) and invited playtesters.

    Magnus focused on compiling all written material about the Arbitrators(including other rules and roleplaying stuff) he could find on the internet,trying to put together a solid background for the army.One part of this work was to give the Codex a more official look, mimicingthe layout of the official Games Workshop publications, making this PDF.He (I) also implemented many of the ideas that came up through the group.

    Racing side-by-side with the Yahoo-Arbies was Games Workshops ownCodex team - although this was unknown to the Tim-group until May 2001.Not wanting to clash with GW, the work ceased. Later the same year itbecame clear that GW wouldn't produce an Arbie Codex themselves andthe group continued their work, greatly inspired by master fluffist RobeyJenkins. In 2002, Magnus left the Yahoo group and focused in bringing whathe thought were the best ideas together. The result is this Unofficial Codex.

    To detect and to purge - motto for the Adeptus Arbites.

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    THE TASK TEAMSTogether, the Task-Teams can deal with any aspectof lawlessness from full scale rioting to poor timekeeping. The roles of the different Task-Teamsare too varied and complex to discuss in detail,but a general description will help to form animpression of the range of the Adeptus Arbitespower.

    Patrol Teams are a common sight on Earth andthroughout the more heavily populated parts ofthe Imperium. They are the patrolling Arbitratorswho must be ready to deal with any emergencyor to report any suspected offence.

    Combat Teams are a relative familiar sight.Combat Teams are, despite their reputation,normally just Patrol Teams equipped with Boltguns.

    Shock Teams wear their special white helmetand carry a Suppression Shield and Shock Maul.They are deployed to meet special threats suchas food riots and queue wars (In the Imperium,queues in front of governmental offices can stretchfor miles. Queues often take months to reach theend. The inevitable frustration caused can leadto vicious battles).

    Execution Teams deal with the routine task ofrounding up and eliminating known criminals. Inorder to handle even mighty warlords these elitefighters carry heavy and special weapons.Executioners are also deployed to combat

    kidnapping, hostage and blockade crime, whereinnocent citizens are in danger from law breakers.In fact, they are normally used only where theinnocent citizen in question is reasonablyimportant; little effort is made to rescue ordinarycitizens as they are easily replaced (it should beborne in mind that allowing oneself to be heldhostage or taken by force is a crime under theirresponsibility laws).

    Sniper Teams are specially trained to pick offRiot leaders or other members of importance, asthis is usually the best way to quell any uprisings.The Arbite Snipers are often deployed to supportan Execution Team (by taking out sentries and

    soften the defence before the Executioners strike).

    K9 Teams are primarily used in crowd controlsituations where they often work together withShock Teams. The mere sight of a handler andhis pack of ferocious, genetically enhanced beastsis normally enough to suppress even the mostfanatic of crowds.

    Rapid Pursuit Teams are equipped to pursuecriminals through a twisting Underhive, amongstdense jungles or across arid wastes, dependingon their location. They are equipped with powerfulsurveyors to detect their prey (in many Imperialsocieties, citizens from a criminal genealogy havebeacons implanted at birth so that they can bemonitored at all times).

    Fire Support Teams guard checkpoints andstrongpoints in the cities and have access to theheavy support weapon Tarantula. The otherTeams rely upon the backup provided by the FireSupport Teams when they come up against wellarmoured resistance.

    TEAMS NOT COVERED BY CODEXInvestigative Teams are rarely seen in public,they spend most of their time sifting through theholo-records of unsolved crimes or trackingwrongdoers through the computer matrix of theAdministratum. They are specially trained in logicand deduction.

    Technical Teams provide the scientific backupneeded to solve unwitnessed crimes. From

    evidence as flimsy as gene-prints, molecularfragments and thermal residue the Judges canquickly reconstruct even the most complex crimes.

    Medical Teams are an important part of the ArbitesOrganization. The medical facilities of the Imperiumare so monumentally inefficient and bureaucraticthat in most life or death situations the last ritesare the only service on offer. Thus the AdeptusArbites runs its own hospital and medical service.The job of the Medical Teams is to recoverArbitrators that have been hurt or killed. They alsoclear up what is left after a crime scene, includingequipment and dead bodies. A typical MedicalTeam consists of servitors, a tech-priest, a medic,

    and a guard of Arbitrators.

    The Adeptus Arbites is responsible for the Enforcement of the Imperial Law. This is the mandatesand decrees passed from Terra itself, which is quite often separate from local laws and customs.Nobody is above or below their power, from the most humble peasant to Imperial Commanders.The Arbitrators are authorised to dispense judgement as laid down in the volumes of the DictatesImperialis, from infractions as diverse as disturbing the Emperors peace through failure to meettithe requirements and riots and insurrection.

    The Adeptus Arbites are well armed and armoured, able to deal with any small scale threat onnearly every Imperial world. They are often an early defence against planetary invasion, as wellas quelling rebellious cults, Chaos covens and alien infestations.

    You humans amuse me. You put chains on your minds and call it law.Archon Phaileq, Broken Claw (attrib.)

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    RULEBOOK/CODEX UPDATESYou may choose the following from the Heroes of theImperium section of the 40K Rulebook to join your Arbitesforce: Inquisitor, Missionary, Confessor (all count as HQselections).

    A Preacher may be chosen to lead an Arbites PatrolTeam; if chosen the unit cannot upgrade to a Proctor.

    One Assassin may be chosen as per Codex: Assassinsfor an Arbites force.

    One Marshal chosen from the list below may be addedto a Imperial Guard or Sisters of Battle army as an HQchoice.

    A Provost may be included as a unit leader in the samemanner as a Preacher.

    One Patrol Team may be included as a Troops forceselection choice in any Space Marine (except DarkAngels), Imperial Guard, or Sisters of Battle force (orany other forces of the Imperium that additionally becreated), unless specifically stated otherwise.

    QUOTES FROM ROGUE TRADERThe Adeptus Arbites organisation represents the martialarm of the priesthood - the soldiers and police of theAdeptus Terra.

    Although planets are mainly self- governing and self-policing this arrangement sometimes breaks down, orproves unsatisfactory for one reason or another -rebellious Commanders may be tempted to plot treasonagainst the Imperium, or rivals may overstep the boundsof petty feud. There is still an important role for auniversal law-enforcing agency, and the Arbitrators fillthat role ruthlessly. Their duties usually fall betweenthose of the Assassins, who may be obliged to deal witha single troublemaker, and the Army, which would becalled in to wage outright war. Without mercy andutterly dedicated, the Arbitrators are fearedthroughout the galaxy - for they are the agents of a

    harsh law, where failure and incompetence arecrimes, and often punishable by death.

    UniformTheir uniforms are basically black leather breeches and

    jacket, with extra padding at the elbows, kneesand shoulders - this helps to emphasise their alreadyconsiderable bulk. Heavy gloves and boots protect thehands and feet, whilst the head is encased within asimplified and practical version of the helmet worn bythe Adeptus Custodes. The uniform conceals anundervest of mesh armour, although some Judges maywear carapace or even powered armour instead. A cloakis worn as part of the full uniform but is often discardedin action. Always carried and displayed prominently is

    the Judge's badge - his symbol of office and power.Note: The above text is old, referring to the MK2 uniform,nowadays all Arbitrators are issued Carapace Armour.

    QUOTES FROM WD 169The Adeptus Arbites are the keepers of the Imperium'slaws and watchdogs of the far-flung empire of humanity.The Imperium is an organization where rebellion anddefiance of the Imperial Will are Crimes Against Humanity.

    The Arbitrators are the grim and uncompromisingreminder of the Imperium's presence which noplanetary governor can ignore. They cannot bebought off or threatened or corrupted or negotiatedwith. Indeed the Adeptus Arbites goes to a great lengthsto ensure that those recruited into their ranks do notserve on their own homewards nor anywhere within adozen light years of home. They do not communicatewith the citizenry unless absolutely necessary and onlyleave their great fortress-precincts on official business.

    Should a planet revolt against the Imperium the Arbitratorswill be the first to go into battle against the traitors. Moreoften than not a rebellious governor will order thedestruction of the Adeptus Arbites Sectorhouse on hisplanet as his first treachery and a great battle will breakout between rebel planetary defence forces and thebesieged Arbites.

    In truth the Arbitrators need only to hold out until theirastropath has transmitted a message summoning help.Mobile fleets of Arbitrators stand in constant readinessto answer the call of their Precincts and bring retributionupon the transgressors of the Imperial Law. Beyond

    them the entire might of the Imperium can be calledupon with Space Marine Chapters and the ImperialGuard prepared to quell even the fiercest rebellion.

    Equally the Arbitrators stand ready to fight against thefoes of humanity in the case of Genestealer infestation,Chaos incursion or alien attack. The well armed andrigorously trained Arbitrators make excellent troops andtheir Teams can add vital backbone to the planetarydefence forces. It is ironic that planetary governors whomay have plotted against the Imperium for years arealways the first to squeal for help when the Orks arrive.

    Arbites on the battlefieldThe forces of the Adeptus Arbites are deliberately better

    equipped than those of either Planetary Defenceforces or the Imperial Guard to discourage attack.

    In GW books. In this Codex:JudgeMarshal PrimusMarshal SecundusMarshal TertiusProvostInspectorDetectiveSergeant

    ProctorTeam-LeaderArbitratorCadet(City) WatchmanVigile

    Judge

    Marshal

    Provost

    Detective

    ProctorArbitrator

    Watcher

    RANKS

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    STANDARD MISSIONS

    COMPULSORY 1 HQ

    2 Troops

    OPTIONAL1 HQ

    4 Troops3 Elites

    3 Fast Attack3 HeavySupport

    The Standard Missions force organisation chart isa good example of how to choose an army. To beginwith you will need at least one HQ unit and twoTroop units (dark shaded boxes indicate units whichmust be taken for the mission). This leaves thefollowing for you to choose from to make up yourarmys total points value: up to 1 extra HQ unit, 0-3 extra Elite units, 0-4 extra Troop units, 0-3 extraFast Attack units or 0-3 extra Heavy Support units.

    No mercy! No quarter! No retreat! Only Justice!!Marshal Androcles, Hive Tempestora

    On the following pages is an army list that enables you

    to field an Adeptus Arbites Army. The army list allowsyou to fight battles using the scenarios in the Warhammer40,000 rulebook but also provides you with the informationyoull need to field an Adeptus Arbites army in scenariosyouve devised yourself, or that form part of a campaign.

    The army list is split into five distinct sections: HQs,Elites, Troops, Fast Attack and Heavy Support. All of theunits, vehicles and characters in an army list are placedin one of the five sections depending on their role onthe battlefield. In addition, every model included in thearmy list is given a points value which varies dependingupon the effectiveness of the model. Before you canchoose an army for a game you will need to agree ona scenario with your opponent and the total number ofpoints each of you will spend on your armies. You canthen proceed to pick an army as described below.

    USING A FORCE ORGANISATION CHARTThe army lists are used in conjunction with the forceorganisation chart from a scenario. Each chart is splitinto five categories that correspond to the sections inthe army list, and each category has one or more boxes.Each light toned box indicates that you may make onechoice from that section of the army list, while a darktoned box means that you must make a choice from thatsection.

    Note that unless a model or a vehicle forms part of asquad or team it counts as a single choice from thoseavailable to your army.

    ARMY LIST ENTRIESEach army list entry consists of the following:Unit Name: The type of unit, which may also show alimitation on the maximum number of choices you canmake for that unit type (0-1, for example).

    Profile: These are the characteristics of that unit type,including its points cost. Where the unit has differentwarriors, there may be more than one profile.

    Number/Squad: This shows the number of models inthe unit or the number of models you may take for onechoice from the force organisation chart. Often this is avariable amount, in which it shows the minimum andmaximum unit size.

    Weapons: These are the units standard weapons.

    Options: This lists the different weapon and equipmentoptions for the unit and any additional points cost fortaking these options. It may also include an option toupgrade one squad member to a character. Please note

    that any weapon options may only be taken by ordinarytroopers in the squad.

    Special Rules: This is where youll find any specialrules that apply to the unit.

    USING THE ARMY LISTTo make a choice, look in the relevant section in thearmy list and decide what unit you want to have in yourarmy, how many models there will be in the unit andwhich upgrades you want (if any). Remember that youcannot field models equipped with weapons and wargearnot shown on the model. Once this is done, subtract thepoints value of the unit from your total points and thengo back and make another choice. Continue doing thisuntil you have spent all your points. Then youre readyto do battle!

    During the rebellion of Ichar IV the Arbitrators heldtheir Sectorhouse for twenty seven days beforefinally escaping via a secret tunnel and capturingfour of the hive's power generators. These theyheld for a further six days before destroying themas the last of the Arbitrator's positions was overrun.When the Ultramarine Chapter of Space Marinesarrived to crush the rebellion they found twentypercent of the planets ground defences inoperativeand successfully staged a drop directly into the corehive, shortening the whole campaign by two months.

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    ARBITRATOR REINFORCEMENTS

    None shall passArbite forces are commonly the final line of defenceon many Imperial planets, knowing that they musthold on until off-planet reinforcements can arrive.

    If a planet is attacked the Planetary DefenceForces often deploy to meet the invading forcehead-to-head while the Adeptus Arbites, being arock-hard defensive force, are left in command ofvaluable munitions and communicationsequipment, which enemy forces are eager tocapture as quickly as possible.

    To represent this, an Adeptus Arbites force mayalways choose to be the Defender in any missionswhere Attacker and Defender designations areused.

    Special RulesArbite forces have a Strategy Rating of 1. Theyroll before their opponent rolls, and may re-rolltheir single D6 score, but must accept the secondresult even if lower.

    Precinct DefencesIn any missions allowing the Arbites force to useFortifications, the player may choose TurretEmplacements using the rules from the ImperialArmour book with the following changes:

    - Crew will be 3 Arbitrators armed with ArbiteShotguns.

    - Each Turret Emplacement counts as a HeavySupport option.

    - Only weapons costing 38 points or less canbe used.

    - Heavy Webbers (+25 points) and WaterCannons (+10 points) are also weapon options.

    SentriesFor Missions involving Sentries, use ten PatrolTeam Arbitrators (or try out some home-brewedrules using K9 Teams).

    Vehicle LeadershipUse a Vehicle Leadership Value of 7 for campaignuse.

    The Adeptus Arbites main objective is to maintain order, suppress uprisings, crush criminaland revolutionary activities, and generally keep the populace in line. As such they seldom takepart in offensive actions outside their own juristiction.

    If facing more than they are capable of dealingwith themselves, a beleaguered Arbite forcewill call on reinforcements.

    To represent this you may spend up to 10%of the total point cost of the army (i.e. 150points of an 1500 point army) onreinforcements taken from the ImperialGuard or Sisters of Battle codices, or selectsomething from the Reinforcements section(page 25) of this codex.

    You may take your pick from the Elite, Troops,Fast Attack and/or Heavy Support sections (i.e.not HQ) - but you cannot exceed the AdeptusArbite allowance or violate the ForceOrganisation Chart.

    Reinforcements count towards both your normalforce selections and your army points value.

    For example, instead of taking an Arbite elitechoice you may want to take an unit of IGOgryns (serving as an AA Ogryn Brute Squad).Or you might want to take a few Leman Russtanks (but remember the maximum 10%...) asyour Heavy selection (in order to re-enact theNightbringer battle).

    These reinforcements are treated as being partof the Arbite army for purposes of deploying,victory conditions etc. Also the non-Arbite unitskeep their special rules as mentioned in theircodices (Infiltration for Imperial GuardStormtroopers etc.).

    Arbite LeaderTo keep the Arbite flavour you might want toreplace the unit leader (if any) with an ArbiteProctor. The Proctor costs the same as in theArbite army list and has the same equipmentoptions, in addition he/she inherits any specialrules (i.e. Deep Strike etc.) from the unit .

    I only wanted my wheel-clamp removed.Prisoner U8W78-D9, prior to deportation for psychological readjustment.

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    Book of Law 30 ptsA model bearing a Book of Lawmay reveal it once per battle.This may be done at any time,even if the model with the bookhas moved. On the turn thebook is revealed all AdeptusArbites (note: not allies, penaltroopers etc.) that are within2D6 get a +1 attack bonus forthe rest of that turn. The bookmay be revealed in theopposing players turn.

    Carapace Armour 5 ptsCarapace armour is made upof large rigid plates of armaplasor ceramite moulded to fit partsof the body. A model that hascarapace armour receives a 4+armour saving throw.

    Comm Link 5 ptsSee Codex Imperial Guard for more info..

    Hellguns & HellpistolsSee Codex Imperial Guard for more info.

    Master Crafted WeaponSee Codex Imperial Guard for more info.

    Medi-Pack 10 ptsMedi-packs (also referred to asNarthecium) allow a unit with aMedic to ignore the first failedsaving throw it rolls in everyturn. The medi-pack may notbe used on any model who'ssuffered Instant Death ( WH

    40k rulebook, page 53 ) orthat has been hit by a closecombat weapon that allows nosave at all. The medi-pack maynot be used if the medic is inbase contact with an enemymodel.

    Targeter 1 ptModels equipped with a targeterare allowed to pre-measure therange to a target before theydecide who to shoot at in theshooting phase. After you haveused a targeter then any

    Guess range weapons maynot be fired that turn.

    Arbites Shotgun 3 ptsThis two-handed weapon canfire a regular shotgun shell orspecial Executioner rounds(R18", S4, AP 6 , Assault 1).Due to a sophisticated aimingsystem Executioner shots mayre-roll a miss (just as if it wasa linked weapon).

    Power Maul 10 ptsSurrounded by an energy fieldwhich disrupts the surface ofsolid matter. Counts as aSingle-handed Power Weapon,i.e. ignores armour saves.

    Shock Maul 3 ptsGenerates a powerful electricalsurge on impact. Counts as aSingle-handed Close CombatWeapon. Roll to hit as normal,but when rolling to wound eachresult of a 6 will automaticallycause a wound and ignorearmour saves.

    Refractor Shield* 10 ptsThis device produces a see-through energy field that givesthe model a 5+ invulnerablesave. This may be used insteadof the model's normal AS.Counts as a Single-handedClose Combat Weapon.

    Suppression Shield 5 ptsNormal shield, often metal orblack with Imperial eagle orArbite winged fist. Counts as aSingle-handed Close CombatWeapon. Gives user +1 to their

    Armour Save ( cannot take ASto better than 2+).

    Precinct Standard 20 ptRules as Regimental Standard .

    Med-skull 5 ptsSkull shaped mechanical droidthat hovers around thecharacter, trying to stitch upwounds taken. Increases thecharacter stats with +1W.Remove the skull when thewound is taken.

    Servo-skull 5 ptsModifies stats with +1 Initiative.

    Cybermastiff 6 ptsT h e s e c y b e r n e t i c a l l ymanufactured dogs of steelare used as Hunter-Trackerunits. They are equipped withsophisticated sensor links totheir handler. Besides beingexcellent trackers the dogs areferocious close combat experts.A character with a Cybermastiffis treated as having an Auspexscanner.In addition, if the handler is inclose combat or within 2 of anenemy model the dog maymake a single close combatAttack, worked out at Strength4 and Initiative 6.Note that since Cybermastiffkills count as close combatcasualties, a handler who startsthe combat in base contact willget his full number of Attackseven if the enemy model iskilled by the dog. The dog isremoved if the handler is killed.

    Arbites Bike 30 ptsIndependent Characters only.Can only be taken if the rest ofthe unit is allowed to take a bikeas well (Rapid Pursuit Team).Functions exactly as a regularSpace Marine bike (rider gains+1 Toughness etc.). Armed witha twin-linked Boltgun.

    Power Armour 10 ptsThese are very rare items,usually only issued to thepersonal escort of high rankingJudges. Power Armour gives

    the user an Armour Save of 3+,and cannot be taken by modelson horse-/lizardback.

    Auspex Scanner 2 ptsA scanner is used to detecthidden enemy troops. If enemyinfiltrators set up within 4D6 ofa model with a scanner thenthe model is allowed to take afree shot at them (or soundthe alarm in a Raid scenario).If the model is part of a unit, thewhole unit may shoot. Theseshots are taken before the battle

    begins and may cause theinfiltrator to fall back.

    This section describes how some of the Adeptus Arbitesequipment works. These rulessupersede those in the Warhammer 40,000 rulebook. Items not listed here functions asdescribed in the Warhammer 40,000 rulebook. All wargear chosen must be represented on

    the model/vehicle.

    *Refractor Shield: See page 29 of the Imperial Guard Codex (Ezelti Lancers).

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    GRENADE LAUNCHERSArbite Grenade Launchers can fire Frag and Krakrounds as normal, alternatively the GrenadeLaunchers may be fitted with the following non-lethal grenades: Photon Flash and Smoke-Blind.

    There are two configurations:1. Frag/Krak (blast/-)2. Photon Flash/Smoke-Blind (-/barrage)

    When selecting a Grenade Launcher for an Arbitemodel, make sure you write down the type ofammunition it carries (configuration 1 or 2).

    Photon Flash

    This device explodes with a burst of intense light,blinding and stunning those nearby. The intensemulti-spectral light is enough to usually overloadany vision protection systems. When the roundexplodes it also sends out broadband ultrasonicsto affect hearing and disorientate the enemy.

    Smoke-BlindUsed by the Adeptus Arbites to produce coverfor their own troops while they close in on theenemy.

    More than any other force, the Adeptus Arbites rely on grenades when facing armed opposition.

    GRENADES IN ASSAULTSArbitrators sometimes carry throwing grenadesas means to take out vehicles in assaults or togive themselves an edge in close combat.

    To represent this use the following rules:

    Frag 2 ptsFragmentation grenades can be thrown atopponents in cover to force them to keep theirheads down during a charge. The lethal storm ofshrapnel from exploding frag grenades will driveopponents further into cover for a few preciousmoments while the attackers close in.Troops armed with frag grenades always fight

    simultaneously against troopers in cover. Iniativevalues are not used, both sides roll to hit andwound at the same time before making armoursaves and removing casualties.

    Krak 2 ptsKrak grenades are a special type of grenadedesigned to implode, shattering armour and(hopefully) stopping vehicles in their tracks.Troops equipped with krak grenades can usethem to assault vehicles. Krak grenades givetroops S6 for close combat hits scored againstvehicles, making their Armour Penetration scores6+D6. Krak grenades need both hands to triggerso models using them can only make a singleattack and don't get bonus attacks for charging,additional hand weapons or anything else. Krakgrenades can also be used to make a Death orGlory attack on an overrunning tank.

    Photon Flash Flare 2 ptsModels fighting in close combat against Arbitratorsequipped with Photon Flash grenades have theirInitiative reduced by 1 during all close combatrounds, due to the effects of the Photon Flash.Adeptus Arbites carry especially developedequipment (Photo-contacts, Ear-Stummers, Filterplugs etc.) and are not affected by the blast.

    Smoke-Blind 2 ptsA unit carries enough Smoke-Blind Grenades forone use during the battle. A unit cannot assaulton the same turn it uses these grenades and theyare used in the Shooting Phase, instead of firingany weapons. Place cotton wool around the unitto show it is concealed by smoke.

    Until the start of the player's next turn, the unitwill count as being in cover, receiving a 5+ CoverSave. Because they count as being in cover, theywill also strike first if assaulted, unless the enemyis armed with something like Frag Grenades orthe Banshee Mask. After the enemy's turn thesmoke disperses with no further effect.

    Name Range Str. AP TYPEPhoton-Flash 24 - - Assault 1*

    Notes*Unit hit must make their saving throw (Armour,Cover, Invulnerable, or any others they might have)or the unit must take a test for Pinning. Open-topped vehicles are affected on a D6 roll of 1 witha D3 result on the Glancing Hit table.Affect anything using sight, i.e. even Vehicles,Demons, Necrons, Thousand Sons, Wraithguard,etc. are affected, only units immune to Pinning areunaffected.

    Name Range Str. AP TYPESmoke-Blind G24 - - Barrage*

    Notes

    *State the target (anything distinguishable on thebattlefield will do), guess the range, no need forLOS, place marker on distance guessed, rollScatter+D6. Place a round 5 piece of cotton woolto represent smoke (i.e. height is also 5). The thicksmoke effectively blocks Line Of Sight (for bothplayers) until the start of the Arbite players nextturn. No Barrage Pinning.

    Authority is vital. Only by striking hard, bringing swift retribution to thosewho challenge the law, can we ever hope to uphold it.

    Provost Nellie Warcrane

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    10Give thanks for the Arbites. We may scoff at their rigidity and curse their inflexibility, but they have drawn a line inthe sand and said None shall pass!. Give thanks for the Arbites, for without them we might cross that line withoutever knowing. Inquisitor Defay

    Riot-Plough 15 pts

    Special plow mounting which is affixed to thetank, with sloped blades designed to pushcrowds away from the tank.Any model attempting to perform a Death orGlory attack against the tank must first rollequal to or under their Initiative (a roll of 6automatically fails). If they fail, they cannot dothe attack but are otherwise unharmed; movethe models to the side of the tank. If they pass,they can conduct their attack as normal. Noteyou must declare all models attempting theDeath or Glory attack before making anyInitiative checks. A Riot-Plough also acts as aRough Terrain Modification, so not much pointtaking both of them.

    Armoured Crew Compartment 20 ptsThese may only be added to open-toppedvehicles. The vehicle no longer counts as beingopen-topped.

    Crew Escape Mechanism 10 ptsThe vehicles fitted with protective devices,such as additional escape hatches, whichincreases the crew's chance of escaping.See Codex Imperial Guard for additional info.

    Extra Armour 5 ptsVehicles equipped with extra armour countCrew Stunned results on the Damage tablesas Crew Shaken results instead.

    Hunter-Killer Missile 10 ptsThese missiles are treated as krak missileswith an unlimited range but may be used onlyonce per battle. Roll to hit and wound or topenetrate armour as normal.

    Improved Comms 20 ptsOne vehicle only. See Codex Imperial Guard for additional info.

    Pintle-Mounted Storm Bolter 10 pts

    Pintle-mounted storm bolters are located onthe outside of a vehicle and can be used by acrewman from an open hatch or by remotecontrol from inside. They are treated as anextra storm bolter and may be used in additionto other weapons the vehicle can fire, so amoving vehicle can fire one weapon and thepintle-mounted storm bolter.

    Rough Terrain Modifications 5 ptsSee Codex Imperial Guard for additional info.

    Searchlight 1 ptSearchlights can be used in missions wherethe rules for night fighting are used (see page134 of the Warhammer 40,000 rules). Theyallow one enemy unit spotted by the vehicleto be fired at by any other Adeptus Arbites inrange that have a line of fire. However, avehicle that uses a searchlight can be fired atby any enemy units in their next turn; they cansee the searchlight shining in the dark.

    Smoke Launchers 3 ptsThese carry charges that can be fired to hidethe vehicle behind a cloud of smoke. Once pergame, after completing movement (no matterhow far), a vehicle with smoke launchers cantrigger them. Place cotton wool around thevehicle to show it is concealed by smoke. Thevehicle may not fire and use its smoke launcherin the same turn. Any penetrating hits scoredby the enemy in their next shooting phasecount as glancing hits. After the enemy's turnthe smoke disperses with no further effect.

    Track Guard s 10 ptsTrack guards protect the vulnerable trackmechanism of an armoured vehicle. The vehicletreats Immobilised results as Crew Stunnedinstead, on a D6 roll of 4+.

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    In addition to the usual lethal vehicle weaponry of the Imperial Guard, Adeptus Arbites alsohave the choice to equip their vehicles with non-lethal crowd control devices (listed below).

    Heavy Webber 25 ptsA common Imperial crowd control device thatsprays out a sticky liquid that forms solid webbingon contact with the air. Victims often suffocate orchoke to death if not released quickly. Arbitratorscan easily subjugate even the most hostile ofgatherings with the mere threat of the extremelyunpleasant and often lethal strangulating webbing.

    Heavy Webbers use the flamer template with aStrength of 5. Instead of testing against theirToughness though, affected models test againsttheir own Strength to see if they can break free.Models with special close combat weaponry may

    count any strength bonuses normally allowed inassaults. Vehicles without a Strength value andBig Gunz/Support Weapons that are hit count ashaving a Strength of 6.

    Units that take any casualties must test for Pinningas they struggle to get out of the webbing, evenif immune from Pinning (use a Ld 10 if the unithas no Ld value).

    To fire, place the flamer template as normal; allmodels touched are hit automatically and coverignored.

    Shooting at vehiclesAlthough the sticky fluid fired by a webber cannotpenetrate any armour whatsoever, once formedinto webbing it does however excel in disruptingphase crystals, jamming tracks and engine airintakes - often bringing vehicles to an abrupt stop.

    All vehicles effected must take a Difficult TerrainTest (Open-Topped Vehicles must take two testsdue to their exposed nature), and BigGunz/Support Weapons cannot fire in the followingturn. Rhinos may attempt to break free instead ofshooting (free to move on D6=6).

    Twin-Linked Heavy WebbersAs webbers use the flametemplate there is no need fora re-roll. Simply place thetwo templates touchingeach other instead:

    Water Cannon 10 ptsStandard crowd control device, cheap and idealfor non-lethal crowd dispersal.R12, S4, AP6, Heavy 3

    Any model wounded is actually only knockeddown by the high-pressure jets, and the unit musttake a Pinning test even if immune to Pinning(use a Ld 10 if the unit has no Ld value).Roll a D6 for each hit against an Open-toppedvehicle; on a roll of 1 they take a D3 result onthe Glancing Hit table.

    Name Range Str. AP TYPEHeavy Webber Template 5* ** Heavy 1Notes*Work out damage according to the standardDamage Chart but use the targets Strength insteadof Toughness. This represents that a stronger targetmore easily frees himself from the suffocating web.Models equipped with Power Fists etc. use theirmodified Strength.**No Armour Save allowed (not even for vehicles).

    Arbitrators are the uniformed guardians of Imperial justice. Their Judgess duties go beyond the laws of individualplanets, and their concerns rarely interfere with planetary government except on the very highest level.

    A summary of recent reports on Arbitratormobilization in the Segmentum Pacificus.

    The Praal Uprising A full mobilization of Arbitesunits - including local militia and Penal Troops - wasordered to defend Imperial interests against a militarycoup. Praal PDF successfully overthrew localgovernment without threatening Imperial tithes, butrogue elements turned on Imperial offices shortlyafter defeating government security troops. TheArbites mobilization successfully held the areaagainst the rogues until the new junta could musterArmoured Companies to crush them. The roguecommanders were executed and planetary titheshave been raised to Exactus Secundus for fiveyears in order to compensate for damage to Imperialproperty.

    The Midland Assizes Sector 423 was mobilizedfollowing the decision that Eldar presence on Midlandcontravened Imperial Law (Alien Presence) Vol XIVPart 3 paras 31-118. As the action was a result oflegal precedent, PDF units could not be assignedto the punitive force. The police action resulted inthe departure of the Eldar personnel, but only afterseverely depleting sector 423's manpower.

    Hector Colonial Purges Following conquest andrecolonization of Armistice III, the new AdeptusArbites Precinct 1248 was instructed to spearheadpurges of residual cultist activity. After three monthsof successful purification, a burst transmission wasreceived from Hector Colony, indicating the presenceof armoured soldiers. The Arbites mobilization wassaid to have engaged them. Nothing further hasbeen heard from Hector Colony.

    4. The Partian Misunderstanding. Administrativeerror has been established as the reason for thedeployment of an Arbites Precinct to Partia. Theywere quickly ordered to leave by the Storm GiantsSpace Marine Garrison, which considered Partiato be under their jurisdiction. Marshal Kayne gallantlyrefused to recognize the Astartes authority andengaged the small Marine garrison at ManachianValley. The victorious marines chose to spare theArbites survivors. With the error established, theArbites were permitted to leave Partia and MarshalKayne was presented with a traditional Storm Giantsduelling scimitar in recognition of his bravery and

    devotion to duty.

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    Judge:J u d g e s a r e t h eh i g h e s t r a n k

    obtainable in the AdeptusArbites. They possess freelicence to roam their allocatedterritory - a 'Demesne Judicus'- and investigate all dealingsof the government, church andprivate enterprise, includinginternal investigations of theAdepts.

    Unlike Inquisitors, they mustfollow only the written word ofthe Lex and may not act onind iv idua l i n i t i a t i ve t opersecute criminals. Also,they may not investigate theaffairs of the DepartmentoMunitorium without writtenc o n s e n t f r o m t h eCommissariat.

    Many Judges seem to preferbeing bareheaded, only usingtheir highly ornate helmetsduring official assignments.

    A Judge may only be included in an army of more than 2000 points.

    The Judge is the lord and master of several Precincts and may command anentire army of Arbitrators (but seldom do). Of the personal misdemeanours of thecitizens the Judges care nothing. Such matters are for the Lords of individualworlds to deal with as they wish. The Judges concern themselves with moreweighty issues. It is their task to bring the rebellious to trial, to hunt down enemiesof the Imperium, to destroy those who threaten its safety from within.

    Independent Character: Unless accompanied by a Honour Guard (see below),a Judge is an Independent Character and follows all normal rules for IndependentCharacters from the Warhammer 40,00 Rulebook.

    Options : Judges may choose additional equipment from the Armoury as normal.He may wear Power Armour at +10 pts.

    Pts WS BS S T W I A Ld SV

    Judge 60 4 4 3 3 3 4 3 9 4+

    [image of bad-ass old man with book and cane?]

    SPECIAL RULESLiving Legend: Any Arbites unit with LOS to a Judge may make all Moraleand Pinning tests using his Leadership. However, if the Judge is slain all Arbitesunits with LOS to him must make an immediate Morale check or fall back.

    Honour Guard: A Judge may be accompanied by an Escort Team; see laterentry for details. The Escort may wear Power Armour. Note that the Judge andEscort Team count as a single HQ choice.

    Stat increase: The Honour Guard Escort boosts the Judges stats in almostthe same way as Henchmen improves an Inquisitors characteristics. A Judgemay only have one team as his chosen Escort, thus getting a single increase.

    Honour Guard type ModifierShock Team +1 WSPatrol Team +1 BSCombat Team +1 ARapid Pursuit Team +1 S

    Note that the modifier allies to Judges only. Marshals and Proctors do not benefitfrom any such statline increase (as they have a lot less experience comparedto the mighty Judges).

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    Marshal:The Adeptus Arbitesoperate in a Precinct

    marshalled by its Courthouseand led by the Marshal ofCourt.

    A Precinct is normally verylarge, Precincts spanning overseve ra l wor ld s i s no t

    uncommon.A Marshal is fearsomelyded ica t ed and i n h i scommand ing p re senceA r b i t r a t o r s w i l l m a k eHerculean efforts to fulfil theirmission.

    Provost:The commanders ofSectors and Penal

    Colonies subordinate to theCourt will hold the rank of

    Inspector or Chief Inspector,however, their position as thesenior Arbitrator in the Sectorentitles them to the honoraryrank of 'Provost of the Court'.These Provosts have fullpowers to mobilize their Sectorto combat a perceived threatand will typically accompanytheir men into battle as tacticalcommander.

    Escort Teams:An Arbitrator Judge,Marshal or Provost

    has his own Honour Guard,a group of men who hasvowed to protect him at alltimes. Together they form ahard-hi t t ing HQ-choice.

    The members of the EscortTeam are some of thetoughest Arbitrators around,carefully selected by theircommander on basis ofprevious merits. They areoften scarred veterans, or

    even Proctors, who haveserved their master fordecades. During the years inservice they adopt a harshattitude and an overzealousurge to protect their masterlat all costs.

    Judges have access toextremely rare and specialweapons and equipment andoften equip their Escorts withthe best there is (PowerArmour, Heavy Bolters etc).

    Judges, Marshals or Provosts on foot may select one Arbite Team as their Escort.Note that the point cost is taken from the HQ allowance.

    The only Arbite Teams that may serve as an Escort are: Shock, Patrol, Combatand Fast Attack.

    If the Judge/Marshal/ Provost is mounted (bike or beast) the Escort must alwaysbe a Rapid Pursuit Team (Fast Attack) with the same type of mount.

    The team chosen has all normal options and stats and the Judge/Marshal/Provostinherits any special rules (i.e. Deep Strike etc.) from the team.

    Options: One member of an Escort Team may be upgraded to Precinct Colour

    Guard for +10 points, using the rules for Standard Bearers from Codex: Imperial Guard. He may choose a Precinct (Regimental) Standard, again using the rulesand points values from that codex, or a Book of Law. One member may be givena Medi-Pack for +10 points.

    Power Armour: An Escort Team (Honour Guard) protecting a Judge in PowerArmour may also wear Power Armour (+10 points/each).

    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 ofmount.

    Characters: Any number of Arbitrators protecting a Judge may be upgraded toProctors for +7 points/model, and may choose additional equipment from theArmoury except for special access items as noted.There may only be 0-1 Proctors in a Provost/Marshals Escort Team just as if itwere a normal Team.

    Independent Character: Unless accompanied by an Escort (see below), anArbite Hero is an Independent Character and follows all normal rules for Independent

    Characters from the Warhammer 40,00 Rulebook.Weapons/Armour : Bolt Pistol and Carapace Armour.

    Options : Heroes may choose additional equipment from the Armoury as normal.

    Special Rules:Inspired Leadership: Any Arbites unit within 12 of a Marshal may make allMorale and Pinning tests using his Leadership.

    Honour Guard: An Adeptus Arbite Hero may be accompanied by an EscortTeam; see entry below for details. Note that the Hero and Escort Team count asa single HQ choice.

    Pts WS BS S T W I A Ld SVMarshal 45 4 4 3 3 3 4 3 9 4+Provost 25 4 4 3 3 2 4 3 8 4+

    [image of hero + escort]

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    MPF: The AdeptusArbite Mobile PrecinctFortress is issued

    only to Precincts/Sectorswhere, for some reason, anormal Fortress cannot bebuilt or the existing Fortressi s n o t c o n s i d e r e d s a f eenough. In those places theMPF will form the commandcentre, using its high-techsurveillance equipment toguide the Arbite Forces intheir duty.

    In times of extreme dangerthe Arbite commander mayfield the MPF in combat -a l t hough th i s i s no t i t sintended use. The MPFsweapons are tooled for selfdefence rather than offensiveduty.

    D e t e c t i v e : .Detectives are theshadowy, left-hand of

    the Adeptus Arbites. Stalkingthe grim, dark places wherecrime festers, they pursueunknown agendas, appearingalways where they are leastexpected.

    Even though many ArbitratorDetec t ives a re in fac tsanctioned low-level psykersthey are greatly respectedthroughout the AdeptusArbites.

    Independent Character: A Detective is an Independent Character and followsall normal rules for Independent Characters from the Warhammer 40,00 Rulebook(page 74). Detectives may join Execution or Shock Teams before battle (but maynot leave that unit).

    Weapons/Armour : Silenced Bolt Pistol and Carapace Armour.

    Options : Detectives may choose additional equipment from the Armoury asnormal. If equipped with other weapon(s) than the Silenced Bolt Pistol the Detectivelooses the Silent Death ability.

    Psy-Detectives have access to Psychic Powers as described below.

    Pts WS BS S T W I A Ld SVPsy-Detective 40 4 4 3 3 1 3 2 8 4+Detective 25 4 4 3 3 1 3 2 8 4+

    SPECIAL RULESSilent Death: The Detective uses a Silenced Bolt Pistol. Using it does not raisethe alarm in scenarios using the Sentries scenario special rule.

    PSYCHIC POWERSAll Psy-Detectives are sanctioned low-level Psykers who have received manyyears of training in both the Schola Progenium and the Collegia Lex Psykana.In the shooting phase, a Detective may use a Psychic Power instead of shooting.

    Spirit-drain: By targeting the minds of a nearby enemy unit the Detective canforce the unit to make an unmodified Morale check (fall back if failed). Range4D6 (select target before rolling for range).

    Sniffin: This is a speciality often used when hunting down criminals. Byscanning the surroundings for brain activity, a Detective may detect hiddenenemies. Rules as an Auspex Scanner. No need for a Psychic test.

    Psychic TestRoll equal or under Ld on2D6. Result of 2 or 12=attacked by warp creature.

    1 hit, D6 Str, no savesallowed. Rulebook p.74.

    A MPF may only be included in an army of more than 2000 points.

    Type: Tank (Land Raider)

    Crew: Arbitrators.

    Weapons: The Adeptus Arbite Land Raider is fitted with Improved Comms andarmed with a twin-linked Heavy Webber in each side sponson and forward firingtwin-linked Heavy Bolters mounted on the hull.

    Options: The MPF may be equipped with smoke launchers at an additional costof +3 points, Pintle-Mounted Storm Bolter at +10 pts.

    Transport: The MPF may carr y a ten man Escort Team and the armycommander (Judge/Marshal).

    Prometheus: The MPF is a slightly modified (altered armament) Prometheuspattern Land Raider and follow all specific rules for that vehicle (CJ 41).

    Points Front Armour Side Armour Rear Armour BSMPF 270 14 14 14 3

    (replace with the upcoming ForgeWorld Prometheus Rhino??)

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    SPECIAL RULESShield Wall: At the end of any Adeptus Arbites movement phase, a Shock Team entirely equipped with SuppressionShields can form a Shield Wall. The team then counts as being in cover*, and thus receives a 5+ cover save and strikesfirst if assaulted**, however they may not move or initiate an assault during the assault phase. The Shield Wall formationlasts until the start of the Adeptus Arbites' next turn.

    *Only models in base to base contact with another shield equipped model may benefit from the cover save.**Unless the enemy is armed with something like Frag Grenades or the Banshee Mask.

    Shock Teams weartheir special whitehelmet and carry a

    Shield* and a Maul*. They aredeployed to meet specialthreats such as food riots andqueue wars.To suppress theseregular disturbances and toarrest the ringleaders ordemagogues who might incitesuch activity, gas grenadesare fired into the crowd tocreate a gap filled instantly bya transport vehicle. From this,the Shock Team dismountsand assaults the crowd,targeting suspects for arrestand leaving the remainderunconscious or stunned.

    *Rules:Suppression Shield:Single handed CC weapon(+1 A, all attacks worked outwith maul), increased savebonus, giving the unit Save3+ (both ranged and cc).

    Shock Maul:Single handed CC weapon,all wound rolls of 6 ignore SV.

    To reduce to submission by superior force - Motto of the Shock Teams

    Squad: The unit consists of between 5 and 10 Arbite Chasteners.

    Weapons: Each member is armed with a Shock Maul and Suppression Shield,They all wear Carapace Armour. Shield Save and 2 CCW Attack bonuses includedin stat line (the shield is considered an extra hand weapon, giving +1 A).

    Options: The entire unit may be armed with any of the following grenades: PhotonFlash (+2 pts/model) or Smoke-Blind (+2 pts/model).

    Character: One member of the team may be upgraded to a Shock Team Proctor,called a Chasticer. The Proctor always has a Suppression Shield, but may exchangethe Shock Maul for a Powerfist (+10 pts) or a Power sword/maul (+5 pts). Mayhave a Cybermastiff (+6 pts).

    Transport: The unit may be transported in an Chimera or Rhino (see Transportsection for details) or a Repressor (see Heavy Support section for details). Thiswill not count as a further selection for the army.

    Pts WS BS S T W I A Ld SVChastener 13 4 3 3 3 1 3 2 7 3+Chasticer +7 4 3 3 3 1 3 3 8 3+

    [fight scene]

    image from the Necromunda rulebook Cybermastiff

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    The Execution Teams weaponry are focused on exterminating criminals hiding outin safehouses. Normally the Teams heavy riddle the building with a hail of lethalshells. When the enemy is taking cover, the rest of the squad move in for the kill,blasting away with bolters. Lastly, the cleanser burns the whole place down, makingsure there are no survivors (and erasing any evidence of innocent casualties).

    Due to their nature, their superior shooting skills and their access to, for an Arbiteunit, rare weaponry they are considered Elite.

    Squad : The unit consists of between 5 and 10 Executioners.

    Weapons : Each member is armed with a Boltgun.Normally there is an Avenger (with a Heavy Bolter/Stubber), a Destroyer (witha Grenade Launcher) and a Purgator (with a Flamer/Heavy Flamer) in each team.

    Options : Up to 3 Arbitrators may be given one of the following weapons:Heavy Bolter (+22 pts); Heavy Stubber (+10 pts); Heavy Flamer (+22 pts); Flamer(+8 pts); Meltagun (+10 pts); Plasma Gun (+12 pts); Grenade Launcher (+10 pts);Missile Launcher (+22 pts). Any number of Executioners may upgrade to ArbiteShotgun (+1 pts).

    One model may, instead of any other weapon, carry the units standard entry tool,the Power-Hammer, (treat as Powerfist) at +10 pts. The Power-Hammer must bevielded in both hands, and so may not be combined with an additional close combatweapon for an extra attack.

    One model may carry a Comm-link (+5 pts) or Medi-Kit (+10 pts).

    Any number of models may fit silencers to their Boltguns and load them with StalkerSilenced Shells the guns function as ordinary Boltguns except using them doesnot raise the alarm in scenarios using the Sentries scenario special rule. Thisupgrade is free but the silencers must be visible on the models.

    Grenades : The entire unit may be armed with any of the following grenades:Krak (+2 pts/model); Photon Flash (+2 pts/mode); Frag (+2 pts/model).

    Character: The team may be led by an Adeptus Arbite Detective (25/40 points),which then inherits their Special Rules and may choose additional equipment fromthe Armoury except for special access items as noted. Due to their reputation, noother character will ever join the team. The points cost for the Detective is takenfrom the Elite allowance and the Detective may not leave the unit.

    Transport: The unit may be transported in an Chimera or Rhino (see Transportsection for details). This will not count as a further selection for the army.

    Pts WS BS S T W I A Ld SVExecutioner 13 3 4 3 3 1 3 1 7 4+

    Execution Teams ,sometimes known as'Slayers', 'Black Ops',

    'Erasers' or 'Death Squads',must respond to reports ofmutant gangs or cultists.These abominations must beculled and cannot be allowedto wander freely in the citiesand hives of the Imperium.

    Standard missions alsoinclude 'erasing' criminals whowould face a certain deathsentence once arrested -reducing the work load for theCourts. Execution Teams areoften distrusted and feared -even by their fellow Arbitrators.

    The Adeptus Arbite ExecutionTeams are also deployed tocombat kidnapping, hostageand blockade crime, where

    innocent citizens are in dangerfrom law breakers.In fact, they are normally usedonly where the innocent citizenin question is reasonablyimportant; little effort is madeto rescue ordinary citizensas they are easily replaced(it should be borne in mindthat allowing oneself to be heldhostage or taken by forcei s a c r ime unde r t heirresponsibility laws).

    In times of war, the special

    skills and weaponry of theteams are a valuable asset.

    SPECIAL RULESStreet Fighters: If in cover, the units saving throw for cover is increased by 1 point (normally 4+ rather than 5+).

    Hardened Fighters: The unit may ignore negative modifiers for Morale checks and tests for regrouping (eg. 50%casualities). In effect the Team will always use its standard Leadership for these tests.

    Deep Strike: Executioners are sometimes deployed using para-gliders or grav-chutes. To represent this up to oneExecution Team may deploy using the Deep Strike rules if the mission allows for them to be used. Execution Teamsthat have a Transport vehicle may not Deep Strike.

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    Squad: Each Squad consists of 1 to 3 two-man Teams (Snipers).Each team operates on its own, and counts as a separate unit for purposes ofVictory Points. Sniper teams cannot claim board quarters.

    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.They both wear Carapace Armour.

    Options: The Spotter may upgrade his weapon to a second Sniper Rifle for anadditional +6 points. The entire Squad may upgrade their ammunition to DeathworldToxin (reroll failed to Wound) for +10 pts/Sniper Rifle.

    Character: Each team consists of two Snipers, no Character can join their unit.

    Transport: The unit may not be transported.

    Pts WS BS S T W I A Ld SVSniper Team 34 3 4 3 3 1 3 1 7 4+

    Sniper Teams ar eextremely accurateand rightfully feared.

    They are often deployed tosupport an Execution Team(by taking out sentries andsoften the defence before theExecutioners strike).

    SPECIAL RULESTake out the leader! Arbite Sniper Teams are specially trained to pick off Riot leaders or other members of importance,as this is usually the best way to quell any uprisings. When the Sniper rolls a 6 to hit he may apply the hit to any memberof the target unit (within Line of Sight and weapon range) rather than allowing the enemy player to decide who is hit.

    Superior Training: Sniper Teams are supremely dedicated and specially trained to fight independently. They neverneed take a Morale Test for shooting casualties, and can always attempt to Regroup. They are also immune from LastMan Standing tests.

    Infiltrate: Sniper Support Teams may set up via the Infiltrators rule, but only if the mission allows that scenario rule.Otherwise they must set up as normal.

    [snipers]

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    Squad: The unit consists of 2-10 beasts plus a Handler.

    Character: The team is led by an Proctor Handler, armed with an Arbites Shotgun.The Handler is wearing Carapace and may choose additional equipment from theArmoury except for special access items as noted.

    If the Handler is equipped with Frag grenades (+10 pts) both Handler and beastsfight simultaneously against enemies in cover. Cannot have Photon Flash Flares.

    Transport: Due to the extreme ferociousness of the beasts once injected withFrenzon (before battle), the unit cannot be transported.

    Pts WS BS S T W I A Ld SVK-9 beast 5 3 - 4 3 1 4 2 (5) -Proctor 15 3 3 3 3 1 3 1 8 4+

    SPECIAL RULESKayninez are genetically enhanced beasts, specially bred and trained for Arbite use in crowd control. They Move 6",and can Assault 12" (if assaulting through Difficult Terrain, roll 2D6 and double the highest for their Assault movement).This often means they will drag their Handler along while charging the enemy. The Handler thus always move at thesame speed as the beasts. If separated the Handler must attempt to regain unit coherency in the Movement Phase ifpossible (shooting / assaulting not affected).

    Always pursue if not restrained: The bloodthirsty nature of the beasts means they will always Pursue if their enemyFalls Back in an Assault, unless they can restrain themselves by passing a Leadership Test.

    Uses Handlers Leadership: The beasts always use their Handlers Leadership, no matter how far away they are fromhim. They may not use any other models Ld or benefit from other Morale rules (no Standard Bearer re-roll etc.).If the Handler is killed, leaves the table etc. the beasts will be automatically destroyed as soon as they are forced tomake a Leadership test (i.e. always allow them to Pursue...). Until then, they will keep on running and chewing as normal.

    K - 9 Te a m s a r eprimarily used in crowdcontrol situations where

    they often work together withShock Teams. The mere sightof a handler and his pack ofFrenzon-filled, ferocious andgenetically enhanced beastsi s normal ly enough tosuppress even the mostfanatic of crowds.

    Most Arbitrators serve as part of a simple 'Patrol Team', armed with combatshotguns. These fulfil the normal daily duties of the Sector, responding to incidentsand performing routine patrols. On the rare occasions when Arbitrators deploy enmasse, the Patrol Teams form the backbone of the force.

    Squad: The unit consists of between 5 and 10 Arbitrators.

    Weapons/Armour: Each member is armed with an Arbites Shotgun and wearCarapace Armour.

    Options: Up to two models may upgrade to a Grenade Launcher (+7 pts/model).One model may carry a Comm-link (+5 pts) or Medi-Kit (+10 pts). The entire unitmay be armed with any of the following grenades: Smoke-Blind (+2 pts/model);Photon Flash (+2 pts/model).

    Character: One Arbitrator may be upgraded to a Proctor and may choose additionalequipment from the Armoury except for special access items as noted.

    Transport: The unit may be transported in a Rhino or Chimera (see Transportsection for details). This will not count as a further selection for the army.

    Pts WS BS S T W I A Ld SV

    Arbitrator 9 3 3 3 3 1 3 1 7 4+Proctor +6 3 3 3 3 1 3 2 8 4+

    kendoka 01

    Patrol Teams are acommon sight on Terraand throughout the

    more heavily populated partsof the Imperium.

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    Squad: The unit consists of between 5 and 10 Arbitrators. You may not field moreCombat units than you have Arbite Patrol Teams in your army. In addition, youcannot field more Combat Team Arbitrators than you have Patrol Team Arbitrators.

    Weapons: Each member is armed with a Boltgun and wear Carapace Armour.

    Options: Up to two models can be issued one of the following: Grenade Launcher(+7 pts), Heavy Stubber (+10 points), Heavy Bolter (+22 pts). One model maycarry a Comm-link (+5 pts) or Medi-Kit (+10 pts). The entire unit may be armedwith any of the following grenades: Frag (+2 pts/model); Krak (+2 pts/model).

    Character: One Arbitrator may be upgraded to a Proctor for +6 points, and maychoose additional equipment from the Armoury except for special access items.

    Transport: The unit may be transported in an Chimera or Rhino (see Transportsection for details). This will not count as a further selection for the army.

    Pts WS BS S T W I A Ld SVArbitrator 9 3 3 3 3 1 3 1 7 4+Proctor +6 3 3 3 3 1 3 2 8 4+

    Combat Teams aredeployed when facingarmed insurrection

    and only given one order Shoot to Kill!Even though they are in factPatrol Team members with

    Also known as The Bad Boys- Who Come For You ...

    SPECIAL RULESUntrained fighters: The Watcher Teams are not used to fighting, due to this the may only test to regroup if there areno enemy units within 18" at the end of their fall-back move.Shield Wall: At the end of any Adeptus Arbites movement phase, a Watcher Team entirely equipped with SuppressionShields can form a Shield Wall. The team then counts as being in cover*, and thus receives a 5+ cover save and strikesat Initiative 10 if assaulted**, however they may not move or initiate an assault during the assault phase. The ShieldWall formation lasts until the start of the Adeptus Arbites' next turn.

    *Only models in base to base contact with another shield equipped model may benefit from the cover save.**Unless the enemy is armed with something like Frag Grenades or the Banshee Mask.

    Squad: The unit consists of between 4-19 Watchers and is led by an ArbiteProctor.

    Weapons: Watchers all wear Flak Armour (5+ Armour Save) and are armed witheither a Lasgun or a Close Combat Weapon (such as a Maul) and Autopistol.

    Options: Any number of Watchers may be upgraded to carry a Bolt Pistol (+1points), Boltgun (+1 points) or Arbites Shotgun (+2 points). One model mayupgrade to one of the following: Flamer at +3 pts; Meltagun at +8 pts; HeavyStubber at +8 pts; Heavy Plasma Gun at +20 pts, Grenade Launcher at +7 pts.

    Riot-Watchers: The entire unit can be fitted with Suppression Shields (increasedArmour Save, i.e. SV4+) for +3 points/model. Note that the shield is considereda single-handed weapon (giving +1 A, if combined with a second single-handedweapon). They cannot have three weapons (i.e. shield, pistol + maul).

    Character: The Proctor wear Carapace Armour (4+ Armour Save) and is armedwith an Arbites Shotgun. He may choose additional equipment from the Armouryexcept for special access items as noted.

    Transport: The unit may be transported in an Chimera or Rhino (see Transportsection for details). This will not count as a further selection for the army.

    Watcher Teams areWatchmen , l oca lpolice, led by an

    experienced Proctor who willmake sure that the untraineddeputies do not forget theirduties during combat.Riot-Watchers are oftenfielded in a mainly defensiverole, forming shield walls toprovide valuable cover forobjectives, themselves andother units.

    Mark Gibbons

    Pts WS BS S T W I A Ld SVWatcher 6 3 3 3 3 1 3 1 7 5+Proctor 15 3 3 3 3 1 3 2 8 4+

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    Squad: The unit consists of one Proctor Warden leading 10-20 scum of the galaxy,each hoping to live through the combat and possibly be rewarded with a parole.You may not field more Penal Legion units than you have Arbite Patrol Teams inyour army.

    Weapons: Penal Legionnaires are normally armed with Lasguns (or other low-cost guns, treated as Lasguns/Autoguns in gaming terms). Any number of modelsmay, instead of rifles, carry pistols and crude close combat weapons.Up to 3 models in the squad may be upgraded to Human bombs for +10 pts each.

    Character: The Penal Legion is led by an Proctor Warden, armed with an ArbitesShotgun and the collar controls. He may choose additional equipment from theArmoury except for special access items as noted. The Warden wear CarapaceArmour. No other character will ever join the unit.

    Transport: Penal Legion units are not allowed transportation.

    Pts WS BS S T W I A Ld SVLegionnaire 4 3 3 3 3 1 3 1 5 -Human Bomb +10 3 3 3 3 1 3 1 5 -Proctor 15 3 3 3 3 1 3 2 8 4+

    Penal Legion Teamsare drawn from thescum of society. They

    are all in the Penal Legion torepent their sins and fight forthe Emperor who , in death,might save them from theirwrong doings and make thempure again. Some of themeven nourish hopes of aparole.

    Human Bombs arecriminals sentenced tod e a t h . B y u s i n g

    hypnosis and brain probesTech-Priests turn the prisonersinto Human Bomb.

    Before battle Tech-Priestsadorn the Legionaries with thebomb harness and rig up theremotes, while Preachers orConfessors speak liturgiesand blessings.

    The Human Bombs go to warwith as much explosivesstrapped to themselves asthey can carry.

    When it is time for theirultimate sacrifice they aregiven their activation word andautomatically injected with anoverdose Frenzon, makingthem utterly fearless andperfectly willing to go out in ablaze of gore.

    SPECIAL RULESFrenzon Injection: Once per game at any time, the Warden (if alive) can activatespecial Frenzon chemical injectors in the collars. This gives the Legionaries ofthe unit +1 Attack and +1 Initiative for the rest of the turn.

    Explosive Collar: If the unit fails any Morale or Pinning Tests (or has automaticallyfailed such a test), the Warden may detonate one explosive collar, instantlykilling one of the cowardly legionnaires. The unit may then retake the test, usingthe Warden's base Leadership of 8. No negative modifiers are used, due to thehighly inspirational nature of the collar detonation! This may only be done onceper test however - if they fail again, they fail.

    Human BombsHuman Bombs move forward normally as part of the Penal unit - they are treatedas part of the unit for purposes of targeting, and other rules.

    In the Arbite players turn (regardless of distance to nearest enemy*), right beforethe Shooting Phase, the Arbite player may choose to activate the fuse on anynumber of Human Bombs, give them an extra dose Frenzon and release themadmen. They then run towards the enemy (and sometimes even through theenemy unit) before they fall/get shot/stop, and then the bomb explodes...

    If the Human Bomb is killed before the fuse is activated, the bomb will not go off.

    Human Bomb Targeting: The Arbite player uses Fleet of Foot in the shootingphase to move the Human Bomb, then rolls for scatter and places the largeOrdnance marker. This represent the irrational behaviour of the Human Bomb.

    Human Bomb Detonation: The detonation is treated as a Demolition Chargewith a Ordnance Marker (5) STR 8 and AP 2, centred on the Human Bombmodel. Partially covered infantry models still get their 4+ roll to avoid the blast,however, vehicles that the marker touches are considered hit instantly byshrapnel. Work out the damage as a normal Krak missile hit.

    The Human Bomb model is then removed from play (and counted as a casualtyfor the unit at the end of the round). Actions for the rest of the Legionaries isthen resolved normally.

    Mutiny Fail safe: If the Warden is killed, the explosive collars will automaticallygo off, killing the entire unit. Remaining Human Bombs will not explode.

    *Note that it is perfectly adequate to activate a Human Bomb even if his PenalTeam is locked in Close Combat. However, as he then cannot leave the unit,the bomb will go off among his fellow convicts (and if killing the Warden, creatinga collar popcorn effect)!

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    SPECIAL RULESAgile: In order to pursue criminals, the Arbite Rhino and Chimera may be equipped with Souped Up Engines (as in the

    Vehicle Design Rules). This makes them Agile. Agile vehicles are quite fast and manoeuvrable, but don't have thestraight-line speed of a fast vehicle. They may not move more than 12.

    To upgrade a vehicle costs 15 points. The upgrade should be visible on the vehicle (larger engines/exhausts).

    Jes Goodwin 97

    Vehicle Upgrades:Arbite Chimera and Rhino vehicles may only take the following Vehicle Upgrades:Pintle-Mounted Storm Bolter; Pintle-Mounted Water Cannon; Searchlight; SmokeLaunchers; Riot-Plough.

    Points Front Armour Side Armour Rear Armour BSRhino 50 11 11 10 3

    Transport Vehicle: A Rhino may carry up to 10 Arbitrators from a single squadplus two extra character models who have joined the squad.

    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 PowerArmour or Carapace + Shield).

    Transport Vehicles are usedto quickly deploy the ArbiteTeams. The Adeptus Arbitescommonly use two main

    vehicles for transport: theRhino (as per Codex: SpaceMarines) and the Chimera (asper Codex: Imperial Guard).R h i n o s a r e t h e m o s tcommonly used vehicle, beingboth versatile and cheap. TheChimera is issued mainly forcrowd control and when facingarmed uprisings. Both vehiclescan carry up to 10 Arbitratorsfrom a single squad plus twoextra character models whohave joined the squad.

    AgileRules for shooting:

    Movement May fire 0 - 6 All weapons6-12 One weaponThis includes crew.

    Twin-l inked weaponscounts as a single weapon.

    Jes Goodwin

    Weapons: The Chimera must have one of the following turret weapons:Multi-Laser at +10 pts; Heavy Webber at +20 pts; Water Cannon at +10 pts; HeavyBolter at +15 pts; Assault Cannon at +20 pts.

    Transport Vehicle: A Chimera may carry up to 10 Arbitrators from a single squadplus two extra character models who have joined the squad.

    Points Front Armour Side Armour Rear Armour BSChimera 70 12 10 10 3

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    Squad : The unit consists of between 3 and 10 Arbitrators.

    Weapons : The Arbitrators are armed with either an Arbites Shotgun or a Bolt Pistoland all wear Carapace Armour.

    Options : One model may take either a Grenade Launcher for +6 points or Boltgunfor free. The entire unit may be armed with Frag Grenades (+1 point per model)or Photon Flash Grenades (+2 points per model).

    Character: One Arbitrator may be upgraded to a Proctor for +6 points, and maychoose additional equipment from the Armoury except for special access items asnoted.

    Mounts: The team are most often either mounted on bikes or horses but in someprecincts they may be assigned local creatures or Landspeeders.

    Special rules:Trot: Mounted units with a Proctor normally represent the elite equestrians/bikersin the Precinct, and due to their superior riding skills may also choose to move at

    a Trot . See Codex: Imperial Guard, Rogue Riders for details on this special rule.

    Pts WS BS S T W I A Ld SVArbitrator 9 3 3 3 3* 1 3 1 7 4+Proctor +6 3 3 3 3* 1 3 2 8 4+

    The Land speeder is two-man fast, light skimmer. It is used to patrol traffic, scoutahead of the Adeptus Arbites main battle line and to pursue criminals.

    Squad: Land speeder Rapid Pursuit Squad consists of 1 to 3 vehicles.

    Type: Fast, Skimmer, Open-topped.

    Weapons: Heavy Webber

    Options: The Heavy Webber may be exchanged for a Heavy Bolter at no extracost or a Multi-Melta at an additional cost of +15 pts.

    Pts Front Armour Side Armour Rear Armour BSLand speeder 50 10 10 10 3

    The Rapid Pursuit Team may be mounted on horseback (or the local planetaryequivalent) for +6 points per model. Riders may have Refractor Shields (+10 pts)or Suppression Shields (+5 pts/model). Riders may not have Power Armour.

    The Rapid Pursuit Team may be mounted on Arbite bikes for +12 points per model.*They then gain a +1 Toughness (T4) as normal.

    Weapons: Arbite bikes are armed with a twin-linked Boltgun.

    Options: Riders may carry Arbite Shotguns, Boltguns or Shock Mauls at no extracost. The twin-linked Boltgun may be exchanged for a Heavy Bolter (+10 pts) oran Assault Cannon (+15 pts).

    Fast VehiclesLand speeders are FastVehicles, thus having thefollowing rules for shooting:

    Movement May fire 0 - 6 All weapons6-12 One weapon12- No weaponNote that this includescrew.

    Twin-l inked weaponscounts as a one weapon.

    Rapid Pursuit Teamspur sue c r imina l sthrough a twisting

    Underhive, amongst dense

    jungles or across arid wastes,depending on their location.

    They are equipped withpowerful surveyors to detecttheir prey (in many Imperialsocieties, citizens from acriminal genealogy havebeacons implanted at birth sothat they can be monitored atall times).

    TrotMounted units with aProctor may choose tomove at a Trot . Declarethis in the movementphase, before moving theunit. Any model that moveat a trot move up to 9 inthe movement phase butmay then only charge 9in the assault phase.Arbitrators moving at a trotmay not enter or crossdifficult terrain.

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    Type: Tank Crew: Arbitrators.

    Weapons: The Repressor Riot Control Vehicle must be armed with either a turretmounted Heavy Webber at +25 points or Storm Bolter at +10 points. Repressorsare always equipped with Riot-Ploughs.

    Options: The Repressor may take the following vehicle upgrades:Pintle-Mounted Water Cannon (+10 pts), Pintle-Mounted Flamer (+10 pts), ExtraArmour (+5 pts), Searchlight (+1 pt), Smoke Launchers (+3 pts) and Track Guards(+10 pts).

    Transport Vehicle: A Repressor may carry up to 10 Arbitrators from a singlesquad plus two extra character models who have joined the squad. If transportingArbitrators in Power Armour, the maximum number of passengers is 8.

    [+ rules from Imperial Armour]

    Points Front Armour Side Armour Rear Armour BSRepressor 70 11 11 10 3

    R e p r e s s o r s a r esimply Rhinos withadded turret mounted

    weapon systems, larger crewcompartments and Riot-Ploughs. A similar vehicle isused by the Adeptus Sororitas,Sisters Of Battle. Repressorsare mainly used for crowdsuppression.

    The Tempest is a one-man fast, heavily armed light skimmer. It is used to lendheavy weapon support. Nicknamed Death from Above it is rightfully feared (butseldom seen due to its extreme rareness).

    Squad: Land speeder Rapid Pursuit Squad consists of 1 vehicle.

    Type: Fast, Skimmer (not Open-topped). Crew: One Arbitrator

    Weapons: Assault Cannon and Missile Launcher (Photon Flash/Smoke-Blind).

    Options: The Missile Launcher may be fitted with Krak/Frag missiles (in additionto the normal missiles) for an additional cost of 10 points.

    Points Front Armour Side Armour Rear Armour BSTempest 100 11 11 10 3

    Missile LauncherRange: 48, see page 9.Krak Str8, AP3 H1Frag Str4, AP6 H1 Blast

    ScoutsArbite Sentinels are usedin administer ing theEmperors Justice acrossdifficult or dangerousterrain, often outside urbanenvironments. They areusually at the forefront of

    any Arbite force.To represent this, anyS e n t i n e l s m a y b edeployed at the start of abattle, even in scenarioswhere they could notnormally be deployed.Sentinels are not countedagainst scenario unit limits.After both sides havedeployed, Sentinels maymake a free move beforethe first turn. All normalmovement rules apply.

    Squadron: 1-3 Sentinels per Squadron

    Type: Open-topped, Walker Crew: One ArbitratorWeapon: Each Sentinel must be armed with the following forward-firing weapons:Multi-laser (+10 pts), Heavy Flamer (+5 pts), Heavy Webber (+12 pts). OneSentinel in the squadron may instead have a Lascannon (+20 pts), an AssaultCannon (+20 pts) or a Power Lifter (+10 pts, +1 A, counts as a Power Weapon).

    Options: Arbite Sentinels can only take the following vehicle upgrades: ArmouredCrew Compartment (+20 points), Extra Armour (+5 points), Searchlight (+1 point),Smoke Launchers (+3 points), Rough Terrain Modifications (+5 points) and Hunter-Killer Missiles (+10 points).

    Special Rule: Scouts (rules from Codex: Imperial Guard .).

    Points WS BS S Front Side Rear I ASentinel 45 3 3 5 10 10 10 3 1

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    Tarantulas are a widely used stationary weapon platform. Almost any Imperialweapon can be easily mounted to the chassis, and with the aid of built-in weapon-linking mechanisms they are very accurate.

    Crew : 2 Arbitrators armed with Shock Mauls (Fire Support Team). Crew includedin points cost.

    Battery: A Battery consists of 1-3 Tarantulas. They do not have to be equippedidentically.

    Weapons: You must equip each Tarantula (30 pts) with one of the weapon mountslisted in the table above.

    Special Rules:Weapons mounted on a Tarantula are Linked, and thus form a single weapon thatmay re-roll missed as per the normal rules for a linked weapon.

    Rules for Grenades on page 9.

    Support Weaponsare usually largestand-alone weapons,

    each with its own power

    source and often even self-propelled. Each usuallyr e q u i r e s s p e c i a l i z e dequipment and repair, andthough sometimes seendetached to other Imperialarmies they are a rare sighto u t s i d e o f A d e p t u sMechanicus forces. Arbiteprecincts find them of greatvalue in defensive situations,as they can easily turn the tideof rampaging rioters with theirhail of accurate fire-power.

    Tarantulas .are semi-automatedpoint defence weapons

    commonly used to protectinstallations or provide a firstline of defence for fortificationsbut also it often tends to fallinto a vital support role on thefront line of the battle field.

    Special Rules:Movement and Crew:Support Weapons have a crew who must stay within 2 of their weapon at all times.If the Support Weapon looses its crew it will automatically enter Sentry Gun mode(see Codex. Cityfight for details).

    Firing a Support Weapon:Only one operator is needed for normal operation; the second operator serving asbackup. Both the weapon and at least one Operator must have Line of Sight to thedesired target. Use the characteristics of the crew (BS3).

    Shooting at a Support Weapon:When fired upon, randomize hits (1-4 = hit on operators, 5-6 = hit on the supportweapon). Resolve hits against the operators as normal. A Support Weapon hasan Armour value of 10 (and essentially always count as an immobilized vehicle),and if it takes any penetrating or glancing hits it is destroyed and removed fromplay.

    Assaulting a Support Weapon:Enemy units may Assault a support weapons in the same manner as assaultingany other unit. Any enemy models in contact with a support weapon can attack itexactly as if it was an immobilized vehicle with the same armour value and hitresolution as for shooting above. When assaulted the crew stay and defend theirweapon, if forced to fall back they will try to regroup and fight their way back.

    Long BarrelSupport weapons may havethe VDR2 upgrade LongBarrel (50% longer range)at an extra weapon cost:

    Basic range Cost 0 - 24 +100%more than 24 +50%

    Example: A Tarantula (15 pts) withTw i n - L i n k e d A s s a u l tCannons (20 pts, 24 range)are LB-upgraded, cost:

    15+(20*2)=55 pts, 36 range.

    Tarantula version: Pts Range Str AP Typew/Quad Linked Boltguns 30+15 24 4 5 Rapid Fire x 2 Linkedw/Linked Heavy Bolters 30+15 36 5 4 Heavy 3 Linkedw/Linked Lascannons 30+25 48 9 2 Heavy 1 Linkedw/Linked Autocannons 30+20 48 7 4 Heavy 2 Linkedw/Linked Assault Cannons 30+20 24 6 4 Heavy 3 Linkedw/Linked Grenade Launchers 30+15 24

    Krak 6 4 Heavy 1 LinkedFrag 3 6 Heavy 1 Blast Linked

    Photon Flash - - Heavy 1 LinkedSmoke-Blind G24 - - Heavy 1 Barrage 2

    w/Linked Missile Launchers 30+25 48Krak 8 3 Heavy 1 LinkedFrag 4 6 Heavy 1 Blast Linked

    Tarantula from ForgeWorld

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    SPECIAL RULESFull Reinforcement rules on page 8 of this codex.If facing more than they are capable of dealing with

    themselves, a beleaguered Arbite force will call onreinforcements.

    To represent this you may spend up to 10% of the totalpoint cost of the army (i.e. 150 points of an 1500 pointarmy) on reinforcements taken from the Imperial Guard

    or Sisters of Battle codices, or select something fromthis page.

    Squad : The unit consists of 10-20 Gangers and one Arbite Proctor.

    Weapons : A variety of home-made and black market weapons of dubious quality.These count as either a laspistol (or autopistol) and a close combat weapon, ora shotgun, or a lasgun, or an autogun. There can be a mix of weapons within eachHive Gang Militia unit.

    Options : One model may have one of the following: Flamer at +3 pts; Meltagunat +8 pts; Heavy Stubber at +8 pts; Grenade Launcher at +7 pts. In addition, oneother model may have one of the following: Heavy Bolter at +10 pts; MissileLauncher at +15 pts; Lascannon at +20 pts; Heavy Plasma Gun at +20 pts.

    Character: The PDF Team is led by a Proctor (armed with an Arbites Shotgun andwearing Carapace Armour). No other character will ever join the unit.

    Transport: The Hive Gang may (if 10+1) be transported in a Rhino/Chimera, seeTransport section for details. This will not count as a further selection for the army.

    Pts WS BS S T W I A Ld SVHive Ganger 4 3 3 3 3 1 3 1 5 -Proctor 15 3 3 3 3 1 3 2 8 4+

    Hive Gang Militia arerecruited amongst thevicious underhive

    gangs of the cities. They arebattle hardened fighterscarrying a wide variety ofweapons, many of which addvital anti-armour abilities tothe Adeptus Arbites force.

    Hive Gang Militia Units arepressed into service and fightas conscripts alongside theArbites as a last chancedefence of the Hive.

    Hive Gang Leaders are placedin custody during their gangsservice - this has proven to bean excellent way to improvethe loyalty of the rest of thegang.

    Squad : The PDF Team consists of one Arbite Proctor and 10-20 Guardsmen.

    Weapons : Lasguns. The Proctor is armed with an Arbites Shotgun and wearCarapace Armour.

    Options : Up to three models can have one of the following: Heavy Stubber at +5pts; Meltagun at +8 pts; Grenade Launcher (Frag/Krak) at +8 pts; Missile Launcherat +15 pts. The unit may also be equipped with Krak Grenades at +2 pts/modeland/or Flak armour (+5 Save) at +2 pts/model. One model may have a comm-link(+5 pts).

    Character: The PDF Team is led by a Proctor. No other character will join em.

    Transport: The PDF Team (if 10+1) may be transported in a Rhino/Chimera, seeTransport section for details. This will not count as a further selection for the army.

    Pts WS BS S T W I A Ld SVGuardsman 4 3 3 3 3 1 3 1 7 6+Proctor 15 3 3 3 3 1 3 2 8 4+

    PDF Teams are smallunits drawn from thePlanetary Defence

    F o r c e s a k a . C o l o n i a lMarines/Imperial GuardInfantry. The Adeptus Arbitesoften find themselves lackingsome serious tank-bustingweapons when facing heavilyarmed opposition. Under suchc i r c u m s t a n c e s t h e ysometimes simply takecommand over a PDF Team(Imperial Guard Infantry unit).

    NOTE: This section is aimed towards those who cannot field enough Adeptus Arbites to form an army. Please try to resist the temptation to use it in order to give your army a Beardy Power gaming Boost.