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Codex

Arbites
The Complete Guide To
The Adeptus Arbites
In The Forty First Millennium

Keepers of the Emperors Justice


07/11/08

Armies of the 41st Millennium


Adeptus Arbites Rules
The Adeptus Arbites
The Adeptus Arbites are the keepers of the Imperium's laws and watchdogs of the far-flung empire of
humanity. The Imperium is an organization where rebellion and defiance of the Imperial will are Crimes
Against Humanity. The Arbitrators are the grim and uncompromising reminder of the Imperium's presence
which no planetary governor can ignore. They cannot be bought off or threatened or corrupted or
negotiated with. Indeed the Adeptus Arbites goes to great lengths to ensure that those recruited into their
ranks do not serve on their own home worlds or anywhere within a dozen light years of home. They do not
communicate with the citizenry unless absolutely necessary and only leave their great fortress-precincts on
official business.
Should a planet revolt against the Imperium the Arbitrators will be the first to go into battle against the
traitors. More often than not a rebellious governor will order the destruction of the Adeptus Arbites precinct
on his planet as his first treachery and a great battle will break out between rebel planetary defense forces
and the besieged Arbites. The one-sided struggle of a few hundred against an entire world should not last
long and the result would seem inevitable but the Judges are well trained in their task and always ready.
In truth the Arbitrators need only to hold out until their astropath has transmitted a message summoning
help. Mobile fleets of Arbitrators stand in constant readiness to answer the call of their precincts and bring
retribution upon the transgressors of the Emperors laws. Beyond them the entire might of the Imperium can
be called upon with Space Marine Chapters and the Imperial Guard prepared to quell the fiercest rebellion.
Equally the Arbitrators stand ready to fight against the foes of humanity in the case of Genestealer
infestation, Chaos incursion or alien attack. The well armed and rigorously trained Arbitrators make
excellent troops and Squads of Judges can add vital backbone to the planetary defense forces. It is ironic
that planetary governors who may have plotted against the Imperium for years are always the first to squeal
for help when the Orks arrive.
Because of their heavy armor and (if armed with Arbites Combat Shotguns) their potent short ranged
firepower Arbites squads are most useful at short ranges in dense terrain, either attacking enemy held
positions or defending key points. They excel in street fighting where their small squad size enables them to
make best use of available cover. Arbites squads are very hard to rout at the best of times and they can
fight off the fiercest assaults with efficient heavy weapons support provided by their highly trained ESWAT
(Exoskeleton Special Weapon Advanced Training) units.
Army Leadership
Because of their unique position in Imperial Society, the Adeptus Arbites are often called upon to assist
other branches of the Imperial Bureaucracy in support of their missions. While this may mean that Adeptus
Arbites units are attached to another force as Allies, it more frequently means that an Arbites force is lead
by a different member of the government.
Therefore, an Adeptus Arbites Army may be lead by any Army commander from any non-military Imperial
Army (Adeptus Ministorum, Adeptus Mechanicus, or Ordo Malleus). In this situation, the Army
commander follows all of the applicable rules for their original force, but follows the Adeptus Arbites Army
List to determine the actual composition of the army itself.
Elements of the Army list from which the Commander is taken may be used as Support Elements, as per
the standard rules. This is the only situation in which an Adeptus Arbites Army may make use of Allies.

Arbites Combat Shotgun


The Arbites combat shotgun is a simple shotgun with a number of adaptations which allow it to fire a
special ammunition type available only to the Adeptus Arbites. In addition to the standard solid and scatter
rounds fired by ordinary shotguns the Adeptus Arbites labs have developed the "Executioner" adamantiumtipped armor piercing round to seek out and destroy the toughest targets. This sophisticated shell has a tiny
robot brain which locks onto the target's energy pattern and seeks it out with unerring accuracy. This variety
of ammunition types makes the Arbites Combat Shotgun a uniquely flexible weapon.
Because it locks onto a target's bio-energy signature the Executioner shell may even be fired at hidden
targets providing they have already been detected. The Executioner round is unusual in that it receives a +1
to hit modifier at long range and a -1 to hit modifier at short range. This because the shell's tiny brain
cannot lock onto its target until it has traveled several meters.
Shotgun
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-4
4-18
-1
4
1
D6+4
Solid
0-4
4-18
-1
3
1
D6+4
Scatter; 1 Blast Template
0-4
4-18
-1
+1
4
1
-2
D6+D3+4 Executioner
Ordinary troopers hit but not slain by a solid or scatter shells will be knocked back 2 and will fall over on
a D6 roll of 4+. Troops that have fallen over must spend the next Movement Phase regaining their feet.
Note that this rule only affects ordinary troopers - not vehicles, robots, Terminators or Dreadnoughts.
Street Skills
Some Arbites characters and units have become battle hardened thought their experience on the street. To
reflect this, you may upgrade any unit or with one of the following skills.
There are two costs listed for each ability: the first is the additional cost per unit, the second is the cost to
upgrade a character. This cost is added to the squad or character, respectively.
If a Character is given street skills, then this ability effectively takes up one wargear slot for that character.
Combat Master (+25pts/+5pts for Characters)
Models with this skill who are attacked by multiple opponents in hand-to-hand combat may add +1 to its
Weapon Skill for each opponent after the first, effectively negating the bonus for fighting multiple
attackers.
Counter Attack (+5pts/+5pts for Characters)
If a fighter with the Counter Attack skill, and one of his parries is cancelled for any reason (e.g., the enemy
model has a sword as well), he may roll an extra Attack die immediately for each parry of his that is
cancelled.
Bulging Biceps (+10pts per model/+10pts for Characters)
The members of a unit carrying heavy weapons are allowed to move and shoot in the same turn with moveor-fire weapons, but take a 1 To Hit penalty when doing so.
Hurl Opponent (+40pts/+10pts for Characters)
Models with this skill who win a round of hand-to-hand combat may throw their opponent D6 away in a
direction of your choosing instead of inflicting damage as normal. The thrown model takes a single hit of
Strength equal to half the distance rolled (e.g., if you roll a 5, the Strength is 3). The thrown model must
then spend the next turn standing up, and may do nothing else.
Hip Shooting (+30pts/+15pts for Characters)
Fighters with this skill are allowed to run and shoot in the same turn with a 1 To Hit penalty. Models using
this skill may not count bonuses from Sights of any kind, and may not use this skill to fire a Heavy weapon.

Point Blank Fire (+45pts/+20pts for Characters)


The model is trained to fire his Arbites Shotgun at point blank range. He may do this automatically, before
any hand to hand attacks of any kind (including Lashwhip, Madiblaster, Grabba-stikk, etc.) are made.
Determine the results of the Shotgun fire first, using all of the applicable rules for shotguns; then the Close
Combat and HTH attacks are resolved. Note that the use of this ability does not prevent the model from
rolling his Attack Dice in HtH.
Ambush (+5pts/+5pts for Characters)
The model may go into Overwatch and Hiding in the same turn.
Medic (NA/+5pts for Characters)
A Medic with this skill may re-roll a single result on medical recovery chart when using a Medpack; this
ability may only be used once per game, and the second result stands, even if it is worse than the first.
K-9 Units
Any non-ESWAT or Road King unit may purchase a K-9 unit to augment its capabilities. One of the
standard squad members becomes the dogs handler, and the dog must stay within 2 of that model at all
times. The dog has the following profile:
K-9
10 points (0-1x per unit)
Troop Type
M
WS
Bionic Dog
4
3
Has a Bionic Body (4+ save).

BS
0

S
3

T
4

W
1

I
4

A
2

Ld
7

Any Infiltrating model within 9 of a K-9 is automatically Detected. Those within 6 are automatically
Spotted.
Options
None. The K-9 itself is not affected by squad upgrades.
Army Organization
25%+ Troops

Up to 35% Support

Up to 50% Characters

Troops: Arbites Squads; Convicts; Transport Vehicles for Squads (not ESWAT units)
Characters: Judges; Champions; Medics; Psykers
Support: ESWAT Units; Vehicles; Transport Vehicles for ESWAT; Allies
An army commander must be selected for an Adeptus Arbites Army over 1000 points. You may have
an Army commander in a smaller force, if you wish.
Adeptus Arbites armies have a basic Strategy Rating of 2.

Adeptus Arbites Armory


Assault Weapons
Models may only choose a single option from this list.
Weapon
Power Sword
Chainsword
Hand Flamer
Laspistol
Power Mace
Power Maul
Suppression Shield*
*See Wargear Listing for information

Cost
6
2
7
1
6
5
5

Basic Weapons
One per model.
Boltgun
Shotgun w Arbites Ammo
Autogun or Auto-Pistol
Lasgun
Laspistol
Stub Gun

Weapon

Cost
3
3
1
2
1
1

Weapon
Flamer
Grenade Launcher w/Frag and Krak grenades
Basic Grenade Launcher, and Choke Grenades
Basic Grenade Launcher, and Smoke Grenades
Basic Grenade Launcher, and Scare Grenades
Basic Grenade Launcher, and Photon/Flash Grenades
Meltagun
Needle Rifle

Cost
7
16
+4
+4
+4
+4
8
10

Special Weapons
One per model.

Heavy Weapons
Models picking from this list may select only one item. Heavy Weapons do not come equipped with a
Targeter as standard equipment.
Weapon
Autocannon
Heavy Bolter
Lascannon
Missile Launcher w/Frag and Super Krak missiles
Multimelta

Cost
25
15
45
45
65

Grenades
Any number per squadthe number listed is the price to equip each model with the type of weapon.
Grenade
Choke grenades
Frag grenades
Melta-bombs
Photon Flash Flares
Scare grenades
Smoke grenades

Cost
2
2
5
2
2
2

Adeptus Arbites Characters


Characters
Judge
95 points (0-1x)
Troop Type
M
WS
BS
S
T
W
I
A
Judge
4
6
6
5
5
3
7
3
Armed with a Boltpistol, Power Sword and Carapace Armor (4+ save).

<50%
Ld
10

Any Arbites unit within 12 of a Judge may re-roll any failed Leadership check, even those caused by
Fear/Terror, Psyker Abilities, Wargear, etc.
As the Army Commander, a Judge has a Strategy Rating of 2.
Options
May have up to 3 Wargear Cards, and may choose from the Adeptus Arbites Assault, Adeptus Arbites
Grenades, Adeptus Arbites Basic, and Adeptus Arbites Special lists.
A Judge may be mounted on a Bike for +20 Points, or a Sidecar Bike for +50 points; the Sidecar will
be manned by an Arbites Champion.
A judge may also pilot a Criminal Suppression Vehicle for the cost listed on the Datafax.
A Judge may be mounted in a Mobile Command Rhino at an additional cost of 70 points. If this option
is taken, the Armies strategy Rating is increased to 3.
Arbites Champion
Arbitrator Champion - 25 points
Executioner Champion - 45 points
Riot Control Champion - 35 points
Road King Champion - 50 points
Apprehension Champion - 40 points
Suppressor Champion - 35 points
ESWAT Champion - 30 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Champion
4
4
4
3
3
1
4
1
8
Any Arbites Squad may add a matching Arbitrator Champion for the cost listed; he comes with all of
the equipment listed for the squad.
The character may take any equipment available to the squad at the cost listed under the unit
description. Furthermore, the Champion may be modified based on any additional items purchased
from the Armory (or Wargear) as normal.
Options
The Champion may have up to 1 Uncommon Wargear Card and may choose from the Adeptus Arbites
Assault, Adeptus Arbites Grenades, Adeptus Arbites Basic, and Adeptus Arbites Special lists.
Any Champion other than a Road Judge may also pilot a Criminal Suppression Vehicle for the cost
listed on the Datafax. Units with an ESWAT Champion who take this option cannot Infiltrate.
Arbites Medic
30 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Champion
4
4
4
3
3
1
4
1
9
Any Arbites Squad may add one Arbitrator Medic to its roster. He comes with a Bolt pistol, Carapace
Armor (4+ save), and a Medipack.

Medics who are assigned to a squad with a Criminal Suppression Vehicle are assumed to have
Immunized the squad against the effects of the Chemical Dispersion Unit before the start of the game;
the Stumm cloud has no effect on the medic, pilot, or unit.
Options
The Medic may choose from the Adeptus Arbites Assault, Basic, and Grenade lists. He may also take a
Lobo-Chip for +10 Points (following the restrictions for Wargear availability).
Psykers
If it is not lead by a member of the Adeptus Ministorum or a Puritan Inquisitor commander, an Arbites
Army may possess Psykers. Such gifted individuals are not readily available to the Adeptus Arbites, and so
they may only be called upon in limited numbers.
The point limits listed for each level of Psyker indicates the minimum number of points that must fielded in
order to deploy a Psyker of a given level. Furthermore, taking a Psyker of any level effectively reduces the
points of the army as far as obtaining Psykers is concerned. Thus, a 1500 point army could field three
Adeptus Psykers, an Adeptus and a Primaris Psyker, or one Master Psyker.
As always, you need not field the full number of Psykers available to you, or any, if you which not to. You
simply may not exceed the limit of these models as described above.
Adeptus Psyker
Adeptus Psyker35 points
Troop Type
M
WS
BS
S
T
W
I
A
Psyker
4
3
3
3
4
1
4
1
Armed with a Laspistol and Flak Armor (6+ save/5+ vs. blast markers).

Ld
7

One Adeptus Psyker may be added to an Adeptus Arbites army for every full 500 points of the size of
the force. Adeptus Psykers possess level 1 Psychic abilities.
Adpetus Psykers are not independent characters, and must be attached to Squad.
Options
May have up to 1 Wargear Card, and may choose any item from the Assault Weapons Lists.
Primaris Psyker
Psyker Champion60 points
Troop Type
M
WS
BS
S
T
Champion
4
4
4
4
4
Armed with a Laspistol and Mesh Armor (5+ Save).

W
2

I
4

A
1

Ld
7

One Primaris Psyker may be added to an Adeptus Arbites army for every full 1000 points of the size of
the Force. Primaris Psykers possess level 2 Psychic abilities.
Primaris Psykers are not independent characters, and must be attached to Squad.
Options
May have up to 1 Wargear Card, and may choose from the Assault and Basic Weapons Lists.

Master Psyker
Master Psyker110 points
Troop Type
M
WS
BS
S
T
Master
4
5
5
4
4
Armed with a Laspistol and Carapace Armor (4+ save).

W
3

I
5

A
2

Ld
7

One Master Psyker may be added to an Adeptus Arbites army for every full 1500 points of the size of
the Force. Master Psykers possess level 3 Psychic abilities.
Master Psykers follow all of the rules governing independent characters.
Options
May have up to 1 Wargear Card, and may choose from any of the Assault, Basic, Special, and Grenade
Weapons Lists.

Adeptus Arbites Squads


Squads
25%+
Arbites Arbitrator Squad
70 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Arbitrator
4
3
3
3
3
1
3
1
7
Consists of 4 Arbitrators and 1 Arbitrator Leader. Each model is armed with a Bolt pistol and Carapace
Armor (4+ save).
Options
Any model may pick Adeptus Arbites Assault or Adeptus Arbites Basic weapons. Up to one model
may pick an Adeptus Arbites Special weapon. The entire squad may pick Adeptus Arbites Grenades.
An Arbites Squad may take Photo-contacts for +5 points per squad.
An Arbitrator squad may be mounted in a Rhino at an additional cost of 50 points.
Arbites Apprehension Squad
120 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Arbitrator
4
3
3
3
3
1
3
1
7
Consists of 4 Arbitrators and 1 Arbitrator Leader. Each model is armed with a Bolt pistol, Power Maul
and Carapace Armor (4+ save).
Options
Up to one model may pick an Adeptus Arbites Basic or Special weapon. The entire squad may pick
Adeptus Arbites Grenades.
Up to two models may be equipped with Web Pistols for +7 points each, or a single model may take a
Heavy Webber for +45 points.
Any model armed with a Shotgun may take Tranquilizer rounds for an additional +5 points per model.
An Apprehension squad may be mounted in a Rhino at an additional cost of 50 points.
Arbites Executioner Squad
135 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Arbitrator
4
3
3
3
3
1
3
1
7
Consists of 4 Arbitrators and 1 Arbitrator Leader. Each model is armed with a Bolt pistol, Arbites
Shotgun, Suppression Shield, and Carapace Armor (4+ save).
Options
Up to one model may pick an Adeptus Arbites Special weapon. The entire squad may pick Adeptus
Arbites Grenades.
An Executioner Squad may be equipped with Bio-Scanners for +10 points per Squad, and/or PhotoVisors for +15 points per Squad.
An Executioner squad may be mounted in a Rhino at an additional cost of 50 points.

Arbites Road Judge Squad


115 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Arbitrator
4
3
3
3
3
1
3
1
7
Consists of 4 Arbitrators and 1 Arbitrator Leader. Each model is armed with a Shotgun, Bolt pistol and
Carapace Armor (4+ save). Each Arbitrator is mounted on an Arbites Road King bike. This may be
upgraded to a Hover Bike for +10 points per model.
Road Judges are Adept at firing their shotguns on the move, and may shoot twice in the Shooting
Phase while mounted on their Road King bikes.
Options
Any model may pick Adeptus Arbites Assault or Basic weapons. Up to one model may pick an
Adeptus Arbites Special weapon. The entire squad may pick Adeptus Arbites Grenades.
The entire Squad may be equipped with Infra-Goggles for +25 points.
A Road Judge Champion may be mounted on a Road Bike with a Sidecar Bike for +10 points. This
will reduce the number of bikes in the unit by one (as one of the Arbitrators now rides in the Sidecar).
Arbites Suppressor Squad
130 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Arbitrator
4
4
3
3
3
1
3
1
7
Consists of 4 Arbitrators and 1 Arbitrator Leader. Each model is armed with a Bolt pistol, Power Maul,
Suppression Shield and Carapace Armor (4+ save).
Options
Any model may choose from the Adeptus Arbites Assault Weapons List, and two models may pick an
Adeptus Arbites Special weapon. The entire squad may pick Adeptus Arbites Grenades.
The entire squad may be fitted with a Respirator for +5 points, and/or Proximity Action Detectors for
+25 points per squad.
A Suppressor squad may be mounted in a Rhino at an additional cost of 50 points.
Convict Gang
45 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Convict
4
2
2
2
2
1
3
1
6
Consists of 10 convicts. Each model carries a Frag Bomb Harness. All convicts make use of the
Dispersed Formation rule.
Up to one Convict Gang can be fielded per 1000 points of army strength.
If a Convict Gang is deployed, the Army Commander will have a remote detonator. He may set off any
convict at any time by overcoming the battlefield interference level (he may only check once per turn
per convict to do so). Models whose collars are detonated normally do not count for Victory Points.
If any convict is hit by a blast marker of any kind, there is a 4+ chance that his harness will explode
prematurely. If this occurs, roll for the detonation of the bomb harness following the normal rules.
If the Frag bomb harness is triggered by the Army Commander and fails to detonate, the model
wearing it automatically attempts to flee the board in the fastest possible manner, and will take no
further part in the fighting. The same will happen if the Army Commander is killed.
Options
None.

Adeptus Arbites Support Units


Support
<25%
Arbites ESWAT Squad
80 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Arbitrator
4
3
3
3
3
1
4
1
7
Consists of 4 Arbitrators and 1 Arbitrator Leader. Each model is armed with a Bolt pistol and Carapace
Armor (4+ save).
Up to one ESWAT unit can be fielded per 1000 points of army strength.
ESWAT squads Infiltrate, and use the rules for Dispersed Formation.
Options
One model must pick an Adeptus Arbites Heavy Weapon; up to four more may choose a Basic or
Special weapon. The entire squad may pick Adeptus Arbites Grenades.
An ESWAT team may be upgraded to Power Armor for +5 points per model.
The Entire Squad may be equipped with a Grapnel and Grav Harness for +25 points per squad, and/or
one of the various Gunsights (see the Wargear Section) for +25 points per Squad.
Rather than Infiltrate, ESWAT teams may be mounted in support vehicles instead; if desired, up to two
of the ESWAT squads in the Army may be mounted in a single Rhino or Chimagon. Each Vehicle
mounted Squad is reduced in cost by ten points. Even if this option is chosen, the ESWAT squads may
still use Dispersed Formation rules.
Criminal Suppression Vehicles
110 points per model
CSVs that are not taken by character models are costed to the Support Section. Criminal Suppression
Vehicles piloted by Arbites Champions are still subject to the standard rules for Unit Coherency.
Sentinels
55 or 85 points per model
In open areas, the Adeptus Arbites occasionally employs light walker units to support the Arbitrators in
their pursuit of Justice. These Sentinel pilots are trained n both the support and reconnaissance duties
required for the apprehension and elimination of terrorist and cultist forces, and are well respected for
the zeal with which they pursue their missions.
Razorback Tanks
105 or 165 points per model
In times of great civilian unrest or planetary defense, the Arbitrators will call upon their Mechanized
Support Element, which is comprised largely of the Razorback MkII Tank. This multi-role vehicle is
perfectly suited for the Arbites, use With a transport capacity of 5 men and twin linked anti-personnel
or anti-vehicle weapons, it serves as the iron fist when the Emperors Justice must stand before any
who oppose it.
If the Razorbacks are deployed in squadrons, they need not be identically armed; you may alter the
turret armament, as needed. Razorbacks in each Arbites Squadron may possess the same vehicular
wargear, even if the armament is not identical.
Razorbacks need not be deployed in Squadrons, if you do not wish to do so. If Razorbacks are
deployed, any Arbites unit may make use of the Razorbacks transport ability once the game has
started, even ESWAT squads in power armor.

Vehicles
Armored Personnel Carrier
50 points
Crew Type
Arbitrator

M
4

>25%

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
16
24
1
10 M or 5 T
Tracked
The APC may be armed with one of the following: Multi-Laser (+40 pts), twin linked Heavy Bolters
(+15 pts), or twin linked Lascannon (+60 pts), any of which will have a 360 arc of fire in a turret. An
APC may upgrade with auto-launchers (with Frag or Blind) for (+5) points, or a Frag Defender for
(+10).
Armor
D6
Location
Front
Side/Rear
1-2
Wheels
15
15
3-5
Hull
20
17
6
Turret*
12
12
*If applicable; otherwise, treat as a Hull hit.
D6
1
2-5

D6
1
2-4
5
5
D6
1
2-5
6

Wheel Damage Table


A wheel is damaged, but the vehicle keeps running. The APC may only move at slow
speed for the rest of the game.
The Wheel is blown off. The APC moves out of control next turn, and then comes to a
permanent halt.
The Wheel is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. If the vehicle was
moving when it crashed, the models on board may be killed. Roll a D6 for each model
on board: if the vehicle was traveling at slow speed, the model is killed on a roll of 5+;
combat speed the roll is 4+; Fast speed the roll is 3+. Survivors may dismount normally
the following turn.
Hull Damage Table
The driver is hit and killed. The APC cannot fire weapons and will move out of control
for the rest of the game (unless another model can take over).
A large explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the vehicle is spun around to
face a random direction, and comes to a permanent halt.
The fuel tank ignites. All models on board are killed, and the wreck moves out of
control next turn before exploding. Any model within 3 of the point where it stops will
be hit as if by a heavy flamer.
Turret Damage Table
The APCs turret and auto-launchers are damaged, and may only be used on a roll of 4+
(check each turn).
The turret and auto-launchers are destroyed.
The weapon systems are destroyed, as above; in addition, the explosion flashes back
inside the vehicle. Roll on the HULL table to determine the result.

Criminal Suppression Vehicle


110 points
Crew Type
M
Arbitrator*
4
*Or as character type

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers Walk
Charge
Fast
Type
6
D6
-3
8
12
N/A
1
0
Walker
Each Criminal Suppression Vehicle comes with a Phase Field as standard equipment, and is armed
with either a Rotary Shotgun with a 90 arc of fire to the front, and may mount either an additional
Rotary Shotgun for +20 points or a Heavy Webber for +45 points if desired; both additional weapons
have a 90 arc of fire as well. It mounts a Chemical Dispersion Unit as standard; it may also upgrade
with auto-launchers with Frag or Blind (+5) points.
Armor
D6
Location
Front
Side/Rear
1-2
Legs
17
17
3-6
Body
20
15
HtH Stats
WS
A
*
1
*The Criminal Suppression Vehicle uses the
D6
1-2
3-4
5
6
D6
1
2
3-4
4-6

WS

of

the

pilot

in

HtH

combat.

Legs Damage Table


The CSVs leg holds, but the force of the blow slows it down. The CSV may not move
next turn.
The walker is knocked sprawling, It staggers D3 in a random direction, colliding with
anything it moves into
The leg is seriously damaged. The CSV may now only limp along at D3 per turn.
The leg is blown off. The CSV crashes to the ground, and is effectively destroyed.
Body Damage Table
The controls are damaged. The machine may only move or attack on a roll of 4+ (make
one check each turn).
The shot destroys the closest remaining weapon to the Attacker.
The shot penetrates the body and strikes the Arbitrator, killing him instantly.
The CSVs engine explodes, killing the Arbitrator and inflicting D3 S-6 hits with a -2
Mod to any models within 3.

Razorback Mark II
105 points
Crew Type
Arbitrator

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
18
25
2
5
Tracked
The tank is armed with twin linked Heavy Bolters, with a 360 arc of fire in the turret; these may be
replaced with twin linked Lascannon (+60pts). The Razorback may upgrade with auto-launchers (with
Frag or Blind) for (+5) points.
Armor
D6
Location
Front
Side/Rear
1
Track
15
15
2-4
Hull
20
18
5-6
Turret*
22
22
*If hit from the side/rear, roll D6: 1-3 = Turret, 4-6 = Gunner
D6
1
2-5
6
D6
1-3
4
5
6
D6
1
2
3
4-6

Track Damage Table


The track is damaged. The Razorback must move at slow speed for the rest of the game.
The track is blown off. The tank moves out of control, then comes to a permanent halt.
The track is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. Any models on board
are killed on a D6 roll of 4+; survivors may dismount normally the following turn.
Hull Damage Table
A large explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the tank is spun around to face
a random direction, and comes to a permanent halt.
The fuel tank ignites. All models on board are killed, and the wreck moves out of
control next turn before exploding. Any model within 3 of the point where it stops will
be hit as if by a heavy flamer.
The ammunition explodes. All models on board are killed, and any model within 3 of
the point where it stops will be hit by D6 S-10 hits with a -3 save.
Turret Damage Table
The turret weapons are damaged, and may only be used on a roll of 4+ (check each
turn).
The turret is jammed; the guns must fire in a straight line from this position.
The gunner is killed; the turret must be manned by the driver in order to fire.
The turret is blown off. All models in the Razorback are killed, and the turret flies 2D6
in a random direction. Any models hit by it take D6 S-9 hits with a -6 save modifier.

Gunner Damage Table


If the gunner is hit, determine wounds following the normal procedure; he receives an unmodified
save of 4+ from all attacks with a blast marker. The gunner wears carapace armor (4+). If he is
killed, the driver must operate the turret in order for the guns to fire. The gunner may duck inside
the vehicle to avoid close combat attacks before the HtH Phase; If the vehicle is in overwatch, he
may shoot AND duck!

Rhino Mark I
50 points
Crew Type
Arbitrator

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
18
25
1
10 M or 5 T
Tracked
The Rhino is armed with twin linked Bolters with a 360 arc of fire from the top of the vehicle. A
Rhino may upgrade with auto-launchers (with Frag or Blind) for (+5) points, or a Frag Defender for
(+10).
D6
1-2
3-5
6
D6
1
2-5
6
D6
1
2-4
5
5
D6
1
2-5
6

Location
Track
Hull
Weapons

Front
15
20
12

Armor
Side/Rear
15
18
12

Track Damage Table


The track is damaged but keeps running. The Rhino may only move at slow speed for
the rest of the game.
The track is blown off. The Rhino moves out of control next turn, and then comes to a
permanent halt.
The track is blown off, and the vehicle flips over, coming to a halt D6 away in a
random direction. Any model hit takes D6 S-7 hits with a -2 save. Any models on board
are killed on a D6 roll of 4+; survivors may dismount normally the following turn.
Hull Damage Table
The driver is hit and killed. The Rhino cannot fire weapons and will move out of
control for the rest of the game (unless another model can take over).
A large explosion tears through the crew compartment. Any models on board are killed
on a D6 roll of 4+.
The engine explodes. All models on board are killed, and the tank is spun around to face
a random direction, and comes to a permanent halt.
The fuel tank ignites. All models on board are killed, and the wreck moves out of
control next turn before exploding. Any model within 3 of the point where it stops will
be hit as if by a heavy flamer.
Weapon Damage Table
The Rhinos bolters and auto-launchers are damaged, and may only be used on a roll of
4+ (check each turn).
The Bolters and auto-launchers are destroyed.
The weapon systems are destroyed, as above; in addition, the explosion flashes back
inside the vehicle. Roll on the HULL table to determine the result.

Road King Bike


10 points
Crew Type
Arbitrator

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
6
D6
-2
8
20
30
1
0
Bike
The Road King bike is armed with an Arbites Shotgun with a 180 arc of fire to the front.

D6
1-2
3-6
D6
1
2
3
4

5-6

Armor
Location
Front
Side/Rear
Road Judge
See below
Bike*
12
10
*Dice between sidecar and the bike, if appropriate
Road King Damage Table
The armament is knocked loose and is lost for the rest of the game.
The Bike may only move at Slow speed for the rest of the game.
Roll a D6 at the start of each of the Arbites movement phases. On a 4+, the driver
retains control and can move normally; otherwise, he moves out of control for that turn.
The driver suffers a wound. If he is killed, then the Bike moves out of control until it
crashes, at which point it is destroyed. Anyone under the model when it crashes takes
D3 S5 hits with a 2 save modifier. (Note that, if the bike has a Sidecar, the passenger
CANNOT take control of the bike!)
The Bikes engine explodes, killing the rider(s). The wreck hurdles out of control next
turn, before coming to a permanent halt. Models hit by the bike are affected as if hit by
a flamer.

Road Judge Damage Table


Roll to wound the Arbitrator as normal; if he is slain, the Bike moves out of control in the
following turn, and crashes normally.

Road King Hover Bike


20 points
Crew Type
Arbitrator

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
6
D6
-2
8
20
30
1
0
Bike
The Road King bike is armed with an Arbites Shotgun with a 180 arc of fire to the front. It uses the
Skimmer rules for terrain, but is otherwise treated as a bike.
D6
1-2
3-6
D6
1
2
3
4

5
6

Location
Road Judge
Bike

Armor
Side/Rear
See below
12
10

Front

Road King Damage Table


The Shotgun is knocked loose and is lost for the rest of the game.
The Bike may only move at Slow speed for the rest of the game.
Roll a D6 at the start of each of the Arbites movement phases. On a 4+, the driver
retains control and can move normally; otherwise, he moves out of control for that turn.
The driver suffers a wound. If he is killed, then the Bike moves out of control until it
crashes, at which point it is destroyed. Anyone under the model when it crashes takes
D3 S5 hits with a 2 save modifier. (Note that, if the bike has a Sidecar, the passenger
CANNOT take control of the bike!)
The Bikes engine explodes, killing the rider(s). The wreck hurdles out of control next
turn, before coming to a permanent halt. Models hit by the bike are affected as if hit by
a flamer.
The Bikes fuel catches fire and explodes, killing the rider(s). Fragments of the bike
hurtle over the area, causing D3 S6 hits with a -2 save to all models within 3.

Road Judge Damage Table


Roll to wound the Arbitrator as normal; if he is slain, the Bike moves out of control in the
following turn, and crashes normally.

Sentinel (IG Pattern)


55 points
Crew Type
Arbitrator

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers Walk
Charge
Fast
Type
6
D6
-3
8
12
N/A
1
0
Walker
The Sentinel is armed with either a Multi-Laser or a Lascannon with a 90 arc of fire to the front. It
may upgrade with auto-launchers (with Frag or Blind) for (+5) points
D6
Location
1-2
Legs
3
Las Weapon
4-5
Body
6
Pilot
HtH Stats
WS
A
3
3
D6

Front
15
15
15

Armor
Side/Rear
15
15
15
See below

3-4
6

Legs Damage Table


The Sentinels leg holds, but the force of the blow slows it down. The Sentinel may not
move next turn.
The walker is knocked sprawling, It staggers D3 in a random direction, colliding with
anything it moves into
The leg is seriously damaged. The Sentinel may now only limp along at D3 per turn.
The leg is blown off. The Sentinel crashes to the ground, and is effectively destroyed.

D6
1
2-5
6

Las Weapon Damage Table


The weapon is partially damaged. It will only fire if you first roll a 4+.
The weapon is destroyed.
The weapon explodes, killing the Arbitrator and effectively destroying the machine.

D6

Body Damage Table


The controls are damaged. The machine may only move or attack on a roll of 4+ (make
one check each turn).
The shot penetrates the body and strikes the Arbitrator, killing him instantly.
The Sentinels engine explodes, killing the Arbitrator and inflicting D3 S-6 hits with a
-2 Mod to any models within 3.

1
2

1
2-3
4-6

Pilot Damage Table


Roll to wound the Arbitrator as normal; he is wearing Flak Armor (6+ Save). If he is slain, the
Sentinel moves out of control in the following turn, and then crashes to the ground.

Chimagon APC
135 points
Crew Type
Imperial Guards

M
4

WS
3

BS
3

S
3

T
3

W
1

I
3

A
1

Ld
7

Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
8
D12
-5
6
12
20
3
1SQD+1
Grav-Attack
The Chimagon is armed with a Multi-Laser with a 270 arc of fire in the nose. A Chimagon may
upgrade with auto-launchers (with Frag or Blind) for +5 points, or a Frag Defender for +10.
D6
Location
1-2
Grav-Motor*
3-5
Hull
6
Multi-Laser
*Closest One to attacker
D6
1
2-5

D6
1
2-3
4
5
6
D6
1
2
3
4
5-6

Front
16
21
18

Armor
Side/Rear
16
20
18

Grav-Motor Damage Table


The thrusters are damaged, but keep the vehicle aloft. The Chimagon may only move at
slow speed for the rest of the game.
A grav-array is damaged beyond repair. The vehicle moves towards the ground in a
random direction, accelerating by 10 for each turn of descent. Any models hit by the
Chimagon when it crashes are hit by a normal ram attack (as is the APC).
A grav-pod is blown off. The vehicle flips over, and dives nose first into the ground,
coming to a halt D6 away in a random direction. Any model hit takes D6 S-7 hits with
a -2 save. Any models on board are killed on a D6 roll of 4+; survivors may dismount
normally the following turn.
Hull Damage Table
The driver is killed; the vehicle will move out of control until another crewman takes
his place.
The explosion tears through the crew compartment. Any models on board are killed on
a D6 roll of 4+.
The grav-engine explodes. All models on board are killed, and the vehicle immediately
plummets to the ground. Any model hit by the Chimagon will suffer D6 hits equivalent
to ram attacks.
The fuel tank ignites and the vehicle bursts into flames. All models on board are killed,
and the flaming wreck moves out of control as it sinks to the ground. Any model within
3 of the point where it stops will be hit as if by a heavy flamer.
The ammunition explodes. Those on board are killed as the vehicle is torn apart, and
any model within 3 of the point where it blows is hit by D10 S-5 hits with a -1 save.
Multi-laser Damage Table
The multi-laser is damaged, and may only be used on a roll of 4+ (check each turn).
The chin mount is jammed, and the multi-laser must fire in a straight line.
The multi-laser is destroyed.
The multi-laser is destroyed, and the explosion flashes back; roll on the HULL table.
The gun is blown off, taking the nose with it. All models are killed, and the hull is
tossed to the ground 2D6 in a random direction. Any models hit by it take D6 S-9 hits
with a -6 save modifier.

Adeptus Arbites Weapons


Hand to Hand Weapons
Chainsword
Save
Str
Dmg
Mod
4
1
-1

Armor
Pen
2D6+4

Special
Close combat, Parries

Power Mace
Str
5

Dmg
D3

Save
Mod
-2

Armor
Pen
2D6+D3+5

Close combat

Dmg
1

Save
Mod
-3

Armor
Pen
2D6+5

Close combat

Save
Mod
-3

Armor
Pen
2D6+5

Close combat, parry

Special

Power Maul
Str
5

Special

Power Sword
Str
5

Dmg
1

Pistols & Close Combat Weapons


Autopistol
Range
To Hit
Short
Long
Short Long
0-8
8-16
+2
Bolt Pistol
Range
Short
Long
0-8
8-16

To Hit
Short Long
+2
-

Special

Str
3

Dmg
1

Save
Mod
0

Armor
Pen
D6+3

Special
Close combat

Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Special
Close combat

Bomb Harness (Frag)


Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
4
1
-1
D6+4
2 Blast Marker
1
D6
3
1
-1
D6+4
2 Blast Marker
To detonate the bomb harness, you must first overcome the battlefield interference level. Then, roll a D6;
on a roll of 1, the bomb harness does not activate, and cannot be remotely detonated for the rest of the
game. If the harness does activate, place a 2 Blast Marker over the model carrying the harness. All models
under this template are hit (using the standard rules) by the S-4 hit. Then roll another D6, to determine how
many secondary blasts are created. Roll the Scatter Die and a D6 to determine the direction and distance of
this attack, and place a 2 Blast Marker for the S-3 effect in this location. Any models more than 50% under
the secondary blast will be Hit on a 4+. Once all of the effects have been ascertained, the model carrying
the Bomb Harness is then removed as a casualty.
Note that if a model with a Bomb Harness is hit by a Blast Template of any kind will automatically
detonate the Bomb Harness as described above, even if it has been determined that the Harness cannot be
triggered by remote control.

Hand Flamer
Short
Long
Short Long
Str
Dmg
Mod
Pen
Small Flamer Template
4
1
-2
D6+4
Use standard blast template rules. Models surviving a Flamer hit may catch fire.

Special
Close combat

Laspistol
Range
Short
Long
0-8
8-16

To Hit
Short Long
+2
-1

Str
3

Dmg
1

Save
Mod
-

Armor
Pen
D6+3

Special
Close combat

Web Pistol
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-4
4-8
-1
Close combat
Targets hit by a web pistol may do nothing until released using special web solvent carried by all troops
using web guns. At the start of their turn, models enmeshed in webs may attempt to free themselvesroll a
D6, and add the trapped models Strength. If the score is 9 or more, the model is freed and may move and
act normally thereafter. Otherwise, it must immediately make its normal saving throw or sustain 1 wound.
Vehicles cannot be webbed.
Basic Weapons
Autogun
Range
Short
Long
0-12
12-32

To Hit
Short Long
+1
-

Str
3

Dmg
1

Save
Mod
-

Armor
Pen
D6+3

Special

To Hit
Short Long
+1
-

Str
4

Dmg
1

Save
Mod
-1

Armor
Pen
D6+4

Special

Boltgun
Range
Short
Long
0-12
12-24
Flamer
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Flamer Template
4
1
-2
D6+4
Use standard Template rules. Models surviving a Flamer hit may catch on fire.
Grenade Launcher
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
0-20
20-60
-1
Move or fire for foot troops. This weapon may use the rules for Indirect Fire.

Special

Special
As grenade type

Lasgun
Range
Short
Long
0-12
12-24

To Hit
Short Long
+1
-

Str
3

Dmg
1

Save
Mod
-1

Armor
Pen
D6+3

Special

To Hit
Short Long
+1
-

Str
8

Dmg
D6

Save
Mod
-4

Armor
Pen
2D6+8

Special

Meltagun
Range
Short
Long
0-6
6-12

Needle Sniper Rifle


Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-16
16-32
+1
3
1
-1
D6+3
Against a living target, no to wound roll is required (ignore this effect when used against Tyranids,
Genestealers, Daemons, and the Eldar Avatar).
Shotgun, Arbites
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-4
4-18
-1
4
1
D6+4
Solid
0-4
4-18
-1
3
1
D6+4
Scatter; 1 Blast Template
0-4
4-18
-1
+1
4
1
-2
D6+D3+4 Executioner
Ordinary troopers hit but not slain by a solid or scatter shells will be knocked back 2 and will fall over on
a D6 roll of 4+. Troops that have fallen over must spend the next Movement Phase regaining their feet.
Note that this rule only affects ordinary troopers - not vehicles, robots, Terminators or Dreadnoughts.
Stub Gun
Range
Short
Long
0-12
12-32

To Hit
Short Long
+1
-

Str
3

Dmg
1

Save
Mod
-

Armor
Pen
D6+3

Str
8

Dmg
D10

Save
Mod
-3

Armor
Pen
D6+D10+8

Special
Sustained Fire -1

Str
5

Dmg
D4

Save
Mod
-2

Armor
Pen
D6+D4+5

Special
Sustained Fire -2,

Special

Heavy Weapons
Autocannon
Range
To Hit
Short
Long
Short Long
0-20
20-72
Move or Fire for foot troops.
Heavy Bolter
Range
To Hit
Short
Long
Short Long
0-20
20-40
Move or Fire for foot troops.

Heavy Webber
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-12
12-24
Special
Models hit by a webgun may not move for the remainder of the game. A model may attempt to free itself at
the beginning of its own turn by rolling D6 and adding its Toughness; a result of 9 or greater frees the
model. Models failing this test must make an immediate armor saving throw or suffer 1 wound. Vehicles
hit by a Heavy Webber must roll a D6 on the following chart:

To Hit

Vehicle Speed Last movement phase


0-4
4-8
8-12
12-16
16+
3+
4+
5+
6+
Miss

A miss against a vehicle has no further effect. A hit brings the vehicle to an immediate halt regardless of its
speed. The vehicle may do nothing while it remains webbed. Troops inside may not operate weapons, fire
from it, or leave. The vehicle may attempt to break free from the web at the start of each subsequent turn;
roll a D6 on the Vehicle Escape Chart.
D6
1
2-3
4
5-6

Result
Fail. Trapped for the remainder of the game; may not roll again on this table.
Fail. Remains trapped; try again next turn.
Fail. One randomly determined weapon is freed and may be used normally.
Free. The web is destroyed as soon as the vehicle moves in its next turn.

Lascannon
Range
To Hit
Short
Long
Short Long
0-20
20-60
Move or fire for foot troops.
Missile Launcher
Range
Short
Long
0-20
20-72

To Hit
Short Long
-

Save
Mod
-6

Armor
Pen
3D6+9

Str
9

Dmg
2D6

Str

Save
Dmg
Mod
As missile type

Armor
Pen

Special

Special
Move or fire for troops

Missile Types
Save
Armor
Str
Dmg
Mod
Pen
Special
Frag
4
1
-1
D6+4
2 Blast Template
Super Krak
8
D10
-6
D6+D10+8 See the appropriate ammunition descriptions for more information on each type of missile.
Type

Multi-Melta
Range
Short
Long
0-12

To Hit
Short Long

12-24

+1

Str

Dmg

Save
Mod

Armor
Pen

2D12

-4

D6+2D12+8

Special
2 Blast Template, Move
or Fire for troops

Grenades
Range
Short
Long
Sx2
Type
Frag
Krak
Melta Bomb

To Hit
Short
Long
-

Str

Str
3
6

Dmg
1
D6

Save
Mod
-1
-3

D6

-4

Save
Armor
Dmg
Mod
Pen
Special
As grenade type; see below
Armor
Pen
Special
D6+3
2 Blast Marker
2D6+6
Thrown suffers 1 to hit; scatter as normal
Placed by hand by model in base-to-base contact
2D6+8
or in Close Combat.

Grenade Effects
Blind
2 Blast Template, remains. No troops may draw Line of Sight through, into, or out of a Blind cloud.
Psykers may not use their powers if a Blind cloud hides their target. Models in Close Combat within a
Blind cloud may fight, but they halve their Weapon Skill, rounding up. At the start of each sides turn, roll
a D6 and consult the cloud Movement rule to see what happens to it.

Choke
1 Blast Template, remains. Models affected by the cloud must make an immediate Choke testroll a
D6; on a 3+, the model succumbs, remaining incapacitated as long as the gas cloud covers them. They will
recover automatically if the cloud is dispersed or moves away. Models under the influence of Choke may
be ignored for the purposes of targeting. All Space Marines, Eldar Aspect Warriors, Tau Battlesuits, MegaArmored Orks, Dreadnoughts, and enclosed vehicles are exempt from the effects of Choke gas.
Photon Flash Flare
1 Blast Template, temporary. Models must roll D6 on the following chart:
No Effect
Dazzled
Blinded
1
2+
Unprotected Troops
1-3
4-5
6
Troops w/Visors
1-5
6
Troops w/AutoSenses
Unprotected Troops: Orks, Gretchin, Snotlings.
Troops w/Visors: Imperial Guard, Eldar, Squats, Space Marine Scouts.
Troops w/AutoSenses: Space Marines, Terminators, Dreadnoughts and enclosed vehicles.
Dazzled troops have their WS and BS reduced to 1 for the remainder of the current turn.
Blinded troops may move, but in a random direction at half normal move rate. Blinded troops may not
shoot, but may fight in close combat with a WS of 1. Blinded troops are blind for the remainder of this turn
and the entirety of the next turn. After that, roll a D6 for each blinded modelon a 5+, sight is recovered
immediately.
Scare
2 Blast Template, immediate. Models affected by the gas must roll a 1 on D6 to avoid its effects. All
Space Marines, Eldar Aspect Warriors, Tau Battlesuits, Mega-Armored Orks, Dreadnoughts, and enclosed
vehicles are immune to the gas effects. If a model affected by scare is not in cover, it will immediately
turn towards the nearest cover that lies away from the enemyor the table edge if it is closer. During its
own turn, the model will flee 2D6 towards this cover, and will hide in it if possible. The model may do
nothing else in its turn, and may not fight even if attacked. Normal targeting rules are suspended for
models affected by Scare. Once Scared, a model may only shake off the effects by rolling a 5+ on D6 at
the start of its own turn.
Smoke
2 Blast Template remains. Only troops equipped with IR vision, auto-senses, scanners, targeters, or
bionic eyes can draw Line of Sight through smoke. Psyker powers are unaffected by smoke, but they may
not draw Line of Sight through it with normal vision. Models within a smoke cloud have the option of
staying put or moving half their normal rate in a random directionthey may fight in a smoke cloud, but
halve their Weapon Skill rounding up. Space Marines (including Scouts and Terminators), all Imperial
Guard forces, Tau, Squats, all Dreadnoughts, crewmen in all enclosed vehicles, and all Eldar including
Aspect Warriors and Guardians are equipped with technology that enable them to draw Line of Sight
through smoke clouds. This basically leaves Orks and Tyranids as being effected.
Cloud Movement
Many types of ammunition cause a semi-permanent blast marker to appear on the battlefield; these are
noted as remains in their description. Unless otherwise specified, for blast markers that dont disappear
immediately roll of D6 at the start of each sides turn to determine what happens to them, as follows:
1
2-4
5
6

Cloud remains where it is but disappears at the end of this turn.


Cloud remains where it is.
Cloud shrinks to half its current radius, rounding down to the nearest .
Cloud moves away D6 in a random direction.

Support Weapons
Auto-Launcher
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
6
Auto
3
1
-1
D6+3
Frag; 2 blast radius
6
Auto
Blind Grenades
6
Auto
6
D6
-3
2D6+6
Krak grenades
May be triggered in the shooting phase of the vehicles turn in addition to normal firing. The first grenade
in the spread automatically hits a point 6 away in the forward 90 arc. The other two grenades deviate
D3 away from the target point of the first grenade. May fire two salvoes of the same type in a game.
Chemical Dispersion Unit
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
3 Blast Marker (remains)
0-3
Special
None
Special
Place a 3 Blast Template directly over the vehicle. Any model under the cloud (other than those in
Terminator suits or an enclosed vehicle) is automatically affected by Stupidity. Once free of the cloud, they
must make a Leadership test in the following Rally Phase to shake off the effects of the gas.
Frag Defender Unit
Any model in Base to Base contact with the vehicle in the hand to Hand Phase suffers an automatic Str 4
hit with a -1 Armor Save modifier (treat as a Blast Marker attack). This effect may be used twice per game.
Multi-laser
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
0-20
20-60
+1
6
D4
-1
D6+D4+6
Multi-lasers ignore the first two jams rolled on the Sustained Fire dice.

Special
Sustained Fire-3

Rotary Shotgun
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-6
6-24
-1
4
1
D6+4
0-6
6-24
-1
3
1
D6+4
1 Blast Template;
0-6
6-24
-1
+1
4
1
-2
D6+D3+4
All shots with the Rotary Shotgun have Sustained Fire (2 dice). The player firing the Rotary Shotgun may
choose which type of ammunition will be used each turn. Ordinary troopers hit but not slain by a Rotary
Shotgun will be knocked back 2 and will fall over on a D6 roll of 4+. Troops that have fallen over must
spend the next Movement Phase regaining their feet.

Adeptus Arbites Psyker Abilities


Adeptus Powers
Assail
Force 1, Range 24
Targets any single model within range. You may move the target up to 6 in any direction (including
onto blast markers, or into dangerous terrain) and choose its facing. You can even move models into
Hand to Hand combat; models moved in this way do NOT count as charging. This attack will knock
models out of Overwatch, or a cause Move or Fire weapon to loose its next Shooting Phase. Assail will
not move a vehicle around, but it will cause a moving vehicle to go out of control in its next Movement
Phase on a D6 roll of 4+.
Carmine Assassin, The
Force 1, Range 18
Pick a single model within range; the victim must roll under its Toughness on D6 or it is slain. No armor
save is permitted. It may be used to attack a single crewman without rolling for armor penetration, but if
the vehicle is enclosed the victim may roll 2D6 and pick the lowest value when attempting to roll under
his Toughness.
Displacement
Force 2, Range 3D6
User may teleport a friendly squad or single model from a position anywhere on the battlefield. Troops
are moved up to 3D6 in any direction, ignoring obstacles and intervening terrain as they are moved.
Troops may be moved onto a roof, rocky pinnacle or other elevation, and may be used to move troops
into Hand to Hand combat, in which case they fight in the next combat round and count as Charging in
that round. Note that any model which falls from a precarious position is assumed to have actually fallen,
and will suffer one wound on a 4+, with a normal saves allowed. This power does not work on vehicles
or enemy models of any kind.
Gate, The
Force 1, Range 18
Place two markers on the board, each of which must be within 18 of the psyker. LOS is not required
when placing the Gate, but it cannot be placed into a vehicle which is capable of movement. Any models
(friend or foe) which move into one marker from any direction reappear instantly out of the other,
expending no movement while moving through the Gate; they may charge or make run moves as normal
through it. Only normal foot troops (of either side) may move through the Gate; if there is any question
as to who may use it, the model in question must be able to fit into the area of the template. The Gate
blocks LOS, and cannot be used to shoot (or use psychic powers) through. It remains until nullified or the
user is slain, and must be cast as a new power if the psyker wishes to move it.
Hellfire
Force 2, Range 24
Place the special Hellfire template (2 blast template) anywhere within range of the user. Each model
touched by the template suffers an S4 hit, and normal armor saves apply. The template blocks Line of
Sight and any model touching it will suffer an S4 hit while it remains on the board. Remains until
nullified or the power is used again.
Lightning Arc
Force 3, Range 24
Strikes the first model in a straight line within range. The target sustains an S6 hit causing D3 wounds.
If the first target is killed by the Arc, the psyker may cause it to hit another model within 6 of the first,
inflicting damage as before, and so on, and causing up to 6 hits in succession. If the Arc penetrates a
vehicles armor, the psyker can cause it to strike another model within 6or a different location on the
same vehicle for up to 6 hits, as described above.

Machine Curse
Force 2, Range 24
Place the Machine Curse template (2 blast template) anywhere within range of the user. Any model
touched by the template will be affected. All ranged weapons affected will be unable to fire (including
pistols used in close combat) and robots, Terminators, Dreadnoughts or vehicles will be unable to move
or to fight in Close Combat until the curse is nullified (vehicles stop moving entirely if effected)-. If an
object is taken out of the area, it will start working again. Troops may fire into or through the area
without penalty, and the power does not effect systems that are not specifically listed on the card.
Remains until nullified or the user is slain.
Scan
Force 1, Range 36
All hidden enemy models within range are detected automatically (the user will communicate their
position to friendly troops). If any enemy psykers are within range, you can examine his opponents
hand of Warp Cards; you may also look at one randomly-chosen psychic power card of each enemy
psyker in range.

Adeptus Arbites Wargear


Uncommon
Bio-Scanner
2 pointsAdeptus Arbites only
A model carrying this item may detect Hidden models within its Initiative x 3 radius in inches. Bioscanners increase the multiplier of seeing a target in the darkness by adding a +1 bonus to the multiplier to
do so.
Uncommon
Bionic Arm
5 points
The model gains +1 S in HtH, and when throwing grenades; he may also add +1 to his I score when
resolving ties in Close Combat.
Uncommon
Bionic Eye
5 points
The model gains +1 to hit, and may detect hidden troops, all vehicles, and any psykers within 24. Note
that if the model uses the Bionic Eye to scan it may not make shoot in the same turn.
Uncommon
Bionic Leg
3 points
The model gains +1 Attack, and may make a special Kick Attack if it wins a round of hand-to-hand combat.
The kick attack may be made instead of all of the hits that would normally be inflicted, and is resolved at
+2 to the models Strength, inflicting D3 damage. If the target is no bigger than the model with the Bionic
Leg, it is also knocked back D3 by the kick.
Uncommon
Grapnel + Grav Harness
5 pointsAdeptus Arbites only
Instead of shooting a weapon, the user may fire the grapnel at a surface (a ledge, for example) or another
model. If you hit a surface with the Grapnel, a model may winch itself to that surface in its next movement
phase.
Grapnel
Range
Short
Long
0-8
8-16

To Hit
Short
Long
+2
+1

Str
2

Dmg
1

Save
Mod
-

Armor
Pen
D6+4

Special
Solid

The wearer of a Grav Harness sustains no damage from falling or jumping, and may fall any distance
without penalty.
Gunsight, Infrared
Uncommon
5 pointsAdeptus Arbites only
If user is stationary, reduces Cover To Hit penalties by 1; does not apply to models appearing or
disappearing from Overwatch or if weapon being fired uses any Sustained Fire.
Uncommon
Gunsight, Monocular
5 pointsAdeptus Arbites only
When used while stationary with a Basic, Special, or Heavy weapon, grants a +1 to hit, except against
targets appearing or disappearing from Overwatch.
Gunsight, Red-Dot Laser
Uncommon
3 points Adeptus Arbites only
When used on a Pistol, Special, or Basic weapon, grants a +1 to hit. However, targets gain an unmodifiable
6+ save to dodge the shot.

Unique
Gunsight, Telescopic
5 pointsAdeptus Arbites only
A stationary fighter with this sight doubles his weapons Short Range, except when used against targets
appearing or disappearing from Overwatch.
Unique
Infra-Goggles
5 pointsAdeptus Arbites only
User can spot hidden enemies at double his Initiative distance in inches. Goggles increase the multiplier of
seeing a target in the darkness by adding a +1 bonus to the multiplier to do so.
Uncommon
Lobo-Chip
10 pointsAdeptus Arbites Medics only
This mental restraint overloads the victims neural centers, and causes them to become docile. It may be
used in place of a normal weapon in the HtH phase, and if the Medic wins, he uses his attacks to place the
chip, rather than take any damage, The victim then becomes subject to Stupidity for the rest of the game.
This is a one use device, and once it has been placed successfully on an opponent, it may not be used again
for the rest of the game.
Uncommon
Medi-Pack
10 points
To use this item, the user must move into base-to-base contact with the model on which you want to use it.
At the end of the close combat phase, the medi-pack may be used to do one of the following:

Restore 1 Wound to a wounded but still living character.

Restore a model reduced to 0 Wounds to 1 Wound on a roll of 5+ on D6.

Restore the vision of any blinded model.

Cure the effects of any non-lethal gas type.

Act as a Web Solvent dispenser.

Negate any psychological effects in a model.


Uncommon
Photo-Contacts
1 pointAdeptus Arbites only
The wearer may see and move through Smoke clouds without penalty, and shoot through a cloud with a 1
To Hit penalty.
Uncommon
Photo-Visor
3 pointsAdeptus Arbites only
The user may re-roll the test to avoid a Photon Flashs effects, and may see and move through Smoke
without penalty, shooting through such clouds with a 1 To Hit penalty.
Uncommon
Proximity Action Detector
5 pointsAdeptus Arbites only
If the model is shot at from Overwatch, he gains a 4+ unmodifiable saving throw to dodge the shot.
Uncommon
Respirator
1 pointAdeptus Arbites only
The user may re-roll any failed Toughness test once to avoid the effects of gases. The second result stands,
even if it is still a failure.
Rare
Screamers
10 pointsAdeptus Arbites only
This piece of wargear is represented by four counters. These may be deployed anywhere on the board, after
all of the opponents hidden counters are placed; each of the Screamers must be placed within 6 of at least
one other Screamer counter. If any infiltrating units move between the Screamers during their movement
phase, the unit is then detected, and placed on the board immediately. (Note that Screamers are not effective
against Dark Eldar Mandrakes!)

Uncommon
Skull Chip
10 pointsAdeptus Arbites only
The user may re-roll any Initiative-based die tests that he fails. The second result stands, even if it is still a
failure.
Rare
Suppression Shield
5 pointsImperial Agents only
A model equipped with a Suppression Shield automatically inflicts an S3 hit resolves on a single opponent
when it charges into hand-to-hand combat; this hit resolves before HtH is started. Models wearing a Shield
also receive a +2 bonus to their armor saving throw against shooting or hand-to-hand combat damage. Note
that as with all shields, these effects only apply if the incoming attack is from the models front 90 arc of
sight.
Tranquilizer Rounds
Uncommon
5 pointsAdeptus Arbites only
These special rounds are designed to be fired out of the Adeptus Arbites shotgun for Apprehension Units. If
the Target is hit, he is only allowed an armor save at a -1 modifier. If it fails, instead of using the normal To
Wound Table to determine the effects of the hit, use the following table:
Roll
1 -2
3-4
5
6

Tranquilizer Effects
No Effect
Drugged: Reduce M, WS, BS, I and Ld by ; Reduce A to 1
Sedated: Reduce M, WS, BS, and I to 1; Reduce A to 0
Unconscious: Remove model as a casualty

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