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heretic marine
02-08-2011, 04:28 PM
hi guys this is an update on the adeptus arbites i did not make around half off it i added to it so i give the original creator most of the credit and hope you like it i can add fluff to just about all the units to if you want and can add a loud more SPECIAL CHARACTERS and have some more rules just want to know what you think

have fun


INTRODUCTION
Welcome, citizen, to an index of Imperial lore. Find herein details of the incorruptible
Adeptus Arbites; enforcers of the Emperor’s law. While the Mighty Astartes garner the
glory, and the Imperial Guard the bloody toil of defending the Imperium it falls to the
Arbites Judges and their tireless Arbitrators to police the teeming masses of humanity
from within. Without law there is only chaos.

ADEPTUS ARBITES SPECIAL RULES

ARMY SPECIAL RULES
Thin Black Line: Arbites combat operations usually commence with an isolated incident reported by small patrol forces. At the start of battle up to half of the total number of units in the army (rounded down) may begin on the field. Only TROOPS choices, a single HQ, and any unit with the Scouts or Infiltrate abilities are eligible for deployment. All others are placed in Reserve.
Call for Backup: As long as at least one Patrol Team starts on the table, any other
Arbites Units may be held in Reserve at the start of the game, even when the Reserves rule is not in effect. When they become available, they are deployed anywhere along the Table Edge of the Arbites deployment zone. If no such Table Edge exists, at the start of the game the Arbites player may designate any one Table Edge as the location where all of his Reserves will arrive from.

UNIT SPECIAL RULES
Riot Tactics: The Arbites train endlessly to suppress unruly mobs and are masters of containing seemingly chaotic melees. Enemy models who place close combat attacks on units with this rule suffer a -1 to hit modifier (eg a 3+ becomes a 4+). These enemies fight normally when receiving attacks in return. Models riding Arbites Bikes may not use Riot Tactics.
Units Inbound. The Arbites know their jurisdictions like the back of their hands, and are coordinated into battle by their precinct operators. Units with this rule, may select any board edge outside of the enemy’s deployment table edge when arriving from Reserve.

Books of the Law
Book of Law: Friendly Arbites units within 6” may always attempt to regroup.
Book of Judgments: One of the rarest books of the Arbites, the Book of Judgment contains many accounts of Imperial justice being meted out on the enemies of the Emperor. A model bearing the Book of Judgments may read from it once per battle. This may be done at any time, as long as the model with the Book of Judgments does not move on the turn it is read from. On the Turn the Book of Judgments is read from, all Arbites Units within 2D6” receive a +1 Attack bonus for the rest of that turn as they fight to prove their devotion. Note that the Book of Judgments may be read from in an opposing player’s turn if you wish. If the bearer also has a multi-comm, then any Arbites Unit within 12” that is equipped with a mutli-comm will benefit from the +1 Attack bonus, regardless of the 2D6 roll
Book of Legislation: The Book of Legislation contains many smaller acts of Imperial Law, serving to remind the Arbites of where their obedience lies. Any Arbites Unit with a model within 6” may use the bearer’s unmodified Leadership value for any Morale or Pinning Tests it is required to take.
Book of Precedents: This tome contains detailed accounts of past actions, missions and trials conducted by the Arbites, serving as a historical record of criminal and heretical activity. The Arbites often consult this book in times of crisis in order to gain insight into their enemy and better understand how to bring them to justice. In missions where there is a choice of table edge, a model carrying the Book of Precedents must take a Leadership Test before the game and if this is passed he may choose the Deployment Zone for his army rather than rolling dice for it. If he fails the Leadership Test on a double 6, the enemy player may choose his Deployment Zone. On any other outcome, roll the dice as normal for deployment.
Book of Statutes: The Book of Statutes lists various Imperial Decrees, Ordinances and Laws as handed down by the High Lords of Terra. By understanding these statutes, the Arbitrator truly understands his duty and is better able to judge his own actions as he is able to judge the actions of others. Once per battle, a unit with a Book of Statutes may choose to either pass or fail a single Morale, Pinning or Leadership Test. This may even be used to pass a test that is normally failed automatically. You must choose to use the Book of Statutes before any dice are rolled.
Book of Verdicts: The Book of Verdicts lists the many forms of punishment, penance and execution the Arbites may impose upon those who defy Imperial Law. These descriptions of their authority inspire the Arbites to fight harder or become more resolute. A character may read from the Book of Verdicts during the Shooting Phase instead of firing a weapon. If he does so then his unit may choose one of the following Universal Special Rules that will apply until the start of the next Arbites Turn: Counter Attack, Furious Charge, Stubborn. May not be used if the bearer is Locked in Close Combat.

PSYKER POWERS
Obfuscate: The psyker disorients the senses of nearby enemies, making it difficult to focus on the Psi-Marshal. This power is used at the start of the Arbites turn. If successful, enemy units within 12” of the Psi-Marshal must make difficult terrain checks when moving (including assault moves) until the start of the next Arbites turn.
Detection: The Psionic reaches out with his senses, attempting to detect the exact position of any concealed enemies. This Power may be used during the Shooting Phase, and does not prevent the Psionic from firing a weapon. If the Psychic Test is passed then the Psionic may reduce the Cover Save of a single enemy unit with a model within 18” by -1.
Gavel of the Court: The Psionic summons his convictions as a physical force in order to smash his foes, usually taking on the appearance of a large ethereal hammer. This Power may be used at the end of the Assault Phase, after all Combats have been resolved. If the Psychic Test is passed, all enemy models in base contact with the Psionic suffer a wound on a D6 roll of 4+. Armor Saves are allowed as normal.
Light of Justice: The Psionic’s hand glows brightly, casting a bright light on those who would threaten the sanctity of the Dictates Imperialis. This Power may be used during the Shooting Phase instead of firing a weapon. If the Psychic Test is passed, one enemy Unit within 12” of the Psionic and his Unit will suffer a -1 penalty to their Leadership until the end of the Arbites Player’s Turn. If the Night Fighting rules are in effect, then the Psionic (and his Unit) must roll to spot the target Unit as normal, but any other friendly Units wishing to target an affected enemy Unit may ignore the Night Fighting rules. In addition, all enemy Units may ignore the Night Fighting rules if they choose to target the Psionic (or his Unit) during their next Shooting Phase.
Long Arm of the Law: The Psionic is able to peek briefly into the future, divining the probable course of action that a criminal or enemy may follow. This allows the Arbitrators to stay a step ahead of their quarry. This Power may be used at the end of the Arbites Movement Phase. If the Psychic Test is passed, the Psionic and his Unit will not Shoot during the Shooting Phase or Charge during the Assault Phase. At the start of the enemy’s next Shooting Phase, the Psionic and his Unit may take a “free” shot at the enemy, counting as stationary. This is done prior to any enemy shooting, and all of the normal rules for Shooting apply, including Target Priority. Alternatively, at the start of the enemy’s next Assault Phase, the Psionic and his Unit may Charge an enemy Unit if they are in range. This takes place before any enemy models Charge. Neither of these actions may be taken if the Psionic and his Unit are Falling Back or Locked in Combat.
Suppression: The Psionic clouds the minds of his enemies, rendering them confused or unconscious. This Power may be used during the Shooting Phase instead of firing a weapon. If the Psychic Test is passed, then a single enemy unit within 12” of the Psionic will be forced to take a Pinning Test at the end of the Shooting Phase. This will also force a unit which is normally immune to Pinning to take a Pinning Test. If the Unit has been hit by Suppressive Weapons, they will suffer Leadership Penalties for the Pinning Test as normal.

WARGEAR
Arbites Bike: Models equipped with Arbites Bikes follow all the rules for bikes as described in the 40k rulebook. The bike is armed with a twin-linked bolter.
Arbites Grenade Launcher fires either:
Gas grenades: 24” S:X AP:- Assault 1 Blast, Poison 4+, Ignores cover.
Lockdown grenades: 24” S:- AP:- Assault 1, If a vehicle is hit by a lockdown grenade roll a d6. It may not move until the start of the next Arbites turn on a d6 roll of 5+.
Arbites Heavy Grenade Launcher: fires either:
Gas shells: 36” S:X AP:- Heavy 1 Blast, Poison 3+, Ignores cover.
Lockdown shells: 36” S:- AP:- Heavy 1, If a vehicle is hit by a lockdown shell roll a d6. It may not move until the start of the next Arbites turn on a d6 roll of 4+.
Arbites Missile Battery: fires either:
Gas warheads: 48” S:X AP:- Heavy 1 Large Blast, Poison 2+, Ignores cover.
Explosive warheads: 48” S:8 AP:3 Heavy 3
Arbites Shotgun: fires either: Standard rounds: 12” S:4 AP:-, Assault 2
Executioner rounds: 6-18” S:4 AP:-, Assault 1, No line of sight required. Ignores non-area cover.
Badge of the Justiciar: This badge, given to those with a profound knowledge of the Dictates Imperialis, provides a 5+ invulnerable save to the wearer.
Breaching charge: Melta bomb.
Cyberhound: Enemies may not outflank within 12” of these bloodhounds. Cyberhound’s make their attached unit count as Initiative 5 for Sweeping Advances. Cyberhounds count as single models for transport purposes. They do not prevent an Independent Character from joining a unit. A cyberhound has the following profile:
Cyber-hound WS 4 BS 0 S 4 T 3 W 1 I 5 A 2 Ld 7 Sv 5+
Execution Blade: +1 Initiative power weapon.
Multi-comm: An Arbites secured locator. Any Arbites squad with the Deep Strike special rule will arrive 6” away from a multi-comm. Roll scatter die to determine location. A Multi-comm is a receiver for a Arbites Dispatch. If any unit is equipped with a Multi-comm the Arbites are eligible to re-roll one failed reserve test a turn.
Power Maul: Close combat weapon, poison (2+) or power weapon .
Riot Grenades: Defensive grenades.
Shock Lance: Close combat weapon, poison (4+), +2 initiative on first round of assault.
Shock Maul: Close combat weapon, poison (4+).
Sniper Rifle: 36” S:X AP:6 Heavy 1, Sniper.
Suppression Shield: 4+ invulnerable save. Models may not claim the +1 attack for having two weapons. User may not perform a sweeping advance.
Targeter: Models equipped with a Targeter are allowed to pre-measure the range to a target before they decide who to shoot at in the Shooting Phase. After you have used a Targeter then any ‘Guess’ range weapons may not be fired that Turn (this rule is included to avoid players using their Targeters to gain advantages for other Units that don’t have
them).

HQ
ARBITES JUDGE COST: 85 Pts
Judge WS 4 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 10 Sv 4+
Unit Composition: 1 Judge
Unit Composition: Infantry
Wargear:
• Carapace armor • Arbites shotgun • Bolt pistol
• Frag grenades • Riot grenades
Special Rules:
• Independent Character • Stubborn • Riot Tactics
• Units Inbound • Hand of Justice
Options:
• Replace arbites shotgun with: a shock maul or bolter free
a combi-flamer, power maul or -plasma gun +10 pts
• Replace bolt pistol with: a plasma pistol +15 pts
a suppression shield +10 pts
• Take a Badge of the Justicar +5 pts
• Take a Arbites bike +25 pts
• Take a multi-comm +5 pts
Judges may take one book of the law +20pts
Hand of Justice: To face an Arbites Judge in battle is to bear the eternal mark of the fugitive. Non-daemon enemy units within 12” of an Arbites Judge suffer -1 Initiative as
the awesome weight of Imperial Justice bears down upon them.

ARBITES MARSHAL COST: 50 Pts
Marshal WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 9 Sv 4+
Unit Composition: 1 Marshal
Unit Composition: Infantry
Wargear:
• Carapace armor • Arbites shotgun • Bolt pistol
• Frag grenades • Riot grenades
Special Rules:
• Independent Character • Stubborn • Riot Tactics
• Units Inbound
Options:
• Replace arbites shotgun with: a shock maul or bolter free
a combi-flamer, a power maul, or plasma gun +10 pts
• Replace bolt pistol with: a plasma pistol +15 pts
a suppression shield +10 pts
• Take a Badge of the Justicar +5 pts
• Take a Arbites bike +25 pts
• Take a multi-comm +5 pts
• Take breaching charges +5 pts
• If not mounted on an Arbites bike, take: 1-4 cyber hounds +10 pts each
Marshals may take one book of the law +25 pts

ARBITES PSI-MARSHAL COST: 85 Pts
Psi-Marshal WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 9 Sv 4+
Unit Composition: 1 Psi-Marshal
Unit Composition: Infantry
Wargear:
• Carapace armor • Arbites shotgun • Force weapon
• Bolt pistol • Frag grenades • Riot grenades
Special Rules:
• Independent Character • Stubborn • Psyker
• Riot Tactics • Units Inbound
Psychic Powers:
• A Psi-Marshal possesses two psychic powers. Only one is usable per turn.
Options:
• Replace arbites shotgun with: a bolter free
a combi-flamer, or -plasma gun +10 pts
• Replace bolt pistol with: a plasma pistol +15 pts
a suppression shield +10 pts
• Take a Badge of the Justicar +5 pts
• Take a Arbites bike +25 pts
• Take a multi-comm +5 pts
• Take breaching charges +5 pts
• If not mounted on an Arbites bike, take: 1-4 cyber hounds +10 pts

COMMISSAR COST: 60 Pts each
Commissar WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 10 Sv 4+
Unit Composition: 1-5 Commissar
Unit Composition: Infantry
Wargear:
Carapace armor Bolt pistol Close combat weapon
Refractor Field Frag grenades Krak grenades
Special Rules: Independent Character
Each commissar must be assigned to a squad of arbites. Commissars count as an HQ choice but do not take up any force organization points.
Options
• Replace bolt pistol with: a plasma pistol or storm bolter +5 pts.
• Replace Close combat weapon with: a power weapon +5 pts
or a power fist +15 pts.
• Take breaching charges +5 pts
• Take a Arbites bike +25 pts




Elite
EXECUTION TEAM COST: 25 Pts each
Executioner WS 4 BS 4 S 3 T 3 W 2 I 4(5) A 2 Ld 8 Sv 5+
Unit Composition: 1-4 Executioners
Unit Composition: Infantry
Wargear:
• Flak armor • Execution blade • Bolt Pistol
• Frag grenades
Special Rules:
• Infiltrate • Scout • Stealth
• Covert Operations
Options:
• Take a multi-comm................................... +5 pts
Covert Operations: Execution Teams operate independantly and in secrecy, often far ahead of the main Arbites force. Executioners may not ride in transports, or be joined by Independant Characters.

SHOCK TEAM COST: 100 Pts
Shock Arbitrator WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 Ld 8 Sv 4++
Shock Proctor WS 4 BS 4 S 3 T 3 W 1 I 4 A 2 Ld 9 Sv 4++
Unit Composition: 1 Proctor, 4 Arbitrators
Unit Composition: Infantry
Wargear:
• Carapace armor • Shock maul • Suppression shield
• Bolt pistol • Frag grenades • Riot grenades
Special Rules:
• Riot Tactics • Units Inbound
Transport:
• Rhino • Chimera • Repressor
Options:
• May include up to 5 additional Arbitrators +25 pts each
• If the squad numbers ten models a second Arbitrator
may be upgraded to a Proctor +10 pts
• Any Proctor may replace his shock maul with:
a power maul +5 pts
• A single Proctor may take a multi-comm. +5 pts
• A single Proctor may take breaching charges +5 pts
The proctor mat take Bionics for 8 pts
SPECIAL RULES
Counter Attack Arbites Shock Teams are trained to support one another against onrushing masses. They have the Counter Attack Universal Special Rule.
Shield Wall Arbites Shock Teams are trained to interlock their Suppression Shields in order to form a protective barrier to deter aggressive foes. To form a Shield Wall, all models in the Unit (including any joined characters) must be equipped with a Suppression Shield and be in Base Contact in an unbroken chain. When the Shield Wall is in use, the Unit will count as being in Cover when charged. If models in the Team move out of Base Contact with one another due to the Counter Attack rule, the Team will still count as being in cover as long as they were in Shield Wall formation when the charge occurred.

Ogryn Brute Squad COST: 90 pts
Ogryn WS 4 BS 3 S 5(6) T 4 W 3 I 3 A 2 Ld 8 Sv 5+
Bone ‘Ead WS 4 BS 3 S 5(6) T 4 W 3 I 3 A 3 Ld 8 Sv 5+
Unit Composition: 1 Bone ‘Ead, 2 Ogryn
Unit Composition: Infantry
Wargear: Ogryn carry Ripper Guns and Frag Grenades.
Options:
• May include up to 2 additional Ogryn +25 pts each
SPECIAL RULES
Ogryn-Proof Ripper Guns are designed specifically for Ogryn, and make excellent clubs! A Ripper Gun adds +1 to the Ogryn’s Strength in Close Combat.
“It’s dark in dere!” Ogryns hate confined spaces, and the Arbites lack the patience to placate them. Ogryn Brute Squads may not ride in any type of Transport Vehicle.

Troops
Arbite Squad COST: 55 Pts
Arbitrator WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+
Proctor WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+
Unit Composition: 1 Proctor, 4 Arbitrators
Unit Composition: Infantry
Wargear:
• Carapace armor • Arbites shotgun • Bolt pistols
• Riot grenades
Special Rules:
• Riot Tactics • Units Inbound
Transport:
• Rhino • Chimera • Repressor
Options:
• May include up to 5 additional Arbitrators +17 pts each
• The squad may have frag grenades +1 pt per model
• Any number of Arbitrators may replace their Arbites shotguns with shock mauls or bolters at no cost.
• One Arbitrator may replace his Arbites shotgun with:
a heavy bolter +15 pts
a heavy stubber +10 pts
• If the squad numbers ten models a second Arbitrator may replace his Arbites shotgun with: an Arbites grenade launcher +10 pts
a plasma gun +15 pts
• Proctor may replace his Arbites shotgun with:
a power maul +5 pts
a shock maul free
• Proctor may take a cyber-hound. +10 pts
• Proctor may take a multi-comm. +5 pts
The proctor mat take Bionics for 8 pts

SHARPSHOOTER TEAM COST: 75 Pts
Sharpshooter WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+
An Adeptus Arbites army may field up to one Sharpshooter Team per arbite squad
Unit Composition: 5 Sharpshooters
Unit Composition: Infantry
Wargear:
• Carapace armor • Sniper rifle • Bolt pistol
Special Rules:
• Infiltrate Scout
Options:
• One Sharpshooter may replace his sniper rifle with a heavy bolter +15pts
Take a Targeter +3 pts

Fast attack
Arbites Mounted Pursuit Squad COST: 45 Pts
Arbitrator WS 3 BS 4 S 3 T 3(4) W 1 I 3 A 1 LD 7 SV 4+
Proctor WS 3 BS 4 S 3 T 3(4) W 1 I 3 A 2 LD 8 SV 4+
Unit Composition: 1 Mounted Proctor, 2 Mounted Arbitrators
Unit Composition: horse/beast
Wargear: Mounted Arbitrators carry either Combat Shotguns or Bolt Pistols and Close Combat Weapon or Shock Lance.
Special Rules:
• Units Inbound
Options: One model may replace his weapons with an Arbites Grenade Launcher at +10 pts, The entire Team may be equipped with Frag Grenades at +1 pt per model.
My include 7 more Mounted Arbites………………20pts each

Arbite Biker Pursuit Squad COST: 70 POINTS
Arbitrator WS 3 BS 4 S 3 T 3(4) W 1 I 3 A 1 Ld 8 Sv 4+
Proctor WS 3 BS 4 S 3 T 3(4) W 1 I 3 A 2 Ld 8 Sv 4+
Unit Composition: 1 Proctor, 2 Arbitrators
Unit Composition: Bikes
Wargear:
• Carapace armor • Arbites shotgun • Shock maul
• Riot grenades • Arbites bike
Special Rules:
• Units Inbound
Options:
• May include up to 3 additional Arbitrators +25 pts each
• One Arbitrator may replace his Arbites shotgun with: a flamer +5 pts
One Arbite bike may be upgraded to an attack bike
an assault cannon +25 pts
or a heavy bolter +15 pts
• If the squad numbers six models a second Arbitrator may replace his Arbites shotgun with: an Arbites grenade launcher +10 pts
- a plasma gun +15 pts
• Proctor may replace his shock maul with: a power maul +5 pts
• Proctor may take a multi-comm +5 pts
• Proctor may take breaching charges +5 pts
The proctor mat take Bionics for 8 pts

STORM TEAM COST: 60 POINTS
Storm Arbitrator WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+
Storm Proctor WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Unit Composition: 1 Proctor 4 Arbitrators
Unit Composition: Infantry
Wargear:
• Carapace armor • Arbites shotgun • Bolt pistol
• Riot grenades
Special Rules:
• Riot Tactics • Deep Strike
Options:
• May include up to 5 additional Arbitrators +17 pts each
• The squad may have frag grenades +1 pt per model
• Any number of Arbitrators may replace their Arbites shotguns with shock mauls or bolters at no cost.
• 2 Arbitrators may replace their Arbites shotguns with:
a heavy bolter +15 pts
a heavy stubber +10 pts
• If the squad numbers ten models a 2 more Arbitrators may replace their Arbites shotguns with: an Arbites grenade launcher +10 pts
a plasma gun +15 pts
• Proctor may replace his Arbites shotgun with: a power maul +5 pts
a shock maul free
• Proctor may take breaching charges +5
The proctor mat take Bionics for 8 pts

Arbites Land Speeder Pursuit Squadron COST: 50 Pts each
Land Speeder BS 4 F 10 S 10 R 10
Unit Composition: 1-3 Arbites land speeder
Unit Composition: Vehicle (skimmer)
Wargear: each land speeder is armed with a heavy bolter
Options: Each Land Speeder may add an Assault Cannon at +35 pts, a plasma cannon at +30 pts. The heavy bolter may be exchanged for a multi-melta for +20 pts
SPECIAL RULES
Deep Strike An Arbites Land Speeder Pursuit Squadron may be held in Reserve and deploy using the Deep Strike rules if the Mission being played allows Deep Strike to be used.

ARBITES SENTINEL SQUADRON COST: 40 Pts each
Sentinel WS 3 BS 4 S 5 F 10 S 10 R 10 I 3 A 1
Unit Composition: 1-3 Arbites Sentinels
Unit Composition: Vehicle (walker, open-topped)
Wargear:
• Heavy Stubber • Searchlight • Smoke launchers
Special Rules:
• Scout
Options:
• Any Arbites Sentinel may replace it’s heavy stubber with:
a multi-laser +15 pts
a heavy bolter +15pts
a heavy flamer +10 pts
a an assault cannon + 25 pts
• Any Arbites Sentinel may take any of the following: extra armor +5 pts
armored crew compartment +15 pts

Heavy support
Arbites Heavy Executioners Cost: 75 pts
Heavy Executioner WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+
High Executioner WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Unit Composition: 1high executioner 4 heavy executioners
Unit Composition: infantry
Wargear:
• Carapace armor • Bolter • Bolt pistol
• Targeter
Transport:
• Rhino • Chimera • Repressor
Options Up to four models may replace their Bolters with one of the following: Heavy Stubber at +10 pts, Heavy Bolter at +15 pts, Auto Cannon +20. Any number of models may replace their Bolters with Storm Bolters at +5 pts per model.

SUPPRESSION PLATFORMS COST: 30 Pts PER PLATFORM
Arbitrator WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+
Unit Composition: 1-3 Suppression platforms (including 2 Arbitrator crew per platform)
Unit Composition: Artillery
Wargear:
• Carapace armor • Bolt pistol
Special Rules:
• Scout
Options:
• Each suppression platform must be armed with the
same type of weapon from the following list:
- a twin-linked heavy stubber +10 pts
- a twin-linked heavy bolter +15 pts
- a twin-linked auto cannon +20 pts
- an Arbites heavy grenade launcher +25 pts

BLACK MARIA COST: 130 Pts
Black Maria BS 4 F 12 S 12 R 10
Unit Composition: 1 Black Maria
Unit Composition: Vehicle (tank)
Wargear:
• Heavy bolter (hull) • Arbites missile battery (turreted)
• Searchlight • Smoke launchers
Transport Capacity:
• 6 models
Fire ports:
• 1 top hatch (2 models)
Access Points
• 1 Rear hatch
Options:
• May replace it’s hull heavy bolter with: a heavy flamer free
• May take any of the following:
extra armor +15 pts
hunter killer missile +10 pts
track guards +10 pts
dozer blade +5 pts

TRANSPORT VEHICLES
Arbites Rhino COST: 35 Pts
Rhino BS 4 F 11 S 11 R 10
Type Tank
Crew Arbitrators
Weapons Storm Bolter
Transport The Rhino may transport up to 10 models.
Fire Points 1: top hatch (2 models)
Access Points 3: two side hatches and a rear ramp.
Repair An immobilized Rhino may be repaired on a 6+ during the Shooting Phase if it does not shoot.

Arbites Repressor COST: 55 Pts
Repressor BS 4 F 11 S 11 R 10
Type Tank
Crew Arbitrators
Weapons Storm Bolter and Heavy Stubber
Options The Repressor is always fitted with a dozer blade as standard. It may upgrade the heavy stubber to twin linked heavy bolters for +20 pts
Transport The Repressor may transport up to 10 models.
Fire Points 2: side firing slits (6 models) and top hatch (1 model)
Access Points 3: two side hatches and a rear ramp.
SPECIAL RULES
Units Inbound

Arbites Chimera COST: 65 Pts
Chimera BS 4 F 12 S 11 R 10
Type Tank
Crew Arbitrators
Weapons Hull-mounted Heavy Bolter and one of the following turret-mounted weapons: Heavy Bolter at +10 pts, Multi-laser at +10 pts, Auto cannon at +15 pts.
Transport The Chimera may transport up to 12 models.
Fire Points 1: top hatch (2 models)
Access Points 1: rear ramp.

Arbites Land Raider COST: 225 Pts
Land Raider BS 4 F 14 S 14 R 14
Type Tank
Crew Arbitrators
Weapons Hull-mounted Twin-Linked Heavy Bolter, two side sponsons equipped with Twin-Linked Heavy bolters
Options The Land Raider may upgrade the side sponsons to twin linked auto cannons at +25 pts or twin linked heavy grenade launcher for +20.
Transport The Land Raider may transport up to 10 models.
Fire Points None
Access Points 3: two side hatches and a forward ramp.
Assault Ramp A Unit disembarking from a Land Raider may Charge during the Assault Phase even if the vehicle moved prior to the Unit disembarking.
Note the land Raider my be a heavy support

SPECIAL CHARACTERS

“Dreaded” Judge Joseff Spartacus – Arbites Judge 200pts
You may include “Dreaded” Judge Joseff Spartacus in an Arbites Force of 1,500 pts or more. He counts as an HQ Choice.
Judge Spartacus WS 5 BS 5 S 3[4] T 3[4] W 3 I 5 A 3 Ld 10 Sv 3+
Type Infantry
Wargear Judge Spartacus carries his special Lawgiver Bolt Pistol, Power Weapon, Frag Grenades and Melta Bombs.
Options Judge Spartacus may be mounted on an Arbites Bike +25 pts.
SPECIAL RULES
Demolition Man Judge Spartacus has a well-known talent for making things go BOOM!, heedless of the consequences. He adds +1 to all Amour Penetration Rolls that he makes. If he causes a Penetrating Hit on a Vehicle or Structure, he
may Re-Roll any Rolls of ‘1’ on the Penetrating Hit chart. The second Roll stands, even if it is also a ‘1’.
I am the Law! Judge Spartacus is fanatically devoted to the enforcement of Imperial Law, and nothing will prevent him from doing his duty. Judge Spartacus, and any unit he joins or leads, may choose whether to pass or fail any Morale,
Pinning or Leadership Test, even where failure is normally automatic.
Independent Judge Spartacus is an Independent Character as described in the
Warhammer 40,000 Rulebook.
Lawgiver Bolt Pistol Judge Spartacus carries a specially crafted Bolt Pistol known as the Lawgiver, an artificer-made weapon with special
ammo feeds and a shot selector. The Lawgiver Bolt Pistol may be used exactly like a normal Bolt Pistol, in which case it may Re-Roll any failed To Hit rolls for Shooting. Alternatively, Judge Spartacus may choose to use any of the following special Firing Modes during his Shooting Phase, but if he does so he may not count the Lawgiver Bolt Pistol as an additional Close Combat Weapon during the subsequent Assault Phase.
Firing Mode Range Strength AP Type
Bolt 12” 4 5 Pistol
Rapid Fire 12” 3 - Assault 4
Armor Piercing 12” 6 3 Assault 1
Grenade 18” 4 5 Assault 1, Blast (one per game)
Bionic body this gives the judge +1 to strength and toughness and it increases his save to 3+, on a d6 roll of 6+ he regains a wound, even is reduced to 0 wounds.
Eternal Warrior Universal Rule.
Riot Tactics
Units Inbound
Hand of Justice: To face an Arbites Judge in battle is to bear the eternal mark of the fugitive. Non-daemon enemy units within 12” of an Arbites Judge suffer -1 Initiative as
the awesome weight of Imperial Justice bears down upon them.

Psi-lord Hickok of the Adeptus ArbitesADEPTUS COST: 220 Pts
He counts as an HQ Choice.
Hickok WS 5 BS 4 S 3 T 3 W 3 I 5 A 3 LD 10 SV 4+
Unit Type: Infantry
Number/Squad: 1
Wargear:
• Carapace armor • Force maul* • Bolt pistol
• Frag grenades • Riot grenades • Badge of the Justicar
Special Rules:
• Independent Character • Stubborn • Psyker
• Units Inbound
• Force maul is a power maul with force weapon capabilities and Psi-Lord Hickok can use the force maul and one psychic power a turn.
Options:
Arbites bike +25 Pts
Psyker Powers: Psi-Lord Hickok has two psychic powers, Dominate and one chosen for the list of Arbite powers.
Dominate: Psi-Marshal Hickok is considered the best interrogator in the entire Arbites. He channels his fervor for the law into a icy psychic onslaught which penetrates the mind, leaving criminals filled with thoughts of judicial retribution. The power is used at the start of the Arbites assault phase. If successful, nominate a single enemy model within 6” involved in the same close combat. If the target model fails a leadership test, it may not attack in any way until the end of the close combat. Hickok may only have one model dominated at a time.
Psychic pain if Hickok suffers a parallels of the warp every one including friend or foe within 12” suffers a parallels of the warp even if they are not psychic, normal armor saves allowed.

Arbites Weapon List

Weapon Range Str AP Type
Assault Cannon 24” 6 4 Heavy 4, Rending
Autocannon 48” 7 4 Heavy 2
Bolter 24” 4 5 Rapid Fire
Bolt Pistol 12” 4 5 Pistol
Flamer Template 4 5 Assault 1
Heavy Flamer Template 5 4 Heavy 1
Heavy Bolter 36” 5 4 Heavy 3
Heavy Stubber 36” 4 6 Heavy 3
Lascannon 48” 9 2 Heavy 1
Melta Gun 12” 8 1 Assault 1, Melta
Multi-Laser 36” 6 6 Heavy 3
Multi-Melta 24” 8 1 Heavy 1, Melta
Plasma Gun 24” 7 2 Rapid Fire, Gets Hot
Plasma Pistol 12” 7 2 Pistol, Gets Hot
Plasma Cannon 36” 7 2 Heavy 1, Gets Hot, Blast
Ripper Gun 12” 4 6 Assault 2
Sniper Rifle 36” X 6 Heavy 1, Sniper
Storm Bolter 24” 4 5 Assault 2
Grenade Launcher 24” X - Assault 1, Blast, Poison 4+, Ignores Cover
24” - - Heavy 1, *
Heavy GL 36” X - Heavy 1, Blast, Poison 3+, Ignores Cover
36” - - Heavy 1, *
Missile Battery 48” X - Heavy 1, Large Blast, Poison 2+, * 48” 8 3 Heavy 3
Arbites Shotgun 12” 4 - Assault 2
6-18 4 - Assault 1, *


* See Wargear section for additional rules