Codex Adeptus Arbites for 5th Edition

March 24, 2018 | Author: forishm | Category: Sniper, Arbitration, Armed Conflict, Violence, Crimes
Share Embed Donate


Short Description

This is a massive, home-brew codex for the Adeptus Arbites for the 5th Edition of Warhammer 40,000. It includes rules fo...

Description

Images courtesy of ArbitorIan & Panic from www.dakkadakka.com

Codex

Adeptus Arbites By: Matthew Forish CREDITS This document is in no way official, nor endorsed by Games Workshop. Many of the names, terms, etc found in this document are the copyrighted property of Games Workshop, and are used without permission. No challenge is intended to Games Workshop or their intellectual properties – this is merely the work of longstanding fan and enthusiast of the Warhammer 40,000 tabletop battle game. While it took quite a lot of work to create this Codex, and a good chunk of what you see either comes straight out of old Games Workshop publications or from my own fertile imagination and reasoning, I also looked to other people’s ideas for inspiration. Some of the concepts presented here are based on, inspired by, influenced by or blatantly copied from other folks’ vision of how the Adeptus Arbites should be represented in Warhammer 40,000. The most important venues for inspiration of this Codex are Tim Huckleberry and his fantastic Codex for 3rd Edition Warhammer 40,000 as well as the many ideas, suggestions and outright heresies that have come out of the Adeptus Arbites Garrison at Yahoo Groups. Of note are several key members whose ideas provided a gold mine of inspiration to help me craft my ideal army list to represent the Adeptus Arbites on the tabletop. These include such esteemed persons as Jeff Wiertella, Robey Jenkins, Magnus Johansson and many others far too numerous to name here! Of course, the writings of Matthew Farrer in his Shira Calpurnia novels are also a very strong source of inspiration and insight into the inner workings of the Adeptus Arbites as well!

For more information about Warhammer 40,000, please visit www.games-workshop.com

CONTENTS Introduction Who are the Adeptus Arbites? History of the Adeptus Arbites Why Collect and Adeptus Arbites Force? The Dictates Imperialis Adeptus Arbites Organisation The Judges Arbites Hierarchy

4 4 4 4 5 5 6 6

Forces of the Adeptus Arbites Adeptus Arbites Special Rules Arbitor General Arbites Judge Arbites Personal Staff Task Teams Patrol Team Combat Team Response Team Fire Support Team Suppression Team Pursuit Team Detective Operative Assembly Sentinel Pursuit Team Chimera Rhino Repressor Castigator Halligan Tarantula Sentry Gun Prefab Barricades Land Speeder Pursuit Team Leman Russ Battle Tank Land Speeder Storm Eagle Assault Shuttle Arbitor Senioris Shira Calpurnia Lucina Internal Affairs Arbites Judge Judith Schindler Arbitor Alec Murphaeus - "Arco-Arbitor" Arbites Judge Joseff Spartacus Senior Proctor Griggory Martaugh Arbites Special Detective Eleanor Nash Senior Proctor Russell Wyott Arbites Medicae Val "Doc" Hollie Citizen Levy Mutant Press Gang Local Gang PDF Infantry Platoon Penal Legion Squad Martyr Cyber-Mastiff Hunting Pack Ogryn Brute Squad Ratling Sharpshooter Squad Imperial Inquisitor Inquisitorial Henchmen Arco-Flagellant Banisher Crusader Daemonhost Death Cult Assassin Inquisitorial Servitor Jokaero Weaponsmith Mystic Psyker Warrior Acolyte

7 8 9 10 11 12 12 12 12 13 13 13 14 15 16 16 16 17 17 17 18 18 19 19 20 20 21 22 24 25 26 27 28 30 30 31 32 33 33 34 35 35 36 36 37 38 38 38 38 39 39 39 40 40 41 41

2

Adeptus Arbites Wargear Weapons Armour Other Equipment Vehicle Armoury

42 42 45 46 47

Adeptus Arbites Psychic Powers

49

Adeptus Arbites Army List HQ Troops Dedicated Transports Elites Fast Attack Heavy Support

50 52 56 57 58 60 62

Precinct Auxiliaries List Troops Elites Fast Attack Heavy Support

64 64 67 70 71

Modeling and Painting the Adeptus Arbites

72

The Arbites Precinct

81

Adeptus Arbites in Cities of Death Arbites Safehouse Arbites Sector House Arbites Precinct Fortress

83 83 83 83

Adeptus Arbites in Planetstrike Rule Exceptions Arbites Stratagems

84 85 85

Adeptus Arbites in Apocalypse Adeptus Arbites Allies Matrix Adeptus Arbites Strategic Assets Riot Response Delegation Rapid Pursuit Delegation Defensive Perimeter Judiciate Command Vehicle

87 87 87 88 89 90 91

Adeptus Arbites in Spearhead Coordinated Response Spearhead Rapid Pursuit Spearhead Defensive Perimeter Spearhead

92 92 92 92

Battle Mission: Suppression Response Battle Mission: Hot Pursuit Battle Mission: The Final Stand

93 94 95

Uprisings: Adversaries of the Adeptus Arbites Citizen Uprising Chaos Cult Genestealer Cult

96 97 100 103

The Defense of Ichar IV

106

Arbites in Competitive Play

109

Arbites Summary

112

"They live there in that great plascrete tower surrounded by walls and razor wire, only emerging to seize some unfortunate who has transgressed against the Imperial Laws or to patrol the city to prove that it belongs to them. There are crystal lenses and sound wave detectors on that tower that can watch citizens and listen to their conversations 100 leagues away, Imperial spy satellites watch what they can’t see directly and even the Governor fears them. They aren’t from here and have nothing to do with us, no more than Orks or Eldar, if they have families or children we don’t know about them and we don’t care. They wouldn’t so much as buy a glowbulb from us and we would not sell it to them. It’s ironic that they have the rather benevolent title of Arbitrators." Vorkas Zolowski prior to his arrest for pernicious sedition against the Emperor of Mankind.

3

INTRODUCTION Who are the Adeptus Arbites?

History of the Adeptus Arbites

The Adeptus Arbites are the conspicuous and ever-watchful long arm of the Emperor’s law. From their fortress precincts upon almost every world of the Imperium, they administer harsh justice as laid down by the Dictates Imperialis. None are above, or indeed below, their notice, and they will stop at nothing to ensure wrong-doers are punished for even the smallest of infractions against Imperial law.

The Adeptus Arbites has existed since the earliest days of the Imperium. Indeed when the Emperor’s forces liberated a world during the Great Crusade, they were followed swiftly by the Adeptus Arbites who assisted the Imperial Missionaries in establishing Imperial Rule and ordered societies from the destruction left in the wake of the crusaders. It was the Adeptus Arbites who held the Palace Grounds during the Siege of Terra at the climax of the Horus Heresy.

The men and women of the Adeptus Arbites are recruited from Schola Progenium facilities all over the Imperium. It takes a very special individual to be selected, and it is often those who have risen to dominate their fellow progenia through force of will or brute strength who prove ideal for the role. The Arbites must be harsh in the execution of their duty, and mercy is a weakness unbecoming of an officer of the Emperor’s law.

In the millennia following the Emperor’s enthronement on Terra, the Adeptus Arbites has tended towards the background and shadows of every day Imperial life, silently performing their duties and protecting the loyal citizens from many threats both hidden and overt. Dotted throughout these many thousands of years however are many brief accounts of Arbites precincts holding out against full-scale invasion for many weeks, acting as a rallying point for the defenders when all else seems lost. Often, it is the Arbites’ astropaths who get out the crucial plea for aid, to which surrounding systems respond. By the time a response is mustered the precinct fortress will most likely have fallen, but the Arbites will have sold their lives dearly, and will have ultimately succeeded in bringing down retribution upon the heads of those who would defile the Emperor’s domain.

Unlike the individuals in the service of the Holy Orders of the Emperor’s Inquisition, the Arbitrators and judges are not free to administer judgment as they see fit. They are instead bound by the Dictates Imperialis. This is a prodigious body of laws, rulings, precedents and decrees compiled over ten millennia, and ranging from the words of the Emperor Himself from the days he walked amongst men, to the most recent proclamations of the High Lords of Terra. By its very nature, this body of law is vast, and many servants of the Arbites spend their entire lifetime researching a particular point of law so that a criminal may be brought to justice. The Arbites administer the galaxywide laws of the Dictates Imperialis with ruthless efficiency. Though there are many other local law enforcement bodies on every world, it is the Adeptus Arbites that enact the definitive word of the law, above all others.

Why Collect an Adeptus Arbites Force? The Adeptus Arbites are a rather unique force, deliberately better trained and better equipped than the Imperial Guard and the Planetary Defense Forces, though not nearly as numerous. Yet they are not as powerful and autonomous as the elite, super-human warriors of the Space Marine chapters. They are hard-bitten and determined fighters who excel at close-ranged firefights and bitter street fighting where their defensive tactics and equipment serves them well.

The Arbites precinct fortresses are present in most every major city ruled by the Imperium. They are huge, threatening buildings that dominate and inspire fear and paranoia for many miles around. The officers of the Arbites are utterly incorruptible, and never serve on or near their homeworld: the law is their life and they are utterly and ruthlessly dedicated to it. Arbites precincts are often the first line of defence against the corruption of an Imperial world. The Arbites owe no direct allegiance to the world’s Imperial commander, and so are free to react to the slightest hint of treachery. Many governors resent this autonomy, but are later thankful for it when rebels attack their palaces and the Arbites are the only force able to stand against them.

While the Arbites do not excel in any particular area of combat, neither are they lacking in any aspect. Their shooting is powerful but shortranged, forcing them to either advance or wait for their enemies to come to them. They have a few units which specialise in Close Combat, but these units require careful maneuvering and planning in order to defeat their foes. One unique tool the Arbites have is the suppression tactics special rule, designed to sow confusion and disarray among the enemy, forcing them to go to ground rather than falling back. Combined with the variety of pinning weapons available, the suppression tactics rule helps the Arbites force pin down multiple enemy units, allowing them to bring their powerful firepower to bear with less worry about being shot or assaulted in retaliation.

“Remember that it is the duty of the mighty Adeptus Astartes Chapters and the glorious Imperial Guard to wage the Emperor's wars and the duty of the fearless Imperial Navy to guard the Emperor's spaceways, but it is to his loyal servants the Adeptus Arbites that his divine majesty in his infinite wisdom entrusts the most sacred duty of all –

An Arbites force is also a modeler’s army. This is because there are very few Arbites models currently in production by Games Workshop, which means you will need to flex your modeling muscle a bit in order to put together a playable army. However this does allow the player to create a distinctive look and feel that appeals to them and evokes the “Law and Order” ideals of the Arbites as they see it. A fully-converted and wellpainted army of the Adeptus Arbites is a truly magnificent sight to behold, and will be the envy of all who oppose your legal might!

Keeping in check the lawless heretic rabble that passes itself off as the Emperor's worthy subjects.” Familiar old precinct-house joke of the Adeptus Arbites

4

The Dictates Imperialis

Adeptus Arbites Organisation

The only mandate an Arbitrator can enforce, and to the letter, is the Dictates Imperialis; local laws are not their problem, and those are left to be enforced by local agencies. The Dictates Imperialis (also known as the Great Book of Judgment, the Book of the Law or simply Imperial Law), is a collection of laws, rules, precedents, and other legal protocol collected from the Emperor and the High Lords of Terra. An Arbitrator could spend decades researching and studying the law for one case.

Though ultimately it owes its allegiance to the Adeptus Terra and the Emperor himself, the Adeptus Arbites is organised as an independent military body within the Imperium, with its own hierarchy of command ranging from the humble Proctor of a Patrol Team all the way up to the Grand Provost Marshal of the Adeptus Arbites – who also sits in council as one of the High Lords of Terra. The essential cell of an Arbites organisation is the Precinct, which generally corresponds to divisions of population, moderated by demographic and political assessments. For example, many sparselypopulated agricultural worlds and feral worlds require relatively few Arbitrators to enforce Imperial Law. In contrast most Hive Worlds, renowned for the lawlessness prevalent in the lower classes of their densely-packed population centers require a much denser network of Precincts to maintain control.

The Imperial Law that the Arbites enforce is thousands of years old and, in some cases, is potentially oppressive. It could be as much a crime to allow oneself to be kidnapped as it is to kidnap another individual. Punishments for most serious crimes are invariably harsh and often fatal. Aside from (very) public executions, the preferred sentence for many crimes is conscription into a penal legion. Although many fight for years under their life-long sentence, service in a penal legion is often immediately fatal since they are sent on the most dangerous of missions. Other punishments include public lashings, death by burning, and, with the permission of the Ecclesiarchy (and usually for crimes of a heretical fashion), arco-flagellation.

The Precincts within a system will generally interlock to form a Precinct Superior, often referred to in Arbites circles with the Low Gothic of a 'System Precinct'. The highest ranking Arbitor in a Precinct Superior will take on the honorary Low Gothic title of 'Commander of the Court' in addition to whichever title their rank currently earns them.

It is hereby decreed this day that forthwith all citizens living, residing, travelling or visiting in or around an area, condition or situation, deemed by authorities to be potentially volatile or hazardous, shall remain conspicuously armed and alert, under penalty of death or penal conscription.

The next break-point is typically applied at the point where transit through the immaterium (i.e. interstellar travel) is required for contact with the broader organisation. This results in a network of Precinct Superiors forming a High Precinct - generally made up of several systems (though occasionally, as in the case of Hydraphur, constituting only a single important system). The High Precinct is often similar to, though not necessarily congruent with, the subsector hierarchy as laid down by the Administratum.

Potentially volatile or hazardous areas, conditions or situations shall be considered so upon the discretion of any authority, including but not limited to, any member of the Adeptus Arbites, the Adeptus Ministorum, the Adeptus Administratum, the Adeptus Mechanicus or any planetary, Sectoral, Segmental or Imperial governing body.

High Precincts interlock in turn to form the Great Precinct, which are akin to (but not necessarily bound by) Imperial Sectors. Great Precincts form together into the greater Grand Precinct, which are finally grouped together into the greater Segmentum structure, with the highest ranking Arbitrator in the galaxy being the Grand Provost Marshal, one of the High Lords of Terra.

The potentially volatile or hazardous nature of an area, condition or situation may be caused or influenced by many factors, including but not limited to the following 

dangerous life-forms, either indigenous or extrinsic



threat of hostile or corrupting forces, domestic, foreign, alien or unnatural



civil unrest or general cultural debasement.



any other area, condition or situation as deemed appropriate

A subsidiary structure is the Arbites fleet. This constitutes mobile forces able to reinforce the work of the planetary precincts with resources both of judicial expertise and paramilitary force. They are typically found operating very much within the Arbitrator cursus and their primary function is the exertion of armed might in support of their planetary colleagues. Fleet commands follow a command hierarchy not dissimilar to the fixed hierarchy discussed elsewhere, and they are in most respects to be considered as spacebourne Precincts in this regard.

“Conspicuously armed” shall be defined as carrying, in plain sight, an appropriate manner of self defense, the nature of which shall be determined by the severity of the potentially volatile or hazardous area, condition or situation, as determined by the judgment of the authority. Typical conspicuous armaments may include, but are not limited to, hand-to-hand combat weapons, small arms, personal security teams and/or the protection of one or more branches of the Imperial military.

Commanders of Precinct Superiors and higher are drawn from the upper echelon of ranks, the Arbites General. Most often, a Precinct Superior is commanded by an Arbitor Senioris, a High Precinct by an Arbitor Majore, a Great Precinct by an Arbitor Imprimis and a Grand Precinct by an Arbitrator Majestas. The most common Low Gothic titles matching these ranks are High Marshall, Lady/Lord Marshal, Grand Marshal, and Lord Grand Marshal.

Excerpt from the Dictates Imperialis, source unknown

5

The Judges

Generally speaking, there are two basic types (or cursi) of Arbitrator: the Aedile (Arbitrator) and the Praetor (judge). Passage out of the organisation’s base ranks place an Arbitor on the lowest rungs of these cursi. As these two diverge from base ranks, so do they re-merge at the topmost echelon, the Arbites General, a supreme command structure which intermingles Arbites from both specialisations.

Standing outside the standard precinct structure and hierarchy, the Judges are a breed apart. Not to be confused with the various levels of judges in the praetor cursus, the Judges are iron-willed lords of justice, who have far-reaching powers, mandate and influence not far below that of an Inquisitor. They investigate and sit in judgement over those who commit the most heinous crimes, and will go to any lengths to pursue and capture or destroy a perpetrator.

There are many sub-specialisations from the main cursi, notably the Chasteners and the Detectives, who are heavily involved with other Adeptus, and whose activities are heavily protected by the Arbites' secrecy measures. They are believed to control surveillance, infiltration, intelligence, and the informant and agent provocateur networks.

Many Judges maintain a small personal army of trusted Arbitrators and support staff, perhaps based on a cruiser. The most powerful and influential Judges may even command a small fleet and thousands of men. Should the need arise, perhaps if an entire planet has fallen to civil unrest, they even have the influence to request, and receive, the full might of the Imperial Guard to restore the Pax Imperialis (though in such cases, the population of the planet is often substantially reduced).

Other sub-specialisations in the Arbitrator cursus include positions such as garrison chaplains and preachers, ordained tech-ministers and armourers, savants, medicae, investigators, paralegals, precedentiates, advocates and many more.

6

FORCES OF THE ADEPTUS ARBITES This section of the book details the forces used by the Adeptus Arbites their weapons, their units, and some famous special characters that you can choose, such as Joseff Spartacus or Shira Calpurrnia. Each entry describes the unit and gives the specific rules you will need to use them in your games. As such, the army list given later refers to the page numbers of these entries, so you can easily check back as you pick a force.

EQUIPMENT

The Forces of the Adeptus Arbites section is sub-divided into two parts. The first part describes all the troops and vehicles fielded by the Arbites, including the special characters, while the second part details the Arbites armoury of weapons and equipment

A good example is the Lawgiver Bolt Pistol, wielded by Joseff Spartacus. As such, its rules are detailed in Spartacus’s entry. Spartacus also carries a shock maul. This is a common Arbites weapon, and so its rules are to be found in the wargear section.

The army list at the back of the book shows all the standard and optional wargear available to a particular model. You will find that some items of equipment are unique to particular characters or units, while others are used by more than one unit. When an item is unique, it is detailed in the following entry from its owner, and where an item is not unique, it is detailed in the wargear section.

A shadowy form slinked across the small courtyard of the Administratum complex, making for the large glassteel window on the far side. Reaching his destination, Vik Draaco sidled up to the window and began cutting his way through with the small laser torch he had pulled from his utility pouch. When he had made a hole large enough, he slipped through into the dark room beyond. His mind racing with the memorized schematics of the complex, Draaco worked his way through the chambers containing the workstations of the low-level scribes and functionaries until he reached his goal – the office of the supervising Adept in charge of personal finance records. Quickly picking the lock, the young sneak slipped into the office and closed the door behind him. Tapping a few runes on the cogitator, he brought the system up to active status. The glowing display asked him for a password. Draaco pulled out the skifter, an illegal device which had cost him a fair few credits, and slid it into place over the screen. It immediately began its work, deciphering the runes necessary to access the finance records. After a short time, the device chirped softly and displayed the necessary code. Draaco pulled it free and tapped in the password, and was pleased to be granted immediate access to the entire personal finance database for this sub-sector of the hive. Working quickly, Draaco made the changes he had come to make, creating thousands of transactions that pulled various miniscule amounts of credits from organizations that could easily afford to lose a few, and probably expected cogitator errors to cost them a bit anyway. When he was done, the total shown on his own account was substantially higher than it had been moments before. In a final act of mischief, he pulled up the records for his supervisor at the manufactorum and added a few transactions that would be very difficult for him to explain were they ever to be caught. Logging off of the system, Draaco rose and prepared to head back out the way he had come in. He was suddenly blinded as the facility’s light came up. As he blinked his eyes to try and regain his sight, he heard a sharp voice which made his blood run cold. “Adeptus Arbites!” the amplified voice shouted. “We know you are in there Mister Draaco. Come out with your hands held high.” ‘Blast!’ he thought. ‘How on Terra did they know I was here?’ The how didn’t really matter of course, and Draaco immediately turned away from the booming voice of the Arbitrator, moving as fast as he could toward an exit. Bursting through the doorway, he heard the alarm klaxons begin ringing as he set off the security system. “Attempting to flee will only make your punishment more severe!” the voice called. Draaco didn’t turn back or slow down. He knew if they caught him he’d be done for. If they didn’t execute him on the spot, they’d surely send him off to the penal legions. He had to get away. Ducking down an alleyway, he ran as fast as his legs would carry him, desperately casting about for somewhere he could hide. His lungs were burning from the exertion, but he kept going. He was nearing the end of the alley when a commotion behind him caused Draaco to turn his head. Glancing over his shoulder, he saw three Arbites bikers hurtling towards him at top speed. They’d be on him in moments! He tried to think of a way to escape, but nothing came to mind. He turned his head back toward the alley’s opening, and ran headlong into a massive, black clad form. The Arbitrator didn’t budge, and Draaco bounced painfully off of him, landing in a heap at his feet. The three bikers screeched to a halt in a circle around him, and the Arbitrator standing over him drew a slender rod from his hip. With a flick of his wrist it crackled to life with an aura of blue sparks. He raised it over his head before swinging it down toward the fallen man. “I told you not to run,” the Arbitrator said as his shock maul crashed into Draaco’s skull. Blackness quickly overtook the pain…

7

ADEPTUS ARBITES SPECIAL RULES The models in the Arbites army use a number of special rules that are common to more than one unit, as specified in the individual entries that follow. Given here are either the details of those rules or a reference to where you can find them. Special rules that are unique to a particular character or unit are detailed in the relevant entry.

SUPPRESSION TACTICS Many Arbites units are trained and equipped to use special suppression techniques that are designed to disorient their opponents and force their heads down as the Arbites forces advance, and to take advantage of such suppression to put their opponents down quickly.

ARBITES UNITS Many of the rules described in this book refer to “Arbites units”. An Arbites unit is defined as any unit with the words “Arbites” or “Arbitor” in the title of their unit entry in the army list.

Whenever an enemy unit loses 25% or more of its models during the Arbites shooting phase and has suffered at least one unsaved wound from a unit with the Suppression Tactics rule the Arbites player may force the unit to take a Pinning test rather than a Morale test. (A Pinning test may be forced on a unit that is otherwise immune to Morale tests, but not on a unit that is immune to Pinning.) In addition, on a turn in which they assaulted, models with this rule add +1 to both their Initiative and their Attacks characteristics provided they are directing their attacks against enemy models from a unit which had gone to ground. A unit with this special rule conveys it to any Independent Characters that join the unit, but only if the character is an Arbites unit.

CALL FOR BACKUP Arbitrators invariably spend their first few years as part of a patrol team, and develop a strong familiarity with their jurisdiction. Due to this collective familiarity, an Arbites precinct is usually able to carefully coordinate their reinforcements and troop movements.

THE THIN BLUE LINE The Adeptus Arbites are often the first and last line of defense against many of the threats that face Imperial worlds, be it insurrection, invasion or something even more insidious. As they are nearly incorruptible, the Arbites are often the first target in the event of an uprising or coup, and are often caught flat-footed by the suddenness of the enemy's unexpected attack.

When rolling for reserves, the Arbites player makes a number of D6 rolls equal to the number of units currently held in reserve, and may then apply each D6 roll to a specific unit as he chooses. (Note that the player must declare the status of independent characters and dedicated transports as usual prior to rolling, after which he determines the number of units held in reserve.) Units allocated a D6 roll that equals or beats the required score for reserves will arrive, and all other rules applicable to units in reserve and arriving from reserve apply as normal.

Rather than rolling off to see who goes first as is normal in most scenarios, the Arbites player will always choose his deployment zone and deploy his forces first, but his opponent will always be allowed to choose whether to go first or second after deployment is finished. Note that the Arbites player may still attempt to seize the initiative if his opponent elects to go first. In addition, in missions where there is a distinction between “Attacker” and “Defender”, the Arbites force will always be the “Defender” unless the players agree differently beforehand. If both armies have a rule that requires this, then determine the “Attacker” and “Defender” normally.

DISCIPLINED FIRE The Adeptus Arbites are trained to the highest degree in ordered fire disciplines. Individual teams and larger detachments are able to coordinate their formations and fire patterns to achieve maximum effect with minimal effort in concentrated or widespread patterns. A unit with this rule may be ignored for the purposes of determining line of sight and granting cover saves to enemy units provided that the firing unit also has this rule, and both the firing unit and intervening unit are within 6” of one another, and neither unit has moved yet this turn.

8

Arbitor General Arbitor Senioris Arbitor Majore

WS 4 4

BS 4 4

S 3 3

T 3 3

W 2 3

I 4 4

A 2 2

Ld 9 10

Each Arbites High Precinct is led by an Arbitor Majore; also known as a Lord or Lady Marshall, who is charged with keeping order and maintaining the observance of the Dictates Imperialis within their jurisdiction. The Arbitor Majore holds court within the High Precinct Fortress and is responsible for making decisions affecting any important or grave matters.

Sv 4+ 4+

Whenever an Arbitor General leaves the safety of the precinct fortress, he is typically accompanied by a cadre of assistants, advisors and guards who make up his personal staff. Each Arbitor General is encouraged to hand-pick men and women whom they can trust and in whose abilities they can rely to ensure they are always able to handle any task that may be required of them. For this reason, an Arbitor General’s personal staff will be made up of a diverse group of individuals, each with their own particular skills and specialties.

The Arbitor Majore only attains this high position after decades of dedicated service in the Adeptus Arbites starting, as all Arbitrators do, as a member of a patrol team, and working their way through the ranks until they have proved themselves worthy of such a vital and weighty appointment. Only an Arbitrator of the most uncompromising and dedicated bent can aspire to rise so high. This helps to ensure that the Arbitor Majore will be an officer of impeccable character and unswerving loyalty to the Imperium.

This usually includes Arbitrator bodyguards, chasteners adept at apprehending and interrogating targets, garrison preachers and medicae personnel to look after the spiritual and physical well-being of the Arbitor General and his staff, investigators and judges to aid him in bringing criminals to justice, a communications specialist for relaying his orders and inquiries, a tech adept who keeps the staff’s equipment and transport vehicle in working order and possibly even a trained psionic to add mental might to the Arbitor General’s already considerable abilities and resources.

The Arbitor Majore of an Arbites High Precinct is aided in the enforcement of their mandates by a number of Arbitors Senioris, each of whom is in command of an Arbites Precinct or Precinct Superior. A typical Arbitor Senioris will reside in an Arbites precinct fortress and supervise the activities of the numerous task teams, detectives, judges and specialists under their command. It is the task of the Arbitor Senioris to coordinate the efforts of the Arbitrators within his precinct to ensure that order is maintained and any wrong-doers are apprehended and suitably dealt with. An Arbitor Senioris will have likely served many years as a proctor of a veteran Arbites team, such as a combat or response. In that time, he will have learned a great deal about the ins and outs of law enforcement and the vagaries of his particular sector and precinct. This experience serves him well as he coordinates the daily activities of his subordinates as they go about their duties.

SPECIAL RULES Disciplined Fire, Independent, Stubborn

9

Arbites Judge Arbites Judge

WS 4

BS 4

S 3

T 3

W 3

I 4

A 3

Ld 10

In the ranks of the Adeptus Arbites, a few remarkable individuals may, after a long and illustrious career, be elevated to the rank of Judge. Judges are iron-willed lords of justice, who have far-reaching powers, mandate, and influence not far below that of an Inquisitor. They investigate and sit in judgement over those who commit the most heinous crimes, and will go to any lengths to pursue and capture or destroy a perpetrator.

Sv 4+

Many Judges maintain a small personal army of trusted Arbitrators and support staff, perhaps based on a cruiser. The most powerful and influential Judges may even command a small fleet and thousands of men. Should the need arise, perhaps if an entire planet has fallen to civil unrest, they even have the influence to request, and receive, the full might of the Imperial Guard to restore the Pax Imperialis (though in such cases, the population of the planet is often substantially reduced). Judges have varying skill sets, as any Arbitrator who has served with distinction for many decades and performed above and beyond the call of duty on numerous occasions could theoretically be elevated to the rank. Judges have been drawn from the ranks of nearly every specialisation known to the Arbites, including investigators and detectives, garrison preachers, medicae staff and tech adepts. They may even choose to maintain these skills and retain their old equipment. Every Adeptus Arbites Judge, at some point in his career, attempts a pilgrimage to the Hall of Judgement, there to study the full intricacies of the law. Many spend long years there, for the most heinous, subtle, or far-reaching crimes often require a lengthy process of research to pass judgement. While the Dictates Imperialis are extensive, the huge volume of prior cases and sometimes contradictory rulings can make it difficult to determine the correct decision. In especially complex cases, it may take centuries to reach an outcome—a Judge may spend his entire life deliberating, scrutinising, and trying to fathom out the issues, only to pass his work on, unfinished, for others to continue. Millennia later, though the accused are long dead, a ruling is finally made and justice must be meted out upon the distant descendants and those obscurely associated with the original transgressor.

SPECIAL RULES Disciplined Fire, Independent, Stubborn Iron Will: Arbites Judges are among the most hard-bitten and experienced warriors in the Imperium outside of the Adeptus Astartes, having stood firm in the face of any number of the enemies of the Emperor and never giving ground in any matter of the Law. An Arbites Judge and any unit they have joined may re-roll any failed Morale or Pinning test.

10

Arbites Personal Staff Bailiff Aedile

WS 4 4

BS 4 4

S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Ld 8 8

Sv 4+ 4+

The Book of the Law: The "Dictates Imperialis", known as the book of the law, is the legal code of the Imperium. It has long ago spread beyond the confines of a single literal volume. It is a vast body of laws, rulings and precedents compiled over the ten millennia of the Imperium's existence, and ranging from the words of the Emperor himself from the days he walked among men, to the most recent decrees of the High Lords of Terra. Over time, many of the more ancient passages have become separated from their attributions, whilst other passages are duplicated. It is possible that any decree may have been spoken by the Emperor, thus the entirety of the law is interpreted as such.

SPECIAL RULES Disciplined Fire, Retinue, Stubborn, Suppression Tactics Seize Them!: Few can hope to have the skill, wit and determination necessary to escape a Chastener intent on their detainment. A unit containing a Chastener may roll 2D6 and pick the highest whenever they attempt to make a Sweeping Advance. In addition, enemy units attempting to make a Hit & Run move must reroll any successful Initiative test to break off if they are currently locked in combat with a unit containing a Chastener.

A Barrister carrying the book of the law may read from it at the start of each Arbites turn unless he is currently falling back, locked in combat, or has gone to ground. Choose one of the following rules to apply to the Personal Staff or any other Arbites unit within 12”: Furious Charge, Stubborn or Preferred Enemy.

WARGEAR Forensus: Also known as a Verispex or Guiltfinder, a Forensus is a kit containing an array of devices used by Arbites investigators for identifying criminals, reconstructing crimes, recording interrogations, etc. It is also useful for studying the actions of the Investigator’s opponents to determine weaknesses in their fighting styles. After he has fought in at least one round of close combat, an Investigator with a forensus bestows the ‘Preferred Enemy’ special rule on his unit as long as he is still alive. Inculpator: The inculpator is a type of voxcaster used by Garrison Preachers to broadcast their rhetoric and encouragements loudly, inspiring the Arbitrators around them to great acts of heroism in the name of Imperial Law. The Garrison Preacher and his unit re-roll any failed To Hit rolls in close combat on the turn in which they assault. Medi-pack: Medi-packs contain all the necessary drugs, dressings and surgical tools a field-medic requires to treat battle wounds and injuries. Whilst the Medicae is still alive, his squad has the Feel No Pain universal special rule. Reparator: The reparator is a specialised device created by the Adeptus Mechanicus to aid a lay Tech Adept in repairing and maintaining the machine spirits of an Arbites garrison’s vehicles and equipment. A Tech Adept in base contact with a damaged vehicle in the Shooting phase can attempt to repair it instead of firing, unless he is falling back or has gone to ground. Roll a D6. If the result is 5 or more, then a Weapon Destroyed or Immobilised result (owning player's choice) is repaired. If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase. It also grants the Tech Adept an additional close combat attack that strikes at Initiative 1 and ignores armour saves.

11

Task Teams WS 3 3

Arbitrator Proctor

BS 4 4

S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Ld 7 8

Adeptus Arbites units are organised into specialised formations known as task teams. Each type of task team has a defined role, and their training and equipment focuses on fulfilling and excelling in that role. Together, the task teams can deal with any aspect of lawlessness from full scale rioting to poor time keeping.

Sv 4+ 4+

The roles of the different task teams are too varied and complex to discuss in detail, but a general description will help to form an impression of the range of the Adeptus Arbites’ power. Such versatility is important, as the Arbites are required to be self-sufficient yet capable of dealing with any form of unrest, rebellion or invasion.

“To serve the Emperor. To protect his domains. To judge and stand guard over his subjects. To carry the Emperor's law to all worlds under his blessed protection. To pursue and punish those who trespassed against his word.” Oath sworn by cadets of the Adeptus Arbites

Patrol Team The most commonly seen members of an Arbites precinct are the various patrols that make regular sweeps through their territory to ensure that the citizens and officials they watch over remain obedient and productive members of Imperial society. All but the most foolhardy or overconfident criminals make it a point to avoid the watchful gaze of the Arbitrator patrols, and few actually possess the skill and equipment to offer up more than token resistance against them if they are caught in the act of some nefarious deed.

Response Team While Arbites patrols are equipped well enough to handle many situations, there are inevitably times where their limited numbers are simply insufficient to deal with a large criminal gang or unexpectedly determined resistance. The Response Teams stand ready at all times to answer the call to aid their fellow Arbitrators. They are intimately familiar with the lay of the land and mounted in armoured transport vehicles or airlifted to their target and dropped in via grav-chute, able to arrive precisely when and where they are needed most.

SPECIAL RULES Disciplined Fire, Suppression Tactics

“To detect and to purge!”

SPECIAL RULES Disciplined Fire, Scouts

Unofficial motto of the Adeptus Arbites

Units Inbound: A Response Team that does not have a dedicated transport may enter play using the Deep Strike rules if these are in use. A Response Team that has a dedicated transport and chooses to outflank may roll a dice when it enters play to see where it may be deployed. On a roll of a 1 they enter play from the short table edge to the owning player’s left, on a 2 they enter play from the short table edge to the owning player’s right, and on a 3-6 they enter play from any table edge the Arbites player wishes. This may even be his opponent’s table edge.

Combat Team Combat teams are deployed when facing armed insurrection. They have access to a variety of special and heavy weapons and other gear. The patrol teams rely upon the backup provided by the combat teams when they face enemies who resist with lethal intent. When fighting commences, a combat team will typically be designated as either a storm team who are expected to be at the forefront of a battle bearing the brunt of the enemy’s fire, or as a mop-up team who follow behind the other task teams dealing with any threats that may have remained hidden or rallied as the teams advance.

“We determine the guilty. We decide the punishment.” Codex Arbites - the Commandments of Justice

SPECIAL RULES Disciplined Fire

12

Fire Support Team The various task teams of the Adeptus Arbites are able to sufficiently deal with many situations with the versatile arsenal of weapons they carry on their persons or within their unit transport vehicles. Sometimes, however the enemy will be too well-equipped or dug-in for the task

teams to root them out without suffering unacceptable levels of casualties. At these times the Fire Support Teams are called in to provide long ranged support for their fellow Arbitrators, often with heavy weapons or sniper rifles.

SPECIAL RULES

WARGEAR

Disciplined Fire, Infiltrate

Spotting Scope: As long as the Spotter is alive, his unit may premeasure the range to any potential targets before they decide who to shoot at in the Shooting Phase. In addition, if the Spotter doesn’t shoot, the Gunner may choose one of the following special rules to apply to the Gunner or his weapon for the duration of that turn: Night Vision, Placed Shot, Tank Hunters or Twin-Linked.

Placed Shot: If a Fire Support Team’s Spotter applies this rule to the Gunner, the Arbites player may allocate wounds caused by his sniper rifle rather than the opposing player. (Note that this rule may only be used with a sniper rifle.)

Suppression Team Suppressor Lead Suppressor

WS 4 4

BS 3 3

S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Ld 7 8

Sv 4+ 4+

The suppression teams are called out for a number of different tasks, from quelling minor riots and guarding visiting dignitaries to pacifying enormous crowds engaged in massive queue wars. Whenever a large crowd needs to be held at bay, pushed back or scattered, the suppression

teams are ready to ply their trade. Armed with brutally-effective mauls and standing behind their tall shields, the suppression teams make for an imposing and nigh-impenetrable wall of force sufficient to turn aside all but the most determined assault.

SPECIAL RULES

As long as the Suppression Team is in unit coherency and not locked in combat at the start of the enemy's Assault phase, they did not run during their last Shooting phase and all models in the unit (including any attached characters) are equipped with riot shields or suppression shields, then all models in any enemy unit that charges them will count their Initiative value as 1, regardless of their actual Initiative value or any bonuses. Note that Assault Grenades confer no benefit when assaulting a unit in Shield Wall formation.

Counter-Attack, Suppression Tactics Shield Wall Formation: When faced with oncoming hostile aggressors, Suppression Teams are trained to adopt a special defensive formation. Locking their shields together in an impressive wall they are able to strike at advancing enemies with impunity.

Pursuit Team Arbitrator (on Arbites Bike) Proctor (on Arbites Bike)

WS 3 3 3 3

BS 4 4 4 4

S 3 3 3 3

T 3 3(4) 3 3(4)

W 1 1 1 1

I 3 3 3 3

A 1 1 2 2

Ld 7 7 8 8

Pursuit teams are equipped to pursue criminals through a twisting Underhive, amongst dense jungles or across arid wastes, depending on their location. They most commonly ride sturdy riding mounts or Arbites bikes. Those operating in the harshest environments tend to become very adept at weaving their mounts through even the most treacherous terrain.

Sv 4+ 4+ 4+ 4+

SPECIAL RULES Scouts “No servant of the Emperor dies unavenged. No enemy of the Emperor escapes unpunished!” Promise of the Pax Imperialis

13

Detective Detective

WS 4

BS 4

S 3

T 3

W 2

I 4

A 2

Ld 9

Most of the officers in an Arbites precinct are fairly obvious and open about their activities, presenting an illusion of omnipresence that serves to deter many would-be lawbreakers. At times, however, subtlety is required to ensure that lawlessness is rooted out to its very core. It is prudent to be certain that major corruption and lawlessness is dealt with at its source, rather than merely eliminating the thugs who operate at the surface of a deeper and more sinister organization.

Sv 5+

camaraderie amongst those he is attempting to infiltrate. Ultimately, the greater purpose of undermining and eliminating a secret criminal ring or heretical cult is worth the small sacrifices made by the detectives, though their activities often weigh heavily on their conscience. Due to the dangerous undercover nature of their occupation, Arbites detectives are expected to use every tool and skill available to them in their pursuit of justice. To this end, many of those chosen for duty as a detective are psykers trained by the Arbites Departmento Psionica to use their mental abilities to assist and protect them as they work their way through the ranks of the criminal elements with which they associate themselves. Due to the Imperium’s official stand on unsanctioned psykers, a psionic detective’s mental powers may even serve as an effective means of eliciting trust and interest from those groups he intends to infiltrate.

Arbites detectives are extremely independent and motivated individuals who make it their business to infiltrate the underbelly of Imperial society and root out crime, corruption and heresy wherever it may fester. A detective may spend weeks, months or even years insinuating himself into a position from which he can observe the activities of the criminal element and root out the ringleaders. This often requires them to ignore or even perpetrate smaller offenses in order to foster trust and

Streetwise: Detectives are intimately familiar with the layout of their jurisdiction, to an even greater degree than most Arbites. They are able to use this information to find the swiftest paths, the most useful vantage points and the safest hidey holes. The Detective and any unit he joins or leads benefit from the Move Through Cover and Stealth universal special rules.

SPECIAL RULES Infiltrate, Psyker (Detective-psionic only) Loner: The Detective is a solitary figure, often operating away from an Arbites precinct for years or even decades. Whilst they operate within a precinct, Detectives are often engaged in policing the Arbites themselves in order to ensure proper loyalty and dedication. Due to this, the Detectives are viewed with a mix of disdain and mistrust by their fellow Arbitrators. For their part they tend to remain aloof, not mixing with their fellow Arbites – the better to maintain a professional detachment should the need arise for an investigation into internal Arbites affairs. A Detective may never join or lead any Arbites unit, nor may he be a part of a unit joined or lead by any other Independent Character who is an Arbites unit. In all other ways, the Detective is treated as an Independent Character.

WARGEAR Dartcaster: These weapons are favored by some Detectives due to being nearly silent in operation and easy to conceal. They fire small darts that can be filled with anything from mild tranquilizers to potent neurotoxins depending upon the nature of the current operation. Many feature extendable stocks, barrels and tension arms for longer ranged shots, though this process takes some time and tends to limit mobility. A model with a dartcaster may choose either of the following profiles when firing the weapon. Dartcasters wound on a roll of 4+, regardless of the victim’s Toughness. Range 18” 36”

Strength X X

AP -

Type Assault 1, Poisoned (4+) Heavy 1, Poisoned (4+)

Black Laser Targeter: These uncommon devices utilise a targeting laser in the ultra-violet spectrum of light, invisible to normal human vision but easily spotted by the incorporated dark-light monocular. They assist the user in acquiring targets and accurately placing shots, especially in low-light conditions where the UV lasers are not affected by interference from ambient lighting. A model equipped with a Black Laser Targeter treats any weapon they fire as being Twin-Linked. If Night Fighting rules are in effect during the current turn, the user may also re-roll any failed To Wound rolls for shooting. A model equipped with a Black Laser Targeter also counts as having the Night Vision special rule, though this is lost if he is part of a unit.

14

Operative Assembly Adjutant Assassin Hired Muscle Gunfighter Local Ganger

WS 3 4 3 3 3

BS 4 3 2 4 3

S 3 3 3 3 3

T 3 3 3 3 3

W 1 1 1 1 1

I 3 4 3 3 3

A 2 2 2 1 1

Ld 8 6 6 6 6

In an Arbites Detective’s difficult and often dangerous line of work, it pays to have connections in all areas of society who can provide him with information and, when needed, a bit of extra muscle or backup when other Arbites forces would be unavailable or far too conspicuous. The most successful Detectives develop a vast network of informants, moles and other operatives that they can use to their advantage when working to undermine the activities of organised criminals.

Sv 5+ 5+ 5+ 5+ 5+

ringleaders and kingpins of the criminal operations to justice. At this time, many of his operatives will gather to him to support the bust and ensure victory for the Arbites (and to earn their promised rewards). Many have skills that prove valuable during these types of operations, ranging from local gangers who know the lay of the land, to gunfighters, sharpshooters and thugs who watch his back. Some even employ stealthy assassins adept at the quiet kill. Many also take on apprentice Detectives, known as Adjutants, who study the operations of their instructor diligently, hopeful to be given their own commission one day.

When the time comes for a big bust, the Detective will cast off his cover and coordinate the efforts of his fellow Arbitrators in bringing the

This is My Turf! (Local Ganger only): If an Operative Assembly includes a Local Ganger and chooses to set up using the Infiltrate special rule and/or move using the Scouts special rule, they may be set up and/or moved to within D6" closer to the enemy than would normally be allowed. For each additional Local Ganger included beyond the first, add +1 to the D6 roll, to a maximum of 6" closer.

SPECIAL RULES Furious Charge (Hired Muscle only), Infiltrate, Retinue Expendable: As far as the Arbites are concerned, a Detective’s network of operatives is completely expendable. Most are easily replaced, and those with special skills are generally considered of less importance than the completion of the Detective's missions. The Operative Assembly is not worth a Kill Point if they are destroyed. (Note that the Detective himself is still worth a Kill Point as normal.)

Word on the Street (Informant only): The Informant is not represented by a model on the table. Instead, if an Informant is selected, the Operative Assembly gains the Scouts Universal Special Rule.

Inside Information (Mole only): The Mole is not represented by a model on the table. Instead, if an informant is selected, the Arbites player may successfully Seize the Initiative at the start of the game on a D6 roll of 5+.

WARGEAR Heavy Close Combat Weapon: A heavy close combat weapon adds +1 to the bearer’s Strength when attacking in close combat only. A heavy close combat weapon may not be combined with any other weapons in order to claim the +1 Attack bonus for having two weapons.

Keep Them Off Me! (Sniper only): The Sharpshooter is not represented by a model on the table. Instead, if a Sharpshooter is selected then once per Turn, when an enemy unit declares a shooting attack or an assault against the Detective or his Operative Assembly, the Arbites player may choose to have that enemy unit suffer a single automatic hit from a sniper rifle before they shoot or assault. If the enemy unit suffers an unsaved wound and fails the subsequent pinning test, they will immediately go to ground and may not shoot or assault. Note that unlike the normal rules for going to ground, a unit pinned as a result of this rule is only pinned until the end of their current turn.

Poisoned Blades: The general tool of the assassin’s trade, poisoned blades take the form of long, slender blades coated in deadly toxins. These are treated as a pair of close combat weapons with the Poisoned (4+) special rule. Poisoned Darts: These represent specialised throwing darts or blades coated with toxins, useful for dealing with foes that are out of reach or fleeing. They may be used with the profile given below. Poisoned Darts wound on a roll of 4+, regardless of the victim’s Toughness. In addition, as long as at least one Assassin equipped with Poisoned Darts is alive, the Operative Assembly counts as Initiative 4 for the purposes of any Sweeping Advance roll.

Knife in the Dark (Assassin only): At the beginning of any round of close combat in which the Assassin is involved, he may be moved anywhere within 3" as long as there is room to place him, he is placed in base-to-base contact with an enemy model, and he remains in coherency with his unit. He may ignore both friendly and enemy models when being moved, but not when determining his final position. In addition, he may choose to direct all of his attacks against a single model in baseto-base contact with him when he attacks. .If he chooses to do so, the target model is the only model that may be affected by the Assassin's attacks during that round.

Range 8”

15

Strength 1

AP -

Type Assault D3, Poisoned (4+)

Sentinel Pursuit Team Sentinel

WS 3

BS 4

S 5

┌── Armour ──┐ Front Side Rear 10 10 10

I 3

A 1

There are some environments where even horses or bikes have difficulty travelling, and some enemies that would be too dangerous to pursue without a few extra inches of armour and a very large gun back it up. At these times, the Arbitrators set loose their armoured sentinels as a specialised form of pursuit team.

The sound of crashing footfalls loping in pursuit and the sight of heavy weaponry bristling from seemingly impenetrable hulls is enough to break the nerve of even hardened criminals. Some precincts even make a habit of outfitting their sentinel pursuit teams with improvised snares and snatch-claws that are able to snap up a fleeing perpetrator and carry them, kicking and screaming, all the way back to the sector house for sentencing.

Though little more than light scouting vehicles among the ranks of the Imperial Guard or the planetary defense forces, a sentinel is quite a frightening prospect to street gangs armed with little more than laspistols and cheap flak armour.

SPECIAL RULES Scouts

Chimera Rhino

BS 4

┌── Armour ──┐ Front Side Rear 12 10 10

TRANSPORT The chimera has a transport capacity of twelve models. Fire Points: Five models can fire from the chimera’s top hatch. In reality, several are firing from the various fire points along either flank, but for simplicity we assume all shots to be taken from the hatch.

The chimera is one of the more commonly used armoured troop carriers among the Adeptus Arbites. The chimera is extremely durable and practical, capable of mounting an array of support weapons. From within the armoured confines of a chimera, an embarked Arbites team can utilise the numerous fire points along the vehicle's hull to unleash a lethal fusillade of shots into the foe, protected from all but the most destructive of reprisals. To aid the Arbitrators in their various duties, their chimeras are often fitted with a range of equipment, including searchlights to locate their quarry and massive bulldozer blades or riot plows to clear obstructions from their path.

Access Points: The chimera has one access point at the rear.

SPECIAL RULES Amphibious: Chimeras are amphibious, able to move through dense swamps, deep marshes and even rivers. A chimera treats all water features as clear terrain when it moves.

Rhino Rhino

BS 4

┌── Armour ──┐ Front Side Rear 11 11 10

TRANSPORT The rhino has a transport capacity of ten models. It cannot carry ogryns or models in terminator armour.

Rhino armoured troop carriers are one of the most popular transports available to the Adeptus Arbites. With an optimal balance of armour, transport capacity and manoeuverability, the rhino allows the more mobile teams of Arbitrators to swiftly move about their jurisdiction in support of the patrol teams. Some Arbites precincts even have access to a rare, open-topped variant of the Rhino which allows the passengers better visibility and a mobile fighting platform at the cost of some of the protection and sturdiness of the standard Rhino pattern. The biggest reason for the rhino's popularity amongst the Arbites is its durability and ease of repair. Indeed, most rhinos contain rudimentary self-repair systems that can restore motive and drive systems even after damage so severe that many similar vehicles would be utterly irreparable.

Fire Points: Two models can fire from the rhino’s top hatch. Access Points: The rhino has one access point on each side of the hull and one at the rear.

SPECIAL RULES Repair: Rhinos are exceptionally resilient vehicles and can often be repaired by their crew in the heat of battle. If a Rhino is immobilised for any reason, then in subsequent turns the crew can attempt a temporary repair instead of the vehicle shooting. Roll a D6 in the Shooting Phase, and on a 6 the vehicle is no longer immobilised.

16

Repressor Repressor

BS 4

┌── Armour ──┐ Front Side Rear 11 11 10

TRANSPORT The repressor has a transport capacity of ten models. It cannot carry ogryns or models in terminator armour.

The repressor is a rhino variant used almost exclusively by the Adeptus Sororitas and Adeptus Arbites in a counter insurgency and crowd suppression role. The repressor’s transport compartment is heightened allowing passengers easy access to fire points, from where they can keep the rioting mob at bay from the safety of the vehicle. Repressors are often fitted with a large dozer blade or riot plow, allowing it to force passage through difficult terrain or press a mob aside with ease.

Fire Points: Six models can fire from the repressor’s top hatch. In reality, several are firing from the various fire points along either flank, but for simplicity we assume all shots to be taken from the hatch. Access Points: The repressor has one access point on each side of the hull and one at the rear.

Castigator Castigator

BS 4

┌── Armour ──┐ Front Side Rear 11 11 10

TRANSPORT The castigator has a transport capacity of six models. It cannot carry ogryns or models in terminator armour.

The castigator is a rhino variant unique to the Adeptus Arbites, and is among the more powerful fire support and riot suppression vehicles in the Arbites arsenal. It can transport up to six Arbitrators and comes standard with a twin-linked heavy bolter in a turret mount, which can be replaced with twin-linked web cannon for crowd control duties. The castigator is also capable of mounting a pair of side sponsons with either heavy bolters or web cannons.

WARGEAR Hurricane Bolters: Each hurricane bolter consists of three twin-linked bolters, fired as a single weapon. Fire Points: None Access Points: The castigator has one access point on each side of the hull and one at the rear. If it is fitted with side sponsons, the castigator will lose the side access points.

Halligan Halligan

BS 4

┌── Armour ──┐ Front Side Rear 12 11 10

WARGEAR Halligan Missile Launcher: The Halligan Missile Launcher is a shortranged, armour piercing weapon specially designed for the Adeptus Arbites. It is their weapon of choice when they need to break through a heavily armoured wall or gate.

The halligan is an unusual vehicle utilised primarily by the Adeptus Arbites, generally only when they need to crack open a particularly heavily fortified building. The halligan is regarded as a single-purpose vehicle, and that purpose is tearing through armoured positions at close range. The halligan missiles that it fires are heavy and cumbersome due to the specially designed warhead they carry. This limits their range significantly, but virtually guarantees that anything but the thickest adamantium will be pierced in short order by the powerful projectile. Most precincts only boast one or two halligans, and as such they are not lightly committed to action.

Range 24”

Strength 9

AP 3

Type Ordnance 2, Halligan Warhead*

* Halligan Warhead: The missiles fired by a Halligan Missile Launcher are capped off with a special warhead that is specifically designed to blow through thick plascrete walls or heavy adamantium gates. A Halligan Missile Launcher always rolls an additional D3 for armour penetration against buildings and fortifications.

17

Tarantula Sentry Gun Tarantula

BS 2

┌── Armour ──┐ Front Side Rear 10 10 10

SPECIAL RULES Defensive Measures: Tarantulas and Prefab Barricades are expendable defensive tools used by the Adeptus Arbites to aid them in their duties. Tarantulas and Prefab Barricades do not award Kill Points when they are destroyed, nor can they ever hold or contest objectives. If all other units in the Arbites army are destroyed or have fled the table, any remaining Tarantulas and Prefab Barricades are considered destroyed as well.

Though most of the heavier weapons used by the Adeptus Arbites are carried on large transport vehicles and their small number of tanks, each precinct also possesses a small pool of automated sentry guns known as tarantulas. These weapons can be transported via tow by many Arbites vehicles such as rhinos and chimeras, but are generally set-up in defensive positions prior to engaging enemy forces. Tarantulas are infused with machine spirits which allow them to operate without a controller. Once placed, set and armed the weapon will remain active until it runs out of ammunition or is destroyed.

Firing Modes: A Sentry gun can fire in one of two modes. You must decide which mode the Sentry gun will be set in before the start of the game. You cannot change the mode once you have decided; it remains in that mode the rest of the game. Point Defence Mode: The sentry gun is set up with a fixed arc, usually to provide covering fire over a particular area. In this mode, the gun will engage enemy targets up to 24" away which are within a fixed 90° arc.

Tarantulas are used in a variety of roles, often placed to cover approaches to key positions, block roads or defend a perimeter from surprise attacks. The advantage of a sentry gun is that, unlike normal sentries, they never doze off or become distracted.

Sentry Mode: In this mode, the gun is set up to fire at any enemy which comes near, and will always turn to fire at the nearest enemy target within 12" to which it can draw a line of sight. It can fire all around. Targeting: Which enemy unit a sentry gun will target is dictated by its armament. A heavy bolter equipped sentry gun will fire at the nearestnon-vehicle within its firing mode. An autocannon equipped sentry gun will fire at the closest enemy vehicle or large monster within its firing mode. Vehicles with any armour value greater than 13 may be ignored as the sentry gun’s automated target selection rules it out as too difficult to destroy. If there is no preferred target, then the nearest other target will be engaged. Only destroyed vehicles are ignored, immobilised vehicles will still continue to be targeted. Sentry guns have a BS of 2. Damage: As a remote operated vehicle, a Tarantula is destroyed by any Glancing or Penetrating hit.

Prefab Barricades Prefab Barricade

BS 0

┌── Armour ──┐ Front Side Rear 10 10 10

SPECIAL RULES Defensive Measures Portable Cover: Each prefab barricade may be up to 6” long and ½” tall. If a model or unit (friend or foe) is granted cover due to being obscured by an undamaged prefab barricade, they will benefit from a 3+ cover save.

When faced with overwhelming numbers in a riot or combat situation, the Arbites typically adopt a defensive gun-line strategy. They sometimes find that the location of the disturbance is less than ideal for such a strategy. When there is insufficient cover available to the Arbites, they will often deploy prefabricated barricades to enhance their defensive strength.

For the purposes of targeting and suffering damage, each prefab barricade is treated as a single immobile vehicle. Rather than rolling on the damage tables as normal, when a prefab barricade suffers a glancing hit, reduce the cover save it grants by -1. When a prefab barricade suffers a penetrating hit, reduce the cover save it grants by -D3. Any prefab barricade that is damaged beyond where it would grant a 6+ cover save is destroyed and should be removed from the game. Ordnance weapons that score a penetrating hit on a prefab barricade will automatically destroy it with no further rolls needed.

These barricades are made of highly durable, lightweight plascrete and are mass-produced in the precinct’s own manufactorum. They are able to be placed quickly and efficiently wherever they may be needed. They provide significant protection for the Arbitrators as they stand behind their hastily-lain fortifications, more than sufficiently protected from the small-arms fire common amongst civilian populations.

18

Land Speeder Pursuit Team Land Speeder

BS 4

┌── Armour ──┐ Front Side Rear 10 10 10

“Dispatch, this is speeder team Delta. We are in pursuit of a hijacked commuter grav-train. Suspects are armed and dangerous. Request permission to bring it down. Over.”

The Adeptus Arbites is one of the few institutions outside of the Adeptus Astartes who have access to land speeder technology. Though they are still rare, some Arbites precincts in close proximity to an Adeptus Mechanicius forgeworld have enough clout to requisition a squadron of land speeders to use as high-speed pursuit and surveillance vehicles.

“Team Delta, this is Dispatch - permission granted. Backup is en route to your position. Dispatch out.”

In order to better protect the crew from debris and small arms fire, Arbites land speeders are fitted with armoured cockpits. Wide vision slits and sophisticated sensors and tracking devices provide ample visibility for the Arbitrators to pursue their targets through any terrain, hovering over broken ground and even deep ash pits or bubbling rivers of lava without harm. Arbites land speeders are typically armed with heavy bolters for taking down tough targets, and may be fitted with hunter-killer missiles if their victims are expected to flee in armoured vehicles or into fortified hideouts.

SPECIAL RULES Deep Strike, Scouts

Leman Russ Battle Tank Leman Russ

BS 4

┌── Armour ──┐ Front Side Rear 14 13 10

SPECIAL RULES Lumbering Behemoth: A Leman Russ that moved at combat speed or remained stationary can fire its turret weapon in addition to any other weapons it is usually allowed to fire (even if the turret weapon is ordnance!). However, a Leman Russ travelling at cruising speed can only move up to D6+6” - roll every time it moves at this speed.

The Leman Russ is the core battle tank of the Imperial Guard and the mainstay of its armoured fighting force. Armed with the mighty battle cannon and one or more heavy weapons, these lumbering brutes grind forward unleashing an indefatigable onslaught of firepower. Those enemies that do not fall to the cannonade are crushed beneath their heavy treads.

WARGEAR Battle Cannon: The battle cannon is the most common armament of the leman russ. The explosive rounds of a battle cannon decimate enemy infantry and armour with equal contempt.

While few situations faced by the Adeptus Arbites call for the deployment of such an overtly war-like machine, many precincts will maintain at least one of these massive battle tanks for use in the direst circumstances. Little in the Arbites arsenal can match the sheer weight of firepower these armoured powerhouses can unleash or withstand. The armour casing of a Leman Russ is designed to be tough, long-lasting and easy to repair. The reinforced hull and ferro-steel plating of a Leman Russ is proof against all but the most destructive of enemy attacks and can sustain a deluge of damage before yielding. Small-arms fire patters harmlessly from its armoured form as it drives onwards heedless of incoming shells and energy blasts.

Range 72”

Strength 8

AP 3

Type Ordnance 1, Large Blast

Exterminator Autocannon: Utilised on the Leman Russ Exterminator, the twin barrels of an exterminator autocannon fire synchronised bursts of heavy-calibre, high velocity shells. Range 48”

Strength 7

AP 4

Type Heavy 4, Twin-Linked

Punisher Gatling Cannon: A recent addition to the Arbites armoury, the punisher gatling cannon unleashes a torrent of anti-infantry firepower.

“If there’s one thing that is guaranteed to give a perp pause to reconsider his situation, it’s a Russ. The sight of one those monsters lumbering in his direction cannot be ignored.”

Range 24”

Marshal Dominic of Harper’s world

19

Strength 5

AP -

Type Heavy 20

Land Speeder Storm BS Land Speeder Storm

4

┌── Armour ──┐ Front Side Rear 10

10

TRANSPORT The Land Speeder Storm has a transport capacity of five models. It cannot carry ogryns or models in power armour or terminator armour.

10

SPECIAL RULES

The Land Speeder Storm trades heavy firepower for a modest transport capacity. Its baffled engines, stealthy spy array afford it a stealthy profile. Combined with the underslung cerberus launcher, which fires a disorienting volley of frag, stun and blind rockets, this allows the Arbites to use it as a tactical insertion vehicle.

Deep Strike, Scout

WARGEAR Cerberus Launcher: The Cerberus launcher is used to stun rioters and enemy units prior to an assault by the passengers.

After insertion, the Storm is able to provide close support for the small Arbites team as they strike at the heart of a riot, the ringleaders of an uprising or the defensive positions of a dug-in enemy. They also remain on station to allow for rapid evac if the situation turns overtly hostile.

If a unit charges into combat on the same turn as it disembarks from the Land Speeder Storm, any enemy units that they assault have their Leadership reduced by 2 for the duration of that assault phase.

Eagle Assault Shuttle Eagle

BS 4

┌── Armour ──┐ Front Side Rear 12 12 11

TRANSPORT The Eagle has a transport capacity of twelve models. It cannot carry ogryns or models in terminator armour.

The Eagle assault shuttle is a twin-engine attack craft used for aerial insertions and drop missions. Screaming across a battlefield, an Eagle aircraft deploys its cargo into the fray, providing a deadly torrent of covering fire as the troopers within disembark. An Eagle utilises vectored engines for vertical take-off and landings. It can even hover whilst troops deploy via rappelling lines.

SPECIAL RULES

When going into battle, some Arbites units prefer the lightning-strike insertions a Eagle is capable of making. Usually they are employed by specialist task teams who will make excellent use of the surprise afforded by such a swift introduction to the scene. After depositing the team into the fray, the Eagle will remain nearby, providing covering fire, making strafing runs, hunting enemy vehicles or bunkers with its hunterkiller missiles, and standing ready to extract the team should the situation prove untenable.

Grav-Chute Insertion: On occasion it is not possible for a Eagle to fly low or slow enough for its passengers to disembark in the normal manner. In such situations the passengers may jump from the aircraft's back ramp and descend using grav-chutes - a dangerous method of deployment, even for those who have trained extensively in their use. Some troopers plummet to their doom, impacting with the ground at fatal velocities.

Deep Strike, Scout Assault Vehicle: Models disembarking from an Eagle can launch an assault on the turn they do so (providing the Eagle did not deep strike.)

If the Eagle has moved flat out, passengers may still disembark, but they must do so as follows. Nominate any point over which the Eagle moved and deploy the squad as if it were deep striking onto that point. If the unit scatters, every model must immediately take a dangerous terrain test. If any of the models cannot be deployed, the unit is destroyed as described in the 1-2 result on the Deep Strike Mishap table.

WARGEAR Ceramite Plating: The Eagle’s hull plates are designed to protect it from the extreme conditions of orbital re-entry, but they also serve to thwart the fury of certain weapons. Melta weapons do not gain the extra D6 armour penetration when shooting at an Eagle Assault Shuttle.

20

Arbitor Senioris Shira Calpurnia Lucina Shira Calpurnia

WS 4

BS 4

S 3

T 3

W 2

I 4

A 2

Ld 9

Calpurnia comes from a well-regarded family of the realm of Ultramar, a family which boasts distinguished members in nearly every branch of Imperial service, including the Imperial Navy, the Imperial Guard, the Ministorum, the Adeptus Sororitas, and at least two members of the Ultramarines chapter of the Adeptus Astartes. Despite her illustrious heritage however, Shira prefers to be judged on the basis of her own merits, and strives to perform her duties to the best of her ability. She has a tendency to lead from the front, never putting those under her charge into danger she would not willingly face herself. Such an unusual disposition inevitably gains her the respect of all who serve with or under her for any length of time.

Sv 4+

Calpurnia trained at Machiun before serving in her first garrison post at Drade-73, where she served with distinction. She continued this trend wherever she was posted, including transfers to MG-Dyel, Hazhim, Don-Croix and Ephaeda. Her record and exploits eventually caught the eye of Arbitor Majore Krieg Dvorov, Grand Marshal and Grand Praetor Judicial of Hydraphur, who requested her transfer to his staff, granting her the rank of Arbitor Senioris and the privilege of serving in one of the most important High Precincts in the Segmentum Pacificus. There, her career would take a few unexpected turns…

SPECIAL RULES Disciplined Fire, Independent, Stubborn Legacy of the Calpurnii: Shira Calpurnia is famously unwilling to send others to face dangers she herself would not be willing to face. At the start of the Arbites assault phase, If any Arbites units within 12” of Calpurnia or a unit she has joined are locked in combat or declare an assault, then Calpurnia must take a Leadership test. If this is failed, then Calpurnia and any unit she has joined must also declare an assault if they are eligible to do so. Long Arm of the Law: Calpurnia has a knack for directing the actions of her subordinates in order to achieve maximum results for minimal effort. She is especially adept at reading her opposition and developing new strategies on the fly, catching her enemies off guard. During the Arbites turn, Shira and any unit she has joined may elect to do nothing during their Shooting and Assault Phases and may instead choose one of the below options, declared at the beginning of the appropriate phase. (This rule may not be used if Calpurnia is forced to declare an assault due to the Legacy of the Calpurnii rule.) 

Shoot at the beginning of your opponent’s next Shooting Phase before your opponent shoots, counting as moving or stationary depending upon whether they moved during their previous Movement phase.



Launch an Assault at the beginning of your opponent’s next Assault Phase before your opponent assaults.

Uncanny Intuition: Arbitor Calpurnia has developed a very keen insight that has served her well over the years. She is able to recognize the signs of a trap or ambush, making changes to her battle plans long before many of her colleagues would even be aware of the danger. If Shira Calpurnia is on the table at the start of the game, and the Arbites player attempts to Seize the Initiative, the attempt will be successful on a D6 roll of 5+.

“This is a military system, Arbitrator, and until we were forced off it by politics, Hydraphur was a military world. The attack was on space shipping, which is a matter of Naval prerogative. To subject myself to the orders of a planetary authority, to surrender authority over prisoners being held on my station under my orders… I wonder if you fully understand what you ask. What you dare ask.” “My title, Gate-Captain de Jauncey, is Arbitor. Arbitor senioris. You may address me as arbitor senioris or Arbitor Calpurnia, as you wish.” “If the best you can manage by way of a riposte is to correct me on some point of formal address-“ “I can also correct you on a point of formal law. We are the Adeptus Arbites. The vessel by which the Emperor’s laws have travelled down the ages. We light and keep the beacon of the Emperor’s Law so that all His Imperium can guide their lives by it, and we see to it that those who turn away from that beacon and cause themselves and others to stumble are made to pay. We determine the guilty, we decide the punishment. I have witnessed judgments of officers of the Navy and of the Imperial Guard and of planetary and system governors. I have twice helped to pass sentence on men and women of both those organizations, some of them more highly ranked than you, gate-captain.”

21

Internal Affairs The door rumbled open, but she kept her eyes ahead, drill-ground steady, as the two men walked in. The master chastener raised his staff, brought its metal foot down on the deck with a crash, and the door slid shut. There was silence for the mandated count of eight seconds, and then the two took up their second positions and the staff crashed into the deck again. Shira Calpurnia's rank allowed her to watch this. More junior arbiters would have had to fall to both knees with heads bowed, or prostrate themselves on the cold metal with the foot of the staff hitting the deck beside their ears. As arbiter senioris, Calpurnia was permitted to remain on one knee, head erect and shoulders back, and look her chastener in the eye. Deferring to that same rule, Dast removed his helmet and set it on the table, staring at her over his broken nose and the thick brown beard he had dyed in vertical bands of black to mimic his master chastener's livery. The fingers that gripped his staff were bright steel augmetics. Calpurnia kept her eyes on Dast's faded blue ones. Preacher Orovene stood on her right side, four paces away. Calpurnia didn't look at him. The garrison preacher wore a gold-embroidered red sash over his Arbites uniform, and looped around his neck, a narrow strand of parchment with the complete text of the First Lawgiver's Psalm written upon it. As usual, the preacher smelled faintly of lho-smoke. The staff crashed into the floor again. Calpurnia did not flinch. "Declare to the Arbites your name." "Shira Calpurnia Lucina." She had been through enough selfdenunciation sessions that she no longer had to stop herself from reciting her rank. It had been a close thing, those first few times. The staff crashed. "Declare to the Arbites the Emperor's accusations against you." "The Immortal Emperor does accuse me, through the vigilance and wisdom of His chosen Adeptus, of the crime of failure in my charged and chartered duties." Crash. "Declare to the Arbites the nature of your failure." "By the just and benevolent will of Him on Earth, I bore the office and the duties of arbiter senioris in the service of the Lex Imperia. My duty and my orders, given to me in the name of the law by my Emperorchosen superiors, were to preside and judge on the inheritance of an Imperial Charter. The hearing failed."

“The hearing failed. I was overconfident and I was careless. I failed to plan and I failed to enforce. On Selena Secundus, the very Court of the Arbites broke in bloodshed and mutiny. It succeeded because of my failure. The Battlefleet Pacificus and the Adeptus Ministorum witnessed it, and the law was diminished before them, because of my failure. The Charter was lost and its Emperor-chosen succession ended, because of my failure. Loyal and pious Arbites had their lives ended because of my failure."

She had been through this many times. Her words no longer caught in her throat when she said them. She liked to tell herself that this was because she had come to terms with what she was saying, and not because she had numbed herself to it. She went on:

22

In some of the sessions, she had been required to list their names and ranks, but Dast did not command that of her today. She was glad when she didn't have to name the Arbites who had died at Selena Secundus.

"My weakness caused my failure. My failure is my crime before the law of the Imperium, and in the sight of the Immortal Emperor." Crash.

Crash. "Declare to the Arbites what punishment you will accept for the crime of failure, and for the sin of incompetence."

"Declare to the Arbites the nature of your weakness." Calpurnia took a breath.

"I will accept the verdict and the punishment brought forth from the magisterium of the Lex Imperia, and the judgment of the Adeptus Arbites." Calpurnia replied. "It is not my appointed place to accept anything else."

'I declare myself weak in vigilance, weak in resolve and weak in sternness. That I was not vigilant against the treachery and mutiny of the heirs, blinded by the mask of mourning and duty that they wore, shows my weakness in vigilance. That I was dismayed by the disorder and violence that overcame the hearing, and judged rashly and hastily, not allowing the law to speak through me, shows my weakness of resolve. That the lawbreakers and mutineers were brought to heel and stamped out by the Navy, where the fist of the Arbites should have been seen by all to crush them, shows my weakness in sternness."

That last line was one that she had not used before, but it had come to her earlier that day while she was reading trial histories from the Clementia Pacification. She was pleased she had thought of it. She liked to tell herself that it had nothing to do with being a step ahead of Dast in the details of her punishments and self-denunciations. She remained on one knee with her head high, carefully keeping defiance out of her face - this was for her own good, after all. Dast and Orovene stood over her, impassive as statues, for twenty silent breaths. Then Dast lifted his staff, held it across his body and turned to the door. The lock clanked as the junior chastener watching them through the internal opticon array worked his controls, and then both men were gone in a clamour of boots on metal decking and a last lingering whiff of lhoash. Calpurnia met the black-visored gaze of the arbitrator stationed across from her cell entrance, shotgun at arms, for the few seconds more until the door swung shut and locked. She remained on one knee for a few more moments: leaping straight up and getting back to work would, she thought, show disrespect for the self-denunciation and its objectives. Sometimes, when the sessions came close together, she was barely starting to get up when Dast and Orovene came marching straight back in. Sometimes, when they sprang a session on her in the middle of the sleep shift, she found she stayed kneeling for many minutes longer, floating back into drowsiness, before she could stir herself to lie back down on her pallet. When she had been surprised with a session in the middle of one of her exercise bouts, she could feel her body shaking with the strain of holding the position so soon after she had worked it close to exhaustion.

The careful formality of her words was her own choice; Dast had not ordered her to adopt any particular structure or phrasing when her imprisonment had begun. During her career, Calpurnia had attended many self-denunciation sessions, and had presided over more than a few. She had watched cold-eyed as many of the accused had slid into hysterics, into broken weeping at their own failure and disgrace, or into screamed denials that they had done wrong at all. "None can truly know one's criminality, but for that criminal and Him on Earth." Chastener Nkirre had told her once on Don-Croix. "And so for criminals, selfdenunciation before the law may be the one service their nature has left them fit to perform." Calpurnia was proud of the dignity with which she performed that service. She liked to tell herself that her pride had nothing to do with not letting Dast see her break down.

There was an art to timing self-denunciations, spacing them out over days or packing many of them into half an hour, never letting the accused know how long they must wait before they were forced to survey their crimes again, nor how long each denunciation would last. The techniques had been developed and honed by hundreds of generations of chasteners, and Calpurnia didn't waste any effort on trying to second-guess Dast's schedule. She stood up, bowed briefly to the aquila on the wall over her pallet, sat down at her table and went back to work.

-Excerpted from Blind by Matthew Farrer. To read more about Shira Calpurnia, buy the Enforcer Omnibus. Details can be found at www.blacklibrary.com

23

Arbites Judge Judith Schindler Judith Schindler

WS 4

BS 4

S 3

T 3

W 3

I 4

A 3

Ld 10

Sv 2+

Among the grim and determined members of the Adeptus Arbites there stands one who is regarded by many as a pinnacle of their kind – Judge Judith Schindler. Completely dedicated to upholding the precepts of the Dictates Imperialis and utterly devout in her faith in the Emperor, there is nothing which holds fear for the intractable Schindler. She has turned down countless offers and appointments to higher positions, including the title of Lady Grand Marshal of Segmentum Solar. She has instead petitioned for and been granted assignment as Chief Justice Solar of the Arbites Segmentum fleet, where she is free to move about dispensing the Emperor’s judgement upon any who are foolish enough defy Imperial law under her gaze.

No stranger to combat, there are few enemies Judge Schindler has not faced in defense of the Emperor’s domain. She battled the Orks on Armageddon, fought off a Tyranid splinter fleet on Scythus III, repelled a Tau expeditionary force in the Talthus system, and crushed the Eldar pirate empire of Prince Yal’therus in the Gado sector. The number of heretical cults and insidious criminal organizations that Schindler has ground to dust beneath her mighty boots is nearly uncountable. Wherever the call of duty takes her, she is ready to go, with an entire fleet of starships and hundreds of battle-ready Arbitrators awaiting the order to mobilize in the name of the Emperor.

SPECIAL RULES

Terminator Armour: Also known as tactical dreadnought armour, terminator armour is the best protection the Imperium has to offer. Designed for close-quarters fighting aboard space hulks and other confined areas, terminator armour is capable of withstanding almost any attack. The ceramite plates can deflect most conventional assaults, whilst the Crux Terminatus on every terminator's shoulder plate serves as a ward capable of turning aside even attacks from power weapons or melta fire. It is even said that terminator armour can withstand the titanic energies at a plasma generator's core, and that this was in fact the armour's original purpose.

Disciplined Fire, Independent Uncompromising: Judge Schindler is renowned for her ruthless and uncompromising dedication to the enforcement of the Dictates Imperialis. She will stand up against any foe without fear, meet any challenge without flinching. So great is her faith in the Emperor that she refuses to hide or take cover from enemy fire. She is an inspiration to those around her, and expects nothing less than equal commitment from the Arbitrators who serve under her. Judge Schindler has the Fearless special rule as described in the Warhammer 40,000 rulebook. So great is her inspiring presence that any unit she has joined is also Fearless as long as Judge Schindler is a part of it. However, Judge Schindler, as well as any unit she has joined, may never make use of any Cover Saves and will never, under any circumstances, go to ground.

Due to the powerful exoskeleton and power sources built into their armour, models in terminator armour have the Relentless special rule.

WARGEAR

A model wearing terminator armour receives a 2+ armour save, as well as a 5+ invulnerable save.

On the other hand, this armour is somewhat cumbersome, so a terminator-equipped warrior may not be able to pursue a more lightly armoured foe when they flee. A model in terminator armour cannot perform a Sweeping Advance.

Gavel of the Court: This weapon was gifted to Judith Schindler in recognition of a century of dedicated and exemplary service to the Adeptus Arbites. The long shaft and massive head of the ornate implement bear many icons of justice and faith. Judge Schindler bears the Gavel of the Court proudly, and wields it with deadly effect against the enemies of law and justice.

Any model wearing terminator armour can be teleported onto the battlefield. They may always start the game in reserve and arrive using the deep strike rules, even if it is not part of the mission being played. (Note that Judge Schindler may not make use of this rule if she is accompanied by a Personal Staff.)

The Gavel of the Court is a master-crafted power ram.

A model wearing terminator armour counts as two models for the purposes of transport capacity, and cannot embark on rhinos, repressors or castigators.

24

Arbitor Alec Murphaeus – “Arco-Arbitor” Alec Murphaeus

WS 4

BS 4

S 4

T 4

W 3

I 4

A 3

Ld 10

The man known as Alec Murphaeus was an Arbites Barrister serving in the Segmentum Tempestus. He served with distinction for decades, bringing many criminals and heretics to justice, when his career was almost cut tragically short. During an extended investigation of several related gangs of escaped pit slaves on the hive world of Del-Troit, Murphaeus fell afoul of a large band of the former gladiators believed to be harboring a dangerous alpha-level psyker.

Sv 3+

After months of surgery and rehabilitation, Murphaeus was made whole and resumed his duties as an officer of the Emperor’s law. His newly acquired bionics and his renewed determination to stamp out criminals and heretics drove him to prove himself worthy of the gifts that had been bestowed upon him. His cold, emotionless persecution of any wrongdoer was lauded by the Arbites as admirable, and he was elevated from jurisdiction within a single Precinct and given free-reign to pursue the enemies of the Imperium and to uphold Imperial law throughout the Segmentum Tempestus.

The pit slave gang brutalized Murphaeus, and the medicae who found him declared that he only survived due to an indomitable will to live. His body, however, was battered and broken. It was only a matter of time before his will would not be enough to sustain him. Murphaeus’ superiors had him placed in stasis and sent to the nearby forge world of Gryphonne IV. The tech-priests there honored Murphaeus with many augmetic bionics that replaced his damaged limbs and vital organs, and replaced the missing portions of his brain with cogitators and controllers for his many new systems. To protect all of these mechanical devices, he was also given a custom-designed suit of power armour that interfaced with his various bionics and cogitators, though not as efficiently as a Space Marine’s armour melds with the wearer.

The bionic enhancements and other augmetics granted to Murphaeus, now known in many circles as the “Arco-Arbitor”, have greatly extended his lifespan. Indeed, he has now served in his current position for nearly three hundred and fifty years. Repairs and replacement parts for his various systems are getting harder to come by now, however, as the forge world upon which they were created, along with the techpriests responsible, were lost to the Tyranids of Hive Fleet Leviathan. Undeterred, Murphaeus has vowed to serve the Emperor and uphold the Dictates Imperialis until his last servos fail and all of his his cogitators go off-line permanently.

WARGEAR Power Gauntlets: Among his many bionic replacements and upgrades, Arbitor Murphaeus possesses a pair of specially designed bionic arms, known as power gauntlets. These marvels of the tech-priests’ craft are able to grasp and hold objects almost as delicately as a human hand, or tear a full grown Ork limb-from-limb. When fighting in close combat, the power gauntlets may be treated as either a pair of power weapons, granting Arbitor Murphaeus +1 Attack, or as a single power fist. Both of these weapons are described in the Warhammer 40,000 rulebook. Tactical Cogitator: Arbitor Murphaeus’s brain has been upgraded with a powerful tactical cogitator that enables him to discern his enemies’ weaknesses, quickly learning how they fight and formulating the best strategies for defeating them. Arbitor Murphaeus has the Preferred Enemy special rule against all enemy models. However, it takes some time for him to observe the enemy and to process the information, so he may never use this rule during the first round of an assault.

SPECIAL RULES Disciplined Fire, Feel No Pain, Independent Prime Directives: Alec Murphaeus is bound by his primary programming, known as his prime directives, which make him incapable of fear or doubt. His inhuman bearing and mechanical approach to any situation make him an enigma among other Arbitrators. In addition to this, he also has a strong preference for working alone and relies on no one but himself.

“You are in violation of Imperial law. Surrender. Lay down your weapons and you will be allowed to seek absolution in the Emperor’s sacred Penal Legions. Refusal to comply will constitute an admission of guilt, and the requisite sentence of execution will be carried out immediately.”

Alec Murphaeus has the Fearless special rule, and may never join or lead other units.

“Arco-Arbitor” Alec Murphaeus

25

Arbites Judge Joseff Spartacus Joseff Spartacus

WS 4

BS 4

S 3

T 3

W 3

I 4

A 3

Ld 10

Throughout the vast reaches of Imperial space known as the Ultima Segmentum, there is one name – oft spoken only in hushed whispers – that drives fear into the hearts, minds and souls of those who dare defy the will of the Emperor, one name which has become synonymous with swift justice and harsh retribution – and that name is Joseff Spartacus – also known by his unofficial nickname – “The Dreaded Judge”.

Sv 4+

The destruction of the warehouse forced millions of Imperial citizens to suffer through half-rations and nearly non-existent medical care for over a year. In spite of this, the assault was hailed as a resounding success, and Spartacus was granted commendations for bravery and creative tactical thinking. Initially thought to have been slain, it was later discovered that Simone herself managed to evade capture – a point which Spartacus considers a particular blight on his record, and which he intends to rectify at his earliest opportunity.

To Spartacus, the lives of Imperial citizens are unimportant. Only the application of the law and keeping the peace are pursuits worthy of his time, and he will go to any lengths to do so. He has a well deserved reputation for causing damage on a tremendous scale to ensure the capture or elimination of his chosen quarry. One particular incident involved the destruction of an entire warehouse filled with foodstuffs and medical supplies. A heretical techno-thief known as “Simone the Phoenix” was reputed to be hiding out in the warehouse with her most recent ‘acquisition’. At his command, the massive building was bombarded with the heaviest weapons in the Arbites’ armoury, nearly leveling it in the process, before dozens of combat squads finally silenced the guns of Simone’s lackeys with salvos from their grenade launchers. Spartacus himself accounted for no less than three dozen thugs in the firefight, killing six of them when he detonated a cryogenic fluid tank with his customized Lawgiver bolt pistol. The thugs were frozen solid in an instant, and smashed to pieces as they crashed to the ground.

SPECIAL RULES

WARGEAR

Disciplined Fire, Independent Character

Lawgiver Bolt Pistol: Joseff Spartacus carries a specially crafted bolt pistol known as the Lawgiver, an artificer-made weapon with specially designed ammo feeds and a shot selector. The Lawgiver may fire normally, in which case it counts as a master-crafted bolt pistol. Alternatively, it may fire one of the special ammo types listed below.

Demolition Man: Joseff Spartacus has a well-known talent and penchant for making things go BOOM! heedless of the consequences. In his mind, there are no innocents, only those who have not yet been proven guilty; therefore collateral damage is always acceptable. Joseff Spartacus adds +1 to all armour penetration rolls that he makes. Whenever he causes a glancing or penetrating hit on a vehicle or building, roll two dice. If either roll comes up as a “Destroyed – Explodes!” result, that result applies. Otherwise, apply the lower of the two rolls. I am the Law!: Joseff Spartacus earned his nickname, “The Dreaded Judge”, due to his fanatical devotion to the enforcement of Imperial law. Nothing will prevent him from fulfilling his duty, no cost too high. As such he is rightly feared by wrong-doers and bystanders alike. This devotion inspires the Arbitrators around him, and they follow his example without hesitation. Joseff Spartacus, as well as any unit he has joined, may choose whether to pass or fail any Morale or Pinning test, even where failure is normally automatic.

26

Armour Piercing Range Strength 8” 6

AP 3

Type Assault 1

High Explosive Range Strength 12” 3

AP -

Type Assault 1, Blast

Rapid Fire Range 12”

Strength 4

AP 5

Type Rapid Fire

Ricochet Range 6”

Strength 3

AP 6

Type Assault 1, Ignores Cover

Signal Flare Range 18”

Strength 2

AP -

Type Assault 1, Pinning

Senior Proctor Griggory Martaugh Griggory Martaugh Martaugh’s Team

WS 3(4) 3(4)

BS 4 4

S 3 3

T 3 3

W 1 1

I 3 3

A 2(3) 1(2)

Ld 8 7

Senior Proctor Griggory Martaugh is a hard-bitten and resourceful Arbitrator who took to response team training with uncanny skill and enthusiasm, eventually becoming the most senior officer in his precinct’s response division on the industrial world of Francesco’s Hope. Early in his career, Martaugh arrested a vicious killer known only as “Mister Johanan”. Johanan was sentenced to atone for his crimes in the penal legions, but somehow managed to escape and lose himself among the busy manufactorums.

Sv 4+ 4+

convinced to give Martaugh three days to attempt to clear his name. Those three days were spent tirelessly hunting down the cause of all of his troubles, finally revealing none other than Mister Johanan himself at the root of it all. After an intense sortie with the thugs and mutants under Johanan’s command, Martaugh came out on top and put a bolter round through his enemy’s chest, ending his plotting once and for all. Suitably cleared of any wrongdoing, Martaugh then spent several years as a detective, working undercover to root out all of the many seeds of corruption that Mister Johanan had sewn during his time as a fugitive. Those who knew him best believed Martaugh was suicidal, seeking to find peace by dying in the service of the Emperor as he went after the most dangerous criminals he could find with little or no backup most of the time. Eventually, he seemed to settle down a bit, and joined the ranks of the Arbites response teams.

Martaugh and his patrol team sought after Mister Johanan for years, following every lead, but were unable to catch up with him. Sometime later, a series of unusual circumstances, including missing evidence lockers, assassinated witnesses and many other apparent signs of corruption began to surface, all seemingly implicating Martaugh. Then, during a routine patrol, Martaugh’s team was ambushed by a large band of mutant raiders and slaughtered to a man – all save Martaugh himself.

Now, as head of a response team, he ensures that the men under his command are suitably trained to handle the brutal close-up combat that is so prevalent in the confines of their precinct.

Aedile Murphee, head of Martaugh’s assigned division, was ready to pull the Arbitrator off duty and strip him of his commission, but was

SPECIAL RULES

“Did you guys see what that scumbag did? He disabled my bolt pistol with a flick of his wrist. How did he do that, guys? Huh? How did he do that? Well, we’re gonna find out how he did that. Then we’re all gonna learn how. You get me?”

Deep Strike Lethal Weapons: Martaugh and his team are often called upon to take on criminal elements in the tight, labyrinthine corridors of the manufactorums where long-range firefights are rare and disciplined firing drills practically useless. Instead, they regularly practice close combat skills and strategies, honing them to deadly perfection, and they have become very adept at supporting one another during the chaos of melee fighting.

Proctor Martaugh addressing his team after a bust. Unhinged: After losing his entire patrol team in an ambush that capped off an incredibly complex conspiracy to discredit him, Martaugh battled deep depression, suicidal tendencies and profound grief, which he eventually channeled into a vengeful hatred for all criminals, heretics, traitors and invaders. Martaugh has the Rage, Furious Charge and Stubborn special rules.

If a response team replaces their Proctor with Senior Proctor Martaugh, they lose the Disciplined Fire special rule, but every model in the team (including Martaugh himself) gain +1 WS, +1A (as shown in the profiles above) and the Counter Attack special rule.

Officer Martaugh stepped over the still-twitching body of the three-armed mutant he had just dispatched. Hatred gleamed in his eyes like burning embers as he strode forward. His quarry was just ahead, beckoning him on with a sickening grin upon his scarred face. Mister Johanan was within his grasp now. Martaugh couldn’t let him get away this time. Not again… “Come and get me Arbitrator,” the man taunted. “I’ve been waiting for this moment a long time!” As he closed the distance between them, Martaugh could see that Johanan was unarmed. The Arbitrator’s own weapons had been emptied, damaged or lost in the tussle with Johanan’s cronies. They were on equal footing no – more or less. Mister Johanan made the first move, lunging forward and trying to tackle Martaugh. A quick side-step sent the criminal hurtling past, and the Arbitrator attempted to land a blow on his exposed back. The crafty Johanan was too quick, however, and he snaked his way out of Martaugh’s reach. Turning to face him, Johanan feigned a kick, which Martaugh moved to block, and then landed a blow across the Arbitrator’s face. Martaugh was knocked reeling. Taking advantage, Johanan pressed the attack, beating mercilessly upon the Arbitrator as he pushed him around. A tremendous kick sent Martaugh over a railing and onto the floor several meters below. The breath knocked from his body and half-blinded from the pain of several brken bones, he cast about in desperation as Johanan came over the railing. Seizing upon a bolter discarded by one of the fallen thugs, Martaugh took quick aim at the form of his assailant, now dropping from above. He pulled the trigger, and Mister Johanan was no more.

27

Arbites Special Detective Eleanor Nash (and her “Untouchables”) Eleanor Nash Untouchable

WS 4 4

BS 4 4

S 3 3

T 3 3

W 2 1

I 4 3

A 2 2

Ld 8 8

Sv 4+ 4+

During the galaxy-shaking times of the 13th Black Crusade of Abaddon the Despoiler, many Imperial worlds were left to fend for themselves as the forces of chaos and many other enemies moved against the Imperium. The Inquisition was stretched thin due to countless cultist uprisings, and madness reigned throughout the realms held by mankind. During this time of uncertainty, many opportunistic and unscrupulous individuals sought to better their situation and turn a tidy profit in the midst of the turmoil.

Proctor Nash was an "untouchable", a psychic-blank who was capable of countering the warp-based powers of psykers. Her ability led her to many great victories over the vast and widespread members of the Kindred, and she was granted the rank of "Special Detective", charged with bringing down Alca Poan and her Kindred for good. She quickly went to work rooting out every psyker-trading front and operation she could find, and bringing the perpetrators to justice in the name of the Emperor of Mankind.

One such individual was Alca Poan, the matriarch of a crime syndicate known only as "the Kindred" on the industrial world of Icchoga, on the western fringes of the Gothic sector in Segmentum Obscurus. Poan took advantage of the confusion caused by the Black Crusade to create a psyker-trading ring on Icchoga. Her goon squads would hunt down psykers and subdue them, breeding the lesser-powered individuals and pumping them full of growth-accelerators in hopes of creating more of their kind. The more gifted psykers were sold to off-world interests, mostly other criminal organisations and dissenting planetary governors who would find the powerfully talented individuals useful in their own plots and schemes.

As Nash's reputation for success grew, so did her power and influence, first within her precinct and eventually within the Adeptus Arbites at large. Growing frustrated with the scale of the psyker-breeding ring, which had now spread well beyond the confines of Icchoga, she requested and was granted a starship and a small force of Arbitrators, including several more "untouchables" drawn from a number of different precincts. These three men were her secret weapon in her efforts to bring down Alca Poan. Shamus Molaine is a grizzled veteran from the hive-world of Calomunda, no stranger to hunting down fugitive psykers. His experience and sage advice have proven to be quite a boon to Nash's campaign. His skills in combat, especially up close, are a boon as well.

Though much effort was spent cracking down on the psyker trade on Icchoga, the Arbites could make little headway as their officers found themselves the victims of mind manipulation or vicious attacks by warpcharged individuals - the strongest of the psykers located by Poan's goons. The Arbitrators were fighting a losing war against an enemy armed with powerful mental weapons they had few defenses against.

Gregor Stern was a rookie patrolman from a backwater agri-world before he was called into service by the Special Detective. Though young and inexperienced, he is a deadeye shot - a fact for which his companions have been grateful on numerous occasions.

That all started to change when a promising young proctor, by the name of Eleanor Nash, led her combat team in a bust on a manufactorum that was a suspected front for Alca Poan's psyker-trading ring. The tip was dead on, and the goons and psykers guarding the place fought back, confident in their superiority. That confidence was broken however, when the psykers tried to blast Nash's team with warp-spawned flames. The scorching fireball dissipated several yards away from the team, leaving them unharmed.

Wallis Oster is an unusual addition to the cause. He was a legal scribe, a low-level judicial functionary on Icchoga, but his "untouchable" nature saved him from a psyker who had escaped a holding cell in the sector house, and allowed his fellow Arbitrators to subdue and recapture the escapee. His keen eye for details served him well as a scribe, but now it serves Nash and her team as he often notices little things that escape the attention of his teammates. Under the tutelage of Molaine and the others, his previously nonexistent combat skills have improved greatly, to the point where he can hold his own in a fight as a member of the team.

Confused, the goon squads pressed several biomancer psykers forward; their hands glowing with unearthly energies with which they intended to tear the Arbitrators apart. As they rushed forward, however, their glowing hands faded, and their momentum slowed until they came to a halt. Turning round, they fled from Nash and her team, but were gunned down by their bolters. The goons and the rest of the psykers were captured or slain in short order.

Special Detective Eleanor Nash and her team of untouchables, along with her small army of Arbitrators, now hunt Alca Poan and her wretched Kindred throughout the reaches of the Segmentum Obscurus, taking the fight to them and shutting down their operations wherever they may be found. Their ultimate goal is, of course, to bring down Alca Poan herself, but the crafty matriarch has thus far eluded them at every turn – but she can only stay hidden for so long…

28

Perceptive: Wallis Oster is very observant, no detail too small for him to notice.

SPECIAL RULES Crack Shot: Gregor Stern has remarkable aim; able to place his shots exactly where he wants them every time.

As long as Oster is alive, the team counts as having the Acute Senses special rule.

Once per turn, during the Shooting phase, Stern may re-roll either a failed roll to hit or to wound.

Untouchables: Eleanor and her team were chosen to tackle the psykertrading ring due to their nature as unnatural psychic-blanks, often called “untouchables”. This condition is characterized by an unconscious ability to block out all effects of the Warp within a small area rendering them and those around them safe from psychic attack.

Gunfighter: Shamus Molaine has adopted a unique style of close-range fighting. Using his quick reflexes, he deftly avoids the clumsy strikes of his foes, then blasts away at point-blank range with his bolt pistol. Instead of fighting normally in an Assault, Molaine may elect to reduce his Initiative value to 1. If he does so, he gains a 5+ Invulnerable Save until the end of that round, and his Close Combat Attacks are made at Strength 4.

Roll 2D6 at the beginning of the game, and again at the start of each Arbites turn. This is the range of the anti-psychic field projected by Detective Nash and her team until the start of the next Arbites turn. No psychic power, whether beneficial or harmful, may be cast by or will have any effect on models or units within range of the anti-psychic field. All psykers, friend or foe, within 18" of the team suffer a -1 penalty (to a minimum of 7) to their Leadership value when taking psychic tests. In addition, no characters may ever join or lead the team. (If they are riding in a transport, this distance is measured from the hull of the vehicle.)

Headstrong: Special Detective Eleanor Nash is very confident and sure of herself. Her strong faith in the Emperor and his justice lend her a great force of will, which her team follows unquestioningly. While Eleanor Nash is still alive, the team has the Stubborn special rule.

As they neared the spaceport gates, Nash allowed herself a small smile of satisfaction. So far, their intel had proven accurate. It had been weeks since they had picked up any solid leads, but she was now confident that the Kindred were planning to ship a load of psykers off-world from this spaceport within the hour. She was also confident that her team would put a stop to their intentions and close down this cell for good. Molaine continued to deliver his ceaseless stream of advice to the rest of the team, his voice clear even above the din of their rhino transport. “Remember,” he said in his thick Calomundan accent, “just because they can’t attack us directly with their blasphemous magicks, doesn’t mean they can’t hurl a shipping container our way, or blow out the lights with their unnatural thunderbolts. Always be ready for anything. Put them down before they even know you have them in your sights – don’t give them even a moment’s warning to throw up their defenses.” Nash was reminded of just how much she had learned from the man over the few short years she had known him. She doubted very much that she, or any of the rest of her team, would still be breathing if not for the numerous lessons the man had imparted from his vast experience. The rhino ground to a halt as Nash and her team quickly dismounted, alert and ready for action. It didn’t take them long to find what they were looking for. The Kindred cell on this backwater world was apparently quite used to operating without the watchful eye of the Adeptus Arbites since their presence here was extremely small. The chained-up line of twenty indentured psyker was being marched swiftly through a side cargo passage, watched over by a dozen armed Kindred goons. Nash grinned wickedly, relishing the lesson she was about to teach these fools. At her signal, Molaine, Stern and Oster fanned out, raising their weapons. Nash aimed for the man who looked like he was in charge then clicked her comm, the final order to attack. Her stub gun cracked loudly, blowing a large hole through the midsection of her target. Within a few moments, two more guards dropped as Molaine’s storm bolter spoke its litany of death, another two dropped to carefully placed shots from Stern’s bolt pistol, while another was felled by the unerring accuracy of an executioner round from Oster’s standard-issue combat shotgun. With half the guards down in but a few breaths, the psyker train spooked and tried to bolt – pulling themselves into a tangled heap as their chains caught them up. The other guards dove for cover and started returning fire. Nash and her men did likewise, but not before a lasblast grazed her shoulder armour. She felt the heat and a brief flash of pain before turning her attention back to the firefight. A few more reports from her stubber and Stern’s bolt pistol put down three more guards. Molaine surged forward, pinning the remaining three guards down with suppressing fire from his storm bolter. The flash grenade he tossed caused two of them to stumble out of their cover, where they were quickly put down by Stern. The last man leapt at Molaine, a long, nasty-looking knife slashing overhead. Molaine sidestepped the blow which would likely have cleaved through his unprotected neck, and countered with a quick elbow to his nose, which disoriented him long enough for Molaine to swap his bolter for his sidearm. The man swung wildly, unable to see clearly, but Molaine stepped back, raised his pistol, and dropped him. Nash waved Stern and Oster forward, covering them from her position. As the men neared the pileup of psykers, Oster froze, cocked his ear back for a moment, the spun around, shouldering his shotgun. A quick executioner round sent a concealed sniper crashing to the plascrete twenty meters behind Nash, his longrifle clattering to the ground. His elation was short lived as the fallen guard nearest him leapt to his feet and grabbed him, pressing a laspistol to the side of his face. “I’m walkin’ outta here. Try and stop me an’ dis fella’s smile is gonna get real bright.” Off to the side, Stern raised his bolt pistol, taking careful aim. The man glanced nervously around, unsure whether the Arbites would shoot with one of their own in the line of fire. Nash spoke quietly. “You got him?” A nod from Stern told her all she needed to know. “Take him.” BANG! The man dropped and Oster breathed a sigh of relief. “Thanks Stern,” he said. “What is that now, five that I owe you?” “Any time Oster,” Stern replied, scanning the guards’ bodies and the heap of psykers for any further signs of resistance.

29

Senior Proctor Russell Wyott Russell Wyott

WS 4

BS 4

S 3

T 3

W 1

I 3

A 2

Ld 8

Russell Wyott served as a member a pursuit team on the backwater agriworld of Tomston in the Segmentum Pacificus. His assignment was relatively peaceful, and outbreaks of civil unrest were rare and relatively insignificant. That all changed when the Imperial governor, Wilhelm Clintaugh, declared Tomston’s independence from the Imperium. Expecting to be sent into action against the governor, Wyott instead found himself on the run with a few loyal friends – having been declared outlaws by the Arbitor Senioris of the precinct, Jonas Hanbee.

Sv 4+

Six months after Tomston was declared independent, Wyott lead a small band of his most trusted men on a surprise attack on the Governor’s palace. In the confusion, Wyott and three of his men made it inside through a hidden passage and executed Clintaugh along with all of his advisors and staff. They also captured a renegade Astropath and forced him to send a distress signal to the nearest Arbites fleet. Within days the spacebourne precinct made landfall on Tomston and swiftly dealt with the remaining traitor forces, including the accursed members of Tomston’s Arbites precinct, who were all executed for their shameful betrayal of the Emperor. After the dust had cleared, fresh Arbites forces were brought in – along with a new loyalist Governor, and the process of restoring the precinct’s honor was begun. Russell Wyott was elevated to the rank of Senior Proctor and charged with the task of mopping up the remnants of rebellion. Whether it be rooting out further seeds of corruption, or putting down a revolting horde of mutant workers, Wyott and his pursuit team are always ready to respond.

It was obvious to Wyott and his compatriots that Hanbee and most of their precinct had been corrupted by governor Clintaugh and his cronies – nearly unheard of in Imperial history. They spent their time alternately running from execution teams and setting up ambushes for their pursuers. They lived off the land, scavenging for what they needed to survive and counting on the aid of loyal Imperial citizens to keep themselves hidden. As time wore on, though, their numbers began to thin and Wyott knew they couldn’t hold out forever.

Pistol Whip: Owing to a prolonged stint as a proctor of a Suppression Tem, Russell Wyott is adept at subduing his opponents in close combat. He often resorts to thumping them on the head with the butt of one of his stub guns, knocking them senseless as he slaps on a pair of binders or finishes them off.

SPECIAL RULES Scouts "If your kind are so anxious to make trouble, I will go anywhere on this wretched planet to make trouble for you."

Any model who suffers an unsaved wound in close combat from Russell Wyott will halve their Initiative value (rounding up) until the end of the next player’s turn.

Marshall Wyott to an unidentified mutant before a vicious shootout in Tomston's arid zone.

Arbites Medicae Val “Doc” Hollie Arbitrator

WS 3

BS 4

S 3

T 3

W 1

I 3

A 1

Ld 7

Sv 4+

Val Hollie was a part of the Arbites fleet which came to relieve the beleaguered loyalists of the Tomston precinct. During the cleansing of the former Arbitrators, Hollie developed a strong bond with Russell Wyott, born of mutual respect and admiration, while he helped keep the loyal Arbites forces on their feet and fighting for the Emperor. They fought together on a number of occasions, each saving the other’s life countless times. Hollie was present when Wyott finally confronted and executed Hanbee.

At the conclusion of the conflict, Hollie requested that he be allowed to remain on Tomston to help rebuild the precinct, choosing to join Wyott’s pursuit team. Through many years of service together, Hollie and Wyott grew even closer as friends. Their precinct grew strong and respected once more, as did the world of Tomston once the Imperial government was reinstated and its tithes were flowing once more.

SPECIAL RULES

Loyal Friend: Val Hollie has developed a deep bond with Russell Wyott, and would willingly lay down his life for his friend. If Russell Wyott would be removed as a casualty for any reason and Hollie is still on the table, you may choose to remove Hollie instead. Alternatively, if Russell Wyott is removed as a casualty and Val Hollie is still on the table, he gains the Rage and Furious Charge special rules.

Scouts "There are two beings in this universe for whom I’d give my life. One of them is my Emperor. The other is my friend." Val Hollie, speaking of Russell Wyott

30

Citizen Levy Citizen Pack

WS 2

BS 2

S 3

T 3

W 3

I 2

A 3

Ld X

The Imperium of man is teeming with untold billions of citizens, many of whom spend their lives in endless toil in service to an Emperor of whom they know little but what is taught to them by the preachers of the Ministorum. To the Adeptus Arbites, the common citizenry of the Imperium are of little concern, save when they stray from their path and delve into criminal or heretical activities. The value of their lives is insignificant to the Arbites in comparison to their adherence to the law as laid down in the Dictates Imperialis.

Sv 6+

them to lay down their lives in the defense of their homes and in the name of their Emperor. Many willingly do so out of duty, others merely out of pressure from those around them, and still others under threat of the fate that awaits them should they refuse. What they lack in training and experience, the undisciplined mass of armed bodies makes up for in sheer numbers and tenacity. On highly populated worlds, it is even common for large groups of armed civilians to be sent in massive waves against the enemy, smashing themselves upon the anvil of the enemy lines and wearing down their foe, only to be replaced by a fresh wave as they are destroyed or flee the field.

At times of great need, when a full scale invasion or rebellion threatens the peace and order that the Arbites value so highly, they are quick to press these same citizens into service, distributing weapons and asking

Unending Tide: Sometimes, the only available way to counter overwhelming numbers of enemies is an unending tide of humanity, even if that tide is untrained and ill-equipped to handle the enemy they are to be thrust upon.

SPECIAL RULES Slow and Purposeful, Swarm Mob Mentality: A large group of untrained, undisciplined civilians thrust into a combat situation in defense of their homes will form into a large mob, acting slowly but resolutely as they protect what they hold dear. However, being handed a gun and pointed in the direction of the enemy is not nearly enough to make someone a soldier. While they will fight hard to defend themselves and those around them, citizens lose heart easily and flee in the face of staunch opposition, regardless of the urgings of nearby Arbites officials to hold their ground.

A citizen levy that has purchased this special rule can, at the start of the player’s turn, be removed from play as casualties if the controlling player wishes, counting as destroyed. Any citizen levy with this special rule that is removed from play may be brought back into play at the beginning of the controlling player’s next turn. The new unit moves onto the board from the player’s board edge. The unit arrives with as many models as its full strength predecessor – it is treated as a new, identical unit that has just arrived from reserve.

The citizen levy’s Leadership value is not a fixed number, but is instead determined by the number of Citizen Pack bases currently in the unit. For example, a unit of 10 Citizen Packs would have a Leadership value of 10, while a unit of 5 Citizen Packs would have a Leadership value of 5. This Leadership value is never modified in any way (either up or down), regardless of the source of the modifier.

WARGEAR Firearms: When the Arbites send forth a citizen levy into battle, they are armed with whatever weapons they have or are given, from standard issue Imperial Guard lasguns and laspistols, to black market stubbers and autopistols seized in raids. They are not the most effective weapons, and the citizens’ of lack training and discipline means they are nearly as dangerous to themselves as to the enemy, but the sheer weight of fire is often enough to drive back the enemy. Firearms have profile below.

No other model may join or lead a citizen levy, and they may never use another model’s Leadership value for any reason. If a citizen levy is forced to fall back for any reason, it may not regroup and will continue falling back until it is removed from the game, either by reaching the table edge or due to the Unending Tide special rule.

Range 12”

31

Strength 3

AP -

Type Assault 3, Gets Hot!

Mutant Press Gang Mutant Foreman

WS 3 3

BS 2 4

S 3 3

T 3 3

W 1 1

I 3 3

A 1 1

Ld 5 8

Sv 6+ 4+

Over the long millennia that mankind has lived among the stars, the conditions in which humans live has varied dramatically. Add to this the corrupting influence of the warp and the psykers who draw upon its power and the propensity for mutation to rear its ugly head among human populations within the Imperium is staggering. On most Imperial worlds, mutants are viewed and treated as the dregs of society, at best second class citizens, forced into hard labor in internment camps or hunted for sport. The Arbites see nothing wrong with this treatment, as indeed many mutant groups and families harbor dangerous criminals, driven to acts of insurrection and heresy by the desperate nature of their situation. However, when push comes to shove and the Arbites are forced to fight against overwhelming odds, they will press mutant labor gangs into service as foot soldiers, handing them minimal weaponry and pointing them at the enemy. The mutant press gangs will be accompanied by an Arbites foreman to ensure discipline and make certain that they fight in the defense of a world that hates them. Mutations: Mutants bear the stigma of their unnatural mutations, many of which are merely inconvenient or lend them a somewhat inhuman appearance. Some mutations, however, are actually beneficial and can improve the combat potential of the mutants.

SPECIAL RULES Downtrodden: No love is lost between mutants and their tormentors. With the exception of their hard-bitten Arbites foreman, whom they regard with an equal mix of fear and respect, mutants will not tolerate the presence of ‘outsiders’ in their midst. If their foreman were to fall, the mutants are as likely to run away from battle as they are to face it head on.

Roll a D6 for each Mutant Press Gang in your army before deployment, to determine what type of mutations the gang possesses. D6 Roll

No other model may join or lead a Mutant Press Gang, and they may never use another model’s Leadership value for any reason. If the Arbites foreman is slain, the Mutant Press Gang must pass a Morale check at the end of each Arbites turn or begin falling back. A Mutant Press Gang may not regroup if the Arbites foreman has been slain.

1

Trivial Mutations The mutants have extra fingers, disfigured faces, flippered hands or other mutations that do not convey any particular advantage.

2

Huge Muscles The mutants are exceptionally strong, their muscles bulging and capable of tearing the doors off of a streetcar. The unit adds +1 to its Strength value.

3

Extra Eyes The mutants possess one or more additional eyes, granting them additional perception and making them better at predicting enemy movements in combat. The unit adds +1 to its Initiative value.

4

Extra Limbs The mutants possess an additional arm, leg or tentacle with which they may strike at their foes. The unit adds +1 to its Attacks value. If armed with laspistols, they are treated as Assault 2.

5

Scaly Skin The mutants are covered in thick, scaly hides that offer considerable protection from small arms. The unit increases their Armour save to 4+. Choose You may choose one of the above mutations.

6

32

Result

Local Gang Ganger Gang Leader

WS 3 3

BS 3 3

S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Ld 7 8

On highly populated worlds, especially those covered with gigantic hive-cities, it is common for some members of the lower classes of society to band together into gangs for mutual protection and support. Many of these gangs carve out small kingdoms for themselves where they run the show, pressing the locals for credits and fighting to protect their ‘turf’ from encroachers. The Arbites often turn a blind eye to their activities, so long as they do not interfere with the work of the manufactorums, the duties of the Ministorum, or the business of any of a dozen other branches of the Imperial government. Some gangs are even deputized by the Arbites as a means of extending their sphere of control and easing their task of maintaining order. Of course, if a gang gains a bit too much power and influence, it will be quickly put down by the Arbites as an example to other would-be rulers and criminal syndicates.

Sv 6+ 6+

SPECIAL RULES Infiltrate

WARGEAR Flamer: Flamers spew out gouts of volatile promethium that instantly ignites and immolates those caught in the superheated conflagration. Range Template

Strength 4

AP 5

Type Assault 1

Power Weapon: See the Warhammer 40,000 rulebook

When an invasion or insurrection crops up, and things start to get ugly, often times it is the hive gangers – especially those deputized by the Arbites – who will be among the first to volunteer their services in defending their world. The fierce independence that burns in the hearts of most gang members takes offense at others trying to seize power, and they are brutally effective at fighting a guerilla war to protect their territories from any interlopers, no matter their origin or power. During the third war for Armageddon, thousands of gangs gave their lives in service to the Emperor as they defended their hives from the marauding Ork hordes of Waaagh Ghazghkull. Wherever the Orks gained access to a hive city, they were unable to secure the twisting passageways of the underhives. They would find themselves fighting a guerilla war, suffering vicious attacks at the hands of gangers who had an intimate knowledge of the maze-like corridors of their home. The confusion and distraction this provided among the Orks helped ease the burden on the beleaguered Imperial forces fighting to regain control of the important world.

PDF Infantry Platoon PDF Trooper PDF Sergeant PDF Commander

WS 3 3 3

BS 3 3 3

S 3 3 3

T 3 3 3

W 1 1 1

I 3 3 3

A 1 2 2

Ld 7 8 8

Every Imperial world is expected to raise its own army in order to defend itself against the myriad dangers the universe has to throw their way. The planetary defense forces of most worlds are well trained and disciplined soldiers from which the best are drawn into service in the Imperial Guard. In the event of a planetary invasion or cultist uprising, the Arbites can often count on the Imperial governor to lend them aid in the form of squads armed and trained for combat. Of course, if the Imperial governor is the one rising up against the Arbites, they will be forced to fight against the corrupted PDF troopers instead.

Sv 5+ 5+ 5+

WARGEAR Flamer: See the entry for the Local Gang above.

33

Penal Legion Squad Penal Legionnaire

Chastener

WS 3 4

BS 3 4

S 3 3

T 3 3

W 1 1

I 3 3

A 1 1

Ld 8 8

Very similar to those found amongst the ranks of the Imperial guard, the Arbites penal legions are made up of the scum of the galaxy. Their ranks are drawn from Imperial citizens who have committed capital crimes, and had their sentences commuted to life service. They are a savage band of desperate cut-throats; some half-crazed with anger, others driven mad with remorse. Reprieved from the death cells because of some talent or uncanny instinct, these dregs comprise the most vicious, ill-tempered and unstable group of psychopaths and killers imaginable.

Sv 5+ 4+

SPECIAL RULES Scouts, Stubborn Desperadoes: Penal legionnaires are rugged and resourceful, having survived many dangerous situations by the skin of their teeth. Roll a D6 for each penal legion squad in your army before deployment, to determine each squad's specialist skill. D6 Roll

In a society beset on all sides by hostile aliens and horrible warpspawned creatures, and within by traitorous cults and rebellious insurgents, punishment and justice in the Imperium is necessarily harsh and final. Those who transgress against Imperial law, especially those men and women who turn upon and kill each other by accident or design, must not go unpunished. Such men - killers, rogues, thieves, and more - are often given a chance to redeem their souls in service to the Emperor in an Arbites penal legion - sent to live out their pathetic days in an Arbites penetentium until they are called upon. When an Arbites penal legion is deployed, the wretched souls who are sent into battle fight with all the fury of those who have nothing left to lose, often against impossible odds. They live under the tremendous burden of guilt, for not only have they committed crimes, but in doing so, they have also betrayed the Emperor. For those legionnaires who are genuinely repentant, the opportunity to alleviate this burden is fully embraced and many die on the battlefield in a desperate attempt to atone for their crime. In rare circumstances, legionnaires who complete their missions and survive might be granted the Emperor's pardon. These legionnaires are absolved of their sins and can then rejoin Imperial society, and although such a thing occurs only a handful of times a millennia, it is a glimmer of hope these damned souls cling to. Arbites penal legion squads are led into battle by an Arbites chastener, who is tasked with maintaining discipline among the unruly ranks of the penal legionaries. This is often accomplished via a detonator that sets off the explosive collars worn by every legionnaire. Intended as a deterrent to escape attempts, these collars serve to demonstrate the penalty for disobeying the chastener or showing cowardice in the face of the enemy.

“Get out there and fight you filth! Blast this heretic scum into oblivion! Cut out their hearts with your blades! Tear them apart with your bare hands if you must! If any of you worthless, low-life dogs fall, then may the Emperor have mercy upon you – you can be certain that no one else will!” Arbites Chastener Norton of the 327th Penal Legion

34

Result

1-2

Gunslingers Desperation lends the Legionnaires a boost of speed whenever a firefight breaks out - their lasguns are treated as being Assault 2, not Rapid Fire.

3-4

Psychopaths In for a penny, in for a pound of flesh. The Legionnaires have the Counter-Attack, Fleet and Furious Charge special rules.

5-6

Knife Fighters He who lives dirty, fights dirty. The Legionnaires are counted as having an extra close combat weapon in addition to their normal wargear. In addition, close combat attacks made by the Penal Legionnaires have the Rending special rule.

Martyr Penal Legionnaire

WS 3

BS 3

S 3

T 3

W 1

I 3

A 1

Ld 8

Sv 5+

Some crimes against the Pax Imperialis are so severe that nothing short of death in the service of the Emperor could possibly purge one of their guilt. As such, some members of a Penal Legion will seek absolution as a martyr, loaded down with a heavy martyr harness filled with high explosives and sent forth to destroy their enemies and gain the

Emperor’s forgiveness. Others are not quite so noble. Rather than volunteering for the duty, they are instead strapped into their harness, drugged up with high doses of frenzon and sent on their way. The intended end result is, of course, the same in both cases: the destruction of the enemy in a devastating conflagration.

SPECIAL RULES

WARGEAR

Scouts, Stubborn

Martyr Harness: The martyr may choose to trigger their martyr harness either at the end of any Arbites shooting phase (even if he shot or ran that turn), or in lieu of making any attacks in close combat. In addition, if the martyr is removed as a casualty for any reason, the martyr harness will be triggered on a D6 roll of 4+.

Solitary Penance: Martyrs follow all of the rules for Independent Characters, except that they may only ever join Penal Legion squads. While joined to a Penal Legion squad, the Martyr benefits from the Desperadoes rule and uses whatever skill the squad is using that game. (Obviously he gains no benefit from the Gunslingers rule as he does not carry a lasgun.) The martyr does not award Kill Points when he is destroyed, nor can he ever hold or contest objectives. Note that the Martyr harness is not a close combat attack, and so will not benefit from any aspect of the Desperadoes rules.

When the martyr harness is triggered, place the large blast marker with the whole centered over the martyr. All models touched by the blast marker automatically suffer a S8 AP2 hit. Regardless of how the martyr harness was triggered, the Human Bomb is removed as a casualty once it has been triggered.

Cyber-Mastiff Hunting Pack Techpriest Handler

Cyber-mastiff

WS 3 4

BS 3 0

S 3 4

T 3 3

W 1 1

I 3 4

A 1 2

Ld 8 5

The many cyber-mastiffs used by an Arbites Precinct are typically trained and maintained by Techpriests assigned to the Arbites by the Adeptus Mechanicus. Only those fully immersed in the lore and rites of the Machine god are able to comprehend the mysteries of these complex beasts which merge living beasts with Machine Spirits and augmetics.

Sv 3+ 4+

coordination and control afforded by their greater understanding of the mechanics of the beasts, as well as the more sophisticated augmetic controllers they possess and the years spent training their charges means that a Techpriest Handler and his pack are far more effective a team in combat than even the best-trained and most experienced Arbitrator and his cyber-mastiff companion. The fact that many Handlers also augment their own bodies in order to keep up with their charges also means a Techpriest-led hunting pack will be swifter as well.

Though their charges are usually assigned to specially trained Arbitrators, some Techpriest Handlers will accompany a pack of welltrained and often heavily customised cyber-mastiffs on the hunt. The

SPECIAL RULES

If the Techpriest Handler is removed as a casualty, all of the cybermastiffs are also removed at the end of the current phase – they are assumed to drag their master’s body to a place of safety.

Blessing of the Omnissiah: A Techpriest Handler in base contact with a damaged vehicle in the Shooting phase can attempt to repair it instead of firing, unless he is falling back or has gone to ground. Roll a D6 and add 1 for each cyber-mastiff with servo-jaws in the unit. If the result is 5 or more, then a Weapon Destroyed or an Immobilised result (owning player’s choice) is repaired. If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase.

Sniff ‘em Out: A cyber-mastiff (and any unit it is part of) has the 'acute senses' special rule as described in the Warhammer 40,000 rulebook. In addition, enemy units may not use their Infiltrate rule to deploy within 18” of a Cyber-mastiff.

Latch On!: Cyber-mastiffs can be commanded to latch on to their foes in order to subdue them and prevent them from attacking. A cybermastiff is treated as being armed with a mancatcher.

WARGEAR Servo-arm: Servo-arms are capable of lifting incredible loads or crushing those that get too close.

Pack Tactics: On a player turn in which they assault, cyber-mastiffs in a hunting pack may re-roll failed rolls to hit and to wound as long as their Techpriest Handler is still alive when they make their Attacks.

A servo-arm grants a model an additional close combat attack that strikes at Initiative 1, Strength 8 and ignores armour saves.

35

Ogryn Brute Squad Ogryn Ogryn Bone’ead

WS 4 4

BS 3 3

S 5 5

T 5 5

W 3 3

I 2 2

A 3 4

Ld 6 7

Ogryns are abhumans - descendents of human populated worlds scattered throughout the Imperium and isolated from the rest of mankind for millennia. Though most ogryn live on their own worlds, separated from the Imperium at large, many worlds have small ogryn populations transplanted there in order to form heavy work crews where their great size and strength allow them to perform tasks no normal man could handle.

Sv 5+ 5+

SPECIAL RULES Furious Charge, Stubborn Bulky: Ogryns are colossal thugs with thick-set frames and immense guts. Each Ogryn counts as two models for the purposes of transport capacity.

WARGEAR

Ogryns are massive brutes whose immense strength is legendary throughout the Imperium. Although not very intelligent, ogryns are notoriously loyal to their masters once befriended. Some Arbites precincts take advantage of this loyalty, and the fearsome reputation and legendary strength of ogryns by forming small groups of them into brute squads who assist the suppression teams in 'pacifying' particularly unruly rioters.

Ripper Gun: The ripper gun is an enormous, drum-fed automatic combat shotgun developed for the exclusive use of Ogryn units. At short range the hail of low velocity shot produced by ripper guns is so dense that it is all but impossible for the Ogryns to miss. Range 12”

Strength 5

AP -

Type Assault 3

A select few ogryns, those that show a glimmer of initiative or intelligence, become prime candidates for augmetic cranial surgery to boost their brain-power to the point where they can understand basic strategy and tactics, equivalent to that of an eight-year-old human child. Those that survive the biomechanical ogryn neural enhancement procedures are referred to as 'Bone'eads', and they lead their abhuman kin in the duties presented to them by their Arbites overseers. “Ogryns may be dumb, but they sure do scare the crooks!” Proctor Makellen of Thetus IV

Ratling Sharpshooter Squad Ratling

WS 2

BS 4

S 2

T 2

W 1

I 4

A 1

Ld 6

Ratlings are a breed of human-descended abhumans who are characteristically short and rotund. These qualities do not make for good warriors, and they make rather unintimidating enforcers. Nonetheless, where Ratlings reside on Imperial worlds, they have a few considerable talents that are made use of by the Adeptus Arbites. They have incredible eyesight and their small size enables them to move stealthily in close terrain which larger men might have difficulty negotiating. These traits mean they are ideally suited to the role of snipers, and it is in this capacity they are utilised by the Adeptus Arbites.

Sv 5+

While the Arbites often do field their own specialist sharpshooters, such teams take much time to train and are expensive to properly equip, and so the Arbitrators are quick to utilise such natural talents when they are available, supplementing or even replacing the need for Arbites sharpshooter teams. Ratlings are famously good shots, even without the telescopic laser-sights of their sniper rifles. With careful, methodical aim Ratlings place their crosshairs, targeting the vulnerable eyes or exposed joints of their targets. They snipe riot leaders and criminal figureheads with contemptuous ease, amused at the panic and confusion they wreak. Ratlings excel at infiltrating an area unseen, secreting themselves wherever there is cover. Any position that has a commanding field of fire will do, and one which reduces the possibility of actual physical combat is even better.

SPECIAL RULES Infiltrate, Stealth

36

Imperial Inquisitor Inquisitor

WS 4

BS 4

S 3

T 3

W 3

I 4

A 3

Ld 10

The Inquisition is the most powerful and secretive organisation within the Imperium. Its agents, the Inquisitors, are the last line of defence for the Emperor and Mankind. For an Inquisitor, the end always justifies the means, for he alone can truly begin to comprehend the threats to Mankind’s existence and the drastic measures needed to combat them. Inquisitors are loyal to their cause before anything else. They are utterly ruthless, and empowered to use any means they deem necessary to complete their work.

Sv 4+

Inquisitors are as varied in appearance, manner and method as the worlds of the Imperium they strive to protect. They range in age from fiery young zealots to hoary old veterans who have fought in the darkness for centuries. Some wear ostentatious robes and symbols of their allegiance, whist others shun the trappings of status. Inquisitors commonly carry a wide range of weapons and wargear, so as to be prepared for any threat they might face. Some Inquisitors use outlandish weaponry, taken from defeated foes – exotic hardware, alien guns and daemon-possessed weapons. Puritanical Inquisitors consider such equipment to be cursed and heretical, but more radical individuals believe that the enemy can only be defeated by its own weapons. These two factions are ever at odds with one another, with the Puritans seeking to destroy the heretical artifacts employed by the Radicals. Such disagreements occasionally lead to conflict within the Inquisition, but seldom to outright war.

Within the Inquisition there are a number of Ordos that specialise in particular kinds of threat. There are many dozen branches, some so small that their role and rosters have been forgotten, or else purposefully hidden from the wider Imperium. Others, such as the alien experts of the Ordo Xenos, and the Witch Hunters of the Ordo Hereticus, are comparatively large organisations with reputations to match. However, the largest and most powerful branch is the Ordo Malleus, the segment of the organisation dedicated to the banishment of Daemons.

of one. A friendly unit arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12” of a Servo-skull. Likewise, friendly blast templates placed within 12” of a Servo-skull roll one D6 less for scatter.

SPECIAL RULES Independent, Stubborn

WARGEAR Digital Weapons: See the Jokaero Weaponsmith entry below.

Servo-skulls are considered too small and agile to be attacked, and cannot be harmed in any way. However, should an enemy unit move to within 6” then the Servo-skull will self-destruct or flee the battlefield – remove it from play.

Psyk-Out Grenades: Psyk-out grenades are produced using an extremely rare substance thought to be a by-product of the esoteric processes that sustain the Astronomican. Upon detonation, each grenade scatters a dense cloud of psi-refractive particles across the target area. Psykers and Warp entities caught in the blast zone are momentarily stunned, leaving them helpless for a time.

PSYCHIC POWERS Hammerhand: Focusing the raging power of his mind, an Inquisitor can augment his already prodigious might. Even unarmed, such a warrior can crush flesh and bone, given blade or hammer there is little limit to what he can slay.

When a unit equipped with psyk-out grenades launches an assault, any Daemons or psykers in the assaulted unit(s) are reduced to Initiative 1 for the remainder of the phase.

This power is used during the Assault phase in either player’s turn, after assault moves have been made, but before any blows have been struck. If the Psychic test is passed, the Inquisitor and all models in any unit he has joined have +1 Strength until the end of the Assault phase. (Note that this Strength bonus is applied before any other modifiers, such as for a Power Fist and so forth.)

Servo-Skull: Servo-skulls are sensor array platforms, fashioned from the hollowed-out crania of Imperial servants, and given motive force by small anti-grav generators. Although completely bereft of weaponry, Servo-skulls are nonetheless essential tools for many Inquisitors. Kept invisible by sensor-stealthing, they can be seeded across an area before battle begins, there to relay a continual stream of sensor information back to their controller.

Psychic Communion: By concentrating his psychic potential an Inquisitor can make contact with the minds of his allies, guiding them to the battlefield at the very moment they are needed. Many a battle has been won or lost on such a timely arrival.

Servo-skulls are treated as counters, rather than units, for all intents and purposes. They are placed on the battlefield after deployment areas have been determined, but before any forces are deployed. Each Servo-skull can be placed anywhere on the battlefield outside the enemy’s deployment zone. Once deployed, Servo-skulls do not move.

This power can be used at the start of the Arbites Movement phase. If the Psychic test is successful, you can modify any reserve rolls made this phase by +1 or -1 (choose after each dice roll has been made). This power is cumulative with any other bonuses/penalties.

Enemy infiltrators cannot set up within 12” of a Servo-skull. Similarly, enemy scouts cannot use their pre-game move to approach to within 12”

37

Inquisitorial Henchmen The work of the Inquisition requires many diverse skills and abilities. To expect one person – even one so exceptional as an Inquisitor, to possess them all would be unrealistic. As a result, many Inquisitors gather a skilled coterie of loyal followers to aid them in their work. Such retinues can vary tremendously in size, ranging from small, dedicated warbands to vast networks of advisors – though it is extremely rare for an Inquisitor to gather more than a dozen or so retainers for any one mission.

ARCO-FLAGELLANT

CRUSADER

Arco-flagellation is a judgement that can be carried out on those found guilty of a multitude of crimes against the Emperor. Augmented with extensive physical surgery and mental reconditioning, an Argoflagellant’s body is implanted with chemical stimm-injectors, and a lethal array of adamantium flails, blades and whips. A pacifier helm projects soothing hymns and the images of saints into the Arcoflagellant’s brain to keep him sedated and under control until a trigger word is spoken. Once the word is given, the arco flagellant’s body is pumped full of combat drugs that heighten his senses, stoke his ferocity and numb the pain from his wounds. The Arco-flagellant becomes a berserk killing machine, beholden only to the Inquisitor who controls him.

Some Inquisitors recruit Crusaders from the honour guard of the Cardinals Crimson – that most mysterious of all the Ecclesiarchy’s many orders. It is said that nowhere can more devout warriors be found – save perhaps within the ranks of the famed Sisters of Battle. Most are inducted from the Schola Progenium, selected for their unflagging devotion to the Emperor. To be selected is a great honour, though it leads not only to a grueling life of asceticism and martial perfection, but also inevitably to an unmourned death in battle against the forces of heresy and apostasy. It is improbable that a Crusader’s fate will differ greatly in an Inquisitor’s service. Nonetheless, such a calling guarantees the opportunity to test sword and shield against Mankind’s greatest enemies. For a Crusader, there is no greater honour.

Arco-flagellant

WS BS 5 1

S 5

T 3

W 1

I 3

A 4

Ld Sv 8 -

Crusader

WS BS 4 3

S 3

T 3

W 1

I 3

A 1

Ld Sv 8 5+

SPECIAL RULES

WARGEAR

Feel No Pain

Storm Shield: A storm shield is a solid shield that has an energy field generator built into it. The energy field can deflect almost any attack, even shots from mighty lascannons and close combat strikes from power weapons. A model equipped with a storm shield has a 3+ invulnerable save, but can never claim the +1 Attack bonus for being armed with two close combat weapons in an assault.

BANISHER Though the Inquisitor is first and foremost a man of science, he knows full well that faith can prove to be both his most enduring armour and his most potent weapon against the Daemon. So are many Inquisitors accompanied by Banishers, the most devout and pious of holy men, whose catechisms are anathema to the creatures of Chaos. To Daemons, a Litany of Purity is as a sword. In the Inquisitor’s service, a Banisher will see many terrible things. He will have his faith tested as never before, but each trial serves only to reinforce his unswerving belief in the god-Emperor of Mankind.

Banisher

WS BS 3 3

S 3

T 3

W 1

I 3

A 1

Ld Sv 8 5+

WARGEAR Eviscerator: An eviscerator is a grotesquely large two-handed chainsword. Eviscerators follow all the rules for power fists, and roll 2D6 for armour penetration.

SPECIAL RULES Preferred Enemy (Daemons) Aura of Faith: Units of Daemons within 6” of one or more models with this special rule must re-roll successful invulnerable saves.

38

DAEMONHOST

DEATH CULT ASSASSIN

A Daemonhost is a Warp spirit bound by rite and ceremony to the body of a mortal man. Some are created merely so an Inquisitor can interrogate daemonic entities about the Warp and its power, others are indentured minions, summoned and shackled to serve in the Inquisitor’s warrior retinue. Daemonhosts given licence in this manner are terrifying combatants, able to manifest all manner of otherworldly abilities in their master’s service.

Death Cults can be found on many Imperial worlds. Though many are Chaos-spawned and lend servitude only to Khorne the Blood god, others are fanatically devoted to the Imperial Creed and offer up those they slay to the Emperor – a payment of the blood-debt Mankind owes him. The art of the blade is paramount to many Death Cult Assassins; the different types of incisions, lacerations and punctures, the weapon they are inflicted with and the body location to which they are made – all have special significance when dedicating the victim’s soul to the Emperor. It is little wonder that many Inquisitors hold Death Cult Assassins to be amongst the most prized of potential followers.

Yet for all a Daemonhost’s power, only the most self-assured Inquisitor will even consider creating one, let alone allow it near to the anarchy of a battlefield. Daemons do not serve willingly, and the wards that control them are fickle. Should the Daemon break free of its binding, it takes great delight in avenging itself upon any mortals unfortunate enough to be nearby – which inevitably includes the Inquisitor who thought to fetter it.

Death Cult Assassin

WS BS 5 3

S 4

T 3

W 1

I 6

A 2

Ld Sv 8 5+

SPECIAL RULES Uncanny Reflexes: A Death Cult Assassin has a 5+ Invulnerable save.

Daemonhost

WS BS 3 3

S 4

T 4

W 1

I 3

A 1

Ld Sv 8 -

SPECIAL RULES Warp Shield: A Daemonhost has a 5+ Invulnerable save. Daemonic Power: Roll a D6 at the start of each of your turns to determine which ability the Daemonhosts in the unit have manifested this turn. Unless otherwise stated, each manifestation lasts until the start of your next turn when another will replace it. D6 Result 1 Re-Knit Host Form: The Daemonhosts have the Feel No Pain special rule. 2 Warp Grasp: Armour saves cannot be taken against close combat wounds inflicted by the Daemonhosts.

INQUISITORIAL SERVITOR Hardy by nature, unfailingly loyal and almost utterly immune to corruption, Servitors are considered by some Inquisitors to be the perfect assistants. Not only can a Servitor’s incorruptible cybernetic mind act as a storehouse for all the Inquisitor’s records and data, its physical form can also be augmented to employ fearsome weapons. Nonetheless, the use of Servitors is not without its detractors.

3 Daemonic Speed: The Daemonhosts gain the Fleet special rule, and their Initiative increases to 10. 4 Warp Strength: The Daemonhosts’ Strength characteristic increases to 6. 5 Energy Torrent: In the Shooting phase, each Daemonhost can make a shooting attack with the following profile: Range 24”

Strength 4

AP 3

Servitor

Type Assault 1, Blast

Strength 8

AP 4

S 3

T 3

W 1

I 3

A 1

Ld Sv 8 4+

WARGEAR Servo-arm: Servo-arms are capable of lifting incredible loads or crushing those that get too close.

6 Unholy Gaze: In the Shooting phase, each Daemonhost can make the following shooting attack: Range 24”

WS BS 3 3

A servo-arm grants a model an additional close combat attack that strikes at Initiative 1, Strength 8 and ignores armour saves.

Type Assault 1

SPECIAL RULES Mindlock: If a unit containing Servitors does not also contain an Inquisitor, it must test for Mindlock at the start of each friendly turn. To test for Mindlock, roll a D6. If the result is a 4, 5 or 6, the test is passed and the unit can function normally for the remainder of the turn. If the result is a 1, 2 or 3, the Servitors have succumbed to Mindlock – the unit (and any characters) may not move, shoot or assault that turn (though they will fight normally in close combat if already engaged).

39

SPECIAL RULES

JOKAERO WEAPONSMITH

Inconceivable Customisation: When an Inquisitorial Henchman Warband containing one or more Jokaero is deployed, roll a D6 on the following chart. Each time you roll, add +1 to the result for each Jokaero in the unit beyond the first. All results apply for the duration of the game.

Jokaero are heavyset, orange-furred apes with retractable fingers and toes, passingly similar in appearance to the orangutans of ancient Terra. Yet this primitive appearance is completely misleading. Jokaero are technosavants without peer and have an instinctive understanding of machinery and technological systems. Given sufficient time and fragments of alloy and circuitry, a Jokaero can make almost anything, from a spaceship to a food synthesizer. If a Jokaero can be lured into an Inquisitor’s service, it will swiftly make its mark on the retinue’s weapons and wargear, performing minor (and often perplexing) upgrades. Not all such modifications will improve the efficacy of the customised equipment – sometimes they just make the item in question ‘feel’ right to the Jokaero. This is often frustrating to the creature’s allies, who take furious exception to their Mechanicus-sanctioned armaments being altered to suit the aesthetic preferences of an alien ape, but few refuse his assistance. With a few moments of inspiration, a Jokaero can transform even a humble lasgun into something formidable. Or he might simply choose to add some decorative knotwork to the barrel – it’s impossible to predict.

Jokaero

WS BS 1 3

S 2

T 3

W 1

I 3

A 1

D6 Result 1 Aesthetic Alteration: While pleasing to the Jokaero, these modifications have no noticeable effect. 2 Improved Gun Sights: All non-template shooting weapons in the unit have their maximum range increased by 12”. 3 Reinforced Armour: Models in the unit treat their armour save as being one better than normal. 4 Penetrating Ammunition: All shooting weapons in the unit are Rending. 5 Augmentative Energy Fields: All models in the unit have a 5+ invulnerable save.

Ld Sv 8 -

6+ The Works: Roll twice more on the table and apply both results. Each upgrade can only be applied once – ignore duplicate results (including duplicate rolls of 6).

WARGEAR Digital Weapons: Digital weapons are concealed lasers fitted into finger rings, bionic implants or the knuckles of a glove. They lack the power to be used at range, but can be triggered in close combat to take advantage of an exposed weakness while the enemy fends off the main attack. For this reason alone, bearers of digital weapons are considered somewhat untrustworthy and dishonourable, but few Inquisitors prize honour over victory.

Jokaero Ingenuity: All Jokaero are equipped with digital weapons, which work as described above. In addition, each turn a Jokaero can have his digital weapons fire as one of the following weapons: lascannon, multi-melta or heavy flamer – choose which when the weapon is fired. All Jokaero in the same unit must choose the same weapon.

A model armed with digital weapons can re-roll a single failed roll to wound in each Assault phase. Defence Orbs: The Jokaero’s backpack is actually a control and fabricator array for a cloud of energy-refractive orbs that swarm about the Jokaero and move to intercept incoming fire. It grants the wearer a 5+ invulnerable save.

MYSTIC Mystics are minor psykers, chosen for their unyielding willpower and utter reliability in the face of daemonic temptation. Though a Mystic lacks the mental fortitude to summon the destructive fury wielded by other psykers, he can nonetheless conjure a steady psychic signal. Though infinitesimally weaker, this signal is not dissimilar in nature to that projected by the Astromican, and can be used as a guidance beacon for troops answering an Inquisitor’s summons. Indeed, many Inquisitors maintain whole choirs of Mystics on the Imperium’s far-flung worlds, the better to coordinate the completion of his plans and reinforcement of his armies. So have Mystics proven crucial to many an Inquisitor’s plans. After all, the fate of an entire sector can hinge on a delay of even a few moments.

Mystic

WS BS 3 3

S 3

T 3

W 1

I 3

A 1

Ld Sv 8 5+

SPECIAL RULES Psychic Beacon: If a friendly unit wishes to arrive on the battlefield via Deep Strike and chooses to do so within 6” of a Mystic, then it won’t scatter. Note that the Mystic must already be on the table at the start of the turn for this ability to be used.

40

PSYKER

WARRIOR ACOLYTE

In their line of work, Inquisitors often require the talents of an experienced psyker. They can, of course (and often do) requisition support from the Adeptus Astra Telepathica. However, such psykers, while unquestioningly loyal and meticulously trained, are by nature hidebound and inflexible in their approach. This is a deliberate defence inculcated by their tutors – a dullard mind is far less appetizing to a Daemon and likely to be passed over in preference for sweeter meats.

Almost all Inquisitors maintain an inner circle of bodyguards and warriors. Where these individuals are recruited from depends on the character of the Inquisitor, and the nature of his work. Some Inquisitors induct only from the most gloried institutions of the Adeptus Terra: the Schola Progenium, the Skitarii Legions or the Chambers Militant of the Ecclesiarchy. Others prefer the knife-edge reactions and gutter instincts of bounty hunters, underhive mutants and rogue frontiersmen. Service as a Warrior Acolyte is fraught with danger, but also the first rite of passage for one who wishes to follow in his master’s footsteps. So it is that some Warrior Acolytes will go on to become novitiate Inquisitors. However, most will die, nameless and forgotten, in the glorious pursuit of the Inquisitor’s great works.

However this reliability often renders Sanctioned Psykers unsuitable for an Inquisitor’s needs. Just as the Inquisitor must be adaptable and fluid in his approach, so must those who aid his works. So it is that some Inquisitors seek out rogue psykers – quick-witted and self-taught wyrds whose instincts and intuition have been honed by their fugitive lifestyle. Despite their reputation, not all such men are dangerous heretics, ne’erdo-wells or traitors. Some rogue psykers are black-heartened and dangerous, it is true – these the Inquisitor slays without a moment’s hesitation. Others have merely slipped through the cracks of the Imperium’s monstrous bureaucracy, or simply not yet come to its attention. Once located, such men are quick to exchange their services (and their destructive psychic talents) in exchange for the immunity from bureaucratic vengeance that only an Inquisitor can provide.

Psyker

WS BS 3 3

S 3

T 3

W 1

I 3

A 1

Warrior Acolyte

Ld Sv 8 5+

SPECIAL RULES Psychic Barrage: The Psykers can unleash a powerful psychic shooting attack with the following profile: Range 36”

Strength 3*

AP 6**

Type Assault 1, Large Blast

* The Strength of the attack increases by 1 for each additional Psyker in the unit beyond the first. ** The AP of the attack improves by 1 for each additional Psyker in the unit beyond the first. Only one Psychic Barrage is ‘fired’, regardless of the number of Psykers in the squad. All Psykers in the same unit are treated as a single psyker for the purposes of Psychic tests, etc, and use their own Leadership value, not that of any attached characters. The controlling player can measure range and line of sight from any Psyker model when resolving the Psychic Barrage. If the squad suffers the Perils of the Warp, all Psykers in the squad suffer the effects.

41

WS BS 3 3

S 3

T 3

W 1

I 3

A 1

Ld Sv 8 5+

ADEPTUS ARBITES WARGEAR This section of Codex: Adeptus Arbites lists the weapons and equipment used by the Arbitrators, along with the rules for using them in your games of Warhammer 40,000.

Weapons and equipment that can be used by more than one type of model or unit are detailed here, while equipment that is unique to a single model or unit (including wargear carried by named special characters) is detailed in the appropriate entry in the Forces section.

For example, Arbites combat shotguns are ubiquitous and carried by many models, and so are detailed in this section. The dartcaster, however, is an exotic weapon unique to the Arbites detective and his operatives, and so the rules are detailed in the detective entry.

Weapons Arbites Combat Shotgun The standard issue Arbites combat shotgun is equipped with a shot selector, allowing the arbitrator to fire either standard solid slugs or the special executioner rounds for which the Arbites are known and feared. These special rounds are each equipped with a weak machine spirit that guides them unerringly to their target, although it takes a few moments for the machine spirit to lock on.

Krak Grenades Range Strength 24” 6

Each time a model or unit equipped with combat shotguns fires, the controlling player may choose which type of ammunition is being used. All models in a unit must use the same ammunition type when they fire. Solid Slug Range 12”

Strength 3

AP -

Type Assault 2

Executioner Range 6-18”

Strength 4

AP 5

Type Heavy 1, Twin-Linked

Range 48”

Range 24”

Range 12”

AP 6

AP 4

Type Heavy 2

Strength 4

AP 5

Type Rapid Fire

Bolt Pistol Bolt pistols are smaller versions of bolters. They are the standard issue side arm for the Adeptus Arbites, providing all the stopping power one could ask for in a weapon small enough to be fired one-handed.

Type Assault 1, Blast, Choke

Strength 4

AP 5

Type Pistol

Breaching Charges Breaching charges are small, shaped charges designed to blast through armoured bulkheads with ease. They are similar in design to krak grenades, but they have a more directed blast, allowing them to more easily penetrate armour, though they must be securely clamped down onto the target for maximum effect. Thus they are most useful against stationary targets.

* Choke: The choke grenades fired from an Arbites grenade launcher are larger and more powerful than those used in a defensive role. Choke grenades wound on a roll of 5+, regardless of the victim’s Toughness. In addition, any unit hit by a choke grenade must roll a D6. On a roll of 3+ (5+ for vehicles) the unit will move as though they are in difficult terrain during their next movement phase. Frag Grenades Range Strength 24” 3

Strength 7

Boltgun The boltgun, or bolter, fires small missiles, or “bolts”. Each selfpropelled bolt explodes with devastating effect once it has penetrated its target, blowing it apart from the inside.

Each time a grenade launcher fires, the controlling player can choose which type of grenade is being used. All models in a unit must use the same ammunition type when they fire.

AP -

Type Assault 1

Autocannon Autocannons fire large calibre, high velocity shells. They are employed on a number of Arbites vehicles, as well as automated sentry guns.

Arbites Grenade Launcher The Arbites pattern grenade launcher is specially designed to suit the needs of the Arbitrators in their duties. Typically issued with a selection of choke, frag and krak grenades, the Arbites grenade launcher offers a wide range of options for dealing with criminals, traitors, rioters and invaders.

Choke Grenades Range Strength 24” 1

AP 4

Breaching charges are treated like krak grenades as described in the Warhammer 40,000 rulebook. In addition, against buildings or vehicles which are stunned or immobilised breaching charges have an armour penetration of 6+2D6.

Type Assault 1, Blast

42

Choke Grenades Choke grenades are unique to the Adeptus Arbites. They emit thick clouds of heavy, noxious smoke that causes victims to choke and gag. On contact with many surfaces, it also forms a sticky residue, impeding movement.

Hot-Shot Lasgun The hot-shot lasgun uses a more powerful, external energy cell, which allows it to project a much more powerful, and more penetrating, shot. Range 18”

Choke grenades are defensive grenades as described in the Warhammer 40,000 rulebook.

Range 6”

Range 48”

Force Weapon See the Warhammer 40,000 rulebook.

AP 4

Type Assault 1, Pinning

Strength 4

AP 6

Strength 9

AP 2

Type Heavy 1

A master-crafted weapon allows the bearer to re-roll one failed to hit roll per player turn when using the weapon. Meltagun Meltaguns are lethal anti-armour weapons, used by the Adeptus Arbites when they anticipate either heavily armored vehicular resistance or a need to crack open a heavily armoured fortification. Most effective at short range, the meltagun is capable of reducing rock, metal or living material to molten slag or ash.

Type Heavy 3

Heavy Stubber Heavy stubbers are large, man portable automatic weapons that spray a hail of metal slugs at the target. Though less powerful than the larger heavy bolter, the heavy stubber is popular with Arbites patrols due to its smaller size and greater portability. Range 36”

Type Pistol

Master-Crafted Weapons Master-crafted weapons are the product of years of careful labour by the most accomplished artisans of the Adeptus Mechanicus. A weapon that has been manufactured with such dedication will be superior to any other weapon of its type.

Heavy Bolter An enormous version of the boltgun, the heavy bolter fires fist-sized bolts at the enemy with a staggering rate of fire. Strength 5

AP 3

The mancatcher is a two-handed close combat weapon. For each model carrying a mancatcher in base-to-base contact with an enemy model, that enemy model’s attacks are reduced by 1 to a minimum of 1 attack. Each mancatcher may only affect one enemy model.

A model with a grapplehawk may use it in the shooting phase with the profile given below. In addition, a unit containing at least one grapplehawk treats their Initiative as 1 higher than normal whenever they make a Sweeping Advance.

Range 36”

Strength 3

Mancatcher The term “Mancatcher” is used to describe a variety of hand-held snaring devices carried by some members of the Arbites. They may take the form of a large grabbing claw, a length of flexible steel cord threaded through a long pole, or even more sophisticated devices such as electro-net launchers and pulse-charged bolas.

Grapplehawk The grapplehawk is a large cyber-converted avian creature used by the Arbites to hunt and capture fleeing perpetrators. They are armoured and fitted with enhanced sensor equipment and grav-assisted flight systems, as well as metal hooks and taser-spikes for incapacitating their prey. Their main processing cortex is usually patterned on the preying instincts of large avians adapted for the types of environs they will be expected to navigate.

AP -

Type Rapid Fire

Lascannon There are few finer weapons for tank hunting than the lascannon. Within the gun is a laser chamber that charges an energy blast capable of shattering any enemy vehicle. The Adeptus Arbites employ lascannons in very limited numbers, and generally only when they anticipate strong armoured resistance.

A model armed with a combi-weapon (combi-flamer, combi-melta, combi-plasma or combi-webber) can choose to fire either the bolter or the secondary weapon, each with the profile listed elsewhere. The bolter can be fired every turn, but the secondary weapon can only be fired once per battle (a combi-plasma can, of course, rapid fire). You cannot fire both weapons in the same turn.

Strength 4

AP 3

Hot-Shot Laspistol The hot-shot laspistol utilises the same high-energy technology as the hot-shot lasgun.

Combi-Weapons Combi-weapons are bolters than have been specially modified by skilled artisans. Each has been expertly converted to house another weapon, either a flamer, meltagun, plasma gun or webber. This extra weapon carries only a limited charge, allowing the bearer a single shot, perfect for emergencies and shots of opportunity.

Range 18”

Strength 3

Range 12”

Type Heavy 3

43

Strength 8

AP 1

Type Assault 1, Melta

Missile Launcher Missile launchers can fire either krak or frag missiles. Frag missiles are designed to wreak havoc amongst lightly armoured infantry, while krak missiles challenge the most heavily armoured targets.

Power Weapon See the Warhammer 40,000 rulebook. Shock Grenades Shock grenades are small devices that emit a blinding flash and a concussive report upon impact. They are used by the Adeptus Arbites when they are dealing with enemies who are holed up in fortified buildings or other difficult positions.

Each time a missile launcher fires, the controlling player can choose which type of missile is being used. Frag Missiles Range 48”

Strength 4

AP 6

Type Heavy 1, Blast

Krak Missiles Range 48”

Strength 8

AP 3

Type Heavy 1

Shock grenades are assault grenades, as described in the Warhammer 40,000 rulebook. Shock Lance Generally issued only to Arbites mounted on riding beasts or bikes, the shock lance is a versatile weapon which is very effective in the hands of a well-trained and mounted wielder.

Plasma Cannon Plasma cannons fire a plasma ‘bolt’ that explodes on impact, generating the destructive heat of a small sun. Plasma cannons are prone to overheating, and can prove as deadly to the wielder as the target. Range 36”

Strength 7

AP 2

Shock lances are treated as close combat weapons which may re-roll any failed rolls to wound. A model wielding a shock lance may never gain the bonus +1 Attack for being armed with two weapons. On any turn when the wielder charges, the shock lance grants +1 Initiative.

Type Heavy 1, Blast, Gets Hot!

Plasma Gun Smaller than the plasma cannon, this fires several ‘pulses’ of plasma energy. Range 24”

Strength 7

AP 2

Type Rapid Fire, Gets Hot!

Plasma Pistol Plasma pistols are the smallest variant in the plasma weapon family. The destructive fury is undiminished, although the range and rate of fire are less. Range 12”

Strength 7

AP 2

Shock Maul Shock weapons are designed to be generally non-lethal, attacking the subject with incapacitating force though electrical shocks released on impact. As shock weapons have little or no destructive impact on flesh other than burn marks, they are useful for crowd control.

Type Pistol, Gets Hot!

Shock mauls are most commonly found in the hands of the Adeptus Arbites and enforcer squads on countless worlds to enforce the Emperor's Law. While they are intended for crowd control and riot suppression in the hands of an enthusiastic user they can also be deadly combat weapons.

Power Maul More powerful than the standard-issue shock maul, power mauls are generally reserved for senior Proctors and other higher-ranked Arbitors. The user is able to adjust the power levels of the weapon, allowing them to produce effects ranging from a mild stinging shock at lower levels, to blowing open a reinforced steel door at the highest setting – though the maul generally needs time to recharge after such a devastating blow.

Shock mauls are treated as close combat weapons which may re-roll any failed rolls to wound.

Power mauls are treated as power weapons which may re-roll any failed rolls to wound. In addition, a model with a power maul may choose to make only a single attack against a vehicle or other armoured target, in which case they may add +D3 to their armour penetration roll.

Sniper Rifle Sniper rifles boast powerful telescopic sights that enable the firer to target weak points and distant foes with unerring accuracy. Range 36”

Power Ram The power ram is a larger version of the power maul which contains an overcharged disruption field. Models vary in appearance, with some resembling a large feudal mace and others looking more like a hand-held battering ram. They can be set to different power levels for various functions. At the highest power setting the disruption field vibrates the very air around the weapon.

Strength X

AP 6

Type Heavy 1, Sniper

Storm Bolter A storm bolter resembles two boltguns attached side by side. The storm bolter is capable of withering fire without hindering manoeuverability, enabling the bearer to charge headlong into combat, firing on the enemy all the while. Range Strength AP Type 24” 4 5 Assault 2

A power ram is a two-handed close combat weapon that may be used as either a power maul or as a power fist.

44

Stub Gun Small but powerful, the stub gun is favored by many gangers, low-lifes and criminals, as well as Arbites detectives, due to the ease with which it may be concealed. Though moderately effective at short ranges, a stub gun is capable of blowing through six inches of plascrete at point blank range. Some prefer to use them in pairs, trusting on a hail of lead to bring their targets down quickly.

Webber Webbers launch streams of sticky liquid that harden into constricting nets as they travel through the air, ensnaring and neutralising the target. Range Template

Strength 4

AP 6

AP -

Type Assault 1, Entangling*

Web Cannon The web cannon is a larger version of the webber which fires heavier streams of web fluid over the target area.

A stub gun may be used in close combat as a rending close combat weapon. A model equipped with a pair of stub guns treats them as a single twin-linked stub gun when shooting, and as a pair of rending weapons in close combat. Range 8”

Strength 3

Range Template

Type Assault 2

Strength 5

AP 6

Type Heavy 1, Entangling*

Entangling: Any unit hit by a webber or heavy webber must take a Strength test using the majority Strength of the unit including any bonuses for weapons, etc. If the test is failed, the unit is treated as having failed a pinning test. Fearless units and those normally immune to pinning are affected by the entangling rule.

Thunder Hammer See the Warhammer 40,000 rulebook.

Armour Carapace Armour Carapace armour is made up of large rigid plates of armaplas or ceramite moulded to fit the bearer. Nearly every member of the Adeptus Arbites wears a full suit of carapace armour over a padded leather bodysuit and capped off with the distinctive Arbites pattern helmet. The mere sight of a carapace-armoured Arbites patrol is often enough to quell riots and send wrongdoers into hiding.

Riot Armour Riot armour is a simple, but encumbering, collection of cushioned pads that are often attached to the vulnerable parts of standard carapace armour when facing riots. Models equipped with riot armour receive an armour save of 4+. Against wounds suffered in close combat, this is improved to 3+. Models wearing riot armour treat their initiative as 1 lower than normal whenever they make a Sweeping Advance.

Models equipped with carapace armour receive an armour save of 4+. Flak Armour Cheap and easy to produce, flak armour comprises several layers of ablative thermoplast materials and impact absorbent carbifibres. Models equipped with flak armour receive an armour save of 5+. Flak Vest A flak vest is the most basic form of protection offered by the Imperium. It consists of a padded vest of flak armour attached over vital areas and at the shoulders. Models equipped with a flak vest receive an armour save of 6+. Mesh Armour Mesh armour is made up of several thin layers of flexible, reactive materials that harden upon impact to spread the force over a larger area. Although it does not offer the same level of protection as a full carapace suit, mesh armour sees use amongst the Arbites detectives as it is easy to conceal under street clothes when they are working undercover. Models equipped with mesh armour receive an armour save of 5+. Power Armour Power armour is made from thick ceramite plates and electrically motivated fibre bundles that replicate and enhance the movements of the wearer. It offers some of the best protection the Imperium can provide, and some Arbites precincts have access to limited quantities (notably those based on important or socio-politically volatile worlds). Models equipped with power armour receive and armour save of 3+.

45

Other Equipment Arbites Bike Arbites bikes are fitted with powerful engines and heavy-duty tires, the better for pursuing fleeing criminals over even the roughest ground. Models equipped with Arbites bikes follow all of the rules for bikes as described in the Warhammer 40,000 rulebook.

Dispatch Vox A dispatch vox is used to pass on dispatch orders to patrols, and to coordinate efforts and maintain discipline in large-scale engagements. If at least one model equipped with a dispatch vox is already on the table at the start of any Arbites turn after the first then one Arbites unit (including any attached independent characters and their dedicated transport) currently held in reserve may attempt to outflank the enemy. Only one unit per Game Turn may select this option, and you must choose the unit who will attempt to outflank before rolling for reserves. If the unit arrives, it will outflank as described in the Warhammer 40,000 rulebook. (Note that units with the Scouts or Infiltrate special rules may outflank as normal and do not count as the one unit per Game Turn that may outflank using a dispatch vox.)

Badge of Office The higher ranking members of the Adeptus Arbites are gifted with a badge of office which, in addition to serving as a symbol of their authority, contains a small refractor field generator. The refractor field offers the wearer some protection against most forms of attack. The badge of office confers a 5+ invulnerable save on its wearer. Cyber-mastiff Cyber-mastiff is a catch-all term for a number of different attackconstructs which take the form of either cybernetically-enhanced canines or completely artificial constructs with similar form and function. Cyber-mastiffs have an in-built hunting and attack instinct, and respond only to commands issued by those it is programmed to obey – usually only the Arbitrators in the precinct it is assigned to.

Frag Grenades See the Warhammer 40,000 rulebook. Gyro-mount: Some Arbites units are issued with rare and specialised gyroscopic stabilizers for their weapons which allow them to be fired on the move, albeit with reduced effect. A model equipped with a gyromount may choose to be subject to the Slow and Purposeful rule for the duration of their turn. If they do, however, their weapon’s maximum range is halved, rounding up.

The Arbitrators tend to use cyber-mastiffs in two main roles. Firstly, they are excellent trackers, able to follow even the faintest of trails by virtue of their powerful sensor packages. It is after their quarry is located that the cyber-mastiff’s secondary role is revealed. The Arbitrators give the attack command, sending the cyber-mastiff to chase down and subdue the target, a task for which they are well suited.

Krak Grenades See the Warhammer 40,000 rulebook.

Cyber-mastiffs are represented as separate models with their own profile (see below) and the unit type ‘beasts’. The cyber-mastiff may ride in a transport, taking up space just like other models. If a model with a cyber-mastiff is removed as a casualty, the cyber-mastiff is also removed at the end of the current phase – they are assumed to drag their master’s body to a place of safety.

Cyber-mastiff

WS 4

BS 0

S 4

T 3

W 1

I 4

A 2

Ld 5

Riot Shield A typical riot shield is made up of a plate of hardened armaplas or a similar material, and incorporates a firing port designed to accommodate many weapons used by the Arbites. A model equipped with a riot shield has a 6+ invulnerable save. In addition, a riot shield is treated as a single-handed close combat weapon.

Sv 4+

Suppression Shield The Arbites suppression shield consists of a lightweight plate of armaplas sheathed in a crackling energy field which forms a protective barrier for the wielder. The Arbites are trained to use the shield for both defense and attack, slamming the shield, and its energy field, into their enemies.

Latch On!: Cyber-mastiffs can be commanded to latch on to their foes in order to subdue them and prevent them from attacking. A cybermastiff is treated as being armed with a mancatcher. Sniff ‘em Out: Cyber-mastiffs are equipped with sophisticated sensors which allow them to track their target through even the most undesirable conditions. A cyber-mastiff (and any unit it is part of) has the 'acute senses' special rule as described in the Warhammer 40,000 rulebook. In addition, enemy units may not use their Infiltrate rule to deploy within 18” of a Cyber-mastiff.

A model equipped with a suppression shield has a 4+ invulnerable save. In addition, a suppression shield is treated as a single-handed close combat weapon.

46

Vehicle Armoury Book of Precepts The book of precepts contains many passages reminding the Arbites of their duties to the Emperor, and its presence during a battle can instill the Arbites with an unshakable faith in the importance of their task.

Icons of Judgment Transports of higher-ranking Arbitors are often adorned with symbols of law, order and Imperial justice. These may include large versions of the Books of the Law, scales, the blind lady justice, etc, and serve to instill the Arbites with a fervor for upholding the laws of the Emperor and destroying those who would threaten order and justice. Any Arbites units who begin their Assault phase within 6” of a vehicle equipped with Icons of Judgment may reroll any failed to hit rolls in close combat during that player turn if they launch an assault.

All Arbites units within 6" of a vehicle with the book of precepts gain the Stubborn universal special rule.

Mancatcher Some Arbites vehicles, notably Arbites sentinels, are fitted with devices designed to grab and subdue an opponent. For each model equipped with a mancatcher in base-to-base contact with an enemy model, that enemy model’s attacks are reduced by 1 to a minimum of 1 attack. Each mancatcher may only affect one enemy model. Choke Launchers Many Arbites vehicles are fitted with small devices which launch salvos of choke grenades at enemies as they approach.

Multi-Laser The multi-laser is a many-barreled laser weapon fitted to a number of Arbites vehicles. Though not as powerful as a lascannon, the multilaser is primarily used to mow down infantry and light vehicles with a hail of charged energy blasts.

Enemy models attempting to assault a vehicle equipped with choke launchers always count as moving through difficult terrain. A vehicle may not be equipped with both choke launchers and web launchers.

Range 36”

Dozer Blade Dozer blades are heavy ploughs, blades, rams or scoops, used to clear obstacles from the vehicle's path.

Pintle-mounted heavy stubbers are treated as an additional defensive weapon, with the profile of a normal heavy stubber. See the heavy stubber entry for details. Extra Armour Some Arbites vehicle crews add additional armour plating to their vehicles to provide extra protection. Vehicles equipped with extra armour count Crew Stunned results on the Vehicle Damage table as a Crew Shaken result instead. Hunter-killer Missile Hunter-killer missiles are commonly fitted to Imperial vehicles. These single-use weapon systems allow vehicles such as Rhinos to engage enemy armoured vehicles that would otherwise far outmatch them. Each hunter-killer missile can only be used once per battle. They are fired at Ballistic Skill 4. They are treated as an additional weapon. AP 3

Type Heavy 3

A vehicle equipped with a riot plow adds +1 to its front Armour value (to a maximum of 14), and can re-roll failed Difficult Terrain tests. In addition, when a vehicle equipped with a riot plow performs a tank shock attack, it forces enemy units to take a Pinning test rather than a Morale check. If the Pinning test is passed, a Death or Glory! attack may be attempted as normal. A vehicle may not be equipped with both a dozer blade and a riot plow.

Heavy Stubber Pintle-mounted heavy stubbers are weapons fitted to Arbites vehicles to provide additional fire support.

Strength 8

AP 6

Riot Plow A riot plow is a larger, heavier version of a dozer blade designed to push through and disperse crowds of rioters, though it is not as effective at clearing obstacles.

Vehicles equipped with dozer blades can re-roll a failed Difficult Terrain test. A vehicle may not be equipped with both a dozer blade and a riot plow.

Range Unlimited

Strength 6

Type Heavy 1

47

Searchlight Searchlights are often fitted to Arbites vehicles in order to aid the patrols and combat units when they are operating in darkness. Searchlights are used where the night fighting rule is in effect. If a vehicle has a searchlight it must still use the night fighting rules to pick a target but, having acquired a target, will illuminate it with the searchlight. For the rest of the Shooting phase, any other unit that fires at the illuminated unit does not use the night fighting special rule. However, a vehicle that uses a searchlight can be targeted during the following enemy turn as if the night fighting rules were not in effect, as the enemy can see the searchlight. Storm Bolter Pintle-mounted storm bolters are weapons fitted to Arbites vehicles to provide additional fire support. Pintle-mounted storm bolters are treated as an additional defensive weapon, with the profile of a normal storm bolter. See the storm bolter entry for details. Web Launchers Web launchers are small Webbers attached to various points on a vehicle’s hull. The streams of web fluid they fire are insufficient to actually incapacitate an enemy, but are capable of slowing them down substantially. A vehicle equipped with web launchers is treated as being equipped with defensive grenades. Note that as a vehicle may never be locked in combat, it may always use its web launchers whenever enemy models launch an assault against it. A vehicle may not be equipped with both choke launchers and web launchers.

“May this monument stand for all time in memorium of the bravery and sacrifice of the men and women of the Adeptus Arbites. May they now find the Emperor’s peace. Willingly did they lay down their lives for their Emperor to hold back the heretical insurgents, the teeming masses of those corrupted by the Great Devourer. May their sacrifice be an example to us all.” Inscription upon a monument to the heroes of Ichar IV

48

ADEPTUS ARBITES PSYCHIC POWERS An Arbites psionic or Detective-psionic has access to some or all of the following psychic powers (chosen when the army is picked). He can only use one power each player turn. All psionic psychic powers are used following the rules given in the Warhammer 40,000 rulebook. Detection The psionic reaches out with his senses, attempting to detect the exact position of any concealed enemies and convey that information to his fellow Arbitrators.

Verdict The Psionic pronounces judgment on the enemy, declaring their guilt and ensuring their destruction by guiding the shots and blows of his fellow Arbitrators to the enemy's weakest points.

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 within 18" by -1 for the duration of the Arbites Shooting phase. (So a 4+ cover save would be reduced to 5+, and a 6+ cover save would be negated.)

This power may be used at the start of the Arbites turn. If the psychic test is passed, one enemy unit within 12" of the Psionic is affected by the verdict until the end of the Arbites player's turn. All Arbites units within 24" of the psionic may re-roll all failed to wound rolls made against the affected unit in the shooting phase and the assault phase.

Suppression The psionic clouds the minds of his enemies, rendering them confused or even unconscious.

Verdict draws heavily on the negative emotions flowing through the warp, making it a somewhat dangerous power to use, and difficult to control completely. As such, a psionic using this power will suffer a perils of the warp attack if he fails his psychic test. (Note that if the psionic fails his psychic test on a roll of 12, he will only suffer a single perils of the warp attack, not two!)

This power may be used during the shooting phase instead of firing a weapon. If the psychic test is passed a single enemy unit within 12" of the psionic will be forced to take a pinning test, even if they are normally immune to pinning or automatically pass Leadership-based tests.

Detective Leigh scanned the street from a dark alley, sweeping with both his natural eyes and his Psionic “third eye” as he tried to locate his quarry. He had been the leader of a small but growing criminal organization Leigh had spent weeks infiltrating. He berated himself silently for allowing himself to get sloppy. Leigh had been so close to bringing the whole gang in to be made an example of,, when an off-color remark had spooked the man and sent him running for the hills, shouting to his men to put down the traitor. Fortunately, the detective had thought quickly enough to blind his attackers with a Psionic flash of light, allowing him to gun them down before they had a chance to recover. Now he just had to catch up with the boss before he went to ground and he lost him for good. A faint tingle caught Leigh’s senses and he looked over just in time to see a shadowy figure slip through a doorway across from where he stood. Moving quickly, Leigh crossed the silent street and kicked the door open, drawing his stub gun as he took in the scene. The boss was trying to get a landcar started so as to make good his escape. Just as the boss noticed him, Leigh gestured with a look of intense concentration on his face. The boss’s eyes went wide as his hands clutched his forehead. With a few beads of perspiration forming on his brow, Leigh sent a final mental push. Blood trickled from the boss’s nose, and his eyes rolled back into his skull as he slumped into his seat. “You’re under arrest for six-hundred and-thirty-nine separate violations of the Dictates Imperialis,” Leigh spat as he pulled a set of electrobinders from a pouch on his belt. “May judgment be swift, and justice final.”

49

ADEPTUS ARBITES ARMY LIST The following pages contain an army list that enables you to field an Arbites army and fight battles using the scenarios included in the Warhammer 40,000 rulebook. It also provides you with the basic information you'll need in order to field an Arbites army in scenarios you've devised yourself, or that form part of a campaign. The army list allows you to pick an army based on the troops that could be fielded by an Adeptus Arbites precinct, with support drawn from the local populace or the personal entourage of an Arbites judge. The army list is split into five sections. All the teams, vehicles and characters in the army are placed into one of these depending on their role on the battlefield. Each model is also given a points value, which varies depending on how effective that model is in battle. Before you choose an army, you will need to agree with your opponent upon a scenario and the total number of points each of you will spend. Then you can proceed to pick your army. 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 the army list, and each category has one or more boxes. Each grey-toned box indicates that you may make one choice from that section of the army list, while a dark-toned box indicates a compulsory selection. We've included the chart used for Standard Missions opposite. MISSIONS & POINTS These army lists are primarily designed for use with the Standard Missions from the Warhammer 40,000 rulebook. They may also be used with any other missions that use force organisation charts, but please not that play balance may be effected if they are used for anything other than a Standard Mission.

SPECIAL CHARACTERS You'll notice that the named characters in the Arbites army list are drawn from several different precincts, but they can still be used in the same army if you wish. This can represent one or more of the characters visiting or transferring to another precinct to learn their ways or impart some knowledge or skill. Alternatively, you can use the rules for a named character to represent a similar persona from a different precinct - you just need to come up with a new name.

USING THE ARMY LIST Before putting your army together for a game, agree with your opponent on the size of each force. Many players like to play games of 1,500 points per side, which provides around two hours of play, or the best part of an afternoon or evening. Look in the relevant section of the army list, how many models there will be in it, and which upgrades you want (if any). Any upgrades that are taken must be shown on the model. Once this is done, subtract the points value of the unit from your total points, and then go back and make another choice. Continue doing this until you have spent all your points. Then you're ready to do battle!

This is a perfect way to personalise your army - just make sure your opponent is aware of what everything counts as.

50

ARMY LIST ENTRIES Each entry in the army list represents a different unit that you can use in a game. More information about the background and rules for the troops, vehicles, equipment and psychic powers in the army lists can be found on pages 7-51, while information and examples of the Citadel Miniatures you will need to represent the troops, vehicles and equipment used in the lists can be found on pages 76-82. Each unit entry in the army list is split into seven sections:

Arbites Response Team Arbitrator Proctor

WS 3 3

Unit Composition: 4 Arbitrators 1 Proctor

BS 4 4

60 points S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Ld 7 8

Special Rules: Disciplined Fire Scouts Suppression Tactics Units Inbound

Dedicated Transport Must select a Rhino, Chimera or Repressor (see page 60 for pts costs).

 Unit Profile: At the start of each entry you will find the name of the unit, the profile of any models it can include, and the points cost of the unit without any upgrades. For example, the entry shown above is for a Response Team that costs 50 points.

the Forces section. Some refer to the Universal Special Rules section of the Warhammer 40,000 rulebook. For example, the Response Team above benefits from the 'Suppression Tactics' Special Rule, which is detailed in the Adeptus Arbites Special Rules on page 8, as well as the ‘Infiltrate’ and ‘Scouts’ Universal Special Rules and the Deep Strike Scenario Special Rule, which can be found in the Warhammer 40,000 rulebook..

 Unit Composition: Where applicable, this entry lists the number and type of models that make up the basic unit. For example, the 50 point Response Team shown above is made up of an Arbites Proctor and four Arbitrators. 

Unit Type: This entry refers to the Warhammer 40,000 Unit Type Rules chapter. For example, a unit may be Infantry, Vehicle or Cavalry, and be subject to a number of rules regarding movement, shooting, assault, etc. If the Unit Type box includes the word 'Unique' you may only include one of this unit in your army.



Wargear: This entry details the equipment the models in the squad carry. The cost for all these models and all of their equipment is included in the points cost with the unit profile.



Special Rules: Any special rules that apply to the unit are listed here. These special rules are explained in further detail in

Sv 4+ 4+

Options May include up to five additional Arbitrators +12 pts per model Any model may replace his combat shotgun with a bolter free The entire unit may be given riot shields +2 pts per model The entire unit may replace their carapace armour with riot armour +1 pt per model For every five models in the unit, one Arbitrator may replace their combat shotgun with one of the following  an Arbites grenade launcher, heavy stubber or storm bolter +10 pts  a meltagun, plasma gun or power ram +15 pts The Proctor may replace his bolt pistol and/or combat shotgun with:  a power maul +10 pts  a power ram +15 pts  a shock maul +5 pts

Unit Type: Infantry

Wargear: Bolt pistol Combat shotgun Carapace armour Choke grenades Flash Grenades

page 16

51



Dedicated Transport: This entry refers to any transport vehicles the unit may take. These have their own entry on page 60. The Transport Vehicles section of the Warhammer 40,000 rulebook explains exactly how these dedicated transports work.



Options: This last section lists all of the upgrades you may add to the unit if you wish to do so. If a model is equipped with something listed in the Options section, you must pay the points for it - you may not take an upgrade unless a model in the unit actually has it. Some units have additional options regarding how they may be chosen or fielded, often depending on whether an associated special character is taken. Where an option states that you may exchange one weapon 'and/or' another, you may replace either, neither or both provided you pay the stated points cost.

HQ 0-1 Arbitor General Arbitor Senioris Arbitor Majore

WS 4 4

45 points BS 4 4

Unit Composition: 1 Arbitor Senioris

S 3 3

T 3 3

W 2 3

I 4 4

A 2 2

Ld 9 10

Wargear: Bolt pistol Close combat weapon Carapace armour Choke grenades

Unit Type: Infantry (character)

Arbites Judge

WS 4

Unit Composition: 1 Arbites Judge

Unit Type: Infantry (character)

Sv 4+ 4+

Special Rules: Disciplined Fire Independent character Stubborn

Options The Arbitor Senioris may be upgraded to an Arbitor Majore +15 pts May replace his bolt pistol and/or close combat weapon with any of the following  a boltgun, combat shotgun or riot shield free  a shock maul, stub gun or storm bolter +5 pts  a power maul or suppression shield +10 pts  a power ram +15 pts  May replace his carapace armor with riot armour +2 pts  May be given a badge of office +15 pts

Precinct Auxiliaries: If your army includes an Arbitor General, it may also include units from the Auxiliary Units list. See the Auxiliary Units list for details on how to include Precinct Auxiliaries in your army.

0-1 Arbites Judge

page 9

95 points BS 4

S 3

T 3

W 3

I 4

A 3

Ld 10

Wargear: Bolt pistol Close combat weapon Carapace armour Badge of office Choke grenades

page 10 Sv 4+

Special Rules: Disciplined Fire Independent character Iron Will Stubborn

Options May replace his bolt pistol and/or close combat weapon with any of the following  a boltgun, combat shotgun or riot shield free  a hot-shot laspistol, shock maul, stub gun, storm bolter, mancatcher or suppression shield +5 pts  an Arbites grenade launcher, combi-melta, combiplasma, combi-webber, grapplehawk or power maul +10 pts  a power ram +15 pts  May replace his carapace armor with one of the following  riot armour +2 pts  power armour +5 pts  May take one of the following:  a reparator or dispatch vox +10 pts  a forensus +15 pts  an inculpator or the Book of the Law +20 pts  a medi-pack +30 pts  May be mounted on one of the following:  an Arbites bike +20 pts  a cavalry mount (becoming unit type Cavalry) +5 pts  If mounted on an Arbites bike or a cavalry mount, may replace his bolt pistol or close combat weapon with a shock lance +5 pts  Unless mounted on an Arbites bike, may be given a cybermastiff +15 pts

Judicial Mandate: If your army includes an Arbites Judge, then Combat Teams may ignore the Combat Reserves rule – you may include any number of Combat Teams in the army within the normal limitations of the Force Organisation chart regardless of the number of Patrol Teams taken.

“Claims of innocence mean nothing; they serve only to prove a foolish lack of caution.” Judge Traggat, Selected Sayings, Vol. III, Chapter IV

52

HQ 0-1 Arbites Personal Staff

60 points

page 11

You may include a personal staff if you include an Arbites Judge or an Arbitor General in your army (including Shira Calpurnia, Judith Schindler and Joseff Spartacus). This does not count against your HQ allowance, and the Arbitor General or Arbites Judge and their personal staff form a single unit which must be deployed together. Bailiff Aedile

WS 4 4

Unit Composition: 4 Bailiffs 1 Aedile Unit Type: Infantry

BS 4 4

S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Ld 8 8

Special Rules: Disciplined Fire Retinue Seize Them! (Chasteners only) Suppression Tactics Stubborn

Sv 4+ 4+

Options May include up to five additional Bailiffs +12 pts per model Up to two Bailiffs may be upgraded to Chasteners +10 pts One Bailiff may be upgraded to a Garrison Preacher +20 pts One Bailiff may be upgraded to an Investigator +15 pts One Bailiff may be upgraded to a Barrister +20 pts One Bailiff may be upgraded to a Medicae +30 pts One Bailiff may be upgraded to a Psionic +15 pts One Bailiff may be upgraded to a Tech Adept +10 pts One Bailiff may be upgraded to a Vox Officer +10 pts Up to two Bailiffs not otherwise upgraded may be given a cybermastiff (may not be taken by models riding Arbites bikes) +15 pts Any model may exchange their bolt pistol and/or close combat weapon for  a boltgun or a combat shotgun +1 pt  a riot shield +2 pts  a shock maul +5 pts  a power ram +15 pts  Any model may replace his carapace armour with riot armour +1 pt  If the Personal Staff is chosen for an Arbites Judge (including Judge Spartacus), then the entire unit may be given any of the following, provided the Arbites Judge is also equipped with the same:  an Arbites bike +20 pts per model  a cavalry mount (becoming unit type Cavalry) +5 pts per model  power armour +5 pts per model

Wargear: Dedicated Transport Bolt pistol May select a Rhino, Chimera or Carapace armour Repressor (see page 60 for pts Choke grenades costs). Close combat weapon Chastener: Grapplehawk or Mancatcher Garrison Preacher: Inculpator Investigator: Forsensus Barrister: The Book of the Law Medicae: Medi-pack Psionic: Force Weapon Tech Adept: Reparator Vox Officer: Dispatch Vox Psychic Powers A Psionic is a psyker, and has one of the following psychic powers: Detection, Suppression, Verdict. Command Transport: If the Personal Staff selects a dedicated transport vehicle, it may be equipped with any of the following:  book of precepts +20 pts  icons of judgement +20 pts Precinct Auxiliaries: If your army includes an Aedile, it may also include units from the Auxiliary Units list. See the Auxiliary Units list for details on how to include Precinct Auxiliaries in your army.

“Quickly now, to your transports. We cannot allow this heretic to flee!” Aedile Coltraine while pursuing the traitorous Duke Bolukas of Hzardus IV

53

HQ Arbitor Senioris Shira Calpurnia Lucina

110 points

page 23

If your army includes Shira Calpurnia, it may not also include any other Arbitor Senioris or Arbitor Majore. Shira Calpurnia

WS 4

BS 4

Unit Composition: 1 (Unique)

S 3

T 3

W 2

I 4

A 2

Ld 9

Wargear: Stub gun Master-crafted power maul Combat shotgun Carapace armour Badge of office Choke grenades

Unit Type: Infantry (character)

Special Rules: Disciplined Fire Independent character Legacy of the Calpurnii Long Arm of the Law Stubborn Uncanny Intuition

Precinct Auxiliaries: If your army includes Shira Calpurnia, it may also include units from the Auxiliary Units list. See the Auxiliary Units list for details on how to include Precinct Auxiliaries in your army.

Arbites Judge Judith Schindler

Sv 4+

Options May replace her combat shotgun, stub gun or power maul with one of the following:  a riot shield free  a suppression shield +5 pts  a power ram +10 pts  May replace her carapace armour with riot armour +2 pts

150 points

page 26

If your army includes Judith Schindler, it may not also include any other Arbites Judge, including other special characters that bear this title, such as Joseff Spartacus. Judith Schindler

WS 4

Unit Composition: 1 (Unique)

Unit Type: Infantry (character)

BS 4

S 3

T 3

W 3

I 4

A 3

Ld 10

Sv 2+ Special Rules: Disciplined Fire Independent character Uncompromising

Wargear: Storm Bolter Gavel of the Court Terminator Armour

Judicial Mandate: If your army includes Judge Schindler, then Combat Teams may ignore the Combat Reserves rule – you may include any number of Combat Teams in the army within the normal limitations of the Force Organisation chart regardless of the number of Patrol Teams taken.

Spacebourne Precinct: Judith Schindler commands the Arbites fleet of the Segmentum Solar, which lends its support to any Arbites Precinct that may find themselves fighting against opposition too strong to face alone. When she brings her fleet to an embattled sector, Schindler often prefers to deploy the bulk of her forces via a massed aerial drop in Eagle Assault Shuttles. This is a very daring and dangerous maneuver, and requires careful planning and timing to pull off successfully. However, such a surprise attack is potentially devastating to the enemy. Any Personal Staff, Combat Teams and Response Teams in an army lead by Judge Schindler may choose a Eagle Assault Shuttle as their Dedicated Transport. If they do so, these units must be held in Reserve, even in missions where Reserves are not normally used. When they become available, they must arrive embarked on their Eagle via the Deep Strike rules. Note that these Eagles do not count against the number of Precinct Auxiliaries you may take. In addition, any Sentinel Pursuit Teams, Land Speeder Pursuit Teams and Tarantula Sentry Guns in an army led by Judge Schindler may also be held in Reserve, even in missions where Reserves are not normally used. When they become available, these units must arrive via the Deep Strike rules.

54

HQ Arbitor Alec Murphaeus – “Arco-Arbitor” Alec Murphaeus

WS 4

BS 4

Unit Composition: 1 (Unique)

S 4

T 4

W 3

85 points I 4

A 3

Ld 10

Sv 3+ Special Rules: Disciplined Fire Feel No Pain Independent character Prime Directives

Wargear: Storm Bolter Power gauntlets Power armour Badge of office Tactical Cogitator

Unit Type: Infantry (character)

page 27

Arbites Judge Joseff Spartacus

125 points

page 28

If your army includes Joseff Spartacus, it may not also include any other Arbites Judge, including other special characters that bear this title, such as Judith Schindler. Joseff Spartacus

WS 4

Unit Composition: 1 (Unique)

Unit Type: Infantry (character)

BS 4

S 3

T 3

W 3

I 4

A 2

Ld 10

Wargear: Lawgiver Bolt Pistol Shock Maul Badge of Office Carapace Armour Choke Grenades Flash Grenades

Sv 4+ Special Rules: Demolition Man Disciplined Fire I am the Law! Independent character Options May be mounted on an Arbites bike

+20 pts

Pursuit of Justice: If your army includes Judge Spartacus, you may include Arbites Pursuit Teams as either Troops or Fast Attack choices. Any Arbites Pursuit Team chosen as a Troops choice must replace their cavalry mounts with Arbites bikes as described in their unit entry. Note that this replaces the Judicial Mandate special rule that applies to normal Arbites Judges.

55

TROOPS Arbites Patrol Team Arbitrator Proctor

WS 3 3

45 points BS 4 4

S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Unit Composition: 4 Arbitrators 1 Proctor

Special Rules: Disciplined Fire Suppression Tactics

Unit Type: Infantry

Dedicated Transport May select a Rhino, Chimera or Repressor (see page 60 for pts costs)..

Ld 7 8

Arbitrator Proctor

WS 3 3

Unit Composition: 4 Arbitrators 1 Proctor

BS 4 4

Sv 4+ 4+

Options May include up to five additional Arbitrators +9 pts per model For every five models in the unit, one Arbitrator may replace their combat shotgun with one of the following:  a mancatcher +5 pts  an Arbites grenade launcher, a grapplehawk or a webber +10 pts  a heavy stubber or a power ram +15 pts One Arbitrator may be given a cyber-mastiff +15 pts The Proctor may replace his bolt pistol or combat shotgun with a shock maul +5 pts

Wargear: Bolt pistol Combat shotgun Carapace armour Choke grenades

Arbites Combat Team

page 15

50 points S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Ld 7 8

Special Rules: Disciplined Fire

Unit Type: Infantry

Dedicated Transport May select a Rhino, Chimera or Repressor (see page 60 for pts costs).

Wargear: Bolt pistol Bolter Carapace armour Choke grenades Flash grenades

Combat Reserves: Your army may not include more Combat Teams than Patrol Teams.

page 15 Sv 4+ 4+

Options May include up to five additional Arbitrators +10 pts per model The entire unit may be given any of the following:  riot shields +2 pts per model  breaching charges +3 pts per model For every five models in the unit, one Arbitrator may replace their bolter with one of the following:  an Arbites grenade launcher, heavy stubber or storm bolter +10 pts  a meltagun, plasma gun or power ram +15 pts The Proctor may replace his bolt pistol and/or bolter with:  a shock maul +5 pts  a power maul +10 pts  a power ram +15 pts

56

DEDICATED TRANSPORTS Arbites Rhino

Rhino

35 points

BS 4

Unit Composition: 1 Rhino

Unit Type: Vehicle (Tank)

┌── Armour ──┐ Front Side Rear 11 11 10

page 18

Options May be equipped with any of the following:  choke or web launchers +5 pts  dozer blade +5 pts  extra armour +15 pts  hunter-killer missile +10 pts  riot plow +15 pts May be equipped with either a pintle-mounted storm bolter or a pintle-mounted heavy stubber +10 pts May be modified to be open-topped free

Wargear: Storm Bolter Searchlight Transport Capacity: Ten Models Special Rules: Repair

Arbites Chimera

Rhino

BS 4

Unit Composition: 1 Chimera

60 points ┌── Armour ──┐ Front Side Rear 12 10 10

page 18

Options May replace multi-laser with either a heavy bolter or a web cannon free May replace heavy bolter with a web cannon free May be equipped with any of the following:  choke or web launchers +5 pts  dozer blade +5 pts  extra armour +15 pts  hunter-killer missile +10 pts  riot plow +15 pts May be equipped with either a pintle-mounted storm bolter or a pintle-mounted heavy stubber +10 pts

Wargear: Multi-laser Heavy bolter Searchlight

Unit Type: Vehicle (Tank) Transport Capacity: Twelve Models Special Rules: Amphibious

Arbites Repressor

Repressor

BS 4

Unit Composition: 1 Repressor

Unit Type: Vehicle (Tank)

55 points ┌── Armour ──┐ Front Side Rear 12 11 10

Options May be equipped with any of the following:  choke or web launchers  extra armour  hunter-killer missile

Wargear: Storm Bolter Web cannon Searchlight) Riot Plow (+1 armour bonus already taken into account.) Transport Capacity: Ten Models

57

page 19

+5 pts +15 pts +10 pts

ELITES Arbites Suppression Team Suppressor Lead Suppressor

WS 4 4

BS 3 3

Unit Composition: 4 Suppressors 1 Lead Suppressor

75 points S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Ld 7 8

page 16 Sv 4+ 4+

Options May include up to five additional Suppressors +15 pts per model The entire unit may replace their shock mauls with power mauls +3 pts per model The entire unit may replace their riot shields with suppression shields +3 pts per model The entire unit may replace their carapace armour with riot armour +1 pt per model For every five models in the unit, one Suppressor may replace their bolt pistol with one of the following:  a mancatcher +5 pts  an Arbites grenade launcher, a grapplehawk or a webber +10 pts  a power ram +15 pts

Dedicated Transport May select a Rhino, Chimera or Repressor (see page 60 for pts costs).

Unit Type: Infantry

Wargear: Bolt pistol Shock maul Riot shield Carapace armour Choke grenades Special Rules: Counter-Attack Shield Wall Formation Suppression Tactics

Queue Wars On many of the highly-populated worlds of the Imperium, queues in front of government offices can stretch for miles, and it can often take months for individuals to go from the end of the line to the front. The inevitable frustration this causes can lead to the outbreak of vicious battles that may involve rival factions, or merely very angry citizens. The heavy press of bodies in the vicinity will invariably lead to a quite bloody affair when a queue war breaks out.

Arbites Special Detective Eleanor Nash

75 points

page 30

(And her Untouchables) Eleanor Nash Untouchable

WS 4 4

Unit Composition: Eleanor Nash (Unique) Shamus Molaine (Unique) Gregor Stern (Unique) Wallis Oster (Unique) Unit Type: Infantry

BS 4 4

S 3 3

T 3 3

W 2 1

I 4 3

A 2 2

Ld 8 8

Wargear: Bolt pistol Carapace armour Choke grenades Flash grenades Nash: Stub gun Molaine: Storm Bolter Oster: Combat Shotgun

Sv 4+ 4+

Special Rules: Crack Shot (Stern only) Disciplined Fire Gunfighter (Molaine only) Headstrong (Nash only) Perceptive (Oster only) Untouchables

Dedicated Transport May select a Rhino, Chimera or Repressor (see page 60 for pts costs).

58

ELITES Arbites Response Team Arbitrator Proctor

WS 3 3

BS 4 4

Unit Composition: 4 Arbitrators 1 Proctor

65 points S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Ld 7 8

Special Rules: Disciplined Fire Units Inbound

Sv 4+ 4+

Options May include up to five additional Arbitrators +13 pts per model Any model may replace his combat shotgun with one of the following:  a bolter free  hot-shot lasgun +3 pts The entire unit may be given any of the following:  riot shields +2 pts per model  breaching charges +3 pts per model The entire unit may replace their carapace armour with riot armour +1 pt per model For every five models in the unit, two Arbitrators may replace their combat shotgun with one of the following:  an Arbites grenade launcher, heavy stubber or storm bolter +10 pts  a heavy bolter, meltagun, plasma gun or power ram +15 pts  Any model may be given a gyro-mount +5 pts per model The Proctor may replace his bolt pistol and/or combat shotgun with:  a hot-shot laspistol +3 pts  a shock maul or storm bolter +5 pts  a power maul +10 pts  a power ram +15 pts

Unit Type: Infantry Dedicated Transport May select a Rhino, Chimera or Repressor (see page 60 for pts costs).

Wargear: Bolt pistol Combat shotgun Carapace armour Choke grenades Flash Grenades

page 16

Senior Proctor Griggory Martaugh

+25 points

One Arbites Response Team in your army may replace its Proctor with Senior Proctor Griggory Martaugh.

Griggory Martaugh Martaugh’s Team

Unit Type: Infantry

WS 3(4) 3(4)

BS 4 4

S 3 3

T 3 3

W 1 1

I 3 3

A 2(3) 1(2)

Wargear: Bolt pistol Power Maul Carapace armour Breaching charges Choke Grenades Flash grenades

Ld 8 7

Sv 4+ 4+

Special Rules: Deep Strike Disciplined Fire Lethal Weapons Unhinged

59

page 29

FAST ATTACK Arbites Pursuit Team Arbitrator (on Arbites Bike) Proctor (on Arbites Bike)

WS 3 3 3 3

45 points

BS 4 4 4 4

S 3 3 3 3

T 3 3(4) 3 3(4)

W 1 1 1 1

I 3 3 3 3

A 1 1 2 2

Ld 7 7 8 8

Unit Composition: 2 Arbitrators 1 Proctor

page 17 Sv 4+ 4+ 4+ 4+

Options May include up to seven additional Arbitrators +15 pts per model Any Arbitrator may replace his bolt pistol and/or combat shotgun with a mancatcher or a shock lance +5 pts Up to two Arbitrators may be given a cyber-mastiff +15 pts (A bike-mounted team may not take cyber-mastiffs) One Arbitrator may replace his combat shotgun with a grapplehawk +10 pts The Proctor may replace his bolt pistol and/or combat shotgun with:  a shock lance +5 pts  a power maul +10 pts The entire team may be given one of the following universal special rules: Hit and Run, Move Through Cover or Skilled Rider +3 pts per model The entire team may replace their cavalry mounts with Arbites bikes armed with twin-linked bolters +10 pts per model (If the team takes this option, they become Unit Type: Bikes.) One bike-mounted Arbitrator may replace his twin-linked bolters with an Arbites grenade launcher or a webber +5 pts

Unit Type: Cavalry Wargear: Bolt pistol Combat shotgun Carapace armour Choke grenades Flash Grenades

Special Rules: Scouts “All units be advised – suspect is fleeing on foot. We are in pursuit.” Pursuit Team Proctor Jonas Ponce

Senior Proctor Russell Wyott

+20 points

page 32

One Arbites Pursuit Team in your army may replace its Proctor with Senior Proctor Russell Wyott. If you do so, you may also upgrade one of the Arbitrators in the Pursuit Team to Arbites Medicae Val “Doc” Hollie. A Team led by Senior Proctor Wyott may not ride Arbites bikes.

Russell Wyott

WS 4

BS 4

Unit Type: Cavalry

S 3

T 3

W 1

I 3

A 2

Wargear: Pair of Stub Guns Carapace armour Choke Grenades Flash grenades

Ld 8

Special Rules: Pistol Whip Scouts

Arbites Medicae Val “Doc” Hollie Val “Doc” Hollie Unit Type: Cavalry

WS 3

BS 4

S 3

T 3

Sv 4+

+30 points W 1

I 3

A 1

Wargear: Combat Shotgun Carapace armour Choke Grenades Flash grenades Medi-pack

Ld 7

Sv 4+

Special Rules: Loyal Friend Scouts

60

page 32

FAST ATTACK Arbites Sentinel Pursuit Team

Sentinel

WS 3

BS 4

S 5

45 points per model ┌── Armour ──┐ Front Side Rear 10 10 10

Unit Composition: Vehicle squadron of 1-3 Arbites Sentinels

Wargear: Heavy bolter Searchlight

Unit Type: Vehicle (Walker)

Special Rules: Scouts Move Through Cover

Arbites Castigator

Castigator

BS 4

Options Any Sentinel may replace its heavy bolter with:  multi-laser or web cannon free  autocannon +5 pts Any Sentinel may be equipped with any of the following:  hunter-killer missile +10 pts  mancatcher +5 pts The entire squadron may be equipped with either choke launchers or web launchers +5 pts per model

┌── Armour ──┐ Front Side Rear 11 11 10

Transport Capacity: Six Models

Arbites Land Speeder Storm BS 4

page 19

Options May replace twin-linked heavy bolters with a twin-linked web cannon +5 pts May be equipped with a par of side sponsons armed with:  heavy bolters +25 pts  hurricane bolters or web cannons +30 pts May be equipped with any of the following:  choke or web launchers +5 pts  dozer blade +5 pts  extra armour +15 pts  hunter-killer missile +10 pts  riot plow +10 pts May be equipped with either a pintle-mounted storm bolter or a pintle-mounted heavy stubber +10 pts

Wargear: Twin-linked heavy bolters Searchlight

Unit Type: Vehicle (Tank)

50 points

page 20

┌── Armour ──┐ Front Side Rear 10

Unit Composition: 1 Land Speeder Storm Unit Type: Vehicle (Fast, Open-Topped)

A 1

50 points

Unit Composition: 1 Castigator

Land Speeder Storm

I 3

page 18

Skimmer,

10

10

Wargear: Heavy bolter Cerberus Launcher Searchlight

Transport Capacity: Five Models Options May replace its heavy bolter with:  multi-laser or web cannon  autocannon

Special Rules: Deep Strike Scouts

61

free +10 pts

HEAVY SUPPORT Arbites Fire Support Team

20 points per team

page 17

You may include up to three Fire Support Teams as a single Elites choice. Each team is treated as a separate unit. Arbitrator

WS 3

BS 4

S 3

T 3

W 1

Unit Composition: 2 Arbitrators (1 Gunner, 1 Spotter)

Wargear (Gunner): Bolt pistol Carapace armour Choke grenades

Unit Type: Infantry

Wargear (Spotter): Bolt pistol Spotting scope Carapace armour Choke grenades

I 3

A 1

Ld 7

Sv 4+

Special Rules: Disciplined Fire Infiltrate Options Each Gunner must be equipped with one of the following weapons:  an autocannon, heavy bolter or sniper rifle +10 pts  a missile launcher +15 pts  a lascannon or plasma cannon +25 pts Any gunner may be given a gyro-mount +5 pts per model

“Target acquired. I have a shot, I’m taking it.” Dalton Landraeu - Arbites Sharpshooter

“The violators of the Emperor's law must be punished…how dare they question his will, his judgement…if their deeds go unchecked then chaos will surely reign…I have no choice but to sentence the offenders to death, effective immediately and without appeal…you have your orders gentlemen, may the Emperor's blessing go with you.” Decree of Judge Lemog, Hive Fal-sha, Sheldton's World, before the culling of Sector 17

Arbites Halligan

Halligan

BS 4

Unit Composition: 1 Halligan

65 points ┌── Armour ──┐ Front Side Rear 12 11 10

page 19

Options May be equipped with any of the following:  choke or web launchers +5 pts  dozer blade +5 pts  extra armour +15 pts  hunter-killer missile +10 pts  riot plow +10 pts May be equipped with either a pintle-mounted storm bolter or a pintle-mounted heavy stubber +10 pts

Wargear: Halligan missile launcher Searchlight

Unit Type: Vehicle (Tank)

62

HEAVY SUPPORT 0-1 Defensive Measures

15 points per model

page 20

You may only select a single Defensive Measures choice in your army. The Defensive Measures consist of up to three Tarantula Sentry Guns and up to three Prefab Barricades. These models are always deployed before a battle starts, they are never held in reserve. Every Tarantula Sentry Gun and Prefab Barricade is treated as a separate unit and do not have to be placed together, but they are all deployed at the same time.

Tarantula

BS 2

Unit Composition: 0-3 Tarantulas

Unit Type: Vehicle (Immobile)

┌── Armour ──┐ Front Side Rear 10 10 10 any Tarantula may replace twin-linked heavy bolters with twinlinked autocannons +10 pts per model

Wargear: Twin-linked heavy bolters

Special Rules: Defensive Measures Fire Modes Targeting

any Tarantula may be equipped with either choke launchers or web launchers +5 pts

Andrukas, Marshal of Court of the planet Sulo, was as tall, grey and unbending as the statue of Judge Traggat that stood outside the fortified Courthouse. His face betrayed no sign of recognition as he listened to the messenger of Lord Messarian of Sulo. In fact, nothing about his features gave an impression of human musculature, so that he might as well have been wearing a mask. "... my Lord Messarian protests his innocence in this matter," squealed the messenger, a short wiry individual called Ryse, "and demands immediate retraction of the accusations of the Lord Marshal Andrukas." "Demands" Andrukas stated coldly. "The demands of the Law come first, even on Sulo." With a gesture from their commander two tall Arbitrators took Ryse by the arms and dragged him backwards through the chamber, out past a long file of people awaiting audience, and through the massive doors of the Courthouse. Picking himself up from the dusty street, he attempted to regain what little dignity remained by brushing the dirt from his robes.

Prefab Barricade

BS 0

Unit Composition: 0-3 Prefab Barricades

Unit Type: Vehicle (Immobile)

┌── Armour ──┐ Front Side Rear 10 10 10 Special Rules: Defensive Measures Portable Cover

Back in the audience chamber Andrukas considered his next action. He knew that Messarian was holding back his tithes, fixing his own records to make it look as if the planet's harvests were poor and its workshops idle. Andrukas knew different. He'd seen the new recruits to Sulo's armies, he'd watched as Messarian's forces grew and his power swelled out of all proportion. Until now he'd only begun to guess at the Lord's intentions. Then he'd caught the raiders, renegades from the Famir star system, and realised that Messarian nurtured ambitions of Empire. And who would stop him? Here out on the Eastern Fringe the Imperium's grip was weakest and a rebellious commander might easily evade the Emperor's justice for a lifetime. Andrukas knew that his entire Precinct stood ready, a hundred Arbitrators unswervingly loyal to his command. An astropathic communication had been sent to the Judges, but who knew how long it would take to mobilise fresh forces. If Messarian acted now only the Arbitrators could oppose him. The thought of such outright rebellion repelled and nauseated the Lord Marshal. Such things happened every year out on the frontier, sometimes worlds were lost for centuries or even for good. Such a thing would not happen in his Precinct. Not while there was still breath in his body.

63

PRECINCT AUXILIARIES LIST An Adeptus Arbites Precinct holds jurisdiction on nearly every populated planet in the Imperium. In times of great need, the Arbites will call upon any loyal forces on their world to help them defend the Emperor’s domain and enforce his law. Some Precincts also have access to some unusual equipment not available to all Arbites forces for one reason or another. These include things such as the powerful Leman Russ battle tanks that are common among Imperial Guard formations, or Land Speeder squadrons similar to those used by the Adeptus Astartes.

slot it fills in parentheses after the unit name. The number of units that may be chosen from this list varies depending on the HQ characters chosen to lead the Arbites force, as shown in the chart below. Note that the “Number of Auxiliaries Allowed” is cumulative, so if your force includes both an Arbitor Majore and an Arbites Aedile, you would be able to include up to four Auxiliary units in your army.

Arbites Character Arbitor Majore Arbitor Senioris Arbites Aedile

To represent this, an Arbites army may choose various units from the following list. Auxiliary units may not be used to fill compulsory slots on the force organisation chart. Each unit lists which force organisation

Number of Auxiliaries Allowed 3 2 1

A Note from the Designer on Precinct Auxiliaries: The Precinct Auxiliaries List was included in order to represent a small portion of the huge variety of units that an Arbites Precinct may have access to above and beyond that which is typical of most Arbites forces. These may be specialised troops or vehicles that are a part of the Adeptus Arbites or their Armoury (such as Land Speeder Pursuit Teams or Leman Russ Battle Tanks), or else one of the myriad resources that the Arbites can call on, commandeer or press into service when the situation is dire (like the Penal Legions or Mutant Press Gangs). These units can add quite a bit of tactical flexibility and thematic diversity to your Arbites army, but they can also add a lot of rules complexity and even a bit of unnecessary redundancy to your army list. Feel free to use or ignore the Precinct Auxiliaries List as you see fit.

AUXILIARY UNITS 0-1 Citizen Levy (TROOPS) Citizen Pack

WS 2

BS 2

Unit Composition: 3 Citizen Packs

S 3

30 points T 3

W 3

I 2

Sv 6+

Options May include up to seven additional Citizen Packs +10 pts per model The entire Citizen Levy may be given the “Unending Tide” special rule +5 pts per model

Special Rules: Mob Mentality Slow and Purposeful Swarm

Mutant Press Gang (TROOPS) WS 3 3

Unit Composition: 9 Mutants 1 Foreman

Unit Type: Infantry

Ld X

Wargear: Firearms Flak vests

Unit Type: Infantry

Mutant Foreman

A 3

page 33

BS 2 4

S 3 3

60 points T 3 3

W 1 1

I 3 3

A 1 1

Ld 5 8

page 34 Sv 6+ 4+

Options May include up to ten additional Mutants +6 pts per model Any Mutant may be given one of the following  an additional close combat weapon +1 pt  a laspistol +2 pts Up to two Mutants may be given a stub gun +5 pts The Foreman may be given a shock maul +5 pts

Wargear: Close combat weapon Flak vest Combat shotgun (Foreman) Carapace armour (Foreman) Special Rules: Downtrodden Mutations

64

AUXILIARY UNITS Local Gang (TROOPS) Ganger Gang Leader

WS 3 3

BS 3 3

Unit Composition: 4 Gangers 1 Gang Leader

30 points S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Ld 7 8

Special Rules: Infiltrate

Wargear: Lasgun Close combat weapon Flak vest

Penal Legion Squad (TROOPS)

Chastener

WS 3 4

BS 3 4

Unit Composition: 9 Penal Legionnaires 1 Chastener

S 3 3

Sv 6+ 6+

Options May include up to five additional Gangers +6 pts per model Any model may be replace his lasgun with a laspistol free Up to two Gangers may replace their lasguns with one of the following:  a stub gun +5 pts  a flamer or a heavy stubber +10 pts  an autocannon, a heavy bolter, a melta gun or a plasma gun +15 pts Up to two models may be given “bulging biceps” (treat as a gyromount) +5 pts The Gang Leader may replace his lasgun and/or close combat weapon with:  a bolt pistol or bolt pistol +1 pt  a stub gun +5 pts  a power weapon or plasma pistol +10 pts

Unit Type: Infantry

Penal Legionnaire

page 35

70 points T 3 3

W 1 1

I 3 3

A 1 1

Ld 8 8

page 36 Sv 5+ 4+

Wargear: Lasgun Close combat weapon Flak armour Combat shotgun (Chastener) Carapace armour (Chastener)

Unit Type: Infantry

Special Rules: Desperadoes (Legionnaires only) Scouts Stubborn

0-1 Martyr

Schaffer's Last Chancers Amongst the Imperium's many penal legions is one that stands out above the rest - the 13th Penal Legion, also known as the Last Chancers. Led by the fiercely uncompromising Colonel Schaeffer, this unit is the last stop for the worst scum in the galaxy. Schaeffer's ethos is simple; he will give the troops in his charge on last chance to win the Emperor's forgiveness and in so doing save their souls. He will give them this chance by leading them into the most perilous warzones to perform the most suicidal missions imaginable. Such is the Colonel's reputation that many of those offered the chance to join the Last Chancers choose death rather than follow him.

30 points

page 37

If you include any Penal Legion Squads in your army, you may also include up to one Martyr. The Martyr does not use up a force organisation slot, nor does it count against the number of Auxiliaries you may choose. Martyr

WS 3

Unit Composition: 1 Martyr

BS 3

S 3 Unit Type: Infantry

T 3

W 1

I 3

A 1

Ld 8

Wargear: Laspistol Martyr Harness

65

Sv 5+ Special Rules: Solitary Penance Scouts Stubborn

AUXILIARY UNITS PDF Infantry Platoon (TROOPS) Composition: 1 PDF Command Squad, 2-5 PDF Infantry Squads Each PDF Infantry Platoon counts as a single Troops choice on the force organisation chart, when deploying, and is treated as a single unit for the purposes of the Call For Backup special rule.

PDF Command Squad* PDF Trooper PDF Commander

WS 3 3

BS 3 3

Unit Composition: 4 PDF Troopers 1 PDF Commander

25 points S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Ld 7 8

Unit Type: Infantry

PDF Trooper PDF Sergeant

WS 3 3

Unit Composition: 9 PDF Troopers 1 PDF Sergeant

BS 3 3

Sv 5+ 5+

Options Any PDF Trooper may replace their lasgun with one of the following:  a flamer or a heavy stubber +10 pts  an autocannon, a heavy bolter, a meltagun or a plasma gun +15 pts  a missile launcher +20 pts The PDF Commander may replace his laspistol and/or close combat weapon with:  a bolt pistol +1 pt  a bolter +2 pts  a power weapon +10 pts

Wargear: Lasguns Laspistol (PDF Commander) Flak armour

PDF Infantry Squad*

page 35

50 points S 3 3

T 3 3

W 1 1

I 3 3

A 1 2

Ld 7 8

Wargear: Lasguns Laspistol (PDF Sergeant) Flak armour

page 35 Sv 5+ 5+

Options One PDF Trooper may replace their lasgun with one of the following:  a flamer or a heavy stubber +10 pts  an autocannon, a heavy bolter, a meltagun or a plasma gun +15 pts  a missile launcher +20 pts The PDF Sergeant may replace his laspistol with a bolt pistol +1 pts

Unit Type: Infantry

66

AUXILIARY UNITS 0-1 Arbites Detective (ELITES) Detective

WS 4

BS 4

Unit Composition: 1 Detective

S 3

50 points T 3

W 2

I 4

A 2

Ld 9

Special Rules: Infiltrate Loner Psyker (Detective-psionic only) Streetwise

Unit Type: Infantry (character)

page 13 Sv 5+

Options May take up to two of the following  a dartcaster, shock maul or a second stub gun +5 pts  a power maul +10 pts May take any of the following  a black laser targeter +10 pts  flash grenades +1 pt May be upgraded to one of the following types  Detective-espionist +5 pts  Detective-psionic with a force weapon +15 pts A Detective-psionic must select between one and three of the following psychic powers  Detection +15 pts  Suppression +15 pts  Verdict +15 pts

Wargear: Stub gun Close combat weapon Mesh armour Choke grenades

Operative Assembly

page 14

If you upgrade your Arbites Detective to a Detective-espionist, he must be accompanied by a unit of 1-10 operatives chosen in any combination. This unit does not use up a force organisation slot, and the Detective and his Operatives form a single unit which must be deployed together. (Note that Operatives which are not represented by a model are ignored for all intents and purposes other than the special rules they provide. For example, if a Detective’s unit is reduced to only those Operatives not represented by a model, he would be considered an Independent character again. The Retinue is only worth a Kill Point if there are models in the unit, and the Kill Point is awarded as soon as all models are slain.) Adjutant Assassin Hired Muscle Gunfighter Local Ganger

Unit Type: Infantry

WS 3 4 3 3 3

BS 4 3 2 4 3

S 3 3 3 3 3

T 3 3 3 3 3

W 1 1 1 1 1

I 3 4 3 3 3

A 2 2 2 1 1

Wargear: Mesh armour

Ld 8 6 6 6 6

Sv 5+ 5+ 5+ 5+ 5+

Options 0-1 Adjutant with a bolt pistol and either a combat shotgun, a shock maul, a stub gun or a dartcaster +15 pts  may be given a black laser targeter +5 pts 0-1 Assassin with poisoned blades +20 pts  may be given poisoned darts +5 pts Hired Muscle with either a heavy close combat weapon or a laspistol and close combat weapon +10 pts Gunfighter with a pair of stub guns +15 pts 0-1 Informant +10 pts Local Ganger with a lasgun or a laspistol and close combat weapon +15 pts 0-1 Mole +15 pts 0-1 Sniper +20 pts

Special Rules: Expendable Infiltrate Retinue Knife in the Dark (Assassin only) Furious Charge (Hired Muscle only) Word on the Street (Informant only) This is My Turf… (Local Ganger only) Inside Information (Mole only) Keep Them Off Me! (Sniper only)

67

AUXILIARY UNITS Ogryn Brute Squad (ELITES) Ogryn Ogryn Bone’ead

WS 4 4

BS 3 3

Unit Composition: 2 Ogryns 1 Ogryn Bone’ead

S 5 5

130 points T 5 5

W 3 3

I 2 2

Ld 6 7

Special Rules: Bulky Furious Charge Stubborn

Options May include up to seven additional Ogryns

Ratling Sharpshooter Squad (ELITES) WS 2

BS 4

Unit Composition: 3 Ratlings

S 2

T 2

W 1

30 points I 4

A 1

Ld 6

Special Rules: Infiltrate Stealth

Unit Composition: 1 Inquisitor

Unit Type: Infantry (character)

page 38 Sv 5+

Options May include up to seven additional Ratlings

0-1 Imperial Inquisitor (ELITES) WS 4

+40 pts per model

Wargear: Sniper rifle Laspistol Flak armour

Unit Type: Infantry

Inquisitor

Sv 5+ 5+

Wargear: Ripper gun Flak armour Frag grenades

Unit Type: Infantry

Ratling

A 3 4

page 38

BS 4

S 3

T 3

25 points W 3

I 4

A 3

Ld 10

+10 pts per model

page 39 Sv 4+

Options May replace his bolt pistol and/or close combat weapon with:  a power sword, plasma pistol, combi-flamer, combimelta or combi-plasma +10 pts each  a power fist +15 pts  a thunder hammer +20 pts May replace his carapace armour with power armour +8 pts May take up to three servo-skulls +3 pts each May take digital weapons +5 pts May upgrade to a Psyker with either the Hammerhand or Psychic Communion psychic power, exchanging any one weapon for a force weapon +30 pts

Wargear: Bolt pistol Close combat weapon Carapace armour Frag grenades Krak grenades Psyk-out grenades

Special Rules: Independent Character Stubborn

68

AUXILIARY UNITS Inquisitorial Henchman Warband (ELITES)

page 40

If you include an Imperial Inquisitor in your army, you may also include a unit of 3-12 henchmen, chosen in any combination from those shown. This unit does not use up a force organisation slot, nor does it count against the number of Auxiliaries you may choose. Arco-flagellant Banisher Crusader Daemonhost Death Cult Assassin Inqusitorial Servitor Jokaero Weaponsmith

Mystic Psyker Warrior Acolyte

WS 5 3 4 3 5 3 1 3 3 3

BS 1 3 3 3 3 3 3 3 3 3

S 5 3 3 4 4 3 2 3 3 3

T 3 3 3 4 3 3 3 3 3 3

W 1 1 1 1 1 1 1 1 1 1

I 3 3 3 3 6 3 3 3 3 3

A 4 1 1 1 2 1 1 1 1 1

ARCO-FLAGELLANT Special Rules: - Feel No Pain

15 points per model Wargear: - Arco-flails (close combat weapon)

BANISHER Special Rules: - Aura of Faith - Preferred Enemy (Daemons)

15 points per model Wargear: - Flak armour - Laspistol - Close combat weapon

Ld 8 8 8 8 8 8 8 8 8 8

15 points per model

DAEMONHOST Special Rules: - Warp Shield - Daemonic Power

10 points per model

Unit Type: Infantry Dedicated Transport May select a Rhino, Chimera or Repressor (see page 60 for pts costs). (Note that this transport is not considered an “Arbites Unit” and may only choose the following upgrades: dozer blade, extra armour and any weapon upgrades.)

JOKAERO WEAPONSMITH 35 points per model Special Rules: Wargear: - Inconceivable - Defence orbs Customisation - Digital weapons - Jokaero Ingenuity

MYSTIC Special Rules: - Psychic beacon

Options: - Any Banisher may exchange his close combat weapon for an eviscerator 15 points per model CRUSADER Wargear: - Flak armour - Power weapon - Storm shield

Sv 5+ 5+ 5+ 4+ 5+ 5+ 5+

PSYKER Special Rules: - Psychic barrage

10 points per model Wargear: - Flak armour - Laspistol 10 points per model Wargear: - Flak armour - Laspistol

WARRIOR ACOLYTE Wargear: - Flak armour - Laspistol

Wargear: - Fearsome claws & runic chains (single close combat weapon)

4 points per model - Close combat weapon

Options: - Any Warrior Acolyte may replace his laspistol and/or close combat weapon with: - Boltgun 1 points - Storm bolter 3 points - Hot-shot lasgun 5 points - Up to three Warrior Acolytes may replace their laspistol and/or close combat weapon with: - Combi-flamer, combi-melta or combi-plasma 10 points - Plasma gun, meltagun or flamer 10 points - Power sword or plasma pistol 15 points - Storm shield 20 points - Power fist 25 points - Any Warrior Acolyte may replace his flak armour with: - Carapace armour 4 points per model - Power armour 10 points per model - May take melta bombs 5 points per model

DEATH CULT ASSASSIN 15 points per model Special Rules: Wargear: - Uncanny Reflexes - Flak armour - Two power weapons INQUISITORIAL SERVITOR 10 points per model Special Rules: Wargear: - Mindlock - Carapace armour - Servo-arm Options: - Up to three Servitors may replace their servo-arm with: - Heavy bolter or multi-melta free - Plasma cannon 10 points per model

69

AUXILIARY UNITS 0-1 Cyber-Mastiff Hunting Pack

60 points

page 37

A Cyber-Mastiff Hunting Pack may be chosen as either an Elites choice or a Fast Attack choice. Techpriest Handler

Cyber-mastiff

WS 3 4

BS 3 0

S 3 4

T 3 3

W 1 1

I 3 4

A 1 2

Ld 8 5

Unit Composition: 1 Techpriest Handler 1 Cyber-mastiff

Unit Type: Beasts

Wargear (Techpriest Handler): Power armour Laspistol Power weapon Servo-arm Frag & krak grenades

Special Rules: Blessings of the Omnissiah Latch On Pack Tactics Sniff ‘em Out

Options May include up to four additional Cybermastiffs +15 pts per model Any Cyber-mastiff may be given one of the following upgrades:  Powered jaws (treat as a power weapon) +10 pts  Shock jaws (treat as a shock maul) +5 pts  Servo jaws (treat as a servo-arm) +5 pts Any Cyber-mastiff may have their armour upgraded to riot armour +1 pts

70

Sv 3+ 4+

AUXILIARY UNITS 0-1 Arbites Land Speeder Pursuit Team (FAST ATTACK)

Land Speeder

BS 4

Wargear: Heavy bolter Searchlight

Unit Type: Vehicle (Fast, Skimmer)

Special Rules: Deep Strike Scouts

0-1 Arbites Eagle Assault Shuttle (HEAVY SUPPORT)

Eagle

Unit Composition: 1 Eagle

Unit Type: Vehicle (Fast, Skimmer)

┌── Armour ──┐ Front Side Rear 12 12 11 Wargear: Multi-laser Twin-linked missile launcher Searchlight Extra Armour Ceramite Plating

0-1 Arbites Leman Russ Battle Tank (HEAVY SUPPORT)

Leman Russ

BS 4

Unit Composition: 1 Leman Russ

page 21

┌── Armour ──┐ Front Side Rear 10 10 10

Unit Composition: Vehicle squadron of 1-3 Arbites Land Speeders

BS 3

45 points per model

Options Any Land Speeder may replace its heavy bolter with:  multi-laser or web cannon free  autocannon +10 pts Any Land Speeder may be equipped with a pintle-mounted storm bolter +10 pts Any Land Speeder may be equipped with up to two hunter-killer missiles +10 pts each

150 points Transport Capacity: Twelve Models

page 22 Special Rules: Assault Vehicle Deep Strike Grav Chute Insertion Scout

Options May replace its multi-laser with:  an autocannon +5 pts  a lascannon +15 pts May be equipped with a pair of side sponsons armed with heavy bolters +10 pts May be equipped with up to two hunter-killer missiles +10 pts each

165 points

┌── Armour ──┐ Front Side Rear 14 13 10

page 21

Options May replace its heavy bolter with a webcannon free May replace its battle cannon with one of the following:  exterminator autocannon free  punisher gatling cannon +30 pts May be equipped with a pair of side sponsons armed with either heavy bolters or webcannons +20 pts May be equipped with any of the following:  choke or web launchers +5 pts  dozer blade +5 pts  extra armour +15 pts  hunter-killer missile +10 pts May be equipped with either a pintle-mounted storm bolter or a pintle-mounted heavy stubber +10 pts

Wargear: Battle cannon Heavy bolter Searchlight

Unit Type: Vehicle (Tank) Special Rules: Lumbering Behemoth

71

MODELLING AND PAINTING THE ADEPTUS ARBITES

Arbitor Senioris w/ Power Maul and Suppression Shield

Arbites Judge w/ Power Ram and Book of the Law

All images on this page courtesy ArbitorIan @ www.dakkadakka.com 72

Proctor w/ Boltgun

Proctor w/ Combat Shotgun

Proctor w/ Boltgun

Arbites Patrol Team

Arbites Combat Team

All images on this page courtesy ArbitorIan @ www.dakkadakka.com 73

Meltagun

Webber

Plasma Gun

Heavy Stubber

Arbites Repressor

All images on this page courtesy ArbitorIan @ www.dakkadakka.com 74

Lead Suppressor w/ Power Maul and Suppression Shield

Suppressors w/ Shock Mauls and Suppression Shields

Arbites Suppressors

All images on this page courtesy ArbitorIan @ www.dakkadakka.com 75

Pursuit Team Proctor w/ Power Maul

Pursuit Team biker

Pursuit Team biker w/ Webber

All images on this page courtesy ArbitorIan @ www.dakkadakka.com 76

Arbites Halligan

Arbites Sentinel

All images on this page courtesy ArbitorIan @ www.dakkadakka.com 77

Proctor helmet

Work in progress Proctor

Enforcers Patrol Team Available from Games Workshop mail order (in the Specialist Games/Necromunda section of the website), the Enforcers Patrol Team are the easiest way to create most models for an Arbites army as they come with various weapon options.

This head from the Warriors of Chaos sprue makes for an effective Arbites helm with a bit of trimming and a little green stuff. Here, an eagle has been added to make a helmet for a Proctor or other higherranking individual.

Pursuit Team Bikers These Pursuit Team bikers were made by combining components from the Space Marine Scout Bike sprue, the Cadian Imperial Guardsman sprue and a few bits from various other sources. A cut-down power axe from the old Space Marine Close Combat sprue makes a very effective power maul, and the inclusion of green stuff details ties them in with the rest of the Arbites models.

All images on this page courtesy ArbitorIan @ www.dakkadakka.com 78

Arbites Modeling Advice Building up an Arbites force from Games Workshop models is a fairly easy and enjoyable undertaking. First of all, as noted earlier in this section, they produce the lovely Enforcer Patrol models for the Necromunda line of specialist games miniatures. They can be used to make most of the various Task Team such as Patrol Teams, Combat Teams, Response Teams, Fire Support Teams and Chasteners (with the addition of a sash made from green stuff or a thin strip of plasticard). Beyond that, there are plenty of other models that Games Workshop produces that can be used, either straight out of the box or with various conversions – some simple and some a bit more difficult – to represent the various units in the Adeptus Arbites army list. Just a quick look through the Games Workshop website will give you lots of ideas.

Arbites Unit Arbitor General Arbites Judge Personal Staff Chasteners Garrison Preacher Investigator Barrister Medicae Psionic Tech Adept Vox Officer Patrol Team Combat Team Repressor Suppression Team Response Team Fire Support Team Pursuit Team (Cavalry) Pursuit Team (Bikes) Detective Operative Assembly Adjutant Assassin Hired Muscle Gunfighter Local Ganger Repressor Castigator Halligan Tarantula Sentry Gun Prefab Barricade

The chart below gives helpful suggestions for base models to use for many Arbites characters, units and vehicles. Many of the more obvious examples have been excluded. (For example, I doubt this document needs to disclose that a Leman Russ Battle Tank can be easily represented by the Imperial Guard Leman Russ Battle Tank kit.) As far as the rest of the suggestions in the list, many of them assume that various conversions, simple or more involved, will be required to distinguish the models in question as Arbites forces. These include, but are not limited to, head swaps or re-sculpts, weapon swaps and additions, and sculpted or added icons and symbols. The various special characters have been omitted from the list as it is likely most players would rather go to town creating interesting models for them anyway.

Games Workshop Model Ideas Necromunda Enforcer Sergeant, Imperial Guard Lord Commissar, Brettonian Grail Knight Champion, Empire General, Empire Captain with Great Weapon, Empire Warrior Priests Necromunda Enforcer Sergeant, Imperial Guard Lord Commissar, Brettonian Grail Knight Champion, Empire General, Empire Captain with Great Weapon, Empire Warrior Priests Necromunda Enforcers, Cadian Imperial Guardsmen Add a brown sash Grey Knight Preachers, Empire Warrior Priest Add an auspex or other high-tech gear Add a book of some kind Add a medi-kit from an Imperial Guard command sprue Imperial Guard Sanctioned Psyker Add some kind of tech bits and tools, perhaps a Mechanicus symbol Add a vox-caster from the Imperial Guard sprues Necromunda Enforcers, Cadian Imperial Guardsmen Necromunda Enforcers, Cadian Imperial Guardsmen Forgeworld Sisters of Battle Repressor Necromunda Enforcers, Cadian Imperial Guardsmen Necromunda Enforcers, Cadian Imperial Guardsmen Necromunda Enforcers, Cadian Imperial Guardsmen Imperial Guard Rough Riders or Empire Pistoliers/Outriders combined with Necromunda Enforcers or Cadian Imperial Guardsmen Space Marine Scout Bikes combined with Necromunda Enforcers or Cadian Imperial Guardsmen Empire Free Company, Empire Duellist, Necromunda Gangers, Mordheim Mercenaries Empire Free Company, Empire Duellist, Necromunda Gangers, Mordheim Mercenaries Death Cult Assassin, Dark Eldar Wych Empire Free Company, Empire Duellist, Necromunda Gangers, Mordheim Mercenaries Empire Free Company, Empire Duellist, Necromunda Gangers, Mordheim Mercenaries Empire Free Company, Empire Duellist, Necromunda Gangers, Mordheim Mercenaries Forgeworld Sisters of Battle Repressor Space Marine Predator or Blood Angels Baal Predator Space Marine Whirlwind, Forgeworld Space Marine Whirlwind Hyperios or Forgeworld Sisters of Battle Exorcist Aegis Defence Line gun emplacement, Forgeworld Tarantula Sentry Gun Aegis Defense Line barricades (Look in the Warhammer 40,000 Scenery section of the website)

79

Arbites Modeling Advice Arbites Unit Citizen Levy Mutant Press Gang Local Gang Penal Legion Squad Martyr Imperial Inquisitor Inquisitorial Henchmen Argo Flagellant Banisher Crusader Daemonhost Death Cult Assassin Inquisitorial Servitor Jokaero Weaponsmith Mystic Psyker Warrior Acolyte Cyber-Mastiff Hunting Pack Techpriest Handler Cyber-Mastiffs

Games Workshop Model Ideas Empire Free Company, Empire Duellist, Necromunda Gangers, Mordheim Mercenaries Vampire Counts Crypt Ghouls and or Zombies, possibly combined with the Chaos Mutations sprue (Look in the Bitz section of the Chaos Space Marines section of the website) Necromunda Gangers Catachan Imperial Guardsmen, Necromunda Gangers, Empire Flagellants Catachan Imperial Guardsmen, Necromunda Gangers, Empire Flagellants Grey Knights Inquisitors, Empire Warrior Priests, Mordheim Witch Hunters, etc Grey Knight Arco-flagellants, Vampire Count Crypt Ghouls Grey Knight Preachers, Empire Warrior Priest Grey Knight Crusaders, Brettonian Men-at-Arms Grey Knight Daemonhost Grey Knight Death Cult Assassins, Dark Eldar Wyches Imperial Servitors Grey Knight Jokaero Weaponsmith Imperial Guard Sanctioned Psykers, Imperial Guard Astropath Imperial Guard Sanctioned Psykers, Imperial Guard Primaris Psyker Imperial Guard Kasrkin, Imperial Guard Stormtroopers, Imperial Guard infantry, etc. Techpriest Enginseer Necromunda Cyber-mastiff, Wood Elves Orion's Hounds, LOTR Farmer Maggot's Dogs

80

THE ARBITES PRECINCT The Adeptus Arbites always have a presence on Imperial planets from a mere sheriff-militia on a backwater world to a full Arbitrator army. An Arbites Courthouse is the centre for Imperial law in any settlement. It is where law is metered out and those on the wrong side of it punished. In some cases it is also a settlement's defence, as each Courthouse is linked to an Arbites barracks as part of a Sector House or the Precinct Fortress. Should such a place fall then inevitably the settlement it is based in will fall also, lost to the enemies of humanity. The design of the compound varies throughout the Imperium but in general it has the appearance of a fortified temple or a fortress.

Gatehouse The gatehouse occupies the front of the perimeter wall above the main doors. It consists of two chambers. One chamber is home to two menials or servitors. It is their job to ensure that, when commanded, the doors below them are slammed shut. The main chamber adds a strong defensive position to what would otherwise be the weakest part of the perimeter wall. A section of the floor can be opened to allow defenders to rain death onto any would-be attackers below. The doors are incredibly strong (wrought from the strongest natural or refined materials available) and can be closed with little effort. The doors usually remain open but should danger threaten, in the form of rioters for example, they will be immediately closed. Flanking the doors are two guard stations each containing an Arbitrator, who always stand ready to challenge any unexpected visitors.

Arbites Precincts & Facilities The Precinct is the realm of jurisdiction assigned to a particular Arbites force, led by the Marshal of the Court. A Precinct Superior, made up of a number of Precincts, generally encompasses a world or star system, but can be limited to a single, densely-populated city or spread out over several sparsely populated systems. Each Precinct is broken down into a number of sectors, which can be anything from an entire city or town in many cases, or even several city-blocks on more populous worlds. The Arbites forces in each sector are centered around a Sector House, which is home to a number of Arbitrators, usually somewhere between ten and one hundred, while the Precinct Fortress will usually be larger and garrisoned by even more Arbites troops. Throughout an Arbites Precinct there are also a number of Arbites safehouses. These are small stations or apartments often manned by a single patrol team, or even left vacant much of the time. The safehouses allow the Arbites to operate efficiently even when they are away from their Sector Houses.

Courtyard The courtyards are paved and are always meticulously swept by menials or servitors. The main courtyard is where the daily drills are held and discipline is enforced for the resident Arbitrators. Should there be any impending threat then the barracks will be emptied and the Arbitrators assembled in the courtyards. Barracks Each barracks building houses two or more teams of Arbitrators, and there are generally four or more of these in the compound, depending on the size of the Precinct. A barracks building is a strong stone or plascrete structure supported by reinforced pillars.

The Precinct Fortress

The Bell Tower The bell tower is the tallest structure in the compound and lies at its centre. It is always the most ornate building in the Precinct Fortress. Right at the very top hangs the bell. It is rung every day to signal the different shifts of each day: at dawn, midday, dusk, and midnight.

Fortifications The Arbites Precinct Fortress is surrounded by a strong stone wall and at each corner of the perimeter stands a stone drum tower of some 15 metres tall from ground level to spire. Within it are two Arbitrator guards. One of them mans a heavy weapon, whilst the other functions as backup or spotter. From this position the Arbitrators have a clear view of the surrounding area. The perimeter wall along the top, from tower to tower, is patrolled by one Arbitrator. After a 2 hour stint he will be relieved by another from the barracks to continue the patrol. This routine continues incessantly and is something of a religious task.

However, the bell tower is more than just a pretty architectural feature it is also a lookout post and defensive position. From here the Arbitrator on sentry duty can see for miles around and will alert the compound to any possible attack, setting off the alarm sirens that signal the compound to make ready its defences. The bell tower usually mounts an additional heavy weapon, usually one with considerable range. Sometimes an Arbites sharpshooter will accompany the sentry as needed.

Servo-skulls There are no fixed surveillance cameras in the compound. Instead there are many floating skulls, each fitted with cameras, called servo-skulls. These fly about the compound and relay their images to the main control chamber in the courthouse. Servo-skulls can also be found patrolling the precinct. Their images are then relayed to control chambers underground, and these pictures are also available to Sector Houses throughout the Precinct. Any vandalism of a servo-skull will be met with a swift response by Arbitrators.

Landing Pad Most Arbites Precinct Fortresses, and even some Sector Houses, have a facility for space-bound vessels of a moderate size. Only two or three spacecraft may be accommodated at any one time. Users of this facility will be visiting Imperial dignitaries, such as an Arbites Grand Marshall, important members of the Administratum or similar Adeptus officials. Supplies and, sometimes, reinforcements come to the Precinct Fortress in this way as well. Within the landing pad building are Adeptus Mechanicus personnel and many servitors.

81

Vehicle Bay Each Precinct Fortress and Sector House will have a vehicle bay somewhere on the premises. Usually it will lie underneath the landing pad facility, if there is one. Otherwise it will be housed within its own armoured building. A typical vehicle bay is large enough to house five or more armoured transports, such as rhinos and chimeras, as well as ten to twenty Arbites bikes. Additionally there are spare parts for the various vehicles.

Inside, the armoury is generally rack upon rack of guns, armour, grenades, and other equipment the Arbitrators may find useful in their duties. There are also spare parts. The Arbites armouries are well stocked and well maintained in order to ensure the Arbitrators a fighting chance against even the most determined rebels or heretics.

Working in the vehicle bay are Adeptus Mechanicus personnel and servitors. They repair any damaged vehicles and maintain them to a high standard. They are also capable of putting up a more than adequate defence against any would-be attackers (if they can get past the army of Arbitrators first!!). Response teams also operate from the vehicle bay, standing ready to mobilise whenever they are called into service.

Hall Stepping into the main hall of an Arbites Courthouse is almost like walking into a temple. Pillars support the high ceiling and a statue of the Emperor, with the Book of Judgment across his lap, sits in the centre of the hall. The hall may also be used as a refectory and courtroom.

Ground Level

Administration This large chamber is used by the clerks, surveyors amongst them, to enter the records of citizens within the Precinct's jurisdiction and to keep track of criminals in particular. This administrative arm of an Arbites Precinct works closely with the Administratum.

The Courthouse At the center of each Precinct Fortress is a large edifice known as the Courthouse. This is the judicial and martial focal point of the entire Arbites Precinct. The master of the Courthouse is an Arbitor General, also known as the Marshal of the Court. He is the absolute authority at the Precinct level, and oversees everything that goes on within the compound and the Precinct at large. Each Courthouse is also home to an Astropath, who has the ability to send messages light years through the warp, vital for communications and sending for aid. Another high ranking individual of the Courthouse is the Barrister. He is in charge of judicial affairs should a court case emerge. He is ably assisted by a sum of Praetors, usually three or more.

Medicae Facility All Precinct Fortresses and Sector Houses have a medicae facility, vital for the immediate health and well being of the Arbitrators. The facility houses a number of medical servitors and Arbites medicae staff who are capable of handling nearly any medical emergency. However, the facility is not meant for long-term care, and it is standard practice to have critically ill or injured patients transferred to the nearest apothicenarium after their condition has been stablised.

Lower Level

1st Floor

Control Chamber The Control Chamber is a large room of buzzing machines and many pipes that slither like snakes across the floor. Solemnly seated at dozens of terminals are the surveillance servitors, bio-mechanical sentries. Sleeplessly they stand vigil, bonded by dozens of pipes and cables to their cogitators. They control the servo skulls and see through their lenses. If the servitors notice anything suspicious or threatening then the Officer of the Watch will be instantly alerted.

Library This library is almost exclusively used by the Marshal of Court, the Barrister, praetors, and agents working for the Imperium. In addition to housing the largest and most complete copies of the Dictates Imperialis available to a Precinct, the holo-records of criminals past and present are contained within. After any court case the proceedings are kept on holofiles and stored here.

Holding Cells The Courthouse is not a penetentium, but is able to house a small number of prisoners, generally less than a hundred. They are kept here until their sentences can be passed and carried out, which is often quite swift. Prisoners not sentenced to summary execution can look forward to a transfer to the nearest penetentium. Main Armoury The main armoury of a Courthouse contains a vast arsenal of weapons and munitions for the Arbitrators. Its access is restricted to members of the Adeptus Arbites, and it is among the most heavily fortified structures within the Precinct Fortress. The door is an immense structure of toughened steel and its lock is coded. The code is changed every day automatically. Some Precinct armouries have more advanced security devices such as palm print recognition where only those registered as Arbitrators in the Precinct can gain entry.

82

ADEPTUS ARBITES IN CITIES OF DEATH The Adeptus Arbites maintain many buildings and other strategic assets throughout the cities and settlements of their jurisdiction. These range from small, one-room apartments and shacks that only see limited use, to the large, self contained Arbites precinct fortress that is the ultimate symbol of the Arbitrators’ authority in a given precinct. In a Cities of Death game, an Arbites army has the option of taking an Arbites Precinct Building in place of some or all of their Stratagems. This has the benefit of granting them a powerful group of stratagems focused on a single, well-defended building, but the drawback of forcing a specific set of Stratagems and keeping them all in your deployment zone. It is recommended that the Arbites Precinct Buildings be represented by specially constructed buildings rather than simple city ruins. When modeling an Arbites Precinct Building, keep in mind that it should be constructed in such a way as to count as a single City Ruin. An Arbites Safehouse should be no larger than 4"x4" square. An Arbites Sector House should be no larger than 8"x8" square. An Arbites Precinct Fortress should be no larger than 12"x12" square. If chosen, an Arbites Precinct Building is placed anywhere that is completely within the Arbites Player's Deployment Zone, but not within 8" of the center of the table. The Arbites Precinct Building may even replace one City Ruin or up to three areas of Rubble already in place. Note that you may not replace a building or area of Rubble that has already had a Stratagem played on it.

Arbites Sector House Each Arbites Sector House is a fortified, garrisoned structure capable of withstanding almost anything rioters and dissidents can throw at it. They have a well stocked armoury containing additional weapons and ammunition for protracted suppression or fighting, as well as sophisticated surveillance equipment to ensure the Arbitrators stationed there are forewarned of any impending dangers.

Only the most bold or foolhardy would attack an Arbites Precinct Building unprepared, and most generals will spend a bit of extra time planning their careful assault when going up against the Arbites on their home turf. To represent this, the army facing the Arbites force may be granted one or more additional Stratagems if the Arbites player chooses to use an Arbites Precinct Building.

An Arbites Sector House takes up two Stratagems, and counts as having the Ammunition Store, Observation Point, Command Centre and Fortifications Stratagems. Only Arbites Units may take advantage of these Stratagems. If the Arbites Player chooses an Arbites Sector House, his opponent will be allowed D3-1 additional Stratagems.

There are three types of Arbites Precinct Buildings available, and only one may be chosen for any given battle.

Arbites Precinct Fortress

“The law is our fortress, justice our bastion.” Judge Randalson, Naogeddon precinct

At the heart of every Arbites Precinct is a mighty fortress maintained by the Marshal of the Court and his subordinates. An Arbites Precinct Fortress is well equipped and completely self-sufficient, containing vast stores of foodstuffs, supplies and extra weapons and ammunition, as well as emergency medical facilities, communications and surveillance gear and even its own Mechanicus workshop and Astropath. An Arbites force can last for weeks against a determined foe whilst holed-up within their Precinct Fortress.

Arbites Safehouse An Arbites Safehouse is a carefully concealed building or apartment that can be found just about anywhere in an Imperial city. The Arbites keep a small stock of extra weapons and ammunition, as well as basic surveillance and monitoring equipment at these locations. They are generally used as staging points for undercover work or extensive patrol or suppression activities, but can become key defensive strongpoints in the face of large-scale rebellion or invasion.

An Arbites Precinct Fortress may only be chosen if an Arbitor Senioris or Arbitor Majore (including special characters) is included in the Arbites force. The Arbites Precinct Fortress takes up three Stratagems, and counts as having the Ammunition Store, Observation Point, Medicae Facility, Command Centre, Sacred Ground and Fortifications Stratagems. Only Arbites Units may take advantage of these Stratagems. If the Arbites Player chooses an Arbites Precinct Fortress, his opponent will be allowed D3 additional Stratagems.

An Arbites Safehouse takes up one Stratagem, and counts as having the Ammunition Store and Observation Point Stratagems. Only Arbites Units may take advantage of these Stratagems. If the Arbites Player chooses an Arbites Safehouse, his opponent will be allowed one additional Stratagem on a D6 roll of 3+.

83

ADEPTUS ARBITES IN PLANETSTRIKE In addition to their primary duty of upholding Imperial law, the Adeptus Arbites are often the last line of defence when an Imperial world is beset by invading forces. At the very least, the Arbitrators are expected to hold out long enough for Astropathic communications to be sent out, informing the Administratum of the attack and requesting aid. Holding firm behind the thick walls of their Precinct Fortresses, and equipped with some of the best gear the Imperium has to offer, the Arbitrators excel in such holdout actions. Their suppression tactics and defensive measures are ideally suited to keeping the enemy at bay, slowing their advance and forcing them to spend time rooting out the dugin defenders from their advantageous positions. While it is a far less common occurrence, the Adeptus Arbites also occasionally engages in their own planetfall operations as well. Oftentimes when an Arbites support fleet answers a call for aid from a nearby precinct, they will arrive too late to prevent the enemy from securing a strong foothold on the planet. In these circumstances, the reinforcing Arbitrators will launch their own counter-invasion in an effort to take back the areas which have fallen to the enemy. This section presents a few special rules required to field an Adeptus Arbites army in a Planetstrike game, as well as presenting a few additional Stratagems for the Adeptus Arbites to employ as they defend their precinct or strive to take back an enemy-held world for the Emperor. Remember, whatever betide, the law is on your side!

84

RULE EXCEPTIONS

ARBITES STRATAGEMS

In most respects, the Adeptus Arbites army will follow all of the normal rules as given in the Planetstrike supplement, as well as their own special rules, as normal. There are a few exceptions to this, however, as noted below.

The Adeptus Arbites are an unusual force, with an unusual structure and combat doctrine. They are equipped with many powerful weapons, but also a range of non-lethal equipment designed for use in riots and other situations where wholesale slaughter is either undesirable or preferentially avoided. The following Stratagems are only available to Adeptus Arbites armies, and represent their unique style and equipment in a Planetstrike game, whether they are Attacking or Defending.

Choosing Forces Obviously, defending an Imperial world against invasion is a common occurrence for the Adeptus Arbites, and so an Arbites army acting as the Defender in a Planetstrike game will be a typical Arbites precinct, which may be fielded exactly as listed in the Adeptus Arbites army list presented earlier in this Codex.

Inculpator Lex Stratagem Points: 1 When declared: Pre-game (Defender) The stronghold is equipped with a high-powered Inculpator that is capable of greatly amplifying a speaker’s voice, the better to be heard and understood above the chaotic din of battle. They are also used to broadcast pre-recorded readings from the Pax Imperialis.

If the Arbitrators are taking on the role of the Attacker, then they will most likely be representing a fleet-based Arbites precinct making planetfall. An Arbites force acting as the Attackers in a Planetstrike game may not utilise the Precinct Auxiliaries rule, and may not include Defensive Measures.



Call for Backup When a fleet based Arbites precinct makes planetfall, they are entering unknown territory filled with hostile forces. This is far from the situation normally faced by the Adeptus Arbites who patrol a specific precinct, and puts them at a distinct disadvantage compared to Arbitrators fighting on their “home turf”.

Stronghold stratagem. All Arbites Units that begin the Assault Phase within 6” of a building equipped with an Inculpator Lex may re-roll any failed To Hit rolls during that Assault Phase if they launch an Assault. This stratagem should be represented by a suitable counter or marker placed on the building.

If the Arbitrators are taking on the role of the Attacker, then they will not be able to make use of the Call for Backup rule. Roll for Reserves as normal. In addition, the dispatch vox may not be used by the Attackers. The Thin Blue Line Planetstrike games are fundamentally different than standard games of Warhammer 40,000. Where in a standard game the players roll off to determine things such as who chooses their table edge and who takes the first turn, a Planetstrike game has a very rigid structure based on who is the Attacker and Defender. As such, the special rule The Thin Blue Line is ignored for Planetstrike games.

Water Cannon Stratagem Points: 1 When declared: Pre-game (Defender) The Arbitrators are making use of a powerful water cannon, intended to push back crowds of onrushing rioters. It is just as effective at knocking down enemy troops.

Arbites Detectives Arbites Detectives often work well outside the confines of a normal Arbites precinct, often deep undercover and far from the safety of the precinct fortress. An Arbites Detective who is part of an Arbites force taking on the role of the Attacker will generally be one who has been working in the area long before the fleet arrived. Thus, the Detective is able to operate using all of his typical rules and options – but may never make use of the Deep Strike option for Attackers in Planetstrike.

The water cannon is treated as an additional Interceptor Gun, exactly as described in the Planetstrike rules, except that it uses the following profile when it fires: Range Template

Strength 1

AP -

Type Assault 1, Water Jet

Water Jet: So forceful is the stream of water flowing from the nozzle of the water cannon that any unit that is hit by it is subject to a pinning test, whether they suffer any unsaved wounds or not. (Units normally immune to pinning are unaffected as normal.) “It is the duty of the Adeptus Arbites to stand firm and resolute in the face of any danger, never to concede defeat or surrender one of the Emperor’s worlds to his enemies. We most certainly will not allow these invaders, these savage aliens, these Orks, to despoil this planet. We will make them wish they had never set foot on our soil!” Arbitor Majore Tenebris at the outset of his successful campaign to thwart the Ork invasion of Meidos Prime

85

Master Dispatch Vox Stratagem Points: 1 When declared: Pre-game (Defender) One of your strongholds is equipped with a high-powered transmitter allowing a high level of coordination among the Arbitrators, even amidst the chaotic battle taking place. 

Choke Barrage Stratagem Points: 1 When declared: Attacker’s Shooting phase (Attacker) The Arbitrators drop large clusters of choke grenades onto a section of the battlefield, attempting to overwhelm their enemies with the noxious smoke so that their own forces may advance upon the defense lines unmolested.

Stronghold stratagem. As long as a building equipped with a Master Dispatch Vox is on the table is still intact, you always count as having a Dispatch Vox on the table at the start of the turn. See the Dispatch Vox wargear item for more details.



“All units be advised, invading drop pods approaching, estimated arrival in five…four…three…two…one…” -VOX TRANSMISSION TERMINATED- # - # - #

Web Bomb Stratagem Points: 1 When declared: Attacker’s Shooting phase (Attacker) The Arbitrators launch a web bomb into the midst of their foes to tie them up so that they may advance unhindered.

Last recorded words of Arbitor Senioris Chaeney of Prius II Choke Launchers Stratagem Points: X When declared: Pre-game (Defender) The stronghold is fitted with a number of small defensive grenade launchers that send a salvo of choke grenades at any incoming enemy forces, slowing their momentum and disorienting their attack, buying precious seconds for the defenders. 

Stronghold stratagem. If you purchase this stratagem, it may be applied to any or all of your strongholds, and costs a number of stratagem points equal to half the number of strongholds it is applied to, rounding up. No stronghold may be equipped with both Choke Launchers and Web Launchers. (Note that each section of a multi-section building counts as a separate stronghold in this case.)



A stronghold equipped with Choke Launchers is treated exactly like a vehicle equipped with the Choke Launchers upgrade as listed in the Vehicle Armoury.



Web Launchers Stratagem Points: X When declared: Pre-game (Defender) The stronghold is fitted with a number of small, automated webbers that launch streams of sticky web-fluid at any incoming enemy forces, making it more difficult for them to approach. 

Stronghold stratagem. If you purchase this stratagem, it may be applied to any or all of your strongholds, and costs a number of stratagem points equal to half the number of strongholds it is applied to, rounding up. No stronghold may be equipped with both Choke Launchers and Web Launchers. (Note that each section of a multi-section building counts as a separate stronghold in this case.)



A stronghold equipped with Web Launchers is treated exactly like a vehicle equipped with the Web Launchers upgrade as listed in the Vehicle Armoury.

Pick a target for the Choke Barrage and place a Large Blast marker at that point. Roll 2D6 for scatter. This scatter cannot be corrected or re-rolled. Place D3 additional Large Blast markers in accordance to the rules for Multiple Barrages as found in the Warhammer 40,000 Rulebook. Any model under a template is treated as being hit by a Choke Grenade as described in the Arbites armoury under the Arbites Grenade Launcher entry.

86

Pick a target for the Web Bomb and place a Large Blast marker at that point. Roll 2D6 for scatter. This scatter cannot be corrected or re-rolled. Any model under the template is treated as being hit by a Web Cannon as described in the Arbites armoury.

ADEPTUS ARBITES IN APOCALYPSE When things really go south, and the Arbitrators are faced with overwhelming numbers of enemies, they will pull out all the stops, arming every Arbitrator in their ranks and setting loose all of the most powerful weapons, wargear and vehicles in their armoury. They will march alongside any forces still fighting and loyal to the Imperium, laying down their lives in service to the Emperor and his Law.

ADEPTUS ARBITES ALLIES MATRIX Trusted Allies: Adeptus Arbites Grey Knights Imperial Guard Inquisition Forces Space Marines Sisters of Battle

Distrust: Eldar Tau

Hated Enemies: Chaos Dark Eldar Necrons Orks Tyranids

PRECINCT AUXILIARIES In keeping with the nature of Apocalypse games, the restrictions on the number of Precinct Auxiliaries that may be included in your army are lifted. You may include any number of units from the Auxiliaries list, regardless of the number of Arbites characters included in the army, and without regard to any force organization or quantity restrictions.

ADEPTUS ARBITES STRATEGIC ASSETS The following Strategic Assets are only available to a force which is chosen at least in part from the Adeptus Arbites army list. Unless otherwise noted, these Strategic Assets work exactly like those described in the Apocalypse rules supplement.

SUPPRESSION BARRAGE The Arbites force unloads a heavy barrage of suppressive choke or web bombs onto the enemy in order to pin them down or slow their advance. When Revealed: Immediately before the start of the Arbites Player's first turn.

DISPATCH SENSOR ARRAY This battle is taking place within range of a sensor network made up of video and audio feeds, motion detectors and other information-gathering tools that the Arbites dispatchers are able to use to great advantage when coordinating the movements of their forces.

Effect: Choosing a Dispatch Sensor Array asset allows all Arbites forces on the player’s side to always count as having a Dispatch Vox on the table at the start of every turn. See the Dispatch Vox wargear item for more details.

Effect: When revealed the Arbites player chooses one model in his force chosen from the HQ section of the Adeptus Arbites Army List and makes a special Shooting attack with one of the following profiles, representing the character directing the barrage from assets behind their lines. The character making the special shooting attack is free to act normally during the subsequent turn, moving and shooting as normal. As long as the chosen character is still alive, the Arbites player may continue to make this special shooting attack immediately before the start of each of their following turns. (The continued barrage will always use the same weapon type as chosen for the first attack.)

FINAL STAND

Choke Barrage

When Revealed: When it is first used.

The Arbites are often the last line of defense on an Imperial world, and they are held firmly to the Imperial adage that “Only in death does duty end.” When faced with invasion on an apocalyptic scale, Arbitrators will often commend their souls to their Emperor and purpose in their hearts to sell their lives as dearly as possible.

Range 72”

Strength X

AP -

Type Apocalypse Barrage (5), Choke

Strength 5

AP 6

Type Apocalypse Barrage (5), Pinning

Web Barrage When Revealed: At the start of the battle. Range 72”

Effect: All Arbites units in the force gain the Stubborn universal special rule. Units who already have the Stubborn rule gain the Fearless universal special rule instead.

87

RIOT RESPONSE DELEGATION

POINTS: 50 + MODELS

Team Blue Alpha

Team Blue Beta

Team Blue Gamma RESPONSE TEAM

SUPPRESSION TEAM

Arbitor Senioris McClane

SUPPRESSION TEAM

FORMATION: 1 Arbitor Majore 2+ Arbites Suppression Teams 2+ Arbites Response Teams

Team Blue Delta RESPONSE TEAM

ARBITOR MAJORE

One of the more common occurrences that the Adeptus Arbites are called upon to deal with are various riots, demonstrations, protests, illegal assemblies and queue wars. Often the greatest deterrent to repeat occurrences is a swift, overwhelming and iron-fisted response. That is where a riot response delegation comes in. Made up of the Arbitrators highly skilled in brutally efficient crowd-control and suppression techniques, as well as the swiftest response forces available, they put down the would-be insurrectionists hard and fast.

SPECIAL RULES: Riot Response: All Suppression Teams in the Riot Response Delegation must be deployed within 12” of the Arbitor Majore, or, if coming on from reserve, they must enter the table within 12” of the point entered by the Arbitor Majore. The Response Teams in the Riot Response Delegation always remain in Reserve after the rest of the formation is deployed or arrives from Reserve. You may choose to deploy them from Reserve on any turn after the first unless their formation arrived from Reserve during that same turn. They may either enter using the normal rules for Reserves and Outflanking, or they may arrive at any spot on the table edge within 18” of the Arbitor Majore leading the formation. Mutual Support: All units in the Riot Response Delegation gain the Furious Charge and Stubborn universal special rules as long as they are within 6” of another unit in the formation, as do the Arbitor Majore and any unit from the formation that he has joined. Suppression in Force: The Riot Response Delegation includes a free Suppression Barrage strategic asset which must be used by the Arbitor Majore leading the formation. If the Arbitor Majore is slain or otherwise removed from the game before the Suppression Barrage is used, it is lost.

88

RAPID PURSUIT DELEGATION

POINTS: 15 + MODELS

ARBITOR MAJORE

One of the grand truths about those who transgress against the Law of the Imperium is this: when confronted with the righteous defenders of the Law the will, almost invariably, attempt to flee. That few escape the long arm of the Emperor’s Law for long is no deterrent. Because of this nearly universal truth, all Arbites Precincts maintain teams of Arbitrators trained to pursue and apprehend fleeing criminal elements in whatever environments they may be faced with.

Arbitor Senioris Getraer

Team Red Lambda

FORMATION: 1 Arbitor Majore 1+ Arbites Pursuit Teams 0-1 Arbites Sentinel Pursuit Team 0-1 Arbites Land Speeder Pursuit Team

Team Red Kappa LAND SPEEDER PURSUIT TEAM

SENTINEL PURSUIT TEAM

PURSUIT TEAM

Team Red Iota

PURSUIT TEAM

Team Red Theta

SPECIAL RULES: Pursuit Force: All units in the Rapid Pursuit Delegation must be deployed within 12” of the Arbitor Majore, or, if coming on from reserve, they must enter the table within 12” of the point entered by the Arbitor Majore. Rapid Pursuit: Once per game, all units in the Rapid Pursuit Delegation may make a Strategic Redeployment move, as detailed in the Strategic Assets section of the Apocalypse supplement.

89

DEFENSIVE PERIMETER

POINTS: 15 + MODELS

The Arbites often find themselves tasked with holding the line against overwhelming odds. In times of desperation, they will deploy their defensive measures en masse in an attempt to stem the tides of the enemy’s forces and give them solid firebases from which to lay down withering hails of suppressing fire. Unlike traditional military forces, the Arbites often rely on their heavy sentry guns to protect vital objectives which they may not have enough manpower to hold in any other way.

PREFAB BARRICADES

TARANTULA

Sentry Gun Black Chi

TARANTULA

Sentry Gun Black Phi

TARANTULA

Sentry Gun Black Psi

FORMATION: 3+ Tarantula Sentry Guns 0-6 Prefab Barricades

Prefab Barricade Line Black Omega

SPECIAL RULES: Defensive Cordon: All Prefab Barricades in the Defensive Perimeter must be deployed in an unbroken line, though they may be deployed at various angles to one another. All Tarantula Sentry Guns in the Defensive Perimeter must be deployed within 12” of at least one Prefab Barricade in the formation. Secure Firebase: All Tarantulas in the Defensive Perimeter are treated as Scoring units as long as there is at least one Arbites unit still on the table. Note that this means the Tarantulas may hold objectives even though they are vehicles and that this rule overrides the part of the Defensive Measures rule that restricts them from holding or contesting objectives.

90

JUDICIATE CLASS COMMAND VEHICLE

POINTS: 70 + MODEL

The term “Judiciate Class Command Vehicle” actually refers to any Arbites vehicle which has been outfitted for a command and control role, typically by equipping it with a dedicated dispatch vox and numerous other upgrades which a high-level Arbitor would find useful when operating it the field. These include additional armour plating for added protection of the valuable officer, as well as defensive launchers and various tools to help them maintain discipline and order in the ranks of the Arbites under their command under even the direst of circumstances.

UNIT: 1 Rhino, Chimera or Repressor

SPECIAL RULES:

TYPE: Tank

Command Vehicle: The Judiciate Class Command Vehicle is equipped with a Dispatch Vox.

WEAPONS AND EQUIPMENT:  Weapons vary by vehicle  A Judiciate Class Command Vehicle is equipped with the following at no extra cost:  Book of Precepts  Choke Launchers or Web Launchers  Dozer Blade or Riot Plow  Extra Armour  Icons of Judgement

91

ADEPTUS ARBITES IN SPEARHEAD The below Spearheads are usable only by Adeptus Arbites forces when playing using the Spearhead rules. An Arbites force may use these Spearheads, but is not limited to them – they may still use any other Spearhead appropriate for their forces.

COORDINATED RESPONSE SPEARHEAD

POINTS: 35 + UNITS

What the Adeptus Arbites lack in numbers and sheer firepower, they make up for with training, discipline and expert coordination of their forces across an entire Precinct. In times of insurrection or invasion, the Arbites dispatchers will work together with field officers and patrol leaders to establish control in methodical fashion, ensuring there is always overwhelming force to meet scattered resistance, and that every unit has the backup they need.

SPEARHEAD

SPECIAL RULES

Up to three units selected from the list below, all of which must be mounted in a Dedicated Transport vehicle.  Patrol Team  Combat Team  Response Team  Suppression Team

Coordinated Response: As long as there is at least one model on the table with a Dispatch Vox, you do not roll for a Coordinated Response Spearhead that is currently in Reserve. Instead, you may choose whether the Spearhead will arrive or not at the start of each turn starting with the second, even if the Spearhead would normally be unable to arrive or arrive automatically.

RAPID PURSUIT SPEARHEAD

POINTS: 50 + UNITS

One of the grand truths about those who transgress against the Law of the Imperium is this: when confronted with the righteous defenders of the Law the will, almost invariably, attempt to flee. That few escape the long arm of the Emperor’s Law for long is no deterrent. Because of this nearly universal truth, all Arbites Precincts maintain teams of Arbitrators trained to pursue and apprehend fleeing criminal elements in whatever environments they may be faced with.

SPEARHEAD

SPECIAL RULES

Up to three units selected from the list below.  Arbites Pursuit Team  Arbites Sentinel Pursuit Team  Arbites Land Speeder Pursuit Team

In Pursuit: All units within the Spearhead may move D6” further during their Scout move, and may end their Scout move less than 12” but more than 6” away from any enemy models.

DEFENSIVE PERIMETER SPEARHEAD

POINTS: 15 + UNITS

The Arbites often find themselves tasked with holding the line against overwhelming odds. In times of desperation, they will deploy their defensive measures en masse in an attempt to stem the tides of the enemy’s forces and give them solid firebases from which to lay down withering hails of suppressing fire. Unlike traditional military forces, the Arbites often rely on their heavy sentry guns to protect vital objectives which they may not have enough manpower to hold in any other way.

SPEARHEAD

SPECIAL RULES

Up to six Tarantula Sentry Guns and up to Six Prefab Barricades.

Defensive Cordon: The Defensive Perimeter must be set up entirely within the owning player’s Deployment zone before either army deploys. The Defensive Perimeter does not count as the single Spearhead you may deploy in the Escalation scenario (i.e. you can still deploy it along with one other Spearhead.) All Prefab Barricades in the Defensive Perimeter must be deployed in an unbroken line, though they may be deployed at various angles to one another. All Tarantula Sentry Guns in the Defensive Perimeter must be deployed within 12” of at least one Prefab Barricade in the formation.

92

BATTLE MISSION: Suppression Response Responding to (and putting down) riots, demonstrations, protests or other small uprisings is one of the more common reasons for the mobilisation of an Arbites force larger than a patrol team or two. The most common tactic in these situations is come at them from all possible angles, hemming them in driving them or completely subduing all resistance.

RESERVES The Arbites player’s entire army is held in Reserve at the start of the game. The enemy unit may place a maximum of two units in Reserve.

FIRST TURN The Arbites player always has the first turn in this mission. The enemy player may not seize the Initiative.

OBJECTIVES The Arbites player’s objective is to break up the enemy force and push them away from the area they are currently occupying. The opposing player’s objective is to hold their ground and resist the Arbites, pushing them back if possible.

GAME LENGTH The enemy player rolls a D6 at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the enemy player rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of 1-4, and continues on for a 7th and final turn on a roll of 5+. The game ends automatically at the end of game turn 7.

The Arbites player gains 1 Victory Point for every one of his Scoring units in the enemy player’s deployment zone when the game ends, as long as the unit is not falling back. The Arbites player also gains 1 Victory Point for each of the enemy player’s units which is destroyed or falling back at the end of the game.

VICTORY CONDITIONS At the end of the game, the player with the most Victory Points is the winner.

The enemy player gains 1 Victory Point for every one of his Scoring units still in his deployment zone when the game ends, as long as the unit is not falling back. The enemy player also gains 1 Victory Point for each of the Arbites player’s units which is destroyed or falling back at the end of the game.

SPECIAL RULES Arbites Reserves: The Arbites player begins rolling for reserves on the first turn. On Turn 1 the Arbites player needs a 4+ for a unit to arrive. On Turn 2 a 3+, and so on until Turn 4, when any units left will arrive automatically. The enemy player rolls for reserves using the normal rules. Remember that the Arbites player uses the entire board edge that lies outside the enemy player’s deployment zone as their own board edge. (Units which are outflanking may enter from the portion of the board edge that contacts the enemy player’s deployment zone as normal.)

DEPLOYMENT The enemy player chooses one of the long board edges to be his. The entire area of the board within 18” of that table edge is the enemy player’s deployment zone. The entirety of the board edge outside of the enemy player’s deployment zone is considered the Arbites player’s board edge.

Designer’s Note: This mission is a great representation of the Adeptus Arbites cracking down on an insurrection of some sort, and so would work very well for an Arbites force facing off against a force chosen from one of the Adversaries army lists later in this book.

The enemy player deploys first, anywhere they desire within 18” of their chosen board edge. The Arbites player does not deploy any units at the start of the game.

93

BATTLE MISSION: Hot Pursuit Rare is the criminal or rebel with courage enough to stand firm in the face of the Adeptus Arbites. Most of them would rather cut their losses and make a run for it rather than test the Arbites’ welldeserved reputation for efficient brutality. The Arbites, quite used to this situation, are always ready to give chase – and they are very effective when it comes to catching those attempting to flee!

RESERVES The Arbites player may place any number of units in reserve. The enemy player may not place any units in reserve.

FIRST TURN The enemy player always has the first turn in this mission. The Arbites player may not seize the Initiative.

OBJECTIVES The Arbites forces are pursuing the forces of the enemy, intent on capturing or destroying them. The enemy forces are doing their best to flee.

GAME LENGTH The Arbites player rolls a D6 at the end of game turn 5. On a 1-2 the game ends immediately, and on a 3 or more the game continues. If the game continues then the Arbites player rolls a D6 again at the end of the 6th game turn, and this time the game ends immediately on a roll of 1-4, and continues on for a 7th and final turn on a roll of 5+. The game ends automatically at the end of game turn 7.

The Arbites player gains 1 Victory Point for each of the enemy player’s units which is destroyed or falling back (and still on the table) at the end of the game. In addition, the Arbites player gains 1 Victory Point for each enemy Scoring Unit still on the table at the end of the game. (Units that are falling back but have not yet left the table count for this.)

VICTORY CONDITIONS At the end of the game, the player with the most Victory Points is the winner.

The enemy player gains 1 Victory Point for every one of his units that leave the table via his table edge. Add +1 Victory Point for each Scoring Unit that leaves the table in this way, but subtract -1 Victory Point if a unit is falling back when it leaves the table. (Note that this means a unit which leaves the table while falling back will not add a Victory Point for either player unless it was a Scoring Unit for the enemy player, in which case it will add +1 Victory Point.)

SPECIAL RULES It’s the Cops: In this mission all enemy units have the Hit & Run universal special rule. In addition, enemy units are allowed to exit the table by moving off their own table edge. These units do not count as destroyed.

DEPLOYMENT The enemy player chooses one of the short board edges to be his. The opposite short board edge belongs to the Arbites player. The enemy player deploys first, anywhere at least 18” away from the Arbites player’s board edge, and at least 36” away from his own board edge. The Arbites player deploys second, anywhere within 6” of their own board edge.

94

BATTLE MISSION: The Final Stand When an enemy force invades an Imperial world, or an insurrection rises up to throw of the shackles of oppressive Imperial rule, it is often the Adeptus Arbites who hold out the longest in their resistance against the invasion or insurrection. The well-armoured Arbites courthouses are equipped not only with enough men and weapons to fight a small war, but also with enough foodstuffs and supplies to last out months or even years of heavy siege. The annals of the Adeptus Arbites are filled with tales of heroic last stands, bitter sacrifices and Arbitors holding out against impossible odds, often long enough for support to arrive in the form of the Imperial Guard or the warriors of the Adeptus Astartes.

DEPLOYMENT

OBJECTIVES

RESERVES

The Arbites player chooses one of the long board edges to be his. The entire area of the board within 18” of that table edge is the Arbites player’s deployment zone. The entirety of the board edge outside of the Arbites player’s deployment zone is considered the enemy player’s board edge. The Arbites player deploys first, anywhere they desire within 18” of their chosen board edge. The enemy player deploys second, anywhere within 12” of his board edge, but not within the Arbites player’s deployment zone or within 12” of any Arbites unit already deployed.

The Arbites player’s objective is to last as long as possible, perhaps to allow time for an astropath to send a plea for help, or to allow a relief force time to land their forces behind their enemy. The enemy player’s objective is to crush the Arbites resistance beneath their boots (or claws).

Both players may place any number of units in reserve.

FIRST TURN The enemy player always has the first turn in this mission. The Arbites player may attempt to seize the Initiative as normal.

The Arbites player rolls a D6 at the end of each of his turns. On a 1, he gains no Victory Points. On a 2-4 he gains 1 Victory Point, +1 Victory Point for every full 1000 points in the game total. On a 6 he gains 2 Victory Points, +1 Victory Point for every full 1000 points in the game total. Add +1 to the roll if no Arbites units were destroyed, fell back off the table or started falling back during the last game turn. Subtract -1 from the roll if more than two Arbites units were destroyed, fell back off the table or started falling back during the last game turn.

GAME LENGTH The game ends immediately at the end of the Arbites player’s turn if there are currently no Arbites units left on the board or in reserve that are not currently falling back. If the Arbites player has any units still on the table or in reserve and not currently falling back, the game continues on for another turn.

VICTORY CONDITIONS At the end of the game, the player with the most Victory Points is the winner.

The enemy player gains 1 Victory Point for every Arbites unit he destroys or forces to fall back off the board. In addition he gains 1 Victory Point for each Arbites unit that is falling back when the game ends.

SPECIAL RULES Impossible Odds: The Arbites are the last holdouts of Imperial rule on the planet, and the enemy’s goal is to wipe them out. All of their resources are pouring into the area in order to destroy this last bastion of resistance. Any of the enemy’s non-vehicle units which are completely destroyed are returned to play at full strength and placed in reserve. It will arrive with other reserves as normal.

95

UPRISINGS: ADVERSARIES OF THE ADEPTUS ARBITES Many times, when an Imperial world comes under attack by hostile forces, be it alien, traitor or heretic, there will be some members of the populace who side with the invaders for some reason or another. They could be influenced by the corrupting power of chaos, suffering from alien domination or subversion or simply taking advantage of an opportunity to rail against the oppressive Imperial regime in the only manner available to them.

Shooting Into Close Combat As Adversary allies are not necessarily working in direct coordination with the invading army, it is possible that they or the invaders themselves would be willing to fire upon one another. To represent this, Adversary allies and units from the parent army may fire into close combat as long as only their opposite number is represented in the combat (i.e. a unit from the parent army may fire into a close combat involving only units from the Arbites army and the Adversary allies.)

Adversary Allies To represent this, an army facing the Adeptus Arbites is allowed to choose allied units from one of the following Adversaries Lists. Regardless of the reason these allies are fighting against the Arbitrators, they are not directly subject to the will of the army they are allied to as even those fully allied with the invaders will lack the training, communication gear and organization to truly integrate with their benefactors. For this reason, allied Adversary units may never be joined or led by Independent Characters from the parent army, nor may they make use of any special rules provided by the parent army or any unit or wargear in the parent army. The same is true for the parent army in regards to the allied army’s characters and rules. For all intents and purposes the allied Adversaries are a separate army unto themselves after deployment, but take their turn at the same time as the parent army.

When firing into close combat, most normal rules for shooting apply as normal, with the following exceptions: 

All units involved in the close combat are treated as a single unit, meaning every model in the combat is an eligible target and the entire group is considered when determining whether the models are in cover. This represents the swirling chaos involved in a melee engagement, and the fact that the models would not be standing still but moving around as they fight.



Each Hit is allocated to a specific unit before rolling to wound. To do this, the player doing the shooting rolls all To Hit dice, then chooses one Hit to allocate to a unit of his choice (which may be any unit in the combat, whether that particular unit is within Line of Sight or not). The opposing player will then choose a Hit and allocate it to a unit of his choice. The players alternate allocating Hits in this manner until all hits have been allocated. After that, roll To Wound each unit with the Hits allocated to that unit, and continue working out the effects of the shooting as normal. (Remember that a unit locked in close combat does not have to take Morale checks for taking 25% casualties.)



Players are free to ignore this rule if they wish, and instead disallow shooting into combat as normal for simplicity’s sake.

When choosing Adversary allies, you may include any number of units from any one Adversaries List within the limitations of the Force Organisation Chart. You must include at least two Troops choices from the Adversary List before you may include any other types of choices, and you may never fill compulsory slots on the Force Organisation Chart using Adversary allies. In addition, the number of Adversary ally choices may not exceed the number of choices made from the parent list. Note that you may only choose units from a single Adversaries List – either the Citizen Uprising, Chaos Cult or Genestealer Cult List. You may not mix forces from the different lists.

"When the people forget their duty they are no longer human and become something less than beasts. They have no place in the bosom of Humanity nor in the heart of the Emperor. Let them die and be forgotten."

"A Heretic may see the truth and seek redemption. He may be forgiven his past and will be absolved in death. A Traitor can never be forgiven. A Traitor will never find peace in this world or the next. There is nothing as wretched or as hated in all the world as a Traitor."

from Prime Edicts of the Holy Synod of the Adeptus Ministorum

Cardinal Khrysdam Instructum Absolutio

96

Citizen Uprising The Citizen Uprising Adversary List represents a group of disillusioned men and women who have either chosen to join forces with the invading army, or have taken the opportunity provided by the attack to strike back at the oppressive law-enforcers of the Adeptus Arbites. The rules for Adversary allies are used to ally them with the parent army. It is also possible to use this list to represent a substantial uprising that is taking place all on its own, and which the Adeptus Arbites have been called in to deal with. In this case, the Adversaries rules are not used, but instead this list is treated as a normal army list and allows a player to choose their army using the Force Organisation Chart as normal. HQ

0-1 Apostate Cardinal, 0-1 Radical Inquisitor (Treat as Imperial Inquisitor, may take a Henchman Warband as normal)

TROOPS

1+ Citizen Levy (only 1 unit may take the Unending Tide special rule), PDF Infantry Platoon

ELITES

Local Gang, Mutant Press Gang 1, Penal Legion Squad 2, Robert the Hoodlum and the Archers of Surewald 4-s

HEAVY SUPPORT

PDF Support Squad 3

1)

Mutant Press Gangs replace the Foreman with an additional Mutant and are not subject to the Downtrodden special rule.

2)

Penal Legion Squads replace the Chastener with an additional Penal Legionnaire.

3)

PDF Support Squads are chosen as normal PDF Infantry Squads, except that up to four PDF Troopers may replace their lasguns with one of the special or heavy weapons listed in the PDF Infantry Squad Army List entry. (Each PDF Support Squad is a separate Heavy Support choice.)

0-1 Apostate Cardinal

Apostate Cardinal

WS 4

Unit Composition: 1 Apostate Cardinal Unit Type: Infantry

115 points BS 4

S 3

T 3

W 3

I 4

A 3

Ld 9

Sv 5+

Wargear: Close combat weapon Flak vest Rosarius (4+ Inv Save) Pledge of Deliverance

False Dominion: Such is the power of the Apostate Cardinal's constant oratory that he instills total devotion in those near him. The Apostate Cardinal can make a Leadership test at the start of his turn. If this is passed then any friendly squad with a model within 12" of the Apostate Cardinal gains the Fearless special rule until the beginning of their next turn.

Special Rules: False Dominion Independent Character

Pledge of Deliverance: This is an icon or artifact used by the Apostate Cardinal as a potent symbol of faith and devotion for his followers. Once per battle, at the start of either player's Assault phase, the Apostate Cardinal may reveal the Pledge of Deliverance. All Citizen Uprising models within 2D6" of the Apostate Cardinal (but not the Apostate Cardinal himself) receive a +1 Attack bonus for the rest of that turn as they fight to prove their devotion.

Pontifex Guard 20 points per model An Apostate Cardinal may be accompanied by a retinue of Pontifex Guard. The Apostate Cardinal and his Retinue only take up a single HQ slot on the Force Organisation Chart.

Pontifex Guard

WS 4

BS 3

S 3

Unit Composition: 1-5 Pontifex Guard

T 3

W 1

I 3

Wargear: Power Weapon Suppression Shield Carapace Armour Frag Grenades Krak Grenades

Unit Type: Infantry

97

A 1

Ld 8

Sv 4+

Robert the Hoodlum (and the Archers of Surewald 4-s) Robert Jonas Lyttle William the Red Preacher Takk Lady Miriam Archer

WS 4 4 4 4 4 3

BS 4 4 4 4 4 4

S 3 4 3 3 3 3

T 3 3 3 3 3 3

W 2 1 1 1 1 1

I 4 3 4 4 4 3

A 2 2 2 2 2 1

Ld 9 7 7 7 7 7

Of all those sought by the Adeptus Arbites for crimes against Imperial Law, none is more notorious than the man known as Robert the Hoodlum. He and his band of misfits, thieves and cutthroats have been a thorn in the side of the Arbites for decades. They always show up on some backwater world and begin making a name for themselves by raiding Administratum tithe storehouses and “redistributing the wealth” among the populace. This usually has the effect of turning them into local heroes, which makes the Arbites’ job that much harder.

Sv 5+ 5+ 5+ 5+ 5+ 5+

way through the countryside, exacting his revenge. He quickly gathered many followers, including other landowners, at least one member of the Ecclesiarchy and the only daughter of the Imperial Governor.

Though the truth of their origins is clouded by time and many retellings, rumors and half-truths, what is known is that Robert and his band began their lawless ways on the agricultural world of Surewald 4-s. Legend has it that Robert, dissatisfied with the hefty quotas imposed upon his family farms by the Imperium, started a small revolt, which was quickly put down by the local Arbites. Robert himself escaped however, making his

Thought to have been slain in a raid on their hidden base of operations, Robert and his archers reappeared in a nearby system, taking their fight to the Imperium at large, and boasting that they would take down the whole of the Administratum and the Arbites. Though it has been declared many times that the notorious outlaws have been slain at last, they always crop up again somewhere else. Some believe that the seeming immortality of Robert and his men is due to a blood pact with the dark masters of the Warp, others claim that they are immortal in name alone – that imposters claiming to be Robert and his band are constantly springing up. Whatever the truth may be, the Arbites would love to hear the last of Robert the Hoodlum.

SPECIAL RULES

WARGEAR

Infiltrate, Move Through Cover, Stealth

Servo-bow: The servo-bow is the traditional hunting weapon used on the agri-world of Surewald 4-s. Resembling the longbows used on many feral worlds; they incorporate a number of servo-motor assists and pneumatic pumps that add quite a bit of power without requiring great strength to draw. Many Surewaldian hunters use arrows tipped with hypodermic needles containing tranquilizers, the better to quickly bring down their targets. Robert and his men have taken to replacing the tranquilizers with deadly poisons, the better to painfully kill their foes. Servo-bows wound on a roll of 4+, regardless of the victim’s Toughness.

Deadeye Shot: Among underworld circuits, Robert’s reputation for accuracy with his servo-bow is rivaled only by his incredible ego and bravado. Legend has it that he once shot a medal off of an Imperial Colonel’s dress uniform from a hundred yards off – just to prove he could do it. Whenever Robert fires his servo-bow, he may re-roll all failed rolls to hit. Any time he rolls a 6 to hit, he wounds automatically and may choose where the wound is allocated rather than his opponent, before any other wounds are allocated for shooting caused by his unit.

Range 18”

Duelist: William the Red is an accomplished and bloodthirsty duelist, rightly feared for his deadly skill with a blade as well as his sadistic nature. He must re-roll any failed rolls to wound in close combat.

Strength 3

AP -

Type Assault 1, Poisoned (4+)

Envenomed Blades: Lady Miriam carries a pair of long, slender blades coated in extremely potent, black-market neurotoxins. These are treated as a pair of close combat weapons with the Poisoned (3+) special rule.

Outlaws: Robert and his band have committed a number of atrocities against the Law of the Emperor, for which they are wanted by the Adeptus Arbites and revered by those who seek to throw off the oppression of Imperial rule. As for Robert and his followers, they find the whole situation rather comical. Robert and his unit, as well as any friendly units within 12” and Line of Sight of them, may re-roll any failed Morale and Pinning tests. All Arbites units have count as having the Preferred Enemy universal special rule if they are locked in combat with Robert’s unit.

Fighting Staff: Jonas Lyttle carries a long staff made from a composite material that is extremely durable. He uses it up close in both offensive and defensive roles. The fighting staff grants the wielder a 5+ Invulnerable save in close combat only. Rosarius: A Rosarius is a gorget or amulet incorporating a force field, worn by members of the Ecclesiarchy to protect them from physical and spiritual harm. A Rosarius confers a 4+ invulnerable save.

Unrighteous Rage: On a player turn in which a model with this special rule assaults, he and all members of his unit re-roll failed rolls to hit.

98

Robert the Hoodlum and his band Robert Jonas Lyttle William the Red Preacher Takk Lady Miriam Archer

WS 3 3 4 3 3 3

Unit Composition: Robert Jonas Lyttle William the Red Preacher Takk Lady Miriam Unit Type: Infantry (unique)

BS 5 4 4 4 4 4

S 3 4 3 3 3 3

T 3 3 3 3 3 3

60 points W 2 1 1 1 1 1

I 4 3 4 4 4 3

A 2 2 2 2 2 1

Ld 9 7 7 7 7 7

Wargear: Servo-bows (All but Takk and Miriam) Close combat weapons Flak Armour Fighting Staff (Jonas) Laspistol (Takk) Power Weapon (Takk) Rosarius (Takk) Envenomed Blades (Miriam)

Sv 5+ 5+ 5+ 5+ 5+ 5+

Special Rules: Deadeye Shot (Robert) Duelist (William) Infiltrate Move Through Cover Outlaws Righteous Rage (Takk) Options  May include up to five Archers

As his team was rounding up the surviving perps, Chastener Wulf noticed a nearby doorway standing ajar. He distinctly remembered that door being closed when they entered the alley in pursuit. Wulf whistled sharply and the team’s cyber-mastiff came running up beside him. R3-X, or “Rex” as most of the team called it, looked up expectantly at the proctor as he cautiously swung the door open. Wulf swept his glowtorch beam through the gloom, his bolt pistol at the ready, then stepped back. “Rex,” he snapped, “seek and detain!” The cyber-mastiff was off in a flash, nearly-silent as it scanned the building. Suddenly Rex went stiff and turned toward a far corner. Wulf could see nothing more than a stack of large shipping crates. He didn’t doubt Rex’s sensors though. With an ear-piercing, amplified bark, the cyber-mastiff shot off toward his target. When Rex reached the crates, it leapt up to knock one over with a heavy shove. A dark shape spilled out with a soft thud, and Wulf heard a cry of panic. He moved forward, removing a set of binders from his belt pouch as Rex quickly incapacitated the perp.

99

+10 pts per model

Chaos Cult The Chaos Cult Adversary List can be used to represent a Chaos Cult or Coven which has either sided with the invading forces, or has chosen to take advantage of the turmoil caused by their arrival to further their own goals. In this case, use the normal rules for Adversaries given above to ally them with the parent army. You must include an Arch Heretic, Chaos Lord, Chaos Sorcerer or Daemon Prince in order to use the Chaos Cult Adversary List in this manner. (Note that a Chaos Space Marine army may count a Chaos Lord, Chaos Sorcerer or Daemon Prince chosen as part of the parent list for the purposes of this rule.) It is also possible to use this list to field an entire army of Chaos Cultists, representing a substantial uprising that is taking place all on its own, and which the Adeptus Arbites have been called in to deal with. In this case, the Adversaries rules are not used, but instead this list is treated as a normal army list and allows a player to choose their army using the Force Organisation Chart as normal. You will need a copy of Codex: Chaos Space Marines in order to use some of the units in the list below. Units drawn from the Codex are indicated by italicized text, and are chosen exactly as listed in their Army List entry as given in the Codex. You will also need the Codex in order to use some of the wargear options available to certain units. HQ

0-1 Arch Heretic, 0-1 Chaos Lord, 0-1 Chaos Sorcerer, 0-1 Daemon Prince

TROOPS

PDF Infantry Platoon, Local Gang, Mutant Press Gang 1

ELITES

0-2 Chaos Space Marine Squads, Ogryn Brute Squad, 0-1 Aspiring Champions, 0-1 Chaos Mutations

FAST ATTACK

Chaos Hounds, 0-1 Chaos Spawn, Traitor Sentinels 2

HEAVY SUPPORT

0-1 Traitor Leman Russ 3, 0-1 Chaos Defiler, 0-1 Obliterator Cult

SUMMONED DAEMONS 4 0-1 Summoned Greater Daemon, Summoned Lesser Daemons

1)

Mutant Press Gangs replace the Foreman with an additional Mutant and are not subject to the Downtrodden special rule. In addition, they may choose which mutation they are blessed with, rather than rolling as normal, and gain the additional option of choosing the Bloated/Diseased mutation as described below. At a cost of +5 points per model, they may choose any two mutations. Bloated/Diseased: The mutants’ bodies are bloated and distorted, riddled with diseases which have rendered their pain senses dull. They can shrug off wounds that would incapacitate a normal individual. If this mutation is selected, the mutants will gain the Feel No Pain special rule.

2)

Traitor Sentinels are chosen using the Arbites Sentinel Pursuit Team entry in the Adeptus Arbites Army List, with the following exceptions:     

Traitor Sentinels cost 35 points per model. Traitor Sentinels are BS 3. Traitor Sentinels are Open-Topped. Traitor Sentinels are not ‘Arbites Units’. Traitor Sentinels may not be equipped with Web Cannons, Mancatchers, Choke or Web Launchers.

3)

The Traitor Leman Russ is chosen using the Leman Russ Battle Tank entry in the Adeptus Arbites Army List, except that it may not be equipped with Web Cannons or Choke or Web Launchers, and is not an ‘Arbites Unit’.

4)

Summoned Daemons do not use up any slots on the Force Organisation Chart, but are otherwise treated as either an HQ unit (Summoned Greater Daemon) or Troops units (Summoned Lesser Daemons). These Summoned Daemons follow the rules given for Summoning Daemons in Codex: Chaos Space Marines, except that the Greater Daemon may possess the body of any Arch Heretic, Chaos Lord, Chaos Sorcerer or Aspiring Champion.

Icons of Chaos: PDF Command Squads, PDF Infantry Squads, Local Gangs and Mutant Press Gangs gain the option to upgrade a single model to carry an Icon of Chaos for +5 points. This is a simple Chaos Icon for use in summoning Daemons, and has no other special properties. There Can Be Only One: Chaos is fickle, and its gifts given only to its greatest champions. This breeds jealousy and egocentricity among its more powerful followers, ultimately resulting in most Chaos Cults being led by a single powerful individual. Challengers to his authority are dealt with harshly, or leave to start their own cult if they are ambitious enough. To represent this, whether you are fielding the Chaos Cult as Adversary allies or as a stand-alone force, it may only contain one of the following units: Arch-Heretic, Chaos Lord, Daemon Prince or Chaos Sorcerer.

100

0-1 Arch Heretic

Arch Heretic

50 points WS 4

Unit Composition: 1 Arch Heretic Unit Type: Infantry

BS 4

S 3

T 3

W 3

I 4

A 3

Wargear: Laspistol Close combat weapon Flak armour Frag grenades Krak grenades Special Rules: Independent Character

“Come my brothers; tread with me the path of glory. Slay these keepers of the so-called ‘law of the Imperium’, these followers of the corpse-god and his false hopes. Join with me in glorious slaughter of those who oppose the true gods, the gods of the other-world. Fulfill our vows to them that we may obtain the power and exultation we were promised!

Ld 9

Sv 5+

Options May have one of the following:  Mark of Khorne +10 pts  Mark of Slaanesh +5 pts  Mark of Nurgle +20 pts  Mark of Tzeentch +15 pts May replace his Laspistol and/or Close combat weapon with any of the following:  a bolt pistol +1 pt  a boltgun +2 pts  a stub gun or twin-linked bolter +5 pts  a plasma pistol, combi-flamer, combi-melta, combiplasma or power weapon +10 pts  a power fist +20 pts  May be given any of the following melta bombs and/or a personal icon +5 pts  May replace flak armour with carapace armour +5 pts

Fight now! Fight for glory! Fight for power! Fight! Kill! Maim! Burn! Destroy!” Oratory of Lyman Kurn – Arch Heretic of Sindoza VI

101

0-1 Aspiring Champions

35 points

Any PDF Command Squad, PDF Infantry Squad, Local Gang or Mutant Press Gang may be accompanied by an Aspiring Champion. Regardless of the number of Aspiring Champions included in your army, they count as a single Elites choice. Note that Aspiring Champions are not Independent Characters and so may not leave the unit they are assigned to.

Aspiring Champion

WS 4

BS 4

Unit Composition: 1 Aspiring Champion

S 3

T 3

W 2

I 4

A 2

Wargear: Laspistol Close combat weapon Flak armour Frag grenades Krak grenades

Unit Type: Infantry

Ld 8

Sv 5+

Options May have one of the following:  Mark of Khorne +10 pts  Mark of Slaanesh +5 pts  Mark of Nurgle +20 pts  Mark of Tzeentch +15 pts May replace his Laspistol and/or Close combat weapon with any of the following:  a bolt pistol +1 pt  a boltgun +2 pts  a stub gun +5 pts  a power weapon +10 pts May replace flak armour with carapace armour +5 pts

0-1 Chaos Mutations

+5 points per model

The gifts of chaos are many and varied, bestowed upon its followers at the whims of the capricious gods of the Warp. Any PDF Command Squad, PDF Infantry Squad, Local Gang or Ogryn Brute Squad may be upgraded with Chaos Mutations at +5 points per model. This allows them to make a single roll on the Mutations table in the Mutant Press Gang entry. Regardless of the number of units upgraded in this way, Chaos Mutations only counts as a single Elites choice. If a 1 is rolled, in addition to gaining no benefit from their mutations, one model from the unit (of the controlling player’s choice) is removed and replaced with a Chaos Spawn. If the army already includes a unit of Chaos Spawn, any new Chaos Spawn will be added to the existing unit (which may take the unit above its normal model limit). Otherwise, all Chaos Spawn acquired in this manner will be formed into a single additional unit that does not take up any slots on the Force Organisation chart.

Chaos Hounds

Chaos Hound

50 points WS 4

Unit Composition: 5 Chaos Hounds Unit Type: Beasts

BS 0

S 4

T 4

W 1

I 4

Wargear: Teeth (Close combat weapon)

A 2

Ld 8

Sv 6+

Options May include up to five additional Chaos Hounds +10 pts per model  The entire unit may be given the Furious Charge Universal Special Rule +3 pts per model

102

Genestealer Cult The Genestealer Cult Adversary List can be used to represent a Genestealer Cult which has either sided with the invading forces, or has chosen to take advantage of the turmoil caused by their arrival to further their own goals. In this case, use the normal rules for Adversaries given above to ally them with the parent army. You must include a Genestealer Patriarch, Genestealer Magus or Genestealer Hierarch in order to use the Genestealer Cult Adversary List in this manner. It is also possible to use this list to field an entire army of Genestealer Cultists, representing a substantial uprising that is taking place all on its own, and which the Adeptus Arbites have been called in to deal with. In this case, the Adversaries rules are not used, but instead this list is treated as a normal army list and allows a player to choose their army using the Force Organisation Chart as normal. You will need a copy of Codex: Tyranids in order to use some of the units in the list below. Units drawn from the Codex are indicated by italicized text, and are chosen exactly as listed in their Army List entry as given in the Codex. You will also need the Codex in order to use some of the wargear options and Tyranid Psychic Powers available to certain units. HQ

0-1 Genestealer Patriarch, 0-1 Genestealer Magus, Genestealer Hierarch

TROOPS

PDF Infantry Platoon, Local Gang

ELITES

Hybrid Neophyte Brood, Hybrid Acolyte Brood, Genestealer Brood 1

FAST ATTACK

0-1 Cult Transport, Cult Sentinels 2

HEAVY SUPPORT

PDF Support Squad 3, 0-1 Cult Leman Russ 4

1)

Genestealer Broods chosen as part of a Genestealer Cult list may not upgrade a Genestealer to a Broodlord.

2)

Cult Sentinels are chosen using the Arbites Sentinel Pursuit Team entry in the Adeptus Arbites Army List, with the following exceptions:     

Cult Sentinels cost 35 points per model. Cult Sentinels are BS 3. Cult Sentinels are Open-Topped. Cult Sentinels are not ‘Arbites Units’. Cult Sentinels may not be equipped with Web Cannons, Mancatchers, Choke or Web Launchers.

4)

PDF Support Squads are chosen as normal PDF Infantry Squads, except that up to four PDF Troopers may replace their lasguns with one of the special or heavy weapons listed in the PDF Infantry Squad Army List entry. (Each PDF Support Squad is a separate Heavy Support choice.)

3)

The Cult Leman Russ is chosen using the Leman Russ Battle Tank entry in the Adeptus Arbites Army List, except that it may not be equipped with Web Cannons or Choke or Web Launchers, and is not an ‘Arbites Unit’.

For the Father!: Genestealer Cults are made up of corrupted humans and human-Genestealer hybrids who are subject to the hypnotic will of the Patriarch and his closest followers. Any Genestealer Cult unit within 12” of the Patriarch, or within 6” of either the Magus or a Hierarch gain the Stubborn universal special rule. Rending Claws: Many units in the Genestealer Cult have the razor-sharp claws that are characteristic of Genestealers. Rending Claws are Rending close combat weapons as described in the Warhammer 40,000 Rulebook. They Killed the Father!: The fanatical loyalty of the Genestealer Cultists, combined with the hypnotic will of the Patriarch and his closest followers, is a powerful force. However, that loyalty can cause mixed reactions among the cultists if one of those individuals were to come to harm. Some members of the Cult may lose heart and retreat, while others will be filled with righteous indignation and set upon their foes with a terrible zeal. If the Magus or a Hierarch is slain, then at the end of the current player turn, all Genestealer Cult units within 12” of the slain Magus or Hierarch must take a Morale check exactly as if they had lost 25% or more of its models during the shooting phase, immediately Falling Back if the test is failed. If the test is passed, the unit gains the Preferred Enemy special rule against the enemy. The Patriarch, the Magus and Hierarchs are not affected by the death of the Magus or a Hierarch. If the Patriarch is slain, all Genestealer Cult units on the table, including the Magus and any Hierarchs, must take a Morale check as described above, with the same results of either Falling Back or gaining the Preferred Enemy special rule.

103

0-1 Genestealer Patriarch

Patriarch

WS 7

50 points BS 0

S 5

T 5

W 3

Unit Composition: 1 Patriarch

Wargear: Rending Claws Hardened Carapace

Unit Type: Infantry

Special Rules: Fearless Independent Character Infiltrate Psyker

I 5

A 3

Ld 10

Sv 4+

Options May be given any of the following Tyranid Psychic Powers:  Aura of Despair +5 pts  Catalyst +15 pts  Hypnotic Gaze +5 pts

Genestealer Retinue: The Patriarch may be accompanied by a retinue of Genestealers, chosen using the Genestealer entry in Codex: Tyranids. The Patriarch and his retinue count as a single HQ choice. 0-1 Genestealer Magus

Magus

WS 3

40 points BS 3

Unit Composition: 1 Magus

S 3

T 3

W 2

I 4

A 1

Wargear: Laspistol Close combat weapon Flak armour

Unit Type: Infantry

Special Rules: Fleet Independent Character Psyker Stubborn Hybrid Retinue: The Magus may be accompanied by a retinue of Hybrids, chosen using either the Hybrid Neophyte Squad or Hybrid Acolyte Squad entry below. The Magus and his retinue count as a single HQ choice.

Ld 9

Options May replace his laspistol and/or close combat weapon with one of the following:  a bolt pistol +1 pt  a stub gun +5 pts  a power weapon +10 pts  a force weapon +30 pts May be given any of the following Tyranid Psychic Powers:  Aura of Despair +5 pts  Hypnotic Gaze +5 pts  Warp Blast +10 pts May replace flak armour with carapace armour +5 pts

Genestealer Hierarch

Hierarch

WS 4

Unit Composition: 1 Hierarch Unit Type: Infantry

Sv 5+

35 points BS 3

S 3

T 3

W 2

Wargear: Laspistol Close combat weapon Flak armour Frag grenades Special Rules: Fleet Independent Character Stubborn

I 4

A 2

Ld 8

Sv 5+

Options May replace his laspistol and/or close combat weapon with one of the following:  a bolt pistol +1 pt  a stub gun +5 pts  a power weapon +10 pts  a plasma pistol +15 pts  rending claws +3 pts May replace flak armour with carapace armour +5 pts

104

Hybrid Neophyte Brood

Neophyte

WS 4

60 points BS 2

S 4

Unit Composition: 5 Neophytes

T 3

W 1

I 5

A 2

Wargear: Laspistol Close combat weapon Frag grenades Flak armour

Unit Type: Infantry

Ld 8

Options May include up to fifteen additional Neophytes +12 pts per model Any model may replace either their laspistol or close combat weapon with rending claws +3 pts per model For every five Neophytes in the unit, one may replace either their laspistol or close combat weapon with one of the following:  a bolt pistol +1 pt  a stub gun +5 pts  a plasma pistol +15 pts

Special Rules: Fleet

Hybrid Acolyte Brood

Acolyte

WS 3

Sv 5+

50 points BS 3

S 3

Unit Composition: 5 Acolytes

T 3

W 1

Wargear: Lasgun Frag grenades Flak armour

Unit Type: Infantry

Special Rules: Fleet

I 4

A 1

Ld 8

Sv 5+

Options May include up to fifteen additional Acolytes +10 pts per model For every five Acolytes in the unit, one may replace their lasgun with one of the following:  a flamer, plasma gun, meltagun or heavy stubber +10 pts  a heavy bolter +15 pts  a missile launcher or autocannon +20 pts

0-1 Cult Transports

15 points (Cult Truck) 20 points (Cult Limousine)

Any PDF Command Squad, PDF Infantry Squad, Local Gang, Hybrid Neophyte Brood or Hybrid Acolyte Brood numbering ten models or less may select a Cult Truck as a Dedicated Transport. In addition, any Patriarch or Magus accompanied by a retinue that numbers 8 models or less (including the Patriarch or Magus) may select a Cult Limousine as a Dedicated Transport. Regardless of the number of transport vehicles chosen in this manner, they count as a single Fast Attack choice. Note that the vehicles themselves are still Dedicated Transports, and are deployed at the same time as their attached unit – it is the ability to take transports that fills the Fast Attack selection on the Force Organisation chart.

Cult Truck Unit Type: Vehicle Open-Topped

Cult Limousine Unit Type: Vehicle

BS 3

┌─ Armour ─┐ F S R 10 9 9

Wargear: None

BS 3

┌─ Armour ─┐ F S R 11 11 10

Wargear: None

Transport Up to 10 models Options Any Cult Truck may be armed with a Heavy Stubber +10 pts

Transport Up to 8 models

Access Points One on each side.

Fire Points Two models may fire from the windows, one on each side.

105

THE DEFENSE OF ICHAR IV THE SILENT VOID

REBELLION AND WAR

For two and a half centuries after the invasion of the first Tyranid hive fleet, known as Behemoth, there was neither sight nor sound of further Tyranid incursions. Some members of the Administratum began to question the necessity of maintaining a substantial military presence in the galactic south-east to resist a non-existent Tyranid threat. They argued that the hive fleet had represented the sum total of the Tyranid race and that it had been destroyed at Macragge.

Matters came to a head when rioting broke out at a Brotherhood mass rally held before the great cathedral. Arbites suppression teams moved in to break up the crowds, but were fired on from the cathedral itself. The Arbites returned fire, killing several Brotherhood militia and enraging the great mass of people. After beating off several charges by the mob the Arbitrators were forced to withdraw by the arrival of another, larger mob from the poor district. Rioting spread throughout the city and the Arbites were unable to suppress it. When PDF troops were called from their barracks to assist the Arbitrators most of them rebelled and came out in favour of the Brotherhood. Vicious fighting broke out all over the city and, when it came to light that the Planetary Governor had been assassinated, the fighting spread to every city on Ichar IV. Within hours tanks daubed with Brotherhood symbols and flying crude revolutionary banners held most of the intersections and utilities in Lomas and the Imperial forces were being pushed back in other cities.

When inhabited worlds along the south-eastern fringe began to suffer an epidemic of riots, terrorism, sabotage and, in some cases, outright rebellion the Administratum Adepts claimed the people had become dissatisfied with living in the midst of an armed camp and chosen to violently illustrate their displeasure. The Inquisition suspected a plot and moved quickly to “investigate" the dissenters for signs of treasonous thoughts or heretical influence. It was soon established that all of the dissenting Administratum officials either originated from the south-eastern fringes or had travelled there at some point in their career. No other unifying factors could be found, and many of the suspected traitors had never even met. Inquisitors were dispatched from the Inquisition fortress at Talasa Prime to fully investigate the Ultima rebellions. Meanwhile, the Inquisition instigated a terrifying purge throughout the Imperium and particularly on Earth, incarcerating anyone in high office who had had contact with the Eastern Fringe. Tens of thousands were dragged away by the Arbites to languish in prison colonies while the investigation continued.

ICHAR IV The Imperium's first concern was the rebellion on the industrial world of Ichar IV. The Ichar system is vital to the Imperium. Its gigantic factories and sprawling refineries form the lynch pin of one of the few densely populated sectors in the Ultima Segmentum. Thousands of ships carrying ore and myco-protein pass through Ichar's huge orbital docks each year. The rebellion had been swift and bloody. Years before, a religious fundamentalist group called the Brotherhood had caught the hearts and minds of the impoverished city workers. Their preaching of the return of the Emperor had promised better times to come and a place at his side, the kind of spiritual comfort most sought after by those without power or privilege in life. The Brotherhood's mercy missions and chapels had soon become a common sight in the poorest districts and their good works were legendary. The Ecclesiarchy had carefully monitored the Brotherhood for any taint of iconoclasm or heresy but had found nothing, if the reports were to be believed, but the most laudable of faith in the Emperor. Eventually permission was sought and granted for the Brotherhood to build a cathedral in Lomas, Ichar IV's largest city. Shortly after the completion of the cathedral the trouble began. The Brotherhood refused to pay its tithes to the Planetary Governor and refused to allow its members to be inducted into the Planetary Defence Force. Brotherhood preachers began whipping the populace into a frenzy with predictions of the imminent return of the Emperor. Vigilante Brotherhood militias started to patrol in many areas, brutalising far more "unbelievers" than non-existent criminals.

Dawn brought full news of the assassination of the planetary governor and most of his ministers. Some were killed by bombs or snipers, while others were murdered along with their households in horrific massacres which looked like the attacks of wild beasts or mob violence. Shortly afterwards the Brotherhood seized all broadcast stations and announced their new theocratic government. Loyal forces still controlled much of the countryside outside the cities and the Adeptus Arbites still held their precinct fortress against the rebellious populace inside Lomas. Nonetheless, most of the world's cities had been captured in a full scale rebellion against the Emperor of Mankind. Inquisitor Agmar arrived on Ichar twenty seven days after the outbreak of rebellion, on the same day that the Arbites precinct fortress was finally overrun by Brotherhood forces. The Arbitrators were not to be so easily defeated, however. Most of their number escaped along a secret tunnel and captured the city's four main power generators. To Inquisitor Agmar's eyes the situation on Ichar IV had the appearance of a well-orchestrated plot rather than the upsurge of popular opinion being depicted by the Brotherhood. Agmar requested the assistance of the Ultramarines Chapter of Space Marines to help the Imperial forces regain full control of Ichar IV. While they awaited the arrival of the Ultramarines the Imperial Guard regiments on Ichar bombarded the cities and held off ferocious counter-attacks made by Brotherhood militia battalions. Repeated attempts to reach the trapped Arbites met with failure in the dense rubble surrounding the generator plant. Amidst piles of crumbled rockerete and twisted girders Imperial Guard units were consistently driven back by the savage zeal of the Brotherhood troops in deadly close combats. The brave Arbites finally fell six days after Agmar s arrival, though in their last act of loyalty to the Emperor they destroyed the power generators they had held so diligently. The lurid fires lit by their melta bombs burned for days afterwards, casting a black pall of smoke across Lomas like a chilling shroud. The war had reached a stalemate and ground down into an extended city-fight. Casualties spiraled upwards daily in dozens of skirmishes and ambushes fought through ruined apartment blocks, burned-out factories and mangled refineries. Predatory snipers lurked, ready to kill the

106

unwary. Every doorway could conceal a booby trap or a hidden enemy. Entire Imperial Guard patrols disappeared without trace in the maelstrom of combat. At the other cities the story was the same. The Brotherhood had the Planetary Defence armouries and the teeming populace to draw on for their soldiery, and they controlled the bulk of the planet's laser and missile silos. Siege and starvation would be necessary to drive them out. Inquisitor Agmar led several small battle forces into Lomas to uncover more information about the Brotherhood. Piece by piece the picture of what had happened on Ichar IV became clear. He learned from prisoners about the ruling hierophants, heard their fanatical claims to be part of the magnificent "New Order" which would sweep through the galaxy. In a surprise raid he slew a Neophyte of the Brotherhood and saw what manner of creatures were leading this New Order. The divinations of the Imperial Tarot and Adeptus Telepathica psykers confirmed Inquisitor Agmar's worst fears. In utmost secrecy Inquisitor Agmar sent a report to the conclave of the Inquisition and awaited the arrival of the Space Marines.

ULTRAMARINES INVASION Thirty-nine days after the outbreak of rebellion the Ultramarines battle barge Octavius entered Ichar IV's orbit and prepared to deploy its drop pods. The planetary defences were still largely ineffective because of the damage inflicted on the Lomas generatorium by the Arbites, and drop casualties were light. Companies of Space Marines seized the main defence armouries and the governor's palace where the Brotherhood militia headquarters had been established. At first the Brotherhood was taken by complete surprise and the primary objectives were quickly secured. The Brotherhood militia launched a series of desperate counter attacks to dislodge the Space Marines but their forces were critically disorganised by the destruction of their HQ and they were beaten off with heavy losses. Outside the city the Imperial Guard launched a major assault to link up with the Ultramarines. Fire and smoke leapt into the sky as artillery shells burst upon the city. Laser fire slashed back and forth as crouched figures scrambled from cover to cover. Heavy bolters flared through the murk, their shells kicking up erupting lines of dirt and rubble. The Imperial Guard doggedly advanced using their Leman Russ tanks as moving strongpoints and the Brotherhood's lines bent back before them. At the height of the attack Inquisitor Agmar's specially-placed spy satellite picked up militia forces leaving the Brotherhood cathedral and moving up to contain the Imperial assault. The Inquisitor knew the time had now come when one bold stroke would end the rebellion. He sent a prearranged signal to the Octavius orbiting high above. In the echoing nave of the cathedral a crackling blue haze appeared, brightened and then in a flash of azure light solidified into a number of hulking figures. The Brotherhood guards at the doors wheeled round in time to be ripped apart by a thunderous hail of explosive shells. More than twenty Space Marines in terminator armour stood towering over their torn corpses in the sudden silence that followed. More guards, neophytes and acolytes suddenly poured into the cathedral through side doors as the Ultramarines terminators spread out from their teleport point. A storm of lasbeams and autoshells rattled off the terminators' thick armour plates to no avail: storm bolters were raised in gauntleted fists and the walls were painted with Brotherhood blood.

A handful of survivors hurled themselves into close combat with the giant warriors. Voluminous robes fell back to reveal bone-ridged heads and glaring eyes when the neophytes lashed out with their inhuman claws. Some of the terminators were overwhelmed and dragged down by the supernatural ferocity of the mob but the roaring jet of a heavy flamer cut across the survivors before they could exploit their victory. Smoke and the stink of burned flesh billowed up to the high-arched roof from the funeral pyre. The terminators spread out with machine-like precision, some froze into overwatch positions while the others searched the cathedral for the hidden passages they knew it must contain. Their Librarian pointed to the altar and more explosive shells blasted it apart, revealing steps down into darkness. Flipping on their suit lights the terminators filed down the steps to find the black heart of the Brotherhood. A dismal crypt lay below, with many twisting passages spreading out from it in all directions but the Librarian could sense the way through the labyrinth. The terminators' scanners came to life as they left the crypt, showing multiple foes closing quickly on their location, creatures that moved too quickly to be human. The terminators moved to the positions they would cover from overwatch and waited, ready to deal death at the slightest movement. First came the distant clicking of claws on stone, then the thunder of the creatures' armoured bodies striking the walls and each other as they rushed forth to bring swift death to the intruders. The first of them sprang into the glare of the lights, its four deadly arms held high over its crouched body and bestial head. Genestealers! No doubt was left now, the Inquisitor was right: a viper's nest of aliens lay at the heart of the rebellion. Fangs and claws glittered as the genestealers ran forward with insect-quickness to slay their hated foes. Storm bolters roared, sounding impossibly loud in the confined tunnels, explosive tipped bolts caromed from chitinous bodies or pierced them and blasted alien flesh to bloody pulp. The cleansing fires of flamers incinerated whole tunnels at a time but the creatures charged forward without fear or hesitation. Each strobing flash of the storm bolters showed the foe getting closer. They swept over the bodies piled in front of the Ultramarines and tore into the terminators. Three of the armoured giants were ripped apart in as many seconds before the rest fell back to the crypt. The genestealers leapt after them without pause, easily catching the rearguards as they backed away still blasting. Who can say how many more of the aliens were blown apart or crushed by the terminators' power fists before they were overrun? Not enough to stop the onrushing brood but enough to slow them while their brethren prepared to fight again. In the crypt flamers held side passages against flanking genestealers and forced them to pour forth from one end of the room. The combined fire of a halfdozen storm bolters burst through the horde and, as the survivors leapt into cover behind great stone sarcophagi, the Librarian summoned a purifying column of warp fire. Unnatural flames filled the end of the crypt, hissing fires that ate through alien flesh as though it were fat and gristle instead of iron hard chitin and steely cartilage. Most of the brood burned in an instant, the rest fell to the explosive bolts which raged through their ranks like a miniature artillery barrage. The terminators moved on, cautiously now because they were few. No more of the nightmarish genestealers barred their way or leapt from ambush as the Ultramarines pushed ever deeper into the heart of

107

darkness. Deep beneath the city they found what they were seeking in a high-groined chamber with carved walls like the ribs of some great beast. There the genestealer patriarch crouched on a great dais, huge and bloated with the power of its sprawling brood. It squatted with arms outstretched, head turned upward as if listening for some distant call as the Ultramarines marched into the hall. They raised their weapons to destroy the abomination and it lowered its eyes to gaze on them with a threatening hiss.

A shocking surge from the Librarian's psychic hood broke the spell. Focusing his own indomitable will, the Librarian forced his body out of the physical world for a moment, and in an instant he was gone. A bright flash marked his departure, another flared at his point of arrival as he teleported onto the dais with the patriarch. The creature spun round and lashed out its claws with incredible speed. Blood and sparks flew from the Librarian's armour as the claws ripped into it. The patriarch easily ducked away from his clumsy backswing. The beast pounced again and rained a flurry of blows on the armoured figure which were almost too swift to follow. In desperation the Librarian called to his battle brothers and the dais was swept by storm bolters. Indiscriminate fire ricocheted off the Librarian's armour but some shots struck and wounded the patriarch. In its moment of distraction the Librarian swung his force axe in an irresistible arc which carved through the patriarch's armoured hide with a flash of power. The force axe rose and fell, hacking the patriarch into a bloody pulp and spraying purple ichor across the chamber. With the death of its patriarch the brood was thrown into confusion. In the chamber the handful of remaining terminators slaughtered the mass of creatures assailing them. Nothing escaped the blasts of their storm bolters and the cleansing fires of their flamers as the terminators exacted some small measure of revenge for the death of their forebears over two centuries before. In the city above the Brotherhood units resisting the Imperial Guard offensive collapsed. Small knots of fanatical acolytes and neophytes held out in towers and bunkers but triumphant Imperial Guard tanks swept through the rubble-strewn streets crushing all opposition. Ichar IV was back under the iron heel of the Imperium within three weeks. All signs of the genestealer infestation were thoroughly rooted out by the energetic Inquisitor Agmar with the assistance of the Ultramarines. Yet at the end of the campaign several mysteries remained unanswered. The first was what had become of the Magus, the humanseeming leader of the Brotherhood who had disappeared at the start of the rebellion. His body was never found and no prisoners were able to shed light on his whereabouts, even under Agmar's most persuasive questioning.

Without warning a horde of monstrosities poured into the chamber from between the calcified rib-walls. Three-armed hybrids, tainted humans and purestrain genestealers leapt forward to protect their all-father. A wall of explosive bolts marched along the mob and the chamber dissolved into a scene of chaos and bloodshed as the howling fanatics hurled themselves on the terminators. The Ultramarines Librarian cut his way forward through the creatures, the glowing white blade of his force axe leaving a trail of shorn limbs and lopped heads behind him. Each step became harder, as if he were wading through deeper and deeper water. He could feel the palpable psychic waves of alien thoughts beating against his mind as the patriarch exerted its ancient, implacable will upon him. Deep pits opened in his subconscious, ready to swallow his psyche whole.

The second mystery was the reports of Astropaths and the Ultramarines Librarian who had slain the patriarch. They told of sensing a faint psychic disturbance like a long, keening call or a signal radiating from the planet, a signal which had been cut off when the patriarch was killed. The oldest and most powerful of the Astropaths had told the Inquisitor that he too had sensed the patriarch's call and that he had felt a distant shift in the warp. It was a sense of something vast and seething, a shadow of a monstrously powerful entity which had turned its attention to Ichar IV. When Agmar submitted his report to the conclave of the Inquisition he was warned of a growing number of reports from survivors fleeing from the outer fringes. The information was garbled and contradictory but one fact stood out, the Tyranids had returned with a new hive fleet, Hive Fleet Kraken.

108

ARBITES IN COMPETETIVE PLAY This section contains ideas for using your Arbites forces in a “Counts As” list using one of four different army lists (Imperial Guard, Space Marines, Grey Knights and Sisters of Battle). This is aimed at allowing you to use your Arbites models in tournament or competitive league play, where unofficial rules such as those presented in this Codex are generally unwelcome. The list is organised according to the Force Organisation Chart as it relates to the Adeptus Arbites Army List – some of the suggested “Counts As” units may come from different FOC slots. (i.e. the various Ordo Inquisitors are HQ units in the Grey Knights Codex, but are suggested to “Count As” an Arbites Detective, who is an Elite unit.) Note that some of the units from the various army lists may be suggested as “Counts As” equivalents for multiple Arbites units. Where this is the case, extra care must be taken to ensure your opponent knows what each

Arbites Unit

IG Unit

model is representing. Note that due to the nature of the “Counts As” system, some of the suggested units are less than ideal, but the lists presented below should represent the best possible units from each army list to “Count As” the various Arbites units. (For example, Scout Squads and Assault Squads are the Space Marines units suggested for representing Suppression Teams, but neither of them really work perfectly due to a lack of Invulnerable Saves.) In some instances, a given army list has nothing which even comes close to representing the unit in question. This is denoted by an “N/A” in the slot. (For example, the Grey Knights and Sisters of Battle army lists don’t have any units armed with shotguns, so Patrol Teams and Chastener Teams, which are primarily shotgun-armed, have no correlating units in these lists.)

SM Unit

GK Unit

SOB Unit

HQ Units Arbitor General

Company Commander, Lord Commissar, Ministorum Priest

Captain

Inquisitor Coteaz, Ordo Inquisitor

Canoness, Arch-Confessor Kyrinov, Uriah Jacobus, Confessor

Judge

Company Commander, Lord Commissar, Ministorum Priest

Chapter Master, Captain, Chaplain

Inquisitor Coteaz, Ordo Inquisitor

Canoness, Arch-Confessor Kyrinov, Uriah Jacobus, Confessor

Personal Staff

Company Command Squad

Command Squad

Inquisitorial Henchmen

Command Squad, Battle Conclave

TROOPS Units Patrol Team

Veteran Squad

Scout Squad

N/A

N/A

Combat Team

Veteran Squad

Scout Squad

Inquisitorial Henchmen (emphasis on Warriors with bolters)

Battle Sister Squad

DEDICATED TRANSPORT Units Rhino

N/A

Rhino

Rhino

Rhino

Chimera

Chimera

N/A

Chimera

N/A

Repressor

N/A

Razorback

Razorback

Immolator

109

ARBITES IN COMPETETIVE PLAY Arbites Unit

IG Unit

SM Unit

Ministorum Priests

Scout Squad, Assault Squad without Jump Packs

GK Unit

SOB Unit

Inquisitorial Henchmen (emphasis on Crusaders)

Battle Conclave (emphasis on Crusaders)

Battle Sister Squad

ELITES Units Suppression Team

FAST ATTACK Units Veteran Squad, Storm Trooper Squad

N/A

Inquisitorial Henchmen (emphasis on Warriors with bolters or hot-shot lasguns)

Pursuit Team

Rough Rider Squad

Scout Bike Squad

N/A

Sentinel Pursuit Team

Scout Sentinel Squadron, Armoured Sentinel Squadron

Dreadnought

Dreadnought

Penitent Engine

Castigator

Chimera, Hellhound

Razorback

Razorback, Chimera

Immolator

Response Team

HEAVY SUPPORT Units

Fire Support Team

Special Weapon Squad, Heavy Weapon Squad

Devastator Squad, Space Marine Scouts w/ Sniper Rifles

Inquisitorial Henchmen (emphasis on Warriors and Gun Servitors)

Retributor Squad

Halligan

Medusa with bastion-breacher shells

Whirlwind, Vindicator

N/A

Exorcist

Tarantula Sentry Gun

Techpriest Enginseer with Gun Servitors, Heavy Weapon Team

Techmarine with Gun Servitors, Thunderfire Cannon, Devastator Squad

Inquisitorial Henchmen (emphasis on Gun Servitors)

Retributor Squad

Prefab Barricades

N/A

N/A

N/A

N/A

SPECIAL CHARACTERS Shira Calpurnia

Company Commander, Lord Commissar, Ministorum Priest

Scout Squad Sergeant, Captain, Chaplain

Inquisitor Coteaz, Ordo Inquisitor

Arch-Confessor Kyrinov

Judith Schindler

N/A

Chapter Master, Captain or Chaplain in Terminator Armour

Grey Knight Brother Captain

N/A

Alec Murphaeus

Techpriest Enginseer, Colonel "Iron Hand" Straken

Captain

Inquisitor Coteaz, Ordo Inquisitor

Canoness

Joseff Spartacus

N/A

Captain on Bike, Scout Bike Sergeant

N/A

N/A

Eleanor Nash & the Untouchables

Veteran Squad

Scout Squad

Inquisitorial Henchmen

N/A

Griggory Martaugh

Storm Trooper Veteran Sergeant

N/A

Ordo Inquisitor, Inquisitorial Henchman

N/A

Russell Wyott

Rough Rider Sergeant, Mogul Kamir

N/A

N/A

N/A

Val "Doc" Hollie

N/A

N/A

N/A

N/A

110

ARBITES IN COMPETETIVE PLAY Arbites Unit

IG Unit

SM Unit

GK Unit

SOB Unit

PRECINCT AUXILIARY Units Citizen Levy

Conscripts

N/A

Inquisitorial Henchmen

N/A

Mutant Press Gang

Veteran Squad, Penal Legion

N/A

Inquisitorial Henchmen

N/A

Local Gang

Veteran Squad, Infantry Squad

N/A

Inquisitorial Henchmen

N/A

Penal Legion

Penal Legion Squad

N/A

Inquisitorial Henchmen

N/A

Martyr

Sly Marbo

N/A

N/A

N/A

PDF Command Squad

Platoon Command Squad

N/A

Inquisitorial Henchmen

N/A

PDF Infantry Squad

Infantry Squad

N/A

Inquisitorial Henchmen

N/A

Ogryn Brute Squad

Ogryn Squad

N/A

N/A

N/A

Ratling Sharpshooter Squad

Ratling Squad

Scout Squad with Sniper Rifles

N/A

N/A

Detective

Ministorum Priest, Primaris Psyker, Sly Marbo, Veteran Squad Sergeant

Captain, Librarian

Ordo Inquisitor, Henchman Warrior, Henchman Psyker

Ecclesiarchy Priest

Operative Assembly

Veteran Squad

Command Squad, Scout Squad

Inquisitorial Henchmen

N/A

Imperial Inquisitor

Lord Commissar, Primaris Psyker, Sly Marbo, Company Commander

Captain, Librarian, Chaplain

Ordo Inquisitor

Canoness, Arch-Confessor Kyrinov, Uriah Jacobus, Confessor

Inquisitorial Henchmen

Company Command Squad, Veteran Squad, Psyker Battle Squad

Command Squad, Scout Squad

Inquisitorial Henchmen

Battle Conclave

Cyber Mastiff Hunting Pack

Techpriest Enginseer with Servitors

Techmarine with Servitors

Inquisitorial Henchmen (emphasis on Arco-flagellants or Servitors)

Battle Conclave (emphasis on Arco-flagellants)

Land Speeder Pursuit Team

N/A

Land Speeder Squadron

N/A

N/A

Eagle Assault Shuttle

Valkyrie Assault Carrier

N/A

Stormraven

N/A

Leman Russ Battle Tank

Leman Russ Battle Tank

Predator, Vindicator

N/A

N/A

Russell Wyott

Rough Rider Sergeant, Mogul Kamir

N/A

N/A

N/A

Val "Doc" Hollie

N/A

N/A

N/A

N/A

111

ARBITES SUMMARY THIS WILL EVENTUALLY CONTAIN A SUMMARY OF STATLINES, WEAPONS, ETC., ONCE ALL OF THIS IS FINALIZED.

112

Images courtesy of ArbitorIan & Panic from www.dakkadakka.com

Inside you will find: The Adeptus Arbites. Information about the Arbites and their duty to uphold the Law of the Imperium. Forces of the Arbites. Details the various Task Teams and how they work together to Adeptus Arbites enforce the Pax Imperialis. Also includes a number of auxiliary units ranging from rare The Adeptus Arbites are the enforcers of the Pax Imperialis – units like Arbites Land Speeder Teams and the book of the Law of the Imperium. They are the first and Eagle assault shuttles to various civilian and last defence on many Imperial worlds against all of the various sub-human units they make use of in dire enemies of mankind, be they invaders from the void, circumstances. encroachers from beyond reality, or sinister traitors and usurpers from within humanity itself. They stand strong, firm Adeptus Arbites Army List. An army list that in their faith in the Law and grim in their duty. allows you to field your Arbites forces in games of Warhammer 40,000.

Image courtesy ArbitorIan & Panic @ www.dakkadakka.com

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF