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Unofficial Codex by Kendoka, Feb. 2003, v3.

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2003-02-07, v3.1

INTRODUCTION 2
Task Teams 3
Updates / Quotes / Ranks 4

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

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

BACKGROUND INFO
Sample Images 26
Cityfight rules 28
Credits: Organisation Chart 29
This Codex has been made possible due to the efforts of: Andrew. W.
Fawcett, Andrew McClintock, Brian “Wraithcannon” Ledbetter, Brendan Adeptus Arbite Ranks 30
McCann, Chris Rahn, Clint Beaver, Dave Bell, Dave Bartlett, Gavin Tyler,
Graham Sheckles, Grant Passmore, Heath McNutt, Jeff Wiertalla, Jeff Wild,
Precincts, sectors and districts 32
John “Krinos” Jones, Jon Boyce Jervis Johnson, Jason Dillingham, Jason The Precinct Fortress and Courthouse 33
Dyer, Jacob Hawkins, John Tinney, Lee Shirk, “Lord Bain”, Kevin Tressler,
Magnus “Kendoka”Johansson, Matt “Dead Cat“ Forish, Mike Montour, Mike Adeptus Arbites Equipment 35
Sanders, Robey Jenkins, Stephen Tuff, Tim Huckelbery, Terry McGregor,
Tracy M. Bowee, Yann “Cawdor” Billaud, ... and all other Judges out there.
Executioner Rounds 36
Joining the Adeptus Arbites 37
The origin of the Adeptus Arbites can be traced back to “Judge Dredd the
Role Playing Game” and the original Warhammer 40,000 Rogue Trader. The Psykana Letter 38
A short Adeptus Arbites Army List was published in White Dwarf 169. Later
Psy-Detective Deacon 39
it made an appearance under the name “The Penal Legions” in Citadel The Penal Legion 40
Journal 12, 1995. Written by Gavin Tyler and friends.
Prisoner Harris 41
Over the years the Warhammer 40k rules changed and so did the Adeptus
Arbite Army List. It was reprinted in Citadel Journal 29, this time edited by
Bug Incursion 42
Ian Pickstock. The work continued by many independant persons who The Lone Rider 44
published their ideas on the Internet. In the year 2000, atleast twenty different
AA Codexes was floating around. The most “official” of these being one Jeremiah Rage, Part 1 45
edited by Krinos and another by Tim Huckelbery. Regarding Lex Imperialis 46
In early 2001 Tim Huckelbery of Games Workshop US decided to put some The Book of Judgement 47
serious efforts into his version in order to make it Chapter Approved for
WH40k 3rd Ed. At the same time similar ideas was nurished by Jeff Wiertalla Riot 51
and Magnus Johansson. Jeff contacted Tim and they formed a Yahoo-group
(http://groups.yahoo.com/adeptus_arbites_garrison) and invited playtesters.
About the Arbitrators 52
Magnus focused on compiling all written material about the Arbitrators
(including other rules and roleplaying stuff) he could find on the internet, COLLECTING 51
trying to put together a solid background for the army.
One part of this work was to give the Codex a more official look, mimicing
the layout of the official Games Workshop© publications, making this PDF. COLOUR SCHEMES 52
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 own PAINTING 53
Codex 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 it
became clear that GW wouldn't produce an Arbie Codex themselves and CONVERTING 56
the group continued their work, greatly inspired by master fluffist Robey
Jenkins. In 2002, Magnus left the Yahoo group and focused in bringing what
he thought were the best ideas together. The result is this Unofficial Codex. SPECIAL CHARACTERS 60
NECROMUNDA / HIVE SECUNDUS 65

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


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This list is designed to replace the existing Adeptus Arbites list from Citadel Journal 29.
The goal is to add some new forces, weapons, and vehicles to make it a more playable and
challenging army.

THE ADEPTUS ARBITES WHY COLLECT AN


The Arbites are the planetary Imperial Police force. They ADEPTUS ARBITES ARMY?
are independent of the planet's Governor, reporting Fielding an Adeptus Arbites is really something extra.
directly to the Adeptus Terra. Indeed, one of their primary As there, at present, are very few Arbite miniatures
functions is to keep a careful watch on the planetary available, collecting an Adeptus Arbites force involves
rulers for signs of treasonous activities! a lot of conversion work.
They are not really there for actual armed combat or to
fight wars, but more for maintaining order, suppressing The Adeptus Arbites is often the choice for those
uprisings, crushing any criminal or revolutionary activities, individuals who think that fielding a “standard”
and generally keeping the populace in line. As such, Warhammer 40k army is rather boring. Selecting the
some of their weapons are not lethal but more aimed at Adeptus Arbites not only gives you a very tough army,
crowd control. They have limited heavy firepower to deal it also ensures that there will not be that many other
with armed insurrectionists, but for heavy opposition or armies just like yours.
actual alien invasions their main job is to hold out as
long as possible and call for aid. Although you cannot be as “creative” with the background
and colour schemes of your army as if you had opted
Often, in times of rebellion and uprising, the Adeptus to invent your own Space Marine Chapter, the Adeptus
Arbites are the first to respond to the situation. In cases Arbites is an excellent choice if you want to field
where Chaos or Genestealer cults are the root of the something different.
uprising, the Adeptus Arbites are the first line of defence
until reinforcements from the Adeptus Sororitas, Space
Marines or Imperial Guard can arrive.

Adeptus Arbites patrolmen, Arbitrators (sometimes


referred to as Judges), are never posted to any system
within many light years of their home world or system,
lest individual bias toward subjects creep in. Arbitrators
are encouraged not to become too acquainted with the
locals, remaining aloof, leaving their fortress or outpost
only if embarking on a patrol or to make an arrest. WHAT’S IN THIS DOCUMENT
Codex: Adeptus Arbites is split into the following sections:
Apart from being the Adeptus Terras’ militant wing on
the ground, Arbitrators belong to a complex organisation Army List
- divided into many ranks and specialised roles. Its This section contains full rules for the troops, vehicles
individual precincts stretch across the Galaxy. On and wargear available to the Adeptus Arbites. There is
many worlds the Arbitrators fortified Courthouse is the also background information which will give you some
only point of contact between that planet and the insight into the organisation and nature of the grim
Imperium. Arbitrators.

Each Precinct is the base for an army, complete unto Collecting, Painting, Converting
itself, led by a Marshal of the Court, and supported by This section contains advice on how to collect Adeptus
an array of highly trained warriors of justice. Arbites, conversion and painting ideas and other tips.

Patrol teams prowl the underways of city hives, Shock Special Characters
Teams break up the vicious queue wars which develop Here you will find some of the most famous among
outside governmental buildings, Execution teams hound Arbitrators as well as rules for fielding them in your army.
the guilty through barren wastes and labyrinthine tunnels,
and Investigators sift the holo-records, tracking cyber- Necromunda Section
criminals through the computer matrix of the Advanced rules for using Adeptus Arbites in
Administratum. Necromunda/Hive Secundus.

"You have contravened Article 6327 Section 5.6. How do you plead?"
"Just remind what that was again Arbi?"
"You have contravened Article 5788 Section 4, insulting an Arbitrator. By the laws of the Book of Judgement, I'm taking you in!"

"We are the first line of defence against the inner evils of the human mind, be they the treachery or heresy, and the last line
of defence against the outer evils of the universe"

Ave Imperator Semper Fidelis – Praise the Emperor Ever-Vigilant


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The Adeptus Arbites is responsible for the Enforcement of the Imperial Law. This is the mandates
and 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 Dictates
Imperialis, from infractions as diverse as disturbing the Emperor’s peace through failure to meet
tithe requirements and riots and insurrection.

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

THE TASK TEAMS K9 Teams are primarily used in crowd control


situations where they often work together with
Together, the Task-Teams can deal with any aspect Shock Teams. The mere sight of a handler and
of lawlessness from full scale rioting to poor time his pack of ferocious, genetically enhanced beasts
keeping. The roles of the different Task-Teams is normally enough to suppress even the most
are too varied and complex to discuss in detail, fanatic of crowds.
but a general description will help to form an
impression of the range of the Adeptus Arbites’ Rapid Pursuit Teams are equipped to pursue
power. criminals through a twisting Underhive, amongst
dense jungles or across arid wastes, depending
Patrol Teams are a common sight on Earth and on their location. They are equipped with powerful
throughout the more heavily populated parts of surveyors to detect their prey (in many Imperial
the Imperium. They are the patrolling Arbitrators societies, citizens from a criminal genealogy have
who must be ready to deal with any emergency beacons implanted at birth so that they can be
or to report any suspected offence. monitored at all times).

Combat Teams are a relative familiar sight. Fire Support Teams guard checkpoints and
Combat Teams are, despite their reputation, strongpoints in the cities and have access to the
normally just Patrol Teams equipped with Boltguns. heavy support weapon Tarantula. The other
Teams rely upon the backup provided by the Fire
Shock Teams wear their special white helmet Support Teams when they come up against well
and carry a Suppression Shield and Shock Maul. armoured resistance.
They are deployed to meet special threats such
as food riots and queue wars (In the Imperium, TEAMS NOT COVERED BY CODEX
queues in front of governmental offices can stretch
for miles. Queues often take months to reach the Investigative Teams are rarely seen in public,
end. The inevitable frustration caused can lead they spend most of their time sifting through the
to vicious battles). holo-records of unsolved crimes or tracking
wrongdoers through the computer matrix of the
Execution Teams deal with the routine task of Administratum. They are specially trained in logic
rounding up and eliminating known criminals. In and deduction.
order to handle even mighty warlords these elite
fighters carry heavy and special weapons. Technical Teams provide the scientific backup
Executioners are also deployed to combat needed to solve unwitnessed crimes. From
kidnapping, hostage and blockade crime, where evidence as flimsy as gene-prints, molecular
innocent citizens are in danger from law breakers. fragments and thermal residue the Judges can
In fact, they are normally used only where the quickly reconstruct even the most complex crimes.
innocent citizen in question is reasonably
important; little effort is made to rescue ordinary Medical Teams are an important part of the Arbites
citizens as they are easily replaced (it should be Organization. The medical facilities of the Imperium
borne in mind that allowing oneself to be held are so monumentally inefficient and bureaucratic
hostage or taken by force is a crime under the that in most life or death situations the last rites
irresponsibility laws). are the only service on offer. Thus the Adeptus
Arbites runs its own hospital and medical service.
Sniper Teams are specially trained to pick off The job of the Medical Teams is to recover
Riot leaders or other members of importance, as Arbitrators that have been hurt or killed. They also
this is usually the best way to quell any uprisings. clear up what is left after a crime scene, including
The Arbite Snipers are often deployed to support equipment and dead bodies. A typical Medical
an Execution Team (by taking out sentries and Team consists of servitors, a tech-priest, a medic,
soften the defence before the Executioners strike). and a guard of Arbitrators.

‘You humans amuse me. You put chains on your minds and call it law.’
Archon Phaileq, Broken Claw (attrib.) 3
RULEBOOK/CODEX UPDATES QUOTES FROM WD 169
You may choose the following from the Heroes of the The Adeptus Arbites are the keepers of the Imperium's
Imperium section of the 40K Rulebook to join your Arbites laws and watchdogs of the far-flung empire of humanity.
force: Inquisitor, Missionary, Confessor (all count as HQ The Imperium is an organization where rebellion and
selections). defiance of the Imperial Will are Crimes Against Humanity.

A Preacher may be chosen to lead an Arbites Patrol The Arbitrators are the grim and uncompromising
Team; if chosen the unit cannot upgrade to a Proctor. reminder of the Imperium's presence which no
planetary governor can ignore. They cannot be
One Assassin may be chosen as per Codex: Assassins bought off or threatened or corrupted or negotiated
for an Arbites force. with. Indeed the Adeptus Arbites goes to a great lengths
to ensure that those recruited into their ranks do not
One Marshal chosen from the list below may be added serve on their own homewards nor anywhere within a
to a Imperial Guard or Sisters of Battle army as an HQ dozen light years of home. They do not communicate
choice. with the citizenry unless absolutely necessary and only
leave their great fortress-precincts on official business.
A Provost may be included as a unit leader in the same
manner as a Preacher. Should a planet revolt against the Imperium the Arbitrators
will be the first to go into battle against the traitors. More
One Patrol Team may be included as a Troops force often than not a rebellious governor will order the
selection choice in any Space Marine (except Dark destruction of the Adeptus Arbites Sectorhouse on his
Angels), Imperial Guard, or Sisters of Battle force (or planet as his first treachery and a great battle will break
any other forces of the Imperium that additionally be out between rebel planetary defence forces and the
created), unless specifically stated otherwise. besieged Arbites.

In truth the Arbitrators need only to hold out until their


QUOTES FROM ROGUE TRADER astropath has transmitted a message summoning help.
Mobile fleets of Arbitrators stand in constant readiness
The Adeptus Arbites organisation represents the martial to answer the call of their Precincts and bring retribution
arm of the priesthood - the soldiers and police of the upon the transgressors of the Imperial Law. Beyond
Adeptus Terra. them the entire might of the Imperium can be called
upon with Space Marine Chapters and the Imperial
Although planets are mainly self- governing and self- Guard prepared to quell even the fiercest rebellion.
policing this arrangement sometimes breaks down, or
proves unsatisfactory for one reason or another - Equally the Arbitrators stand ready to fight against the
rebellious Commanders may be tempted to plot treason foes of humanity in the case of Genestealer infestation,
against the Imperium, or rivals may overstep the bounds Chaos incursion or alien attack. The well armed and
of petty feud. There is still an important role for a rigorously trained Arbitrators make excellent troops and
universal law-enforcing agency, and the Arbitrators fill their Teams can add vital backbone to the planetary
that role ruthlessly. Their duties usually fall between defence forces. It is ironic that planetary governors who
those of the Assassins, who may be obliged to deal with may have plotted against the Imperium for years are
a single troublemaker, and the Army, which would be always the first to squeal for help when the Orks arrive.
called in to wage outright war. Without mercy and
utterly dedicated, the Arbitrators are feared Arbites on the battlefield
throughout the galaxy - for they are the agents of a The forces of the Adeptus Arbites are deliberately better
harsh law, where failure and incompetence are equipped than those of either Planetary Defence
crimes, and often punishable by death. forces or the Imperial Guard to discourage attack.
Uniform
Their uniforms are basically black leather breeches and RANKS
jacket, with extra padding at the elbows, knees
and shoulders - this helps to emphasise their already In GW books. In this Codex:
considerable bulk. Heavy gloves and boots protect the Judge Judge
hands and feet, whilst the head is encased within a Marshal Primus
simplified and practical version of the helmet worn by Marshal Secundus Marshal
the Adeptus Custodes. The uniform conceals an Marshal Tertius
undervest of mesh armour, although some Judges may Provost Provost
wear carapace or even powered armour instead. A cloak Inspector
is worn as part of the full uniform but is often discarded Detective Detective
in action. Always carried and displayed prominently is Sergeant
the Judge's badge - his symbol of office and power. Proctor Proctor
Team-Leader
Note: The above text is old, referring to the MK2 uniform, Arbitrator Arbitrator
nowadays all Arbitrators are issued Carapace Armour. Cadet
(City) Watchman Watcher
Vigile

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On the following pages is an army list that enables you USING THE ARMY LIST
to field an Adeptus Arbites Army. The army list allows
you to fight battles using the scenarios in the Warhammer To make a choice, look in the relevant section in the
40,000 rulebook but also provides you with the information army list and decide what unit you want to have in your
you’ll need to field an Adeptus Arbites army in scenarios army, how many models there will be in the unit and
you’ve devised yourself, or that form part of a campaign. which upgrades you want (if any). Remember that you
cannot field models equipped with weapons and wargear
The army list is split into five distinct sections: HQs, not shown on the model. Once this is done, subtract the
Elites, Troops, Fast Attack and Heavy Support. All of the points value of the unit from your total points and then
units, vehicles and characters in an army list are placed go back and make another choice. Continue doing this
in one of the five sections depending on their role on until you have spent all your points. Then you’re ready
the battlefield. In addition, every model included in the to do battle!
army list is given a points value which varies depending
upon the effectiveness of the model. 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. You can
then proceed to pick an army as described below.

USING A FORCE ORGANISATION CHART


The army lists are used in conjunction with the force
organisation chart from a scenario. Each chart is split
into five categories that correspond to the sections in
ARMY LIST ENTRIES
the army list, and each category has one or more boxes. Each army list entry consists of the following:
Each light toned box indicates that you may make one Unit Name: The type of unit, which may also show a
choice from that section of the army list, while a dark limitation on the maximum number of choices you can
toned box means that you must make a choice from that make for that unit type (0-1, for example).
section.
Profile: These are the characteristics of that unit type,
Note that unless a model or a vehicle forms part of a including its points cost. Where the unit has different
squad or team it counts as a single choice from those warriors, there may be more than one profile.
available to your army.
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. Often this is a
variable amount, in which it shows the minimum and
STANDARD MISSIONS maximum unit size.

COMPULSORY OPTIONAL Weapons: These are the unit’s standard weapons.


1 HQ 1 HQ
2 Troops 4 Troops Options: This lists the different weapon and equipment
3 Elites
3 Fast Attack options for the unit and any additional points cost for
3 Heavy taking these options. It may also include an option to
Support upgrade one squad member to a character. Please note
that any weapon options may only be taken by ordinary
troopers in the squad.

Special Rules: This is where you’ll find any special


rules that apply to the unit.

During the rebellion of Ichar IV the Arbitrators held


The Standard Missions force organisation chart is their Sectorhouse for twenty seven days before
a good example of how to choose an army. To begin finally escaping via a secret tunnel and capturing
with you will need at least one HQ unit and two four of the hive's power generators. These they
Troop units (dark shaded boxes indicate units which held for a further six days before destroying them
as the last of the Arbitrator's positions was overrun.
must be taken for the mission). This leaves the When the Ultramarine Chapter of Space Marines
following for you to choose from to make up your arrived to crush the rebellion they found twenty
army’s total points value: up to 1 extra HQ unit, 0- percent of the planets ground defences inoperative
3 extra Elite units, 0-4 extra Troop units, 0-3 extra and successfully staged a drop directly into the core
Fast Attack units or 0-3 extra Heavy Support units. hive, shortening the whole campaign by two months.

‘No mercy! No quarter! No retreat! Only Justice!!’


Marshal Androcles, Hive Tempestora 5
The Adeptus Arbites´ main objective is to maintain order, suppress uprisings, crush criminal
and revolutionary activities, and generally keep the populace in line. As such they seldom take
part in offensive actions outside their own juristiction.

None shall pass Precinct Defences


Arbite forces are commonly the final line of defence In any missions allowing the Arbites force to use
on many Imperial planets, knowing that they must Fortifications, the player may choose Turret
hold on until off-planet reinforcements can arrive. Emplacements using the rules from the Imperial
Armour book with the following changes:
If a planet is attacked the Planetary Defence - Crew will be 3 Arbitrators armed with Arbite
Forces often deploy to meet the invading force Shotguns.
head-to-head while the Adeptus Arbites, being a - Each Turret Emplacement counts as a Heavy
rock-hard defensive force, are left in command of Support option.
valuable munitions and communications - Only weapons costing 38 points or less can
equipment, which enemy forces are eager to be used.
capture as quickly as possible. - Heavy Webbers (+25 points) and Water
Cannons (+10 points) are also weapon options.
To represent this, an Adeptus Arbites force may
always choose to be the Defender in any missions Sentries
where Attacker and Defender designations are For Missions involving Sentries, use ten Patrol
used. Team Arbitrators (or try out some home-brewed
rules using K9 Teams).
Special Rules
Arbite forces have a Strategy Rating of 1. They Vehicle Leadership
roll before their opponent rolls, and may re-roll Use a Vehicle Leadership Value of 7 for campaign
their single D6 score, but must accept the second use.
result even if lower.

ARBITRATOR REINFORCEMENTS
If facing more than they are capable of dealing For example, instead of taking an Arbite elite
with themselves, a beleaguered Arbite force choice you may want to take an unit of IG
will call on reinforcements. Ogryns (serving as an AA Ogryn Brute Squad).
Or you might want to take a few Leman Russ
To represent this you may spend up to 10% tanks (but remember the maximum 10%...) as
of the total point cost of the army (i.e. 150 your Heavy selection (in order to re-enact the
points of an 1500 point army) on Nightbringer battle).
reinforcements taken from the Imperial
Guard or Sisters of Battle codices, or select These reinforcements are treated as being part
something from the Reinforcements section of the Arbite army for purposes of deploying,
(page 25) of this codex. victory conditions etc. Also the non-Arbite units
keep their special rules as mentioned in their
You may take your pick from the Elite, Troops, codices (Infiltration for Imperial Guard
Fast Attack and/or Heavy Support sections (i.e. Stormtroopers etc.).
not HQ) - but you cannot exceed the Adeptus
Arbite allowance or violate the Force Arbite Leader
Organisation Chart. To keep the Arbite flavour you might want to
replace the unit leader (if any) with an Arbite
Reinforcements count towards both your normal Proctor. The Proctor costs the same as in the
force selections and your army points value. Arbite army list and has the same equipment
options, in addition he/she inherits any special
rules (i.e. Deep Strike etc.) from the unit .

‘I only wanted my wheel-clamp removed.’


6 Prisoner U8W78-D9, prior to deportation for psychological readjustment.
Any character may carry up to two weapons but only one of these may be a two handed-weapon.
Within these limits, a character may add to or replace any weapons he already has with weapons from
the Armoury. Each model may take up to 50 points worth of wargear but no item more than once.
Wargear and weapons must be represented on the model.

SINGLE-HANDED WEAPONS WARGEAR VEHICLE UPGRADES


Bolt pistol 3 pts Arbites Bike 30 pts Some Adeptus Arbites Vehicles may
Close combat weapon 1 pts Bionics 5 pts be fitted with the following equipment
(including Maul) Carapace armour 5 pts (see the entry for the vehicle in the
Hellpistol 2 pts Comm link 5 pts army list for details). Any upgrades
Laspistol/Autopistol 1 pts Book of law 30 pts taken must be shown on the model.
Plasma pistol 10 pts (only one per army) No duplicates on a vehicle.
Power fist* 15 pts Master-crafted weapon* 15 pts Armoured crew comp. 20 pts
Power maul* 10 pts Medi-pack 10 pts Crew escape mechanism 10 pts
Power weapon* 10 pts Refractor field* 15 pts Extra armour 5 pts
Refractor shield 10 pts Precinct standard** 20 pts Hunter-killer missile 10 pts
Shock maul 3 pts Auspex Scanner 2 pts Improved comms 20 pts
Suppression shield 5 pts Targeter 1 pts (One vehicle only)
Pintle-m. storm bolter 10 pts
TWO-HANDED WEAPONS GRENADES Pintle-m. water cannon 15 pts
Arbites shotgun 3 pts Frag 2 pts Riot-Plough 15 pts
Boltgun 2 pts Smoke-Blind 2 pts Rough terrain mod. 5 pts
Hellgun 2 pts Krak 2 pts Searchlight. 1 pts
Lasgun/Autogun 1 pts Photon Flash 2 pts Smoke launchers. 3 pts
Storm bolter* 5 pts Track guards. 10 pts
*Officers only. ** A precinct standard may only be taken by the Precinct Colour Guard of a Judge/Marshal Escort Team.

ADEPTUS ARBITES SUMMARY


Model WS BS S T W I A Ld SV Ranged Weapons Range Str. AP Type
Judge 4 4 3 3 3 4 3 9 4+ Arbites Shotgun Exec. 18” 4 6 Assault 1**
Marshal 4 4 3 3 2 4 3 9 4+ Arbites Shotgun Std. 12” 3 - Assault 2
HQ

Provost 4 4 3 3 2 3 3 8 4+ Flamer Template 4 5 Assault 1


Detective 4 4 3 3 1 3 2 8 4+ Heavy Flamer Template 5 4 Assault 1
Assault

Chastener* 4 3 3 3 1 3 2* 7 3+* Grenade L. (frag) 24” 3 6 Assault 1 Blast


Elites

Chasticer* 4 3 3 3 1 3 3* 7 3+* Grenade L. (krak) 24” 6 4 Assault 1


Executioner 3 4 3 3 1 3 1 7 4+ Grenade L. (smoke-blind) 24” - - Assault 1 Blast**
Sniper 3 4 3 3 1 3 1 7 4+ Grenade L. (photon flash) 24” - - Assault 1 Blast**
Proctor 3 3 3 3 1 3 2 8 4+ Meltagun 12” 8 1 Assault 1
Arbitrator 3 3 3 3 1 3 1 7 4+ Shotgun 12” 3 - Assault 2
Troops etc.

Watcher 3 3 3 3 1 3 1 7 5+ Boltgun 24” 4 5 Rapid fire


Rapid

Riot-Watcher* 3 3 3 3 1 3 2* 7 4+* Hellgun 24” 3 5 Rapid fire


Legionnarie 3 3 3 3 1 3 1 5 - Lasgun/Autogun 24” 3 - Rapid fire
Human Bomb 3 3 3 3 1 3 1 5 - Plasma gun 24” 7 2 Rapid fire*
Kaynine 3 - 4 3 1 4 2 (5) - Bolt pistol 12” 4 5 Pistol
Pistols

PDF Guardsman 3 3 3 3 1 3 1 7 6+ Hellpistol 12” 3 5 Pistol


Hive Ganger 3 3 3 3 1 3 1 5 - Laspistol/Autopistol 12” 3 - Pistol
*including bonuses for shield and maul. Plasma pistol 12” 7 2 Pistol*
Front Side Rear BS Heavy Bolter 36” 5 4 Heavy 3
MPF 14 14 14 3 Heavy Stubber 36” 4 6 Heavy 3
Heavy

Rhino 11 11 10 3 (Agile) Heavy Webber Template 5** 4 Heavy 1**


Chimera 12 10 10 3 (Agile) Lascannon 48” 9 2 Heavy 1
Vehicles

Repressor 12 10 10 3 Multi-laser 36” 6 6 Heavy 3


LS Tempest 11 11 10 3 Fast Sniper Rifle 36” T 6 Heavy 1*
Landspeeder 10 10 10 3 Fast, Open T. Water Cannon 12” 4 6 Heavy 3**
WS BS S Front Side Rear I A *These weapons have additional special rules. See the Weapons
Sentinel 3 3 5 10 10 10 3 1 Agile section in the Warhammer 40,000 rulebook for more details.
** These weapons have special rules listed in this Codex.
7
This section describes how some of the Adeptus Arbites´equipment works. These rules
supersede those in the Warhammer 40,000 rulebook. Items not listed here functions as
described in the Warhammer 40,000 rulebook. All wargear chosen must be represented on
the model/vehicle.

Book of Law 30 pts Arbites Shotgun 3 pts Cybermastiff 6 pts


A model bearing a Book of Law This two-handed weapon can These cybernetically
may reveal it once per battle. fire a regular shotgun shell or manufactured “dogs of steel”
This may be done at any time, special Executioner rounds are used as Hunter-Tracker
even if the model with the book (R18", S4, AP6, Assault 1). units. They are equipped with
has moved. On the turn the Due to a sophisticated aiming sophisticated sensor links to
book is revealed all Adeptus system Executioner shots may their handler. Besides being
Arbites (note: not allies, penal re-roll a miss (just as if it was excellent trackers the dogs are
troopers etc.) that are within a linked weapon). ferocious close combat experts.
2D6” get a +1 attack bonus for A character with a Cybermastiff
the rest of that turn. The book Power Maul 10 pts is treated as having an Auspex
may be revealed in the Surrounded by an energy field scanner.
opposing players turn. which disrupts the surface of In addition, if the handler is in
solid matter. Counts as a close combat or within 2” of an
Carapace Armour 5 pts Single-handed Power Weapon, enemy model the dog may
Carapace armour is made up i.e. ignores armour saves. make a single close combat
of large rigid plates of armaplas Attack, worked out at Strength
or ceramite moulded to fit parts Shock Maul 3 pts 4 and Initiative 6.
of the body. A model that has Generates a powerful electrical Note that since Cybermastiff
carapace armour receives a 4+ surge on impact. Counts as a kills count as close combat
armour saving throw. Single-handed Close Combat casualties, a handler who starts
Weapon. Roll to hit as normal, the combat in base contact will
Comm Link 5 pts but when rolling to wound each get his full number of Attacks
See Codex Imperial Guard for result of a 6 will automatically even if the enemy model is
more info.. cause a wound and ignore killed by the dog. The dog is
armour saves. removed if the handler is killed.
Hellguns & Hellpistols
See Codex Imperial Guard for Refractor Shield* 10 pts Arbites Bike 30 pts
more info. This device produces a see- Independent Characters only.
through energy field that gives Can only be taken if the rest of
Master Crafted Weapon the model a 5+ invulnerable the unit is allowed to take a bike
See Codex Imperial Guard for save. This may be used instead as well (Rapid Pursuit Team).
more info. of the model's normal AS. Functions exactly as a regular
Counts as a Single-handed Space Marine bike (rider gains
Medi-Pack 10 pts Close Combat Weapon. +1 Toughness etc.). Armed with
Medi-packs (also referred to as a twin-linked Boltgun.
Narthecium) allow a unit with a Suppression Shield 5 pts
Medic to ignore the first failed Normal shield, often metal or Power Armour 10 pts
saving throw it rolls in every black with Imperial eagle or These are very rare items,
turn. The medi-pack may not Arbite winged fist. Counts as a usually only issued to the
be used on any model who's Single-handed Close Combat personal escort of high ranking
suffered “Instant Death” (WH Weapon. Gives user +1 to their Judges. Power Armour gives
40k rulebook, page 53 ) or Armour Save ( cannot take AS the user an Armour Save of 3+,
that has been hit by a close to better than 2+). and cannot be taken by models
combat weapon that allows no on horse-/lizardback.
save at all. The medi-pack may Precinct Standard 20 pt
not be used if the medic is in Rules as Regimental Standard. Auspex Scanner 2 pts
base contact with an enemy A scanner is used to detect
model. Med-skull 5 pts hidden enemy troops. If enemy
Skull shaped mechanical droid infiltrators set up within 4D6” of
Targeter 1 pt that hovers around the a model with a scanner then
Models equipped with a targeter character, trying to stitch up the model is allowed to take a
are allowed to pre-measure the wounds taken. Increases the “free” shot at them (or sound
range to a target before they character stats with +1W. the alarm in a Raid scenario).
decide who to shoot at in the Remove the skull when the If the model is part of a unit, the
shooting phase. After you have wound is taken. whole unit may shoot. These
used a targeter then any shots are taken before the battle
“Guess” range weapons may Servo-skull 5 pts begins and may cause the
not be fired that turn. Modifies stats with +1 Initiative. infiltrator to fall back.

*Refractor Shield: See page 29 of the Imperial Guard Codex (Ezelti Lancers).
8
More than any other force, the Adeptus Arbites rely on grenades when facing armed opposition.

GRENADE LAUNCHERS GRENADES IN ASSAULTS


Arbite Grenade Launchers can fire Frag and Krak Arbitrators sometimes carry throwing grenades
rounds as normal, alternatively the Grenade as means to take out vehicles in assaults or to
Launchers may be fitted with the following non- give themselves an edge in close combat.
lethal grenades: Photon Flash and Smoke-Blind.
To represent this use the following rules:
There are two configurations:
1. Frag/Krak (blast/-) Frag 2 pts
2. Photon Flash/Smoke-Blind (-/barrage) Fragmentation grenades can be thrown at
opponents in cover to force them to keep their
When selecting a Grenade Launcher for an Arbite heads down during a charge. The lethal storm of
model, make sure you write down the type of shrapnel from exploding frag grenades will drive
ammunition it carries (configuration 1 or 2). opponents further into cover for a few precious
moments while the attackers close in.
Photon Flash Troops armed with frag grenades always fight
This device explodes with a burst of intense light, simultaneously against troopers in cover. Iniative
blinding and stunning those nearby. The intense values are not used, both sides roll to hit and
multi-spectral light is enough to usually overload wound at the same time before making armour
any vision protection systems. When the round saves and removing casualties.
explodes it also sends out broadband ultrasonics
to affect hearing and disorientate the enemy. Krak 2 pts
Krak grenades are a special type of grenade
Name Range Str. AP TYPE designed to implode, shattering armour and
Photon-Flash 24” - - Assault 1* (hopefully) stopping vehicles in their tracks.
Troops equipped with krak grenades can use
Notes them to assault vehicles. Krak grenades give
*Unit hit must make their saving throw (Armour, troops S6 for close combat hits scored against
Cover, Invulnerable, or any others they might have) vehicles, making their Armour Penetration scores
or the unit must take a test for Pinning. Open-
topped vehicles are affected on a D6 roll of 1 with 6+D6. Krak grenades need both hands to trigger
a D3 result on the “Glancing Hit” table. so models using them can only make a single
Affect anything using sight, i.e. even Vehicles, attack and don't get bonus attacks for charging,
Demons, Necrons, Thousand Sons, Wraithguard, additional hand weapons or anything else. Krak
etc. are affected, only units immune to Pinning are grenades can also be used to make a Death or
unaffected. Glory attack on an overrunning tank.

Photon Flash Flare 2 pts


Smoke-Blind Models fighting in close combat against Arbitrators
Used by the Adeptus Arbites to produce cover equipped with Photon Flash grenades have their
for their own troops while they close in on the Initiative reduced by 1 during all close combat
enemy. rounds, due to the effects of the Photon Flash.
Adeptus Arbites carry especially developed
Name Range Str. AP TYPE equipment (Photo-contacts, Ear-Stummers, Filter
Smoke-Blind G24” - - Barrage* plugs etc.) and are not affected by the blast.
Notes Smoke-Blind 2 pts
*State the target (anything distinguishable on the A unit carries enough Smoke-Blind Grenades for
battlefield will do), guess the range, no need for one use during the battle. A unit cannot assault
LOS, place marker on distance guessed, roll
Scatter+D6. Place a round 5” piece of cotton wool on the same turn it uses these grenades and they
to represent smoke (i.e. height is also 5”). The thick are used in the Shooting Phase, instead of firing
smoke effectively blocks Line Of Sight (for both any weapons. Place cotton wool around the unit
players) until the start of the Arbite players next to show it is concealed by smoke.
turn. No Barrage Pinning.
Until the start of the player's next turn, the unit
will count as being in cover, receiving a 5+ Cover
Save. Because they count as being in cover, they
will also strike first if assaulted, unless the enemy
is armed with something like Frag Grenades or
the Banshee Mask. After the enemy's turn the
smoke disperses with no further effect.

Authority is vital. Only by striking hard, bringing swift retribution to those


who challenge the law, can we ever hope to uphold it. 9
Provost Nellie Warcrane
Riot-Plough 15 pts Pintle-Mounted Storm Bolter 10 pts
Special plow mounting which is affixed to the Pintle-mounted storm bolters are located on
tank, with sloped blades designed to push the outside of a vehicle and can be used by a
crowds away from the tank. crewman from an open hatch or by remote
Any model attempting to perform a Death or control from inside. They are treated as an
Glory attack against the tank must first roll extra storm bolter and may be used in addition
equal to or under their Initiative (a roll of 6 to other weapons the vehicle can fire, so a
automatically fails). If they fail, they cannot do moving vehicle can fire one weapon and the
the attack but are otherwise unharmed; move pintle-mounted storm bolter.
the models to the side of the tank. If they pass,
they can conduct their attack as normal. Note Rough Terrain Modifications 5 pts
you must declare all models attempting the See Codex Imperial Guard for additional info.
Death or Glory attack before making any
Initiative checks. A Riot-Plough also acts as a Searchlight 1 pt
Rough Terrain Modification, so not much point Searchlights can be used in missions where
taking both of them. the rules for night fighting are used (see page
134 of the Warhammer 40,000 rules). They
Armoured Crew Compartment 20 pts allow one enemy unit spotted by the vehicle
These may only be added to open-topped to be fired at by any other Adeptus Arbites in
vehicles. The vehicle no longer counts as being range that have a line of fire. However, a
open-topped. vehicle that uses a searchlight can be fired at
by any enemy units in their next turn; they can
Crew Escape Mechanism 10 pts see the searchlight shining in the dark.
The vehicles fitted with protective devices,
such as additional escape hatches, which Smoke Launchers 3 pts
increases the crew's chance of escaping. These carry charges that can be fired to hide
See Codex Imperial Guard for additional info. the vehicle behind a cloud of smoke. Once per
game, after completing movement (no matter
Extra Armour 5 pts how far), a vehicle with smoke launchers can
Vehicles equipped with extra armour count trigger them. Place cotton wool around the
“Crew Stunned” results on the Damage tables vehicle to show it is concealed by smoke. The
as “Crew Shaken” results instead. vehicle may not fire and use its smoke launcher
in the same turn. Any penetrating hits scored
Hunter-Killer Missile 10 pts by the enemy in their next shooting phase
These missiles are treated as krak missiles count as glancing hits. After the enemy's turn
with an unlimited range but may be used only the smoke disperses with no further effect.
once per battle. Roll to hit and wound or to
penetrate armour as normal. Track Guards 10 pts
Track guards protect the vulnerable track
Improved Comms 20 pts mechanism of an armoured vehicle. The vehicle
One vehicle only. See Codex Imperial Guard treats “Immobilised” results as “Crew Stunned”
for additional info. instead, on a D6 roll of 4+.

‘Give thanks for the Arbites. We may scoff at their rigidity and curse their inflexibility, but they have drawn a line in
10 the sand and said ‘None shall pass!’. Give thanks for the Arbites, for without them we might cross that line without
ever knowing.’ Inquisitor Defay
In addition to the usual lethal vehicle weaponry of the Imperial Guard, Adeptus Arbites also
have the choice to equip their vehicles with non-lethal crowd control devices (listed below).

Heavy Webber 25 pts Water Cannon 10 pts


A common Imperial crowd control device that Standard crowd control device, cheap and ideal
sprays out a sticky liquid that forms solid webbing for non-lethal crowd dispersal.
on contact with the air. Victims often suffocate or R12”, S4, AP6, Heavy 3
choke to death if not released quickly. Arbitrators
can easily subjugate even the most hostile of Any model “wounded” is actually only knocked
gatherings with the mere threat of the extremely down by the high-pressure jets, and the unit must
unpleasant and often lethal strangulating webbing. take a Pinning test even if immune to Pinning
(use a Ld 10 if the unit has no Ld value).
Heavy Webbers use the flamer template with a Roll a D6 for each hit against an Open-topped
Strength of 5. Instead of testing against their vehicle; on a roll of 1 they take a D3 result on
Toughness though, affected models test against the Glancing Hit table.
their own Strength to see if they can break free.
Models with special close combat weaponry may
count any strength bonuses normally allowed in A summary of recent reports on Arbitrator
mobilization in the Segmentum Pacificus.
assaults. Vehicles without a Strength value and
Big Gunz/Support Weapons that are hit count as The Praal Uprising A full mobilization of Arbites
having a Strength of 6. units - including local militia and Penal Troops - was
ordered to defend Imperial interests against a military
Units that take any casualties must test for Pinning coup. Praal PDF successfully overthrew local
as they struggle to get out of the webbing, even government without threatening Imperial tithes, but
if immune from Pinning (use a Ld 10 if the unit rogue elements turned on Imperial offices shortly
has no Ld value). after defeating government security troops. The
Arbites mobilization successfully held the area
against the rogues until the new junta could muster
To fire, place the flamer template as normal; all Armoured Companies to crush them. The rogue
models touched are hit automatically and cover commanders were executed and planetary tithes
ignored. have been raised to Exactus Secundus for five
years in order to compensate for damage to Imperial
Name Range Str. AP TYPE property.
Heavy Webber Template 5* ** Heavy 1
The Midland Assizes Sector 423 was mobilized
Notes following the decision that Eldar presence on Midland
*Work out damage according to the standard contravened Imperial Law (Alien Presence) Vol XIV
Damage Chart but use the targets Strength instead Part 3 paras 31-118. As the action was a result of
of Toughness. This represents that a stronger target legal precedent, PDF units could not be assigned
more easily frees himself from the suffocating web. to the punitive force. The police action resulted in
Models equipped with Power Fists etc. use their the departure of the Eldar personnel, but only after
modified Strength. severely depleting sector 423's manpower.
**No Armour Save allowed (not even for vehicles).
Hector Colonial Purges Following conquest and
recolonization of Armistice III, the new Adeptus
Shooting at vehicles Arbites Precinct 1248 was instructed to spearhead
Although the sticky fluid fired by a webber cannot purges of residual cultist activity. After three months
of successful purification, a burst transmission was
penetrate any armour whatsoever, once formed received from Hector Colony, indicating the presence
into webbing it does however excel in disrupting of armoured soldiers. The Arbites mobilization was
phase crystals, jamming tracks and engine air said to have engaged them. Nothing further has
intakes - often bringing vehicles to an abrupt stop. been heard from Hector Colony.

All vehicles effected must take a Difficult Terrain 4. The Partian Misunderstanding. Administrative
Test (Open-Topped Vehicles must take two tests error has been established as the reason for the
due to their exposed nature), and Big deployment of an Arbites Precinct to Partia. They
Gunz/Support Weapons cannot fire in the following were quickly ordered to leave by the Storm Giants
Space Marine Garrison, which considered Partia
turn. Rhinos may attempt to break free instead of to be under their jurisdiction. Marshal Kayne gallantly
shooting (free to move on D6=6). refused to recognize the Astartes authority and
engaged the small Marine garrison at Manachian
Twin-Linked Heavy Webbers Valley. The victorious marines chose to spare the
As webbers use the flame Arbites survivors. With the error established, the
template there is no need for Arbites were permitted to leave Partia and Marshal
a re-roll. Simply place the Kayne was presented with a traditional Storm Giants
two templates touching duelling scimitar in recognition of his bravery and
each other instead: devotion to duty.

Arbitrators are the uniformed guardians of Imperial justice. Their Judges’s duties go beyond the laws of individual
planets, and their concerns rarely interfere with planetary government except on the very highest level. 11
Judge:
Judges are the
highest rank Pts WS BS S T W I A Ld SV
obtainable in the Adeptus Judge 60 4 4 3 3 3 4 3 9 4+
Arbites. They possess free
licence to roam their allocated
territory - a 'Demesne Judicus' A Judge may only be included in an army of more than 2000 points.
- and investigate all dealings
of the government, church and The Judge is the lord and master of several Precincts and may command an
private enterprise, including entire army of Arbitrators (but seldom do). Of the personal misdemeanours of the
internal investigations of the citizens the Judges care nothing. Such matters are for the Lords of individual
Adepts. worlds to deal with as they wish. The Judges concern themselves with more
weighty issues. It is their task to bring the rebellious to trial, to hunt down enemies
Unlike Inquisitors, they must of the Imperium, to destroy those who threaten its safety from within.
follow only the written word of
the Lex and may not act on Independent Character: Unless accompanied by a Honour Guard (see below),
individual initiative to a Judge is an Independent Character and follows all normal rules for Independent
persecute criminals. Also, Characters from the Warhammer 40,00 Rulebook.
they may not investigate the
affairs of the Departmento Options: Judges may choose additional equipment from the Armoury as normal.
Munitorium without written He may wear Power Armour at +10 pts.
consent from the
Commissariat.

Many Judges seem to prefer


being bareheaded, only using
their highly ornate helmets
during official assignments.

[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. However, if the Judge is slain all Arbites
units 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 later


entry for details. The Escort may wear Power Armour. Note that the Judge and
Escort Team count as a single HQ choice.

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

Honour Guard type Modifier


Shock Team +1 WS
Patrol Team +1 BS
Combat Team +1 A
Rapid Pursuit Team +1 S

Note that the modifier allies to Judges only. Marshals and Proctors do not benefit
from any such statline increase (as they have a lot less experience compared
to the mighty Judges).
12
Marshal:
The Adeptus Arbites
Pts WS BS S T W I A Ld SV operate in a Precinct
marshalled by its Courthouse
Marshal 45 4 4 3 3 3 4 3 9 4+ and led by the Marshal of
Provost 25 4 4 3 3 2 4 3 8 4+ Court.

A Precinct is normally very


Independent Character: Unless accompanied by an Escort (see below), an large, Precincts spanning over
Arbite Hero is an Independent Character and follows all normal rules for Independent several worlds is not
Characters from the Warhammer 40,00 Rulebook. uncommon.
Weapons/Armour: Bolt Pistol and Carapace Armour. A Marshal is fearsomely
dedicated and in his
Options: Heroes may choose additional equipment from the Armoury as normal. commanding presence
Arbitrators will make
Special Rules: Herculean efforts to fulfil their
Inspired Leadership: Any Arbites unit within 12” of a Marshal may make all mission.
Morale and Pinning tests using his Leadership.

Honour Guard: An Adeptus Arbite Hero may be accompanied by an Escort Provost:


Team; see entry below for details. Note that the Hero and Escort Team count as The commanders of
a single HQ choice. Sectors and Penal
Colonies subordinate to the
Court will hold the rank of
Inspector or Chief Inspector,
however, their position as the
senior Arbitrator in the Sector
entitles them to the honorary
[image of hero + escort] rank of 'Provost of the Court'.
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.

Escort Teams:
An Arbitrator Judge,
Marshal or Provost
has his own “Honour Guard”,
Judges, Marshals or Provosts on foot may select one Arbite Team as their Escort. a group of men who has
Note that the point cost is taken from the HQ allowance. vowed to protect him at all
times. Together they form a
The only Arbite Teams that may serve as an Escort are: Shock, Patrol, Combat hard-hitting HQ-choice.
and Fast Attack.

If the Judge/Marshal/ Provost is mounted (bike or beast) the Escort must always The members of the Escort
be a Rapid Pursuit Team (Fast Attack) with the same type of mount. Team are some of the
toughest Arbitrators around,
The team chosen has all normal options and stats and the Judge/Marshal/Provost carefully selected by their
inherits any special rules (i.e. Deep Strike etc.) from the team. commander on basis of
previous merits. They are
Options: One member of an Escort Team may be upgraded to Precinct Colour often scarred veterans, or
Guard for +10 points, using the rules for Standard Bearers from Codex: Imperial even Proctors, who have
Guard. He may choose a Precinct (Regimental) Standard, again using the rules served their master for
and points values from that codex, or a Book of Law. One member may be given decades. During the years in
a Medi-Pack for +10 points. service they adopt a harsh
attitude and an overzealous
Power Armour: An Escort Team (Honour Guard) protecting a Judge in Power urge to protect their masterl
Armour may also wear Power Armour (+10 points/each). at all costs.

Mounts: An Escort Team protecting a mounted (bike or beast) Judge/Marshal/ Judges have access to
Provost must always be a Rapid Pursuit Team (Fast Attack) on the same type of extremely rare and special
mount. weapons and equipment and
often equip their Escorts with
Characters: Any number of Arbitrators protecting a Judge may be upgraded to the best there is (Power
Proctors for +7 points/model, and may choose additional equipment from the Armour, Heavy Bolters etc).
Armoury except for special access items as noted.
There may only be 0-1 Proctors in a Provost/Marshals Escort Team just as if it
were a normal Team.

13
MPF: The Adeptus
Arbite Mobile Precinct
Fortress is issued Points Front Armour Side Armour Rear Armour BS
only to Precincts/Sectors MPF 270 14 14 14 3
where, for some reason, a
normal Fortress cannot be
built or the existing Fortress A MPF may only be included in an army of more than 2000 points.
is not considered safe
enough. In those places the Type: Tank (Land Raider)
MPF will form the command
centre, using its high-tech Crew: Arbitrators.
surveillance equipment to
guide the Arbite Forces in Weapons: The Adeptus Arbite Land Raider is fitted with Improved Comms and
their duty. armed with a twin-linked Heavy Webber in each side sponson and forward firing
twin-linked Heavy Bolters mounted on the hull.
In times of extreme danger
the Arbite commander may Options: The MPF may be equipped with smoke launchers at an additional cost
field the MPF in combat - of +3 points, Pintle-Mounted Storm Bolter at +10 pts.
although this is not it’s
intended use. The MPF’s Transport: The MPF may carry a ten man Escort Team and the army
weapons are tooled for self commander (Judge/Marshal).
defence rather than offensive
duty. Prometheus: The MPF is a slightly modified (altered armament) Prometheus
pattern Land Raider and follow all specific rules for that vehicle (CJ 41).

(replace with the upcoming ForgeWorld “Prometheus Rhino”??)

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

Independent Character: A Detective is an Independent Character and follows


all normal rules for Independent Characters from the Warhammer 40,00 Rulebook
(page 74). Detectives may join Execution or Shock Teams before battle (but may
not leave that unit).

Weapons/Armour: Silenced Bolt Pistol and Carapace Armour.

Options: Detectives may choose additional equipment from the Armoury as


normal. If equipped with other weapon(s) than the Silenced Bolt Pistol the Detective
Detective: . looses the “Silent Death” ability.
Detectives are the
shadowy, left-hand of Psy-Detectives have access to Psychic Powers as described below.
the Adeptus Arbites. Stalking
the grim, dark places where
crime festers, they pursue
unknown agendas, appearing SPECIAL RULES
always where they are least Silent Death: The Detective uses a Silenced Bolt Pistol. Using it does not raise
expected. the alarm in scenarios using the Sentries scenario special rule.
Even though many Arbitrator
Detectives are in fact PSYCHIC POWERS
sanctioned low-level psykers All Psy-Detectives are sanctioned low-level Psykers who have received many
they are greatly respected years of training in both the Schola Progenium and the Collegia Lex Psykana.
throughout the Adeptus In the shooting phase, a Detective may use a Psychic Power instead of shooting.
Arbites.
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). Range
4D6” (select target before rolling for range).
Psychic Test
Roll equal or under Ld on Sniffin’: This is a speciality often used when hunting down criminals. By
2D6. Result of 2 or 12= scanning the surroundings for brain activity, a Detective may detect hidden
attacked by warp creature. enemies. Rules as an Auspex Scanner. No need for a Psychic test.
1 hit, D6 Str, no saves
allowed. Rulebook p.74.

14
Shock Teams wear
their special white
Pts WS BS S T W I A Ld SV helmet and carry a
Shield* and a Maul*. They are
Chastener 13 4 3 3 3 1 3 2 7 3+ deployed to meet special
Chasticer +7 4 3 3 3 1 3 3 8 3+ threats such as food riots and
queue wars.To suppress these
regular disturbances and to
Squad: The unit consists of between 5 and 10 Arbite Chasteners. arrest the ringleaders or
demagogues who might incite
Weapons: Each member is armed with a Shock Maul and Suppression Shield, such activity, gas grenades
They all wear Carapace Armour. Shield Save and 2 CCW Attack bonuses included are fired into the crowd to
in stat line (the shield is considered an extra hand weapon, giving +1 A). create a gap filled instantly by
a transport vehicle. From this,
Options: The entire unit may be armed with any of the following grenades: Photon the Shock Team dismounts
Flash (+2 pts/model) or Smoke-Blind (+2 pts/model). and assaults the crowd,
targeting suspects for arrest
Character: One member of the team may be upgraded to a Shock Team Proctor, and leaving the remainder
called a Chasticer. The Proctor always has a Suppression Shield, but may exchange unconscious or stunned.
the Shock Maul for a Powerfist (+10 pts) or a Power sword/maul (+5 pts). May
have a Cybermastiff (+6 pts). *Rules:
Suppression Shield:
Transport: The unit may be transported in an Chimera or Rhino (see Transport Single handed CC weapon
section for details) or a Repressor (see Heavy Support section for details). This (+1 A, all attacks worked out
will not count as a further selection for the army. with maul), increased save
bonus, giving the unit Save
3+ (both ranged and cc).

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

[fight scene]

Cybermastiff
image from the Necromunda® rulebook

SPECIAL RULES
Shield Wall: At the end of any Adeptus Arbites movement phase, a Shock Team entirely equipped with Suppression
Shields can form a Shield Wall. The team then counts as being in cover*, and thus receives a 5+ cover save and strikes
first if assaulted**, however they may not move or initiate an assault during the assault phase. The Shield Wall 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.

“To reduce to submission by superior force” - Motto of the Shock Teams 15


Execution Teams,
sometimes known as
'Slayers', 'Black Op’s', Pts WS BS S T W I A Ld SV
'Erasers' or 'Death Squads',
must respond to reports of Executioner 13 3 4 3 3 1 3 1 7 4+
mutant gangs or cultists.
These abominations must be
culled and cannot be allowed The Execution Team’s weaponry are focused on exterminating criminals hiding out
to wander freely in the cities in “safehouses”. Normally the Team’s heavy riddle the building with a hail of lethal
and hives of the Imperium. shells. 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, making
Standard missions also sure there are no survivors (and erasing any evidence of innocent casualties).
include 'erasing' criminals who
would face a certain death Due to their nature, their superior shooting skills and their access to, for an Arbite
sentence once arrested - unit, rare weaponry they are considered Elite.
reducing the work load for the
Courts. Execution Teams are Squad: The unit consists of between 5 and 10 Executioners.
often distrusted and feared -
even by their fellow Arbitrators. Weapons: Each member is armed with a Boltgun.
Normally there is an “Avenger” (with a Heavy Bolter/Stubber), a “Destroyer” (with
The Adeptus Arbite Execution a Grenade Launcher) and a “Purgator” (with a Flamer/Heavy Flamer) in each team.
Teams are also deployed to
combat kidnapping, hostage Options: Up to 3 Arbitrators may be given one of the following weapons:
and blockade crime, where Heavy Bolter (+22 pts); Heavy Stubber (+10 pts); Heavy Flamer (+22 pts); Flamer
innocent citizens are in danger (+8 pts); Meltagun (+10 pts); Plasma Gun (+12 pts); Grenade Launcher (+10 pts);
from law breakers. Missile Launcher (+22 pts). Any number of Executioners may upgrade to Arbite
In fact, they are normally used Shotgun (+1 pts).
only where the innocent citizen
in question is reasonably One model may, instead of any other weapon, carry the unit’s standard entry tool,
important; little effort is made the Power-Hammer, (treat as Powerfist) at +10 pts. The Power-Hammer must be
to rescue ordinary citizens vielded in both hands, and so may not be combined with an additional close combat
as they are easily replaced weapon for an extra attack.
(it should be borne in mind
that allowing oneself to be held One model may carry a Comm-link (+5 pts) or Medi-Kit (+10 pts).
hostage or taken by force
is a crime under the Any number of models may fit silencers to their Boltguns and load them with Stalker
irresponsibility laws). Silenced Shells – the guns function as ordinary Boltguns except using them does
not raise the alarm in scenarios using the Sentries scenario special rule. This
In times of war, the special upgrade is free but the silencers must be visible on the models.
skills and weaponry of the
teams are a valuable asset. 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 from
the Armoury except for special access items as noted. Due to their reputation, no
other character will ever join the team. The points cost for the Detective is taken
from the Elite allowance and the Detective may not leave the unit.

Transport: The unit may be transported in an Chimera or Rhino (see Transport


section for details). This will not count as a further selection for the army.

SPECIAL RULES
Street Fighters: If in cover, the unit’s 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 one
Execution Team may deploy using the Deep Strike rules if the mission allows for them to be used. Execution Teams
that have a Transport vehicle may not Deep Strike.

16
Sniper Teams are
extremely accurate
and rightfully feared.
Pts WS BS S T W I A Ld SV They are often deployed to
Sniper Team 34 3 4 3 3 1 3 1 7 4+ support an Execution Team
(by taking out sentries and
soften the defence before the
Squad: Each Squad consists of 1 to 3 two-man Teams (Snipers). Executioners strike).
Each team operates on its own, and counts as a separate unit for purposes of
Victory 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 an
additional +6 points. The entire Squad may upgrade their ammunition to Deathworld
Toxin (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.

[snipers]

SPECIAL RULES
Take 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 member
of 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 never
need take a Morale Test for shooting casualties, and can always attempt to Regroup. They are also immune from Last
Man 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.

17
Patrol Teams are a
common sight on Terra
and throughout the Pts WS BS S T W I A Ld SV
more heavily populated parts
of the Imperium. Arbitrator 9 3 3 3 3 1 3 1 7 4+
Proctor +6 3 3 3 3 1 3 2 8 4+

Most Arbitrators serve as part of a simple 'Patrol Team', armed with combat
shotguns. These fulfil the normal daily duties of the Sector, responding to incidents
and performing routine patrols. On the rare occasions when Arbitrators deploy en
masse, 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 wear


Carapace 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 unit
may 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 additional
equipment from the Armoury except for special access items as noted.
kendoka ’01
Transport: The unit may be transported in a Rhino or Chimera (see Transport
section for details). This will not count as a further selection for the army.

K - 9 Te a m s a r e
primarily used in crowd
control situations where
they often work together with Pts WS BS S T W I A Ld SV
Shock Teams. The mere sight K-9 beast 5 3 - 4 3 1 4 2 (5) -
of a handler and his pack of
Frenzon-filled, ferocious and Proctor 15 3 3 3 3 1 3 1 8 4+
genetically enhanced beasts
is normally enough to
suppress even the most Squad: The unit consists of 2-10 beasts plus a Handler.
fanatic of crowds.
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 the
Armoury except for special access items as noted.

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

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

SPECIAL RULES
Kayninez 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 the
same speed as the beasts. If separated the Handler must attempt to regain unit coherency in the Movement Phase if
possible (shooting / assaulting not affected).

Always pursue if not restrained: The bloodthirsty nature of the beasts means they will always Pursue if their enemy
Falls 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 from
him. 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 to
make a Leadership test (i.e. always allow them to Pursue...). Until then, they will keep on running and chewing as normal.

18
Combat Teams are
deployed when facing
Pts WS BS S T W I A Ld SV armed insurrection
and only given one order –
Arbitrator 9 3 3 3 3 1 3 1 7 4+ ‘Shoot to Kill!’
Proctor +6 3 3 3 3 1 3 2 8 4+ Even though they are in fact
Patrol Team members with

Squad: The unit consists of between 5 and 10 Arbitrators. You may not field more Also known as “The Bad Boys
Combat units than you have Arbite Patrol Teams in your army. In addition, you - Who Come For You” ...
cannot 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 may
carry a Comm-link (+5 pts) or Medi-Kit (+10 pts). The entire unit may be armed
with 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 may
choose additional equipment from the Armoury except for special access items.

Transport: The unit may be transported in an Chimera or Rhino (see Transport


section for details). This will not count as a further selection for the army.

Watcher Teams are


Wa t c h m e n , l o c a l
police, led by an
Pts WS BS S T W I A Ld SV experienced Proctor who will
Watcher 6 3 3 3 3 1 3 1 7 5+ make sure that the untrained
deputies do not forget their
Proctor 15 3 3 3 3 1 3 2 8 4+ duties during combat.
Riot-Watchers are often
fielded in a mainly defensive
Squad: The unit consists of between 4-19 Watchers and is led by an Arbite role, forming shield walls to
Proctor. provide valuable cover for
objectives, themselves and
Weapons: Watchers all wear Flak Armour (5+ Armour Save) and are armed with other units.
either 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 (+1
points), Boltgun (+1 points) or Arbites Shotgun (+2 points). One model may
upgrade to one of the following: Flamer at +3 pts; Meltagun at +8 pts; Heavy
Stubber 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 (increased
Armour Save, i.e. SV4+) for +3 points/model. Note that the shield is considered
a single-handed weapon (giving +1 A, if combined with a second single-handed
weapon). They cannot have three weapons (i.e. shield, pistol + maul).

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

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

SPECIAL RULES
Untrained fighters: The Watcher Teams are not used to fighting, 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.
Shield Wall: At the end of any Adeptus Arbites movement phase, a Watcher Team entirely equipped with Suppression
Shields can form a Shield Wall. The team then counts as being in cover*, and thus receives a 5+ cover save and strikes
at Initiative 10 if assaulted**, however they may not move or initiate an assault during the assault phase. The Shield
Wall 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.

19
Penal Legion Teams
are drawn from the
scum of society. They Pts WS BS S T W I A Ld SV
are all in the Penal Legion to
repent their sins and fight for Legionnaire 4 3 3 3 3 1 3 1 5 -
the Emperor who , in death, Human Bomb +10 3 3 3 3 1 3 1 5 -
might save them from their
wrong doings and make them Proctor 15 3 3 3 3 1 3 2 8 4+
pure again. Some of them
even nourish hopes of a
parole. 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 in
your army.

Weapons: Penal Legionnaires are normally armed with Lasguns (or other low-
cost guns, treated as Lasguns/Autoguns in gaming terms). Any number of models
may, 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 Arbites
Shotgun and the collar controls. He may choose additional equipment from the
Armoury except for special access items as noted. The Warden wear Carapace
Armour. No other character will ever join the unit.

Transport: Penal Legion units are not allowed transportation.


Human Bombs are
criminals sentenced to
death. By using
hypnosis and brain probes SPECIAL RULES
Tech-Priests turn the prisoners Frenzon Injection: Once per game at any time, the Warden (if alive) can activate
into Human Bomb. special Frenzon chemical injectors in the collars. This gives the Legionaries of
the unit +1 Attack and +1 Initiative for the rest of the turn.
Before battle Tech-Priests
adorn the Legionaries with the Explosive Collar: If the unit fails any Morale or Pinning Tests (or has automatically
bomb harness and rig up the failed such a test), the Warden may detonate one explosive collar, instantly
remotes, while Preachers or killing one of the cowardly legionnaires. The unit may then retake the test, using
Confessors speak liturgies the Warden's base Leadership of 8. No negative modifiers are used, due to the
and blessings. highly inspirational nature of the collar detonation! This may only be done once
per test however - if they fail again, they fail.
The Human Bombs go to war
with as much explosives Human Bombs
strapped to themselves as Human Bombs move forward normally as part of the Penal unit - they are treated
they can carry. as part of the unit for purposes of targeting, and other rules.
When it is time for their In the Arbite players turn (regardless of distance to nearest enemy*), right before
ultimate sacrifice they are the Shooting Phase, the Arbite player may choose to activate the fuse on any
given their activation word and number of Human Bombs, give them an extra dose Frenzon and release the
automatically injected with an madmen. They then run towards the enemy (and sometimes even through the
overdose Frenzon, making enemy unit) before they fall/get shot/stop, and then the bomb explodes...
them utterly fearless and
perfectly willing to go out in a If the Human Bomb is killed before the fuse is activated, the bomb will not go off.
blaze of gore.
Human Bomb Targeting: The Arbite player uses “Fleet of Foot” in the shooting
phase to move the Human Bomb, then rolls for scatter and places the large
Ordnance marker. This represent the irrational behaviour of the Human Bomb.

Human Bomb Detonation: The detonation is treated as a Demolition Charge


with a Ordnance Marker (5”) STR 8 and AP 2, centred on the Human Bomb
model. Partially covered infantry models still get their 4+ roll to avoid the blast,
however, vehicles that the marker touches are considered hit instantly by
shrapnel. Work out the damage as a normal Krak missile hit.

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

Mutiny Fail safe: If the Warden is killed, the explosive collars will automatically
go 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 Penal
Team 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, creating
a collar popcorn effect)!

20
Vehicle Upgrades: Transport Vehicles are used
Arbite Chimera and Rhino vehicles may only take the following Vehicle Upgrades: to quickly deploy the Arbite
Pintle-Mounted Storm Bolter; Pintle-Mounted Water Cannon; Searchlight; Smoke Teams. The Adeptus Arbites
Launchers; Riot-Plough. commonly use two main
vehicles for transport: the
Rhino (as per Codex: Space
Marines) and the Chimera (as
per Codex: Imperial Guard).
Points Front Armour Side Armour Rear Armour BS Rhinos are the most
Rhino 50 11 11 10 3 commonly used vehicle, being
both versatile and cheap. The
Chimera is issued mainly for
Transport Vehicle: A Rhino may carry up to 10 Arbitrators from a single squad crowd control and when facing
plus two extra character models who have joined the squad. armed uprisings. Both vehicles
can carry up to 10 Arbitrators
Fire Point: If the roof hatch is open two passengers may use it as a fire point – from a single squad plus two
the Rhino is then considered open-topped (unless the passengers wear Power extra character models who
Armour or Carapace + Shield). have joined the squad.

Jes Goodwin

Jes Goodwin ’97

Agile
Rules for shooting:
Points Front Armour Side Armour Rear Armour BS
Movement May fire
Chimera 70 12 10 10 3 0 - 6” All weapons
6-12” One weapon
Weapons: The Chimera must have one of the following turret weapons: This includes crew.
Multi-Laser at +10 pts; Heavy Webber at +20 pts; Water Cannon at +10 pts; Heavy
Bolter at +15 pts; Assault Cannon at +20 pts. Tw i n - l i n k e d w e a p o n s
counts as a single weapon.
Transport Vehicle: A Chimera may carry up to 10 Arbitrators from a single squad
plus two extra character models who have joined the squad.

SPECIAL RULES
Agile: 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 the
straight-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).

21
Rapid Pursuit Teams
pursue criminals
through a twisting Pts WS BS S T W I A Ld SV
Underhive, amongst dense
jungles or across arid wastes, Arbitrator 9 3 3 3 3* 1 3 1 7 4+
depending on their location. Proctor +6 3 3 3 3* 1 3 2 8 4+
They are equipped with Squad: The unit consists of between 3 and 10 Arbitrators.
powerful surveyors to detect
their prey (in many Imperial Weapons: The Arbitrators are armed with either an Arbites Shotgun or a Bolt Pistol
societies, citizens from a and all wear Carapace Armour.
criminal genealogy have
beacons implanted at birth so Options: One model may take either a Grenade Launcher for +6 points or Boltgun
that they can be monitored at for free. The entire unit may be armed with Frag Grenades (+1 point per model)
all times). or Photon Flash Grenades (+2 points per model).

Trot Character: One Arbitrator may be upgraded to a Proctor for +6 points, and may
Mounted units with a choose additional equipment from the Armoury except for special access items as
Proctor may choose to noted.
move at a Trot. Declare
this in the movement Mounts: The team are most often either mounted on bikes or horses but in some
phase, before moving the precincts they may be assigned local creatures or Landspeeders.
unit. Any model that move
at a trot move up to 9” in Special rules:
the movement phase but Trot: Mounted units with a Proctor normally represent the elite equestrians/bikers
may then only charge 9” in the Precinct, and due to their superior riding skills may also choose to move at
in the assault phase. a Trot. See Codex: Imperial Guard, Rogue Riders for details on this special rule.
Arbitrators moving at a trot
may not enter or cross
difficult terrain.

The Rapid Pursuit Team may be mounted on horseback (or the local planetary
equivalent) 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.

kendoka ’01 Options: Riders may carry Arbite Shotguns, Boltguns or Shock Mauls at no extra
cost. The twin-linked Boltgun may be exchanged for a Heavy Bolter (+10 pts) or
an Assault Cannon (+15 pts).

Fast Vehicles
Land speeders are Fast
Vehicles, thus having the Pts Front Armour Side Armour Rear Armour BS
following rules for shooting:
Land speeder 50 10 10 10 3
Movement May fire
0 - 6” All weapons The Land speeder is two-man fast, light skimmer. It is used to patrol traffic, scout
6-12” One weapon ahead of the Adeptus Arbites main battle line and to pursue criminals.
12- ” No weapon
Note that this includes Squad: Land speeder Rapid Pursuit Squad consists of 1 to 3 vehicles.
crew.
Type: Fast, Skimmer, Open-topped.
Tw i n - l i n k e d w e a p o n s
counts as a “one weapon”. 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.
22
Repressors are
simply Rhinos with
added turret mounted
Points Front Armour Side Armour Rear Armour BS weapon systems, larger crew
Repressor 70 11 11 10 3 compartments and Riot-
Ploughs. A similar vehicle is
used by the Adeptus Sororitas,
Type: Tank Crew: Arbitrators. Sisters Of Battle. Repressors
are mainly used for crowd
Weapons: The Repressor Riot Control Vehicle must be armed with either a turret suppression.
mounted Heavy Webber at +25 points or Storm Bolter at +10 points. Repressors
are 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), Extra
Armour (+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 single


squad plus two extra character models who have joined the squad. If transporting
Arbitrators in Power Armour, the maximum number of passengers is 8.

[+ rules from Imperial Armour]

Scouts
Arbite Sentinels are used
Points WS BS S Front Side Rear I A in administering the
Sentinel 45 3 3 5 10 10 10 3 1 Emperor’s Justice across
difficult or dangerous
terrain, often outside urban
environments. They are
Squadron: 1-3 Sentinels per Squadron usually at the forefront of
any Arbite force.
Type: Open-topped, Walker Crew: One Arbitrator To represent this, any
Sentinels may be
Weapon: Each Sentinel must be armed with the following forward-firing weapons: deployed at the start of a
Multi-laser (+10 pts), Heavy Flamer (+5 pts), Heavy Webber (+12 pts). One battle, even in scenarios
Sentinel in the squadron may instead have a Lascannon (+20 pts), an Assault where they could not
Cannon (+20 pts) or a Power Lifter (+10 pts, +1 A, counts as a Power Weapon). normally be deployed.
Sentinels are not counted
Options: Arbite Sentinels can only take the following vehicle upgrades: Armoured against scenario unit limits.
Crew Compartment (+20 points), Extra Armour (+5 points), Searchlight (+1 point), After both sides have
Smoke Launchers (+3 points), Rough Terrain Modifications (+5 points) and Hunter- deployed, Sentinels may
Killer Missiles (+10 points). make a “free move” before
the first turn. All normal
Special Rule: Scouts (rules from Codex: Imperial Guard.). movement rules apply.

Points Front Armour Side Armour Rear Armour BS


Tempest 100 11 11 10 3

The Tempest is a one-man fast, heavily armed light skimmer. It is used to lend
heavy weapon support. Nicknamed “Death from Above” it is rightfully feared (but
seldom seen due to it’s extreme rareness).

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

Type: Fast, Skimmer (not Open-topped). Crew: One Arbitrator Missile Launcher
Range: 48”, see page 9.
Weapons: Assault Cannon and Missile Launcher (Photon Flash/Smoke-Blind). Krak Str8, AP3 H1
Frag Str4, AP6 H1 Blast
Options: The Missile Launcher may be fitted with Krak/Frag missiles (in addition
to the normal missiles) for an additional cost of 10 points.
23
Special Rules:
Support Weapons Movement and Crew:
are usually large Support Weapons have a crew who must stay within 2” of their weapon at all times.
stand-alone weapons, If the Support Weapon looses it’s crew it will automatically enter Sentry Gun mode
each with it’s own power (see Codex. Cityfight for details).
source and often even self-
propelled. Each usually Firing a Support Weapon:
requires specialized Only one operator is needed for normal operation; the second operator serving as
equipment and repair, and backup. Both the weapon and at least one Operator must have Line of Sight to the
though sometimes seen desired target. Use the characteristics of the crew (BS3).
detached to other Imperial
armies they are a rare sight Shooting at a Support Weapon:
outside of Adeptus When fired upon, randomize hits (1-4 = hit on operators, 5-6 = hit on the support
Mechanicus forces. Arbite weapon). Resolve hits against the operators as normal. A Support Weapon has
precincts find them of great an Armour value of 10 (and essentially always count as an immobilized vehicle),
value in defensive situations, and if it takes any penetrating or glancing hits it is destroyed and removed from
as they can easily turn the tide play.
of rampaging rioters with their
hail of accurate fire-power. Assaulting a Support Weapon:
Enemy units may Assault a support weapons in the same manner as assaulting
any other unit. 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. When assaulted the crew stay and defend their
weapon, if forced to fall back they will try to regroup and fight their way back.

Tarantulas .
are semi-automated
point defence weapons Tarantula version: Pts Range Str AP Type
commonly used to protect
installations or provide a first w/Quad Linked Boltguns 30+15 24” 4 5 Rapid Fire x 2 Linked
line of defence for fortifications w/Linked Heavy Bolters 30+15 36” 5 4 Heavy 3 Linked
but also it often tends to fall
into a vital support role on the w/Linked Lascannons 30+25 48” 9 2 Heavy 1 Linked
front line of the battle field. w/Linked Autocannons 30+20 48” 7 4 Heavy 2 Linked
w/Linked Assault Cannons 30+20 24” 6 4 Heavy 3 Linked
w/Linked Grenade Launchers 30+15 24”
Krak 6 4 Heavy 1 Linked
Frag 3 6 Heavy 1 Blast Linked
Photon Flash - - Heavy 1 Linked
Tarantula from ForgeWorld
Smoke-Blind G24” - - Heavy 1 Barrage 2
w/Linked Missile Launchers 30+25 48”
Krak 8 3 Heavy 1 Linked
Frag 4 6 Heavy 1 Blast Linked
Long Barrel
Support weapons may have
the VDR2 upgrade “Long
Barrel” (50% longer range)
at an extra weapon cost:
Tarantulas are a widely used stationary weapon platform. Almost any Imperial
Basic range Cost weapon can be easily mounted to the chassis, and with the aid of built-in weapon-
0 - 24” +100% linking mechanisms they are very accurate.
more than 24”” +50%
Crew: 2 Arbitrators armed with Shock Mauls (Fire Support Team). Crew included
Example: in points cost.
A Tarantula (15 pts) with
Tw i n - L i n k e d A s s a u l t Battery: A Battery consists of 1-3 Tarantula’s. They do not have to be equipped
Cannons (20 pts, 24” range) identically.
are LB-upgraded, cost:
15+(20*2)=55 pts, 36” range. Weapons: You must equip each Tarantula (30 pts) with one of the weapon mounts
listed in the table above.

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

24 Rules for Grenades on page 9.


SPECIAL RULES To represent this you may spend up to 10% of the total
Full Reinforcement rules on page 8 of this codex. point cost of the army (i.e. 150 points of an 1500 point
If facing more than they are capable of dealing with army) on reinforcements taken from the Imperial Guard
themselves, a beleaguered Arbite force will call on or Sisters of Battle codices, or select something from
reinforcements. this page.

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.

PDF Teams are small


units drawn from the
Pts WS BS S T W I A Ld SV Planetary Defence
Guardsman 4 3 3 3 3 1 3 1 7 6+ Forces aka. Colonial
Marines/Imperial Guard
Proctor 15 3 3 3 3 1 3 2 8 4+ Infantry. The Adeptus Arbites
often find themselves lacking
some serious tank-busting
Squad: The PDF Team consists of one Arbite Proctor and 10-20 Guardsmen. weapons when facing heavily
armed opposition. Under such
Weapons: Lasguns. The Proctor is armed with an Arbites Shotgun and wear circumstances they
Carapace Armour. sometimes simply take
command over a PDF Team
Options: Up to three models can have one of the following: Heavy Stubber at +5 (Imperial Guard Infantry unit).
pts; Meltagun at +8 pts; Grenade Launcher (Frag/Krak) at +8 pts; Missile Launcher
at +15 pts. The unit may also be equipped with Krak Grenades at +2 pts/model
and/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, see
Transport section for details. This will not count as a further selection for the army.

Hive Gang Militia are


recruited amongst the
Pts WS BS S T W I A Ld SV vicious underhive
Hive Ganger 4 3 3 3 3 1 3 1 5 - gangs of the cities. They are
battle hardened fighters
Proctor 15 3 3 3 3 1 3 2 8 4+ carrying a wide variety of
weapons, many of which add
vital anti-armour abilities to
Squad: The unit consists of 10-20 Gangers and one Arbite Proctor. the Adeptus Arbites force.

Weapons: A variety of home-made and black market weapons of dubious quality. Hive Gang Militia Units are
These count as either a laspistol (or autopistol) and a close combat weapon, or pressed into service and fight
a shotgun, or a lasgun, or an autogun. There can be a mix of weapons within each as conscripts alongside the
Hive Gang Militia unit. Arbites as a last chance
defence of the Hive.
Options: One model may have one of the following: Flamer at +3 pts; Meltagun
at +8 pts; Heavy Stubber at +8 pts; Grenade Launcher at +7 pts. In addition, one Hive Gang Leaders are placed
other model may have one of the following: Heavy Bolter at +10 pts; Missile in custody during their gangs
Launcher at +15 pts; Lascannon at +20 pts; Heavy Plasma Gun at +20 pts. service - this has proven to be
an excellent way to improve
Character: The PDF Team is led by a Proctor (armed with an Arbites Shotgun and the loyalty of the rest of the
wearing Carapace Armour). No other character will ever join the unit. gang.

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

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