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Codex Adeptus Arbites

Adeptus Arbites Special rules.


Thin Black Line: Arbites combat operations usually commence with an isolated
incident reported by small patrol forces.

At the start of the battle up to half of the total number of units in the army (rounded
down) may begin on the field. Only Troop choices, a single HQ, and any unit with the
Scouts or Infiltrate abilities are eligible for deployment. All others are placed in Reserve.
This army is allowed to start with no Units on the board.

The Arbites may decide to forfeit their dice roll to see who goes first and go second.
Placing their whole army on the table, this also forfeits and seize the initiative rolls.

Because of the thin black line the Arbites may not receive a secondary detachment,
instead if the points for the battle are more than 2000 pts all unit limitations are removed
(e.g. 0-1). They may however still receive a secondary allied detachment.

Call for Backup: Any Arbite unit may be held in Reserve at the start of the game, even
when the Reserves rule is not in effect. When they become available, they are deployed
anywhere along the table edge of the Arbites deployment zone. If no such table edge
exists, at the start of the game the Arbites player may designate any one table edge as
the location where all of his Reserves will arrive from.



To serve The Emperor. To protect His domains. To judge and stand
guard over His subjects. To carry the Emperors law to all worlds
under His blessed protection. To pursue and punish those who
trespassed against His word. Oath Sworn by Cadets.



Advanced Response Dictate: all Arbites are given Intense training on how to respond
to hostile targets and how to aid in units already attacking said target. In many cases
Arbites have their transports wait for the right opportunity to strike, as the team moves
ahead.
When an Arbite unit comes unto the board they gain a rule that corresponds with their
Riot Tactic, this represents the different training that each squad has.
Riot Tactics Assault: Arbites train endlessly to make close combat fast and
efficient, but in order for the attack to succeed they must prepare the assault.
If a unit with this rule does not shoot it gains the Furious charge rule from the
warhammer 40k rule book.
Riot Tactics Defend: Arbiters train in order to block or blunt an assault on them,
but each unit must brace itself for the oncoming charge of hostiles.

If a unit with this rule does not assault it gets the counter attack rule from the
warhammer 40k rule book.
Riot Tactics Support: Team work is everything to an Arbite, and so they train to
work with each other and prepare themselves for combat by training with their fellow
squad members.
If a unit with this rule forgoes one of its actions (Shoot, run, or assault). In the assault
phase the unit gains the feel no pain rule from the Warhammer 40k rule book, but only
on roles of 6.
Vehicle Riot Tactics: Arbite units that have a dedicated transport may choose to
start disembarked from the transport when they arrive on the bored via reserves and the
transport then enters ongoing reserves, the transport must arrive from the same table
edge.




No servant of the Emperor dies unavengend or in vain. No enemy of
the Emperor escapes unpunished. Promise of the Arbites.







Warlord Traits.
The Warlords of the Adeptus Arbites never end in their fight against the forces that seek
to destroy the Imperium. They have gained experience and the favor from the God

Emperor in doing this. They receive their favor from the Emperor in different forms but
they use it to their full extent.

When generating Warlord traits, an Adeptus Arbites Warlord can chose to roll on the
table presented below or on a table from the Warhammer 40,000 rule book.
Warlord Traits Table.
1 Eternal Enforcer: The Warlord has sworn to never stop perusing those who
commit crime.
The Warlord and all units within 12 have preferred enemy (Chaos Space
Marine).

2 Justice Unbound: The Warlord is filled with a righteous fury to destroy all
those who break the Holy Emperors Laws.
The Warlord and any unit he joins gain the Rage Special rule.

3 Emperors Might: The Warlord is filled with the might of the Emperor.
The Warlord gains the Hammer of Wrath Special rule.

4 Emperors Glory: The Warlord is guided by the glory of the Emperor, and will
not cease his assault against the law breakers of the Imperium.
Once per game. The warlord may chose to use this power in the shooting or
close combat phase. If used all to hit rolls may be re-rolled

5 Eternal Insight: The Warlord has received a vision from the Emperor guiding
his attacks.
Once per game. The warlord may chose to use this power in the shooting or
close combat phase. If used all to wound rolls may be re-rolled

6 Unyielding: The Warlord will never give up and will continue to fight no matter
what happens to him.
The Warlord gains the Feel no Pain special rule when within 12 of an objective.













Marshals of the Court
Any man who fears the Emperor, fears those who wear an Adeptus Arbites
Badge, Lord Justice Stelkieg.
A Marshal of the court is the second highest acting rank in the Arbites, although
they do table work and delegate most of the work they do still manage to get out in the
field and do the dirty work. To have Marshal of the court show up in a solar system
means there is something large and dangerous on. From daemon incursion to an ork
invasion they only show up when they are of the utmost needed.
They oversee sector spanning precints and coordinate with any forces available,
whether they are the Imperial Guard, the Sisters of Battle, the Imperial Navy or anything
else they may need. They have more power than most inquisitors and they use it.
The rank is known by many names such as: Lord Justice, Lord High Marshal,
and Grand Lord Marshal or Justice, High Judge, Lord Judge, etc, etc.

Marshal of the Court: Ws 6 Bs 5 S 3 T 3 W 3 I 5 A 4 LD 10 Sv 4
Unit type: Infantry (character)
Wargear:
Judges Armor (pg 35), bolt pistol, Close Combat weapon, badge of the Justicar (pg 33),
Riot Grenades (pg 34).
Special rules:
Independent Character, Stubborn, Riot tactics: Any (pg 3)
My word is law. The Marshal of the court can rally anyone near him to get back into
the fight for Justice.
Any friendly units within 12 can use his unmodified leadership for any tests
Will of the emperor. The Marshal of the court has the Emperor with him. And with his
help the Marshal will not go down easily.
The model has It Will Not Die Special rule.
Hand of Justice. To face an Arbites Marshal is to bear
the full weight of the Emperors laws on them, and in
extent the Emperor himself. The Marshal can use his
will to call upon the Emperor to help him in the direst of
circumstances.
Once per game any enemy unit in base to base contact
with the Marshal suffers -1 I and -1 A.

By order of Lord High Marshal Berg you,
Inquisitor Malfess, are deemed Heretic and
will be executed for treason against the
Emperor. May the Emperor have mercy
upon thee. Judge Dracin.






Marshal of the Court Command Squad
The Marshal of the Court cannot keep track of all the things he needs to, so he
has a group of trusted Arbites that he delegates the more menial task. They accompany
him everywhere he goes. And do whatever he commands
Command Squad: WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 8 Sv 4
Unit Type: Infantry
Wargear:
Carapace armor (pg 35), bolt pistol, Close Combat weapon, Riot Grenades (pg 34).

Liaison Arbitor.
The liaison Arbitor helps coordinate with other forces of the Imperium. When
there is a Liaison to the Marshal on the field there is perfect coordination between any
Imperial forces.
If he is included the Arbites May take one more Elite, Fast Attack, or Heavy
support for an Allied Detachment.

Communication Arbitor.
The Communication Arbitors goal is communication and information, if anything
is happening anywhere he his informed and redirects whatever is needed to combat it.
As long as he does not move the Arbites Army gets +1 to reserve rolls.

Medic Arbitor.
Medics are used in all armies to keep those important men and women alive.
The squad gains feel no pain.

Arbites Senior
When a Lord Justice comes to a planet he is given an Arbites Senior from that
world to help understand the planet and the situation.
An Arbites Senior follows the normal stats and options of an Arbites Senior (pg ),
the squad also gains units inbound.

Preacher of imperial law.
The lord Justice does not go about singing the many laws and praises the Arbites
have, so he has a special priest from the ecclesiarch given to him to sing and spread
the laws, he also acts as a liaison to the Ecclesiarch.
Can choose up to 2 books of the law, and is equipped with an Eviserator and a
rosarius.

Fleet liaison Arbitor.
The Marshal does not have the time to deal with communicating with his ship or
other ships in orbit, if he wants an orbital bombardment he tells his Fleet Liaison Arbitor
to call it in. if he wants restricted airspace over a certain area he tells his Fleet Liaison
Arbitor.
The model can make an orbital bombardment once per turn using a laser
Targeter.
Laser Targeter Range: 48 S- AP- heavy 1, laser.

Laser: to shoot the Targeter draw a line from the model shooting, in the direction
that the owning player chooses. The first thing that stops the line (terrain, enemy
models/vehicles, and friendly models/vehicles) is where the orbital bombardment comes
in. stats for the bombardment are S9 AP2 small blast, barrage, ordinance. If a hit is
rolled it will scatter d6 (use the small arrow on the hit dice), if a miss is rolled it will
scatter 2d6

Inquisitors Interrogator
The Marshal has so much power that some Inquisitors send their apprentices or
Interrogators to him to learn and most of the time keep an eye on him. The Marshal
does whatever he wants with the Interrogator, but most of the time they follow the
Marshal around and document whatever happens. Some marshals use them as
bodyguards others use them as advisers.
Interrogator: WS 4 BS 4 S 3 T 3 W 1 I 4 A 1 LD 10 Sv 4
Unit Type: Infantry (character)
Wargear:
Carapace armor (pg 35), bolt pistol, Close Combat weapon.
Special rule
Stubborn.

The Space Marines are the Emperors will on the battle field, the
Arbites are the Emperors will in his kingdom, when both do their job
to perfection there will be peace. Interrogator Keseve






















Power and Authority.
The command squad takes what they need. They
do not need to ask they simply take. Many
commanders hate how they have so much
authority. Most comply with the demands they
give, for when they demand it the Marshal of the
Court demands it. There have been times when a
commander is so angry as to what they took that
he sends a message or goes personally to the
Marshal. Usually this ends up with the commander
seeing the Liaison Arbitor. And the times it does
not it usually gets settled with the Marshal saying
few words, as his presence is so intimidating and
unsettling.

Arbites Majores
An Arbites Majore is in control of the Arbites of one planet and sometimes one
system, there are occasions however where there is a need for more than one. In these
cases it is where rebellion is ripe or a rebellion has occurred. There are cases where
they come because of strange alien sightings.
Each Majore is different in how they enforce the Emperors will on the people of a
world. But they always enforce it to the maximum, for to break the Emperors laws is to
defy the Emperor.
The Arbites Majore has the power and authority of that just below that of an
Inquisitor. Majores rarely go to the field; they are more the composer of how the Arbites
move and attack.
The Arbites Majores are often called Judges or High Marshals, these are the
most common of many names
Majore: WS 5 BS 5 S 3 T 3 W 3 I 5 A 3 Ld 9 Sv 4+
Unit Type: Infantry (character)
Wargear:
Judges Armor (pg 35), Arbites shotgun (pg 32), Bolt pistol, Close Combat Weapon,
Frag grenades, Riot grenades (pg 34).
Special Rules:
Independent Character, Stubborn, Riot Tactics: Assault (pg 3), Units Inbound (pg 3)

If the law were to be broken
before me, I would rather face
1000 deaths then report my
failure, Majore Jones.





A Majores duty
A Majore is In charge of all Arbites
in a sector, or planet. They move
and approve everything that
happens; they have eyes and ears
on all the Adeptus in the sector and
on all noble families. They can
condemn most people without a
reason. They are feared by most
and known by all. They know all of
the Seniors under them, and are
familiar with what they are best at
and what they come from.















We determine the guilty. We decide the punishment. Inscribed on the
front of all Precincts.
Arbites Seniors
The Arbites senior comes before the Majore. The Senior takes on a more active
role on the field. Performing investigations, raids, and even go in on riots. Before you
become a Senior you will have come from one of the two sections of Arbites, the
Judges or Enforcers.
Some Seniors have a hard time when they get promoted to Senior, because as
one was diplomatic and did not deal with the action that the enforcer would deal with.
And the enforcer is so used to being given orders and doing them to the letter and not
having to worry what the Judges did.
There are Arbites who have Psychic powers. There are very few of them though.
And they go through intense training both physically and mentally. Their duty is to keep
an eye on the psykers of the planet they are on and to watch for rouge and
unsanctioned psykers. They often accompany an Inquisitor until they have what is
deemed enough experience by the Inquisitor. Then they are promoted to Arbites Psy-
Senior.
As all the other high ranking Arbites have different names so do the Seniors, their
most common name is Marshal.
Senior/Psy-Senior WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 LD 9 Sv 4+
Unit type: Infantry (character)
Wargear:
Judges armor (pg 35), Arbites shotgun (pg 32), Bolt pistol, Close combat weapon, Frag
grenades, Riot grenades (pg 34), Force Weapon (Psy-Senior only).
Special Rules:
Independent Character, Stubborn, Riot Tactics: Assault (pg 3), Units Inbound (pg 3).
Psyker (Mastery Level 1) (Psy-Senior only).






High Proctors
Fear not, your souls are in my care now
The High Proctor is the spiritual leader of the arbites, as space marines have chaplains,
and guard have priest, all of which are in charge of the souls of all those under them.
The High Proctor unlike other Adeptus Arbites who are chosen early in their lives from
the Schola Progenium, the High Procter is kept in the Ecclesiarch care and is trained
how the Priests would be trained, only he is given extra to study from the Lex Imperialis
and Dictates Imperialis. He is trained harder in combat then the others, and is judged
harder from their teachers. Then when the other priests leave to whatever planet they
were called to he goes to the Adeptus Arbites to be sent to some precinct to watch over
the souls of all the Arbites and in extent all who the Arbites watch over.
High proctor Ws 4 Bs 4 S 3 T 3 W 2 I 4 A 2 Ld 9 Sv 4
Unit Type: Infantry (Character)
Wargear:
Bolt Pistol, Power Maul, Rosarius, Carapace Armor (pg 35), Riot grenades (pg 34).
Special rules
Independent character, Riot tactics: Assault (pg 3), fearless, Units inbound (pg 3),
Were here for the emperor: The High Procter can rally those around him to fight
harder in the name of the holy Emperor.
The unit he is in becomes fearless, and the turn they assault they can reroll
misses.




















The most important thing in the Galaxy is the souls of those in the
Imperium, High Procter Welikin.


Chasteners
Chasteners are experts at tracking down and grabbing their targets. They have
no mercy feel no remorse and are cold-hearted. There specialty is not in killing, but
taking in alive and mentally unharmed. They are experts at infiltration, orbital drops,
moving through never-ending crowds unnoticed, etc, etc.
They can get their target before he even knows he was being taken. The
Chasteners are experts at psychological warfare; they learn what makes the brain tick
on most humans and xenos. They can break the will of anyone and get the information
they need. Once they have their information their target will often enter a rehabilitation
process, the Chastener will often oversee this process. Most Chasteners have a deep
and great joy once one of their targets enters back into society, because another lost
soul has entered back into the Holy Emperors kingdom
Chastener WS 5 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 8 Sv 5+
Unit Type: Infantry (character)
Wargear:
Light Carapace armor (pg 35), Power weapon, Bolt Pistol, Frag grenades, Krak
grenades.
Special Rules:
Scout, Stealth, Hit and run, Riot Tactics: Assault (pg 3).
Covert Operations: Chasteners operate independently and in secrecy, often far ahead
of any Arbites forces.
If a Chastener is placed in reserve he may arrive on the field anywhere within 3
of a piece of terrain (this may be any form of terrain).
Chasteners may not ride in transports, or be joined by Independent Characters.
Dodge: The reflexes of Chasteners are often thought as inconceivable for a non
enhanced human. But it is a
combination of their reflex
and their knowledge of their
targets. They know how and
when a person will try to
attack. They know their
fighting stance and how fast
they can swing a weapon.
There are some people or
Xenos that a Chastener does
not know how to combat, and
this often proves fatal for the
Chastener.
The Chastener has a
5+ invulnerable save against
any non-named character.
Designated Target: the
chasteners learn whatever
they can about their target
before going into combat.
And their target is their goal.
Takedown of Kern
08. A1. Debriefing of Chastener Chen.
Chen: I had spotted my target three hours ahead of
schedule, sir.
Judge farr: did you wait for assistance as was planned?
Chen: No, but I did
Farr: so you did not follow the plan.
Senior Kythrin: did you apprehend him?
Chen: yes. I did not follow the plan. But I was able to
take him in without getting noticed, sir.
Farr: their whole operation moved to a new location,
and I doubt your target has reviled anything yet.
Chen: No sir, he has not. But
Kythrin: but what Chastener?
Chen: I managed to plant tracking devices on three of
their main vehicles and explosives on most of their main
cargo.
High Procter Hugo: with chasteners what are the rest of
us for?
Chen: you tell me, Sir.
08. A1. Debriefing finished on 09.A3.

Before the game begins pick one model of the opponents army.
The chastener can re-roll misses on that target, and must issue a challenge to
the target. When performing a hit and run they can take that model with them out of
the combat on a successful I test.
We hunt the traitors,
We purge the
unclean, We learn of
their evils, We issue
judgment, We are the
Chasteners.
Chastener buirns.




























SHOCK TEAM
Shock Teams are used for crowed control and area denial. With their shields
they form an unmovable wall. They are experts in hand to hand combat and have
mastered the art of maul and shield.
The shields of the Shock teams contain mag-locks on the edges. With those
mag-locks they can connect their shield to their fellow Arbitors around them. Making
their wall reinforced. Their suppression shields also contain a power pack on them
which is used to make the front of the shield a huge wall of Electricity.
Shock Troopers are the most skilled and advanced Arbitors in an Arbites
Precinct, and are granted with the best equipment. They are masters in any form of
combat melee or ranged. They are a shining example of who to be the best Arbite. They
fear little and never leave a fight. When others scream or run they stand their ground,
with honor.
Shock Arbitrator WS 4 BS 4 S 3 T 3 W 1 I 4 A 2 LD 8 Sv 4++
Shock Procter WS 4 BS 4 S 3 T 3 W 1 I 4 A 2 LD 9 Sv 4++
Unit Type: Infantry (Character: Procter only)
Wargear:
Carapace armor (pg 35), Shock maul (pg 30), Suppression shield (pg 34) Bolt pistol,
Riot grenades (pg 34).
Special Rules:
Riot Tactics: Support (pg 3), Units Inbound (pg3), Bulky,
Shield wall: the shock team locks their shields together and brace for the oncoming
charge. Their shields act as a buffer between them and the assaulters. A good shield
wall often stops any on coming charge.
Any turn they are assaulted they count as being in cover.
Shield rush: the Shock Team has mastered using their shields and team mates in a
charge to the point that anyone close enough will get hit by one of the Arbitors.
The turn they assault they may forgo their attack roles and automatically hit each
model in base to base contact with a shock team member, as long as it is not a
disorganized charge.

The only reward for committing a crime is death, Shock Arbitor.



The Suppression Shield
The Suppression Shields used by the Adeptus Arbites are larger than
Space Marine Storm Shields. The Arbites shield however is equipped
with mag-locks on the sides. They are armed with an electro field
generator, allowing the shield to be used as a weapon in close quarters.
The size of the generator is small, so the electro field cannot always be
used. Most teams using the field us it when they charge.


Shield Breaker Teams
Shield Breaker teams are experienced in the craft of breaking and entering. They
can clear a three story building in less than five minutes. They can spot anything that
looks wrong or out of place in a building. Their skill in close quarters combat is the best
of any Arbite team. Some Shield Breaker Teams have competitions with other squads
to see which squad is better, like clearing a building in the fastest time or performing
safe war games in a building.
They are often sent ahead of the Arbites force to root out hidden enemies and
uncover traps. They are equipped with better gear then most Arbites to better aid them
when breaching a building and to help them if they get ambushed. Some squads are
trained differently to better aid in their task. One squad may be masters at assaulting
while another squad is proficient in defending an area.
Arbiter WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 LD 7 Sv 4+
Procter WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 LD 8 Sv 4+
Unit Type: Infantry (Character: Procter only)
Wargear: Carapace Armor (pg 35), Arbites Shotgun (with all rounds) (pg 32),
Breaching Charge (pg 33), Bolt Pistol, Close Combat weapon, Riot grenades (pg 34).
Special Rules: Riot Tactics: Defend (pg 3), Units Inbound (pg 3), Scout,

The Emperors law is a hammer. With it, we will smash the unjust. From the
Oath of the Arbites.

Breaching of Building Seven.
Procter Gunry: Squad move in. Sven and George, first room. Michel, Phillip and
Kevin, room at the end. Steven watch the door. John get the second room. Alex and
Stapler with me up the stairs
Sven: room one cleared
Phillip: end room clear.
John: somethings in the second room.
Gunry: Stapler go help John. Alex and I will watch the second floor. Sven, George go
watch with Steven. Kevin and Michel cover John and Stapler. Phillip stay where you
are.
John: Targets spotted. Three in cover. Taking firer, Sir, orders?
Gunry: Kevin, Michel, plas rounds. Destroy their cover. John, stapler, use Seeker
rounds.
Michel: target down.
John: second target down.
Michel: third target down
Gunry: everyone upstairs.
Unison reply from all: yes Sir.
Gunry: same plan from before. Clear everything.


Arbite Patrol Team
The Patrol teams are the most basic squads in the Arbites, yet the most needed. They go on
patrols and search missions they enforce the Emperors laws in the streets. They call in support if they
need it, but the Patrol Teams have no single purpose they can be equipped to handle anything
thrown at them. They dont only patrol they are often garrisons for other Adeptus or vital points of a
world.
They are trained in supporting each other to better them as a team. With each team the
members of it know each other and tend to become friends. They all move on to different squads
eventually except for the Procter which stays to help the next team.
Once they have proven themselves experienced enough they have the opportunity to
change squads and go into a more advanced unit like the Shieldbreaker team, retrieval team, etc,
etc. some are able to change branches entirely going over to the branch of Judges who then take a
less violent path.
Arbitrator WS 3 BS 3 S 3 T 3 W1 I 3 A 1 LD 7 Sv 4+
Proctor WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 LD 8 Sv 4+
Unit type: Infantry (character: Procter only)
Wargear: Carapace armor (pg 35), Arbites shotgun (pg 32), Bolt pistols, Riot grenades (pg 34).
Special Rules: Riot Tactics: Support (pg 3).





The Guard envy us for are better
gear. I envy them, they get a few
days off and after a few wars they
can retire. I never stop, day or night,
I never retire no matter my age
senior member of Arbites.















Sharpshooter Team
The sharpshooters of the Arbites come from the best shooters of any squad;
some come from Patrol teams others from Shield Breaker teams. All that matters is that
you are the best of the best out of your team.
Sharpshooters are given Sniper rifles, camo-cloaks, and training in the ways of
Infiltration and Stealth. If an Arbitor fails the stealth course, that all Sharpshooters must
complete, he may not become a Sharpshooter. The stealth course is an extreme course
and taught only be the elite of the sharpshooters.
Sharpshooter WS 3 BS 4 S 3 T3 W 1 I 3 A 1 Ld 7 Sv 4+
Proctor WS 3 BS 4 S 3 T3 W 1 I 3 A 2 Ld 8 Sv 4+
Unit type: Infantry (Character: Procter only)
Wargear:
Carapace armor (pg 35), Sniper rifle, Bolt pistol, Camo-Cloak (confers Stealth),
Special Rules:
Scout, Infiltrate, Riot Tactics: Support (pg 3).
Dead Aim (Procter only): the Procter has become so efficient with his rifle and spotting
weak points in armor that they have been known to shoot a traitor commander out of his
armored vehicle, with all ports covered.
When the Procter uses a Sniper rifle he has rending on a 5+


Only in death does the penalty for committing a crime go away, Master
sharpshooter Kalvonic.


Stealth Course
In the Stealth course a Sharpshooter Trainee must go through intensive
Physical Exercise. They need to be able to get to their sniper position
without feeling any levels of fatigue; their position is often several miles
away from their drop zone. They must go those several miles in all their
armor and gear. In the final test they must go twenty miles with their armor
and gear while being hunted by another squad. If they make it to their
position they must shot their target without being spotted. If they succeed
they get an hour of rest to the start point where they then hunt a squad of
trainees.
They require mental training as well. This is to prepare them for what they
may see or encounter.






Arbites Mounted Pursuit Squad
Mounted troopers can move faster than those on foot, they also inspire fear into
the general populace. The Mounted Pursuit teams have trained their mounts to attack.
This is very effective in the Karenger System where they ride horse size Raptors, there
are other systems that ride creatures like those of the Karenger system. Sometimes
Mounted Pursuit team are out in the field hunting someone or thing for weeks at a time,
they can do this because on most worlds whatever creature they ride can feast on the
local plants or wild life, and the Arbitor usually caries food for himself.
Mounted teams are equipped better, so they can fend for themselves when they
are out for extended times. This also allows them to take out a riot with one charge, but
at the cost of many, many, casualties. The mounted team however uses lighter armor
that way they weigh less and their mounts can go further
Arbitrator WS 3 BS 3 S 3 T 3 W 1 I 3 A 2 LD 7 SV 5+
Proctor WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 LD 8 SV 5+
Unit type: Cavalry (character: Procter only)
Wargear: Arbites shotgun (pg 32) or Bolt pistol, Close Combat Weapon or Shock lance
(pg 30), Light Carapace Armor (pg 35), Riot Grenades (pg 34).
Special Rules:
Units Inbound (pg 3), Riot Tactics: Assault (pg 3), Fleet.

Arbite Biker Pursuit Squad
The Biker teams are found more in Hive worlds where beasts of the Mounted
team cannot catch up to most vehicles. The Biker teams are trained to use their bikes in
any situation and on any terrain, they cannot however go out for extended times like the
Mounted teams because they run out of gas or whatever fuel they use on that world.
Biker teams are also equipped with better gear, because most people they hunt
down or chase or equally equipped. The hunted usually is in a hive gang or some cult.
The Biker teams can carry heavier armor and gear because the sturdy and robust bikes
of the Arbites can handle it.
Bikers are trained to take a target out at close range, but not as close as close
combat. They use their better weaponry to achieve that goal, but are equipped to ride
into hand to hand combat.
Arbitrator WS 3 BS 3 S 3 T 4 W 1 I 3 A 1 LD 7 Sv 4+
Attack Bike WS 3 BS 3 S 3 T 4 W 2 I 3 A 1 LD 7 Sv 4+
Proctor WS 3 BS 4 S 3 T 4 W 1 I 3 A 2 LD 8 Sv 4+
Unit type: Bike (character: Procter only)
Wargear:
Carapace armor (pg 35), Arbites shotgun (pg 32), Shock maul (pg 30),
Riot grenades (pg 34), Arbites bike (pg 33).
Special Rules:
Units Inbound (pg 3), Riot Tactics: Defend (pg 3), Jink.






Arbites Land Speeder Pursuit Squadron
The Speeders used by the Arbites are based on the same Standard Template
Construct that the Space Marines use, the Arbites one however has a few changes that
are sanctioned by the Tech Priests of Mars. Getting it sanctioned took 3,000 years and
an exceedingly large amount of persuasion from the Arbites.
The reason as to why the Arbites have access to Land Speeders and the Guard
dont is because; one, they are hard to construct, two; because it is more practical for
the Arbites, and three, the Arbites have fewer troops and better training. Anyone can
operate a sentinel, but it requires skill and special training to operate a land speeder.
The Arbites outfit their Land Speeders for vehicle annihilation. They give them
Plasma Cannons, Melta-Meltas, they do however use them for crowd control when it is
equipped for that it has an assault can or a heavy bolter (or both). The reason as to why
they equip them with such heavy weapons is because it is one of their few things that
can use it. And with its speed and maneuverability it makes it their best choice for such
heavy weapons
Land Speeder BS 3 F 10 S 10 R 10
Unit type: Vehicle (skimmer)
Wargear: each land speeder is armed with a heavy bolter
SPECIAL RULES
Jink, Deep Strike.

Arbites Insertion Land Speeder
The Arbite Insertion Land Speeder is a brother to the Land Speeder Storm used
by Space Marine Scouts. Because Arbites are not as bulky as Space Marines and the
slightly different build to the Insertion speeder it can carry a few more Arbites into battle.
It only has one weapon and none of the special gear that the Land Speeder
storm has; it however has a noise cancelation device on it, making it impossible to hear.
This adds to it an extra element of surprise and that is what the Arbites need. The
device that is used is based on ancient technology which is hard to replicate, this is the
reason as to why only one organization within the Imperium has access to it.
Land Speeder BS 3 F 10 S 10 R 10
Unit type: Vehicle (fast, skimmer, open toped)
Wargear: each land speeder is armed with a heavy bolter
Transport: the Insertion speeder can carry 8 models
SPECIAL RULES
Jink, Deep Strike, Stealth.











Cyber pursuit squad
Cyber Pursuit Teams use the ever so known Cyber-hound, they also use the less
known Grapple Hawk. Each of these are the best at tracking down any running fugitive.
The claws and mouths on each of them are razor sharp and can even pierce vehicles
and in some cases tanks. The cyber-hound can go in many places normal Arbites could
not go, because it does not need air. The same goes for the Grapple Hawk, it can even
use its repulser units, because they do not require air ether.
The Cyber Handlers are train slightly in the field of Technology, but not as much
as they should. They are some of the best runners in the galaxy; they can keep up with
whatever they are handling whether it is the Cyber-hound or the Grapple Hawk. They
have gotten to the point where running twenty miles is just a jog in the park for them.
Cyber-hound WS 4 BS 0 S 4 T 3 W 1 I 5 A 2 LD 6 Sv 5+
Grapple Hawk WS 4 BS 0 S 3 T 3 W 1 I 6 A 2 LD 6 Sv 6+
Cyber handler WS 3 BS 3 S 3 T 3 W 1 I 4 A 1 LD 8 Sv 4+
Unit Type: Beast (Character: Handler only)
Wargear:
Shock maul (pg 30)(Handler only), Bolt pistol (Handler only),
Riot grenades (pg 34)(handler).
Special rules:
Units inbound (pg 3), Riot tactics: Assault (pg 3)(cyber handler only), Fleet,
Rending (Cyber-hound and Grapple hawk only),
Blood Hound: cyber hounds have built in state of the art sensors they can, they have
extraordinary smell, they can see all colors and can also see heat signatures, their
hearing is that better then Space Marines.
Enemies may not outflank within 12 of these bloodhounds and infiltrators cannot
set up within 24 of the Cyberhounds.
Grapple Attack: the Grapple Hawks excel in taking down fugitives or runners; they
latch on with their razor sharp grapple claws and drag their target down. They have just
enough power to keep the grappled person just above the ground.
All the Grapple hawks Attacks must be on the same person. If a wound is scored
that model hit must make an Initiative test or be reduced to 0 attacks. That model may
try another Initiative test in the next combat phase.

No matter where you commit a crime we will find you, Cyber handler Goston

Retrieval Team
The retrieval team or teams are rescue teams. They arrive when a team or squad
of Arbites is receiving casualties. They come in from an Arial Support Vehicle or A.S.V.
and get to the wounded squad where they then zip line down. They are experts at zip
lining down into combat no matter where it is, they ignore what is going on around them
when they drop and just worry about the wounded team. All they need to do to get the
wounded squad up to the A.S.V. is attach their zip line to the wounded person and the
A.S.V. crew does the rest. All Adeptus Arbites are given Standard A.S.V. training and
zip line training with that training the Retrieval team can get into the Combat sooner,
and reinforce the position that was weakened.
Retrieval teams are organized differently compared to the normal teams of the
Arbites. Retrieval team members are some of the best Arbites on a Planet and have
intense training unlike any other. They need to be able to stand their own against three
or more hostiles, and often do. They need to be able to look at the enemy and not be
afraid.
Arbite WS 3 BS 4 S 3 T 3 W1 I 3 A 2 LD 8 Sv 4+
Procter WS 3 BS 4 S 3 T 3 W1 I 3 A 2 LD 9 Sv 4+
Unit type: Infantry (character: Procter only)
Wargear: Carapace armor (pg 35), Arbite shotgun (pg 32), Riot grenades (pg 34).
Special Rules: Riot Tactics: Defend (pg 3).
Retrieve the Target: the teams main objective is a wounded squad on the battle field,
and if there is none they will wait for one or fill in a gap. No combat has zero casualties.
The squad enters play using a form of Deep strike, the Unit arrives where a
damaged friendly Arbite unit is (this means they scatter from the center of that friendly
unit) once they come in remove the friendly unit (The removed friendly unit does not
give any Kill points to the opponent). If they were to land in terrain place the unit on the
top of a terrain piece. if that would require them to do a deep strike mishap do not roll
on the deep strike mishap table, instead roll a d6 for each model in the squad on a 1 or
2 that model dies, on a 3+ that model lives. If the whole squad cant fit on top of the
terrain piece, place them as close to the terrain piece and still roll the d6 for each one.
This ability may not be used to take squads out of hand to hand combat.
A.S.V. support: the squad comes in on an A.S.V. and is given support from its
weapons.
Once the unit comes in the closest enemy unit takes 2d6 BS 3 S6 AP- hits.
Fill the Gap: there are times when a retrieval team arrives too late to rescue a wounded
squad. Without that squad there theres a gap in the defenses of the Arbites. It is the job
of the retrieval team to reinforce that weak point.
A retrieval team may use their Retrieve the Target Special rule by coming in
where the last member of a friendly unit died.

without the Arbites there would be; chaos in the streets, death in the
air, and the tithes would not go through. Retriever Lupan





Arbites Heavy Support Team
Arbites do not field heavy weapons normally they must have them requisitioned
and then they are sent in with a team of weapon specialists. The specialists know where
to shot on vehicles and know what to do if something happens to their weapon.
Heavy Arbitor WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+
Procter WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 9 Sv 4+
Unit Type: Infantry (character: Procter only)
Wargear:
Carapace armor (pg 35), Bolter, Bolt pistol, Targeter (pg 34), Motion predictor (Procter
only)
Special Rules:
Riot tactics: Defend (pg 3), Units Inbound (pg 3),
Heavy weapons: the heavy weapons are hard to move with just one person and this
often slows down the team.
The heavy support team always counts as moving through difficult terrain.
Motion predictor: the motion predictor can track and plot the path of any moving
vehicle. This is most effective when tracking flying or fast moving vehicles.
Instead of shooting the Procter may give the squad the Interceptor rule

SUPPRESSION PLATFORMS
The Suppression Platform is one of the most used pieces of equipment in the
Arbites Armory. It is easy to set up and versatile. It can be equipped with almost any
weapon. It is very effective at area denial.
The Platform is often set up to watch a certain area or guard a street. When
something happens is when more Arbites arrive as back up. Most of the time they are
not needed because of the firepower of the Suppression Platform, there are few cases
when it is not enough and the extra back up is welcomed.
Arbiter WS 3 BS 3 S 3 T 3 W 1 I 3 A 2 LD 8 Sv 4+
Suppression Platform WS - BS - S T 7 W 2 I A - LD - SV 3 +
Unit Type: Artillery
Wargear:
Carapace armor (pg 35), Bolt pistol.
Suppression platform are equipped with a Heavy stubber.
Special Rules:
Scout, Riot Tactics: Defend (pg 3).
Massacre at Canderos Four
When people in the Canderos system, or surrounding systems, hear
about the massacre at Canderos four, they see it or hear it as a defeat for
the Arbites or an unjust execution of over 300 people, but it was neither of
those, and 300 is an understatement as to how many died that terrible
day. On that day the Arbites had received word of an uprising happening
in the slum areas of the capital. In response they sent and set up six
Suppression platforms around the area. It was a half a mile large city
square with six entrances, there was no way out from the square except

for those entrances, all the buildings were near three stories high and they
acted as walls to moving people and vehicles. There was a large meeting
building that led into the square. That was where they charged out of the
people who were unhappy with what the Emperor had given them,
unhappy with their simple and protected lives.
Most were only armed with bats or anything they could find, a few had
guns but nowhere near what they needed for what they had planned.
There were over 2000 people that who were unhappy, and they all
charged out of that meeting building and into the square to prepare to
attack the capital. When they got into the sights of the Platforms they fell
to the guns of the Arbites, there were screams from the people that had
gotten hit. But the people still came running. They had no clue as to what
was happening. But once the Arbites started firing they did not stop. The
air turned into a red mist. Even if some wanted to stop or turn around and
run they could not, they crowd was moving forward. Those who tried to
run were trampled by their friends and even family. The rebels were filled
with some unrighteous zeal, some kept moving even after being hit
several times. The people the Arbites had protected the day before had
turned to savages.
The arbites ran out of ammo near the end and resorted to using their;
Shotguns, Pistols and mauls. The twelve Arbites that day killed over 200
people with close quarters combat. They were pushed into a single corner
of the square between two buildings. When it came down to the last fifty
they had ran out of ammo with all their weapons, even the power cells on
their Mauls ran out. Several had picked up over seized tools that the
rebels were using and started beating the last of the traitors, the ones that
did not use the weapons on the ground kept fighting with their mauls or
the butt of their shotguns. The fury that the Arbites fought back with was
compared only to that of Space Marines.
When help had arrived they came to a gruesome sight, bodies were
littered everywhere and in one corner nine Arbites were standing. The
reinforcements did not realize that they were Arbites at first, because their
armor was red and most of them did not have standard Arbite Weapons,
but not one rebel got within thirty feet of one of the platforms and only one
of the arbites had died. All of the Arbites had wounds and almost all of
them were hospitalized.

So much death, so many screams. Why? Why did they do it? I will
tell you why. Because they were unhappy living safe and peaceful
lives, they were unhappy with what they had been given. The only

thing ungrateful citizens of the Empire get is in ungrateful Emperor.
And we carry out his wrath. Arbite from Canderos Four.

BLACK MARIA
The Black Maria is based off of the Chimera tank used by the Imperial Guard.
Instead of acting as a transporting for troops it transports a powerful missile payload.
The missile Warheads used very in shape and size. The most common are the Gas
Warheads, Explosive Warheads, and Flak Warheads. The Maria is capable of leveling
buildings as well as taking out large amounts of infantry. It has the capability to shoot
flying vehicles out of the sky. There are times when the Arbites need Anti-Vehicle
weaponry, when they need that they equip their Black Marias with two twin-linked Las
Cannons. This allows them to destroy anything sent at them, but lowers the versatility of
the vehicle.
The Black Maria is famous for being sent in alone and with no support; the main
reason for this is because of its versatility and durability. It can take out ranks of rioters
just as easily as it can orks. It can destroy Predator tanks as easy as it can civilian
vehicles. The Black Maria is used exclusively by the Adeptus Arbites, although Guard
commanders have sent petitions to the Tech Priests and Adeptus Arbites. All have been
rejected by both the Tech Priests and Adeptus Arbites. This has caused much more
friction between the Arbites and certain Guard companies, but has strengthened
relations with the Tech Priest by taking their side.
Black Maria BS 3 F 12 S 12 R 10
Unit type: Vehicle (tank)
Wargear:
Heavy bolter (hull), Arbites missile battery (pg ) (turreted), Searchlight,
Smoke launchers.
Special Rules:
Units inbound.

A.S.V. (Aerial Support Vehicle)
The A.S.V. is the Arbites flyer. it resembles an Imperial Guard Valkery, the main
difference is that it does not have two guns on the side of the cockpit, instead it has a
turret on the nose that resembles that of the nose turrets on helicopters from the 21
st

century. It has a lower transport capacity compared to the Imperial Guard, the Arbites
one however always has side sponsons. The payload is differs greatly compared to the
Imperial Guard, It carries more suppressive and support weaponry.
The A.S.V has two builds on is only used in the support and rescue of wounded
teams and is primarily used by Retrieval teams. Several Guard regiments have also
asked for the ability to use the A.S.V but have been declined. They have been a few
cases were Guard companies have modified their Valkeries to be more like the A.S.V.
giving them a higher payload and lower transport capabilities.
A.S.V. BS 3 F 12 S 10 R 10
Unit Type: Vehicle (Flayer)
Transport: 10
Wargear:
Avenger Gatling Cannon, 4 Sky Screamer Missiles, Search Light,

Heavy Stubber Sponsons.
Special Rules:
Units Inbound.
Weapons of the Aerial Support Vehicle
Sky Screamer
When a Sky Screamer Detonates it emits a loud sound that shatters glass. The Tech
Priests have never revealed to anyone how they make it and they make it exclusively
for the Arbites
Sky Screamer Missile:
Range: 72 S:- AP:- Heavy 1, one shot only, any unit within 8 of where a
Screamer missile hits (Friend or Foe) must take a pinning test
Sky Blind
The Sky Blind Missile is often compared to the Suppression grenade used in the Arbites
Grenade Launchers, this one however is the size of a Missile Warhead
Sky Blind Missiles
Range: 72 S: - AP:- Heavy, one shot only, any unit within 8 of where a Sky
Blind Missile hits (Friend or Foe) counts as being hit by a weapon with the Blind Special
Rule
Sky Cover
The Sky Cover Missile is in all intense and purposes used to cover Arbites on the field.
It covers a large area with a dense smoke screen, making it nearly impossible to see
through.
Sky Cover Missile:
Range: 72 S:- AP: - Heavy 1, one shot only, to shoot the Sky Cover Missile
target a location on the board, roll to scatter as normal. Where it hits place a large blast
template or something with a diameter of 5 any model hit by a shooting attack that
goes through the large blast (or thing with a diameter of 5) gets a 4+ cover save (this
works for friend or foe).
Concussive Missile
The only lethal missile used by the Arbites, its use is to shake or even destroy buildings
and vehicles. Some Precincts have recently found it highly effective against infantry and
plants.
Concussive Missiles:
Range: 48 S: 7 AP: 4 Heavy 1, Large Blast, Concussive, one shot only, A
Vehicle hit with a Concussive missile suffers a crew stunned result as well as what is
rolled on the Vehicle damage chart. Any non-vehicle unit must make any I test or count
as going through difficult terrain.
Avenger Gatling Cannon
The Avenger Gatling Cannon has six heavy rotating cannon on it. each cannon can firer
twice a second.
Avenger Gatling Cannon:
Range: 24 S: 6 AP: 6 Heavy 12





Transports of the Adeptus Arbites

RHINO
The rhino is one of the most used transports in the Imperium. It is used by the Space
Marines, Sisters of Battle, forces of the Inquisition and the Adeptus Arbites. The reason
as to why it is used so much is because it is easy to manufacture, it is easy to learn and
easy to maneuver.
Rhino BS 3 F 11 S 11 R 10 HP 3
Unit Type: vehicle (tank, transport)
Transport: the Rhino has a transport capacity of 10 models.
Fire points: 2 models can fire out of the top hatch.
Access points: a Rhino has an access point of both sides of the hull and rear.
Wargear: Storm Bolter, Search light, Smoke launchers.
Special Rules:
Units Inbound.
Repair: the Rhino is easy to fix because of the simplicity of its designs, and most crews
can fix it on the spot in the middle of combat.
If a rhino is immobilized for any reason, then in subsequent turns the crew can
attempt to repair it instead of shooting. Roll a d6 in the shooting phase, and on a 6 the
vehicle is no longer immobilized.
Chimera
Although less seen compared to the Rhino or Repressor the Arbites still use the
Chimera in bulk. The reason for this is its increased firepower and amphibious abilities.
Chimera: BS 3 F 12 S 10 R 10 HP 3
Unit Type: vehicle (tank, Transport)
Transport: a Chimera has a transport capacity of 12.
Fire Points: 5 models can fire from the top hatch. All models using the fire points must engage
the same target, although they may engage a different target to the Chimera itself.
Access points: Chimeras have one access point in the rear.
Wargear: Twin-linked Heavy Stubber (turret), Heavy Bolter (hull), Search light,
Smoke launchers.
Special Rules:
Units Inbound.
Amphibious: the Chimera treats any water feature as clear terrain when it moves.

Repressor
The Repressor is the most used transports of the Arbites. It has a grim look and increased room in the
chassis, giving the Arbites better ability to fight from inside of the vehicle. It has more slightly more
firepower then the Rhino but lacks the heavy hitting capability of the Chimera.
Repressor: BS 3 F 11 S 11 R 10 HP 3
Unit Type: vehicle (Tank, Transport)
Transport: a Repressor has a transport capacity of 10 models.
Fire Points: Up to six passengers may fire their basic weapons from the repressor fire
points. Additionally one model may fire any weapon from the top hatch. All models using
the fire points must engage the same target, although they may engage a different
target to the Repressor itself.

Wargear: Storm Bolter (turret), Pintle mounted Webber, Search light, Smoke launchers
Special Rules:
Units Inbound


Adeptus Arbites Rhino (above) and Adeptus Arbite Repressor (below)









Dreaded Judge Joseff Spartacus Arbites Majore
The Dreaded Judge is one of the greatest Majores. He is so great that when a
spot becomes available he will become a Marshal of the Court.
Many fugitives fear him for his ruthlessness. So much that sometimes they come
out so they didnt waste his time, when this happens he ether gives them a merciful
execution, sends them to jail for life, or off to a penal legion. Others fear him for his
inquisitive powers, he can find anyone or thing and when they waste his time he gives
them the most painful death ever. Sometimes they are alive for days being tortured to
death.
He could have become an inquisitor but declined saying the laws need to be
enforced. He prefers to be called Judge because of its more intimidating demeanor.
Judge Spartacus: WS 6 BS 5 S 4 T 4 W 3 I 5 A 4 LD 10 Sv 3+
Unit Type: Infantry (character)
Wargear:
Lawgiver Bolt Pistol, Devastator Maul (pg 30), Frag Grenades, Krak Grenades, and
Melta Bombs, Badge of the Justicar (pg 33), Judges Armor (pg 35).
SPECIAL RULES:
Eternal Warrior, Riot Tactics: Assault (pg 3), Units Inbound (pg 3),
Hand of Justice (pg 5), Independent Character.
Demolition Man: Judge Spartacus has a well-known talent for making things go
BOOM! heedless of the consequences.
He gains the Armourbane Special rule, and +1 to dice rolls on the Damage table
I am the Law: Judge Spartacus is fanatically devoted to the enforcement of Imperial
Law, and nothing will prevent him from doing his duty.
Judge Spartacus can choose to fail or pass any Leadership test he has to take.
Lawgiver Bolt Pistol: Judge Spartacus carries a specially crafted Bolt Pistol known as
the Lawgiver, an artificer-made weapon with special Ammo feeds and a shot selector.
The Lawgiver Bolt Pistol may be used exactly like a normal Bolt Pistol, in which
case it may Re-Roll any failed To Hit rolls for Shooting. Alternatively, Judge Spartacus
may choose to use any of the following special Firing Modes during his Shooting Phase,
but if he does so he may not count the Lawgiver Bolt Pistol as an additional Close
Combat Weapon during the subsequent Assault Phase.
Firing Mode Range Strength AP Type
Bolt 12 4 5 Pistol
Rapid Fire 12 3 - Assault 4
Armor Piercing 12 6 3 Assault 1
Grenade 18 4 5 Assault 1, Blast (one use)
Bionic body: the Judge has been in many terrible accidents, the only reason he is still
living is because of his bionic enhancements.
This gives the judge +1 to strength and toughness and it increases his save to
3+, this also grants the It Will Not Die Special rule.


You have wasted my time pathetic Eldar, now you will pay, Judge Spartacus,
after he found Eldar rangers in his system


Psi-lord Hickok of the Adeptus Arbites
The Psi-lord is the most powerful psyker in all the arbites, to the point that the
Inquisition keeps close tabs on him. His job is to keep an eye on all the psykers within
the Arbites. He does have a small group of psykers under his command, these psykers
help him with his tasks, whether it is to aid him in person or to go out and inspect the
other psykers.
Hickok was taken a little after his fourth birthday; the Black Ships that took him
have recorded it as one of the lowest ages for a psyker to be recognized enough for
them to take. He was taken into an Inquisitors Warband at the age of fourteen. At the
age of nineteen he was recommended to join the Arbites. At the age of twenty three he
joined Psi-lord Gromeries psyker squad and began inspecting other psykers at the age
of twenty five. At age fifty seen he was promoted to Psi-lord and is the youngest Arbite
to achieve that rank.
Hickok WS 5 BS 5 S 3 T 3 W 3 I 5 A 3 LD 10 SV 4+
Unit Type: Infantry (character)
Wargear:
Judges Armor (pg 35), Force weapon, Plasma pistol, Frag grenades,
Riot grenades (pg 34), Badge of the Justicar (pg 33).
Special Rules:
Independent Character, Stubborn , Psyker (mastery level 3), Units Inbound (pg 3),
Riot Tactics: Assault (pg 3).
Psi-lord Hickoks psychic power Table

1-2, 2 charges, You cant see me: the Psi-lord is able to make himself and those
around him invisible, but shooting reveals them.
In the movement phase on a successful psychic test he and his squad cant
shoot or assault but they cant be shot at or assaulted, they may move and run as
normal. Before setting up but after sides have been chosen on a successful psychic test
he and any squad he is attached to get the infiltrate special rule he may not suffer a
perils of the warp from this test
3-4, 1 charge, How many are there: Hickok is able to make Illusions of himself to fool
his opponents into attacking thin air.
In the assault phase on a successful psychic test he may negate d3 attacks on
him
5, 1 charge, Im over here: the Psi-lord is able to teleport short distances allowing him
to gain an advantage against his target.
The turn he assaults on a successful psychic test he counts as going at I10
6, 2 charges, There all over me: Hickok creates an Illusion on his target or targets that
make them think they are being attacked by little things. What he creates varies as to
who his opponent is. for Tryanids he creates Illusionary Necron Scarabs, for the
Imperial Guard its Ripper swarms, for the Eldar he creates small daemons (though the
Inquisition is trying to stop the use of that Illusion).
In the shooting phase on a successful psychic test target one unit within 12 that
unit must make a leadership test at -3. If failed the unit may not move, shoot, or assault,
the squad may fight back but at -1 A, and at the last close combat sub phase.


Psychic pain: The Psi-lord is able to channel his pain unto those around him, but
because of the pain caused to him he cannot control it.
If Hickok suffers a perils of the warp from a double 1 everyone (including friend or foe)
within 6 suffers a perils of the warp even if they are not psychic, normal armor saves
allowed. Hickok will still suffer perils of the warp.

Senior Traggat, Master Sharpshooter
As a master sharpshooter he can shoot anyone, anywhere and never misses. He is in
charge of inspecting all the Master Sharpshooters, who then inspect their squads.
Traggat decided he would the join Arbites when he was six years of age. What
made him want to join was that at that age of six his father, the lord militant of that
world, was assassinated, he was there when it happened. He went running to his father
and the last words his farther said were the galaxy needs more and he died, without
completing the sentence. From that position he looked away, thinking to himself why
would this happen, what he saw when he looked up was a glint from something in the
distance (everyone told him he had incredible eye sight for his age). Without thinking he
took his dead fathers pistol and shot the glint at 200 yards, the glint went away and a
body fell from the building. Through later inspection from the Arbites they found that the
body was the shooter, the Arbites said they would track down whoever hired the
shooter. That was when he decided he would join the Arbites, not to track down
murderers but to stop them.
Traggat WS 4 BS 6 S 3 T 3 W 2 I 3 A 2 LD 9 SV 4+
Unit Type: Infantry (character)
Wargear:
Carapace armor (pg 35), Auto pistol, Black Arrow, Chameleon cloak,
Power Maul (pg 30).
Special Rules:
Infiltrate, Scout, Stealth, Independent Character, Acute Senses, Move Through Cover,
Scratch one: the accuracy that Traggat has with his weaponry is so great he has
even been complemented by Sergeant Telion of the Ultra Marines.
Wounds caused by Traggat Shooting attacks are allocated by his controlling
player, rather than the opposing player.
Master sharpshooter: Traggat Ignores cover and has Dead Aim.
Black Arrow: the sniper rifle found from the man that shot his father, he kept it for the
Irony that something that broke the law is now helping keep the law.
Range 36 S- AP4 heavy 2, Sniper
Chameleon cloak: a rare and ancient cloak that copies nearby terrain to the molecule
(e.g. the detail of bark, or even bugs moving).
This grants the Shrouded Special rule (this only works for Traggat)

Every time I stop a crime ten more are committed. If we had the manpower of
half of the whole Imperial guard then we may have a chance of living on crimeless
worlds, Marshal Traggat




Arsenal of the Arbite.



Various Weapons of the Arbites

Calixix pattern Devastator Maul

Perkis Issue Heavy Stubber

Lox style Power Maul

Ryderiun pattern Grenade Launcher


Melee Weapons.

Rules for these weapons
can be found in the Main
Rule book, page 105 or
60 (for the mini rule book).
Close Combat Weapon
Power Weapon
Power Maul

Devastator Maul
The Devastator got its name for the devastating and gruesome wounds it leaves in
anything it hits. This huge and intimidating two handed weapon is the largest melee
weapon the Arbites use. It is feared because of its huge disruption field, which shatters
the bonds between the molecules contained within people or items it hits.
Devastator Maul: Range S x2 AP 2 Type: Melee, two-handed, Flesh bane, Specialist
Weapon, Unwieldy.

I watched him die before me, I watched the traitors molecules split
before he was smashed by my maul, I heard his screams of terror as
he realized what was happening to him. I am glad to see those who
break the Emperors law suffer so much. Majore Yuri.

Execution Blade
The execution blade holds a device that makes it seem as light as a feather or as heavy
as a dreadnaught, allowing the user to strike faster and hit hard enough to go through
most armor.
Execution Blade: Range S +1 AP 3 Type: Melee

Power Maul
The Power Maul is iconic weapon in the Arbites. Its use dates as far back to the very
first Arbites Precinct.
See 6
th
edition rule book.

Shock Maul
The Shock Maul is a lighter and less powerful version of the Power Maul. It uses a
lighter Power Pack but is the same size. It is often issued to lower ranked troopers.
Shock Maul: Range S +1 AP 5 Type: Melee.

Shock Lance
The shock lance is a lance where at the tip instead of holding explosives like the rough
riders of the Imperial guard, it holds the same thing a shock maul holds in it
Shock Lance: Range S +2/+1 AP 4/5 Type: Melee, the Shock Lance has two profiles
the first is used when the model charges, the second is used in any other combat.


Ranged Weapons.


Rules for these weapons can be found in the Main Rule
book, page 105 or 56 (for the mini rule book).
Assault Cannon Auto cannon
Bolt Pistol Bolt gun
Storm Bolter Heavy Bolter
Flamer Las Cannon
Inferno Pistol Melta gun
Multi-Melta Missile Launcher
Plasma Pistol Plasma Cannon
Heavy Stubber Sniper Rifle

Arbites Grenade Launcher
The famous grenade launcher used by the guard, Inquisitors, even some space marines
use it on bikes, but none use it like or as much as the Adeptus Arbites.
Arbites Grenade Launcher: fires either:
Gas grenades are filled with a very aggressive and fast acting air born acid.
Gas grenades: 24 S: X AP: - Assault 1 Blast, Poison 4+, Ignores cover.
Lockdown grenades attack a vehicles motor system, thus preventing it from moving and
allowing the Arbites to move in and capture all the vehicles occupants.
Lockdown grenades: 24 S: - AP: - Assault 1, if a vehicle is hit by a lockdown
Grenade roll a d6. It may not move until the start of the next Arbites turn on a d6 roll of
4+.
Once a suppression grenade hits its target it sends out Photon flashes, and emits ultra
sonic sounds, causing distress and confusion for the target.
Suppression grenades: 24 S: - AP- Assault 1, Blind. The effects of the grenade
affect the whole squad, not one model.

Arbites Missile Battery
The Arbite Missile Battery is only equipped on the Black Maria. The Missile Battery is a
formidable weapon that generated equal fear by infantry and vehicle drivers.
Arbites Missile Battery: fires either:
A gas warhead loaded with enough toxins to kill off an entire riot. That is why they only
send one Black Maria to handle most out of control riots.
Gas warhead:12-48 S: X AP: 4, Heavy 1 Large Blast, Poison 3+ on first turn fired, 5+
on second turn as the lingering effects wear off, on turn three the gas is gone, Ignores
cover.
The explosive warhead of the missile battery can decimate the enemys vehicles and
can wreak havoc on heavy infantry and buildings
Explosive warhead: 12-48 S: 8 AP: 3, Heavy d3
The Flak Warheads are made for the destruction of Flayers the Violate Arbite Airspace
Flak Warhead: 18-48 S: 8 AP: 3, Heavy d3, Skyfire


Arbites Shotgun
The arbites shot gun houses in it special material and technology to reduce the kick and
recoil of the shot gun, that way the arbites can use more powerful shot gun rounds
compared to the Imperial Guard
Arbites Shotgun: fires either:
The standard round is of course basic to all arbites and does not need special requests
to be used
Standard rounds: 12 S: 4 AP:-, Assault 2
The executioner round holds within it a small machine spirit that guides it to its target.
Executioner rounds: 6-18 S: 4 AP:-, Assault 1, No line of sight required.
Ignores non-area cover.
The razor rounds are by far the most bizarre out of all the arbites shot gun rounds. It is
formed so that it has razor edges all along it, but the real uniqueness about it is that the
rounds dose not shatter or break allowing it to keep going even after it hits heavier
armor.
Razor rounds: 12 S: 4 AP: - Assault 1, rending.
Seeker rounds are armor piercing rounds that have a machine spirit in it that is smaller
than the Executioner rounds, this small spirit can make minor course corrections in the
round and not fly it like the Execution rounds.
Seeker rounds Range 18 S4 AP 4 assault 1, seeker rounds re-roll misses
The melta round is a miniature version of the melta torpedo and missile technology that
was adapted to the Arbites Shotgun by Mars. It produces a heated shaped charge
capable of punching a hole through most civilian grade armors. This round was never
considered powerful enough for the Imperial Guard but was widely adopted by the
Arbites for its power and lack of secondary casualties
Melta rounds: Range 6 S4 AP 3 Assault 1

Webbers
The Webber fires a web material, that once hit constricts on the opponent making it
hard for the target to move or sometimes even killing the target. The web filament gets
tighter and tighter the more someone resists it.
Webbers
Web: if a model is hit by a weapon with the webber rule that model must take a S test, if
failed that model takes a wound (the target may not be dead it is just that the web has
constricted some much to the point where they cant move).
Heavy web: if a model is hit with a weapon that has the Heavy webber rule that model
must take a S test at +1 to the dice roll (3 becomes 4, 4 becomes 5 and so on), if shot at
a vehicle on a roll of a 3+ the vehicle will count as being Immobilized until the next turn.
Do to the nature as to how it works if the target vehicle moved more than 12 in the
previous turn the target will not be Immobilized but will take a Glancing hit on a roll of a
5+ (that is due to when the vehicle gets hit it will jerk around or even crash, but then will
be loose of the web, because the web does not have the strength to hold a vehicle
moving that fast). This may not be shot at fliers.
The smallest version of the Web guns is the pistol
Web pistol: Range: 6 S- AP- pistol, web.

The medium sized and by far the most used is the web rifle
Web rifle: Range: Template S- AP- Assault 1, web.
The largest and most effective webber weapon the heavy webber
Heavy Webber: Range: Template S- AP3 Heavy 1, Heavy web.

Special Wargear.

Rules for the following can be found in the
main rule book
Frag Grenades Krak Grenades
Melta Bomb

Arbites Bike
Words like, robust, sturdy, and firm are used to describe the bike the arbites use to
patrol. They patrol innards or outskirts of city to sand dunes and jungles.
Arbites Bike: Models equipped with Arbites Bikes follow all the rules for bikes as
described in the 40k rulebook. The bike is armed with a twin-linked bolter.

Badge of the Justiciar
The badge is give to those who have achieved higher ranking in the Adeptus Arbites or
given to the few who go above and be on their duty (and survive). Within each badge is
a small but powerful power shield, giving those higher ranked or braver souls a bigger
chance at survival
Badge of the Justiciar: provides a 4+ invulnerable save to the wearer.

The breaching charges are used to blast holes in wall or vehicles depending on what
the situation requires
Breaching charge: follows the rules for Melta bomb from the main rule book.

Cyberhound
These robotic blood hounds excel at hunting down targets and revealing where
someone is going or is already at. The Grapple hawks require more attention and
training and are not issued out to those without the training to use it.
Cyberhound: Enemies may not outflank within 6 of these bloodhounds and infiltrators
cannot set up within 16 of the cyberhounds.Cyberhounds. Cyberhounds count as
single models for transport purposes. They do not prevent an Independent Character
from joining a unit. A cyberhound has the following profile:
Cyber-hound WS 4 BS 0 S 4 T 3 W 1 I 5 A 2 Ld 6 Sv 5+

Multi-comm
The Multi-com is a smaller version of the Imperial Guards vox caster. The Multi-comms
main use is to inform the Arbites of any suspicious activity or to guide incoming squads
Multi-comm: An Arbites secured locator. Any Arbites squad with the Deep Strike
special rule will arrive 6 away from a multi-comm. A Multi-comm is also a receiver for a
Arbites Dispatch. If any unit is equipped with a Multi-comm the Arbites are eligible to re-
roll one failed reserve test a turn.

Riot Grenades
These grenades come standard to all arbites. They help them prepare for an assault.
They have within them a mixture of gases that attack the charging forces eyes and
smell.
Riot Grenades: Defensive grenades.

Suppression Shield
A more armored and larger version of the storm shield, it lacks the power field that the
Storm Shield has but it does have an interlocking system allowing a squad of trained
man to form an unbreakable wall of steel.
Suppression Shield: 4+ invulnerable save. Models may not claim the +1 attack for
having two weapons. User may not perform a sweeping advance.

Targeter
An advanced range finder and predictor given to the snipers and heavy troopers of the
arbites to allow for more accurate shooting.
Targeter: a model with this allows their unit to reroll one miss per turn. Having more
than one allows for more than one reroll.

Vehicle Upgrades.
Rules for the following can be
found in the main rule book
Extra Armor
Search Light
Smoke Launchers

Advanced Missile unit
Some Black Marias are Equipped with an advanced missile Targeting system, this
allows for a more precise missile attack.
Advanced Missile Unit: grants the Missile Lock Special rule

Storm Bolter
The Arbites use pintle mounted storm bolters to add extra fire power to the vehicle.
Storm Bolter: The storm bolter has the same profile as a storm bolter and is counted
as a defensive weapon.

Webber
Just as the Arbites have pintle Storm Bolters they have pintle Webbers.
Webber: The Webber has the same profile as a Webber and is counted as a defensive
weapon.






Armor of the Adeptus Arbites


Carapace Armor
Carapace Armor is standard for all Arbite forces. It is crafted from dense plates of
Plasteel or Ceramite. The plates are on top of a durable Polyplastic fiber. The
armor is designed to be able to easily clip on, and does not need to be used with
all plates clipped on. Under it is often worn light and comfortable body glove, but
that is not required. The armor must be light and flexible, because it will be worn
for long periods of time and often in extreme physical exertion. It is unpowered
but uses mag-strips to keep gear on it without the use of straps and belts.
Guard are envious of the Arbites, because the Arbites are allowed to have
their armor tailored to them, some Arbites prefer larger Carapace plates while
others dont. Some prefer en extra Carapace plate when others dont.
Carapace Armor: carapace armor grants a 4+ save.

Light Carapace Armor
Light Carapace is a smaller less armored version of Carapace armor. It grants
more flexibility and is more comfortable. Few Arbites use it though because of
the less protection.
Light Carapace: Light Carapace Armor grants a 5+ save.

Judges Armor
Judges Armor is not referring to the diplomatic and record keeping side of the
Arbites but to more senior armor, only worn by higher ranking Arbites. It is better
crafted and is often decorated with medals and signs of the Arbites rank.
Judges Armor: Judges Armor grants a 4+ save, but can reroll one failed save
per turn (note invulnerable saves and cover saves may not be rerolled).

Riot Armor
Riot Armor is extra plates of Plasteel or Ceramite which can be added to the
armor already being worn. It is often brought out when a riot is happening or
given to troops who need to last an extra second. It gives better protection but is
drastically heaver.
Riot Armor: any model with Riot Armor may reroll any 1s when making a normal
saving throw (this does not affect invulnerable or cover saves). When running
subtract 1 from the die roll, to a minimum of 1






Holy Books of the Adeptus Arbites.

Book of Law: lists many of the basic laws everyone should know and the reciting of
reminds the Arbites why they are fighting.
Friendly Arbites units within 6 may always attempt to regroup.

Book of Legislation: The Book of Legislation contains many smaller acts of Imperial
Law, serving to remind the Arbites of where their obedience lies.
Any Arbites Unit with a model within 12 may use the bearers unmodified
Leadership value for any Morale or Pinning Tests it is required to take.

Book of Statutes: The Book of Statutes lists various Imperial Decrees, Ordinances and
Laws as handed down by the High Lords of Terra. By understanding these statutes, the
Arbitrator truly understands his duty and is better able to judge his own actions as he is
able to judge the actions of others.
A unit with a Book of Statutes gains the And They Shall Know No Fear Special rule.

Book of Verdicts: The Book of Verdicts lists the many forms of punishment, penance
and execution the Arbites may impose upon those who defy Imperial Law. These
descriptions of their authority inspire the Arbites to fight harder or become more
resolute.
A character may read from the Book of Verdicts during the Shooting Phase
instead of firing a weapon, the reader must pass a leadership test, if he fails nothing
happens. If he passes his unit may choose one of the following Universal Special Rules
that will apply until the end of the next Arbites Turn: Counter Attack, Furious Charge, or
Stubborn. May not be used if the bearer is Locked in Close Combat.

Book of Judgments: One of the rarest books of the Arbites, the Book of Judgment
contains many accounts of Imperial justice being meted out on the enemies of the
Emperor.
A model bearing the Book of Judgments may read from it. This may be done at
any time, as long as the model with the Book of Judgments does not move on the turn it
is read from. On the Turn the Book of Judgments is read from, the reader must make a
leadership test. If he passes all Arbites Units within 2D6 receives +1 Attack bonus for
the rest of that turn as they fight to prove their devotion. If he fails nothing happens.
Note that the Book of Judgments may be read from in an opposing players turn if you
wish. If the bearer also has a multi-comm, then any Arbites Unit that is equipped with a
mutli-comm will benefit from the +1 Attack bonus, regardless of the 2D6 roll. This book
may not be read if the bearer is Locked in Close Combat

Book of Precedents: This tome contains detailed accounts of past actions, missions
and trials conducted by the Arbites, serving as a historical record of criminal and
heretical activity. The Arbites often consult this book in times of crisis in order to gain
insight into their enemy and better understand how to bring them to justice.
This gives the Arbiter holding the book and the unit he is in gain the Preferred
Enemy (all) Special rule.


Relics of the Adeptus Arbites
Book of the First Laws
The Book of the First Law is said to contain the very first laws that the Emperor himself
wrote down. The book is seen as the most sacred thing to the Adeptus Arbites and is
guarded not only by the Arbites but by the Adeptus Mininstorum and their Adepta
Sororitas as well.
Book of the First Laws: any unit within 12 inches of the book gains +1 A (this effect is
not accumulative with any other books), and any unit within 24 may use the holder of
the books unmodified leadership. The Arbites may also take a non-named unit from the
Sisters of Battle Codex.

Hammer of Justice
The Hammer dates as far back as to before the Arbites even existed. It is thought to be
used by the first person who enforced the laws the Emperor made. But such little is
known of that great Hero that nothing can be sure. The Arbites still use the sacred
weapon to smash those who continually break the Emperors Law.
Hammer of Justice: Range S x2 AP 2 Special Rules: Specialist weapon,
Concussive, - 1 I, Light of Justice
Light of Justice:
Range: 18 S: - AP 1 Assault 1, Blinding, if the night fighting rules are in
effect, then the unit hit is counted as being hit by a searchlight, this also applies to the
wielder of the hammer.

The Enforcers Shield
This ancient shield was given to the first Marshal of the Adeptus Arbites; it was a gift
from the Mechanicus to represent that they would accept Arbite ruling and enforcement
of the Law.
The Enforcers Shield: the Shield grants a 2+ invulnerable save, but once there is a
failed save it goes to a 3+ invulnerable save.

Pistol of the First Execution
The sacred and ancient Pistol of the First Execution is recorded as the very first weapon
the Arbites used to execute traitors and heretics alike, there are even a few records of it
executing traitor Space Marines.
Pistol of the First Execution: Range 12 S 6 AP 2 Special Rules: Blind, Concussive.

Armor of righteousness
The Armor is the oldest and most sacred Carapace Armor in the Galaxy. It was given to
the Arbites from the Emperor himself.
Armor of righteousness: gives a 3+ save and the wearer of the Armor passes Deny
the Witch rolls on a 3+





Psychic Powers
Some Arbite Characters are Psykers and thus have access to one or more powers
detailed below. Adeptus Arbites also have access to the Biomancy, Telekinesis, and
Telepathy disciplines.

Primaris Power.

Gavel of the Court: The Psyker summons his convictions as a physical force in order to
smash his foes, usually taking on the appearance of a large ethereal hammer.
This Power may be used at the end of the Assault Phase, after all Combats have been
resolved. If the Psychic Test is passed, all enemy models in base contact with the
Psyker suffer a wound on a D6 roll of 3+. Armor Saves are allowed as normal, but not
invulnerable saves. This Psychic power also inflicts Soul Blaze. This power uses 1
charge.


1. Obfuscate: The psyker disorients the senses of nearby enemies, making it difficult to
focus on anything.
This power is a malediction and is used at the start of the Arbites turn. If successful,
enemy units within 12 of the Psi-Marshal must make difficult terrain checks when
moving (including assault moves) until the start of the next Arbites turn. This power uses
1 charge.
2. Detection: The Psyker reaches out with his senses, attempting to detect the exact
position of any concealed enemies.
This Power is a malediction and may be used during the Shooting Phase, and does not
prevent the Psyker from firing a weapon. If the Psychic Test is passed then the Psyker
may reduce the Cover Save of a single enemy unit with a model within 18 by -1. This
power uses 1 charge.
3. Light of Justice: The Psykers hand glows brightly, casting a bright light on those
who would threaten the sanctity of the Dictates Imperialis.
This Power is a beam and may be used during the Shooting Phase instead of firing a
weapon. If the Psychic Test is passed, one enemy Unit within 12 of the Psyker will
suffer a -2 penalty to their Leadership until the end of the Arbites Players Turn. If the
Night Fighting rules are in effect, then the Psyker (and his Unit) must roll to spot the
target Unit as normal, but any other friendly Units wishing to target an affected enemy
Unit may ignore the Night Fighting rules. In addition, all enemy Units may ignore the
Night Fighting rules if they choose to target the Psyker (or his Unit) during their next
Shooting Phase. This power uses 1 charge.
4. Suppression: The Psyker clouds the minds of his enemies, rendering them confused
or unconscious.
This Power is a malediction and may be used during the Shooting Phase instead of
firing a weapon. If the Psychic Test is passed, then a single enemy unit within 12 of the
Psyker will be forced to take a Pinning Test at the end of the Shooting Phase. This will
also force a unit which is normally immune to Pinning to take a Pinning Test. This
power uses 1 charge.
5. Clouding: the psyker creates a cloud around him, making it harder for his enemies to

Some Arbite Characters are Psykers and thus have access to one or more powers
detailed below. Adeptus Arbites also have access to the Biomancy, Telekinesis, and
Telepathy disciplines.

We use any and all powers that the Emperor has given us. We use them to deal
justice, to get information, to help are fellow Arbites. Without the Emperor given
powers the Arbites would be at a disadvantage in keeping the law, that is why the
Emperor has given them to us. Psi-Lord Hickok instructing a group of Psi-Seniors.

see him and those around him.
This power is a blessing and may be used at the end of the shooting phase, if
successful the psyker and his unit gain the Shrouded Special rule, and any allies within
12 gain the Stealth Special rule, until the end of the next arbites shooting phase. This
power uses 1 charges.
6. Long Arm of the Law: The Psyker is able to peek briefly into the future, divining the
probable course of action that a criminal or enemy may follow. This allows the
Arbitrators to stay a step ahead of their quarry.
This Power is a blessing and may be used at the end of the Arbites Movement Phase. If
the Psychic Test is passed, the Psyker and his Unit will not Shoot during the Shooting
Phase or Charge during the Assault Phase. At the start of the enemys next Shooting
Phase, the Psyker and his Unit may take a free shot at the enemy, counting as
stationary. This is done prior to any enemy shooting, and all of the normal rules for
Shooting apply. Alternatively, at the start of the enemys next Assault Phase, the Psyker
and his Unit may Charge an enemy Unit if they are in range. Neither of these actions
may be taken if the Psyker and his Unit are Falling Back or Locked in Combat.
This power uses 1 charges.




Arbites Wargear list.

Melee Weapons
Power Weapon 15 pts
Power Maul 15 pts
Shock Maul 8 pts

Ranged Weapons
Bolter Free
Plasma Pistol 15 pts
Storm Bolter 5 pts
Web Pistol 5 pts

Special issue Wargear
Breaching Charge 5 pts
Cyberhound 15 pts
Multi-comm 5 pts
Suppression Shield 10 pts
Targeter 5 pts
Arbites Bike 10 pts
Execution Rounds 5 pts
Razor Rounds 5 pts
Seeker Rounds 5 pts
Melta Rounds 8 pts

Rare Arbite Wargear
Badge of the Justiciar 10 pts
Devastator Maul 30 pts
Execution Blade 20 pts
Inferno Pistol 25 pts

Vehicle Upgrades
Extra Armor 5 pts
Search Light 5 pts
Smoke Launchers 5 pts
Storm Bolter 5 pts
Webber 10 pts
Advanced Missile Unit 10 pts
Holy Books of the Arbites *
Book of the Law 5 pts
Book of Legislation 5 pts
Book of Statutes 10 pts
Book of Verdicts 25 pts
Book of Precedents 25 pts
Book of Judgments 35 pts

Arbites Armor
Light Carapace Free
Riot Armor 3 pts

Relics of the Arbites **
Book of the First Laws 40 pts
Hammer of Justice 50 pts
The Enforcers Shield 30 pts
Pistol of the First Execution 30 pts
Armor of righteousness 30 pts

* Models may only take
one option from this
list.

** only one of each option
can be taken.







HQ


Dreaded Judge Joseff Spartacus Cost: 200 pts
Judge Spartacus: WS 6 BS 5 S 4 T 4 W 3 I 5 A 4 LD 10 Sv 3+
Unit Type: Infantry (character)
Unit Composition: 1
Wargear: Special Rules:
Lawgiver Bolt Pistol Eternal Warrior
Devastator Maul Riot Tactics: Assault
Frag Grenades Units Inbound
Melta Bombs Hand of Justice
Riot Grenades Independent Character
Badge of the Justicar Demolition Man
I am the Law!
Bionic body
Options:
May take an Arbites bike for 25 pts
May take options from the Relic Wargear list

Psi-lord Hickok Cost: 200 Pts
Hickok WS 5 BS 5 S 3 T 3 W 3 I 5 A 3 LD 10 SV 4+
Unit Type: Infantry (character)
Unit Composition: 1
Wargear: Special Rules:
Judges armor Independent Character
Force weapon Stubborn
Plasma pistol Psyker (Mastery level 3)
Frag grenades Units Inbound
Riot grenades Riot Tactics: Assault
Badge of the Justicar
Options:
May take options from the Relic Wargear list







Senior Traggat Cost: 150 pts
Traggat WS 4 BS 6 S 3 T 3 W 2 I 3 A 2 LD 9 SV 4+
Unit Type: Infantry (character)
Unit Composition: 1
Wargear: Special Rules:
Carapace armor Infiltrate
Auto pistol Scout
Black Arrow Stealth
Chameleon cloak Independent Character
Power Maul Acute Senses
Move Through Cover
Scratch one
Master sharpshooter

Lord Justice (0-1) Cost: 150 pts
Marshal of the Court: Ws 6 Bs 5 S 3 T 3 W 3 I 5 A 4 LD 10 Sv 4
Unit type: Infantry (character)
Unit Composition: 1
Wargear: Special rules:
Judges Armor Independent Character
Bolt pistol Stubborn
Close Combat weapon Riot tactics: Assault
Badge of the Justicar My word is Law
Riot Grenades Will of the Emperor
Hand of Justice

Options:
May take items from the Melee, Ranged, Special Issue, Rare,
Armor, Holy Books and Relic, Wargear list.

Command squad (0-1, only if Lord Justice is taken) Cost: Varies.
This unit does not take up any FOC slots.
Command Squad WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 8 Sv 4
Unit Composition: 2-6 officers
Unit Type: Infantry
Wargear: Special rules:
Carapace armor stubborn
Bolt Pistol
Close Combat weapon

Riot grenades
Options:
Each officer must be assigned one of the following
Liaison arbiter 15 pts Communication arbiter 20 pts
Medic arbiter 15 pts Senior 35 pts
Preacher of Imperial law 25 pts Fleet liaison arbiter 40 pts
Inquisitors Interrogator 20 pts
Interrogator may take items from the Melee, Ranged, and Armor,
lists.

Arbites Majore Cost: 65 Pts
Majore: WS 5 BS 5 S 3 T 3 W 3 I 5 A 3 Ld 9 Sv 4+
Unit Type: Infantry (character)
Unit Composition: 1
Wargear: Special Rules:
Judges Armor Independent Character
Arbites shotgun Stubborn
Bolt pistol Riot Tactics: Assault
Close Combat weapon Units Inbound
Frag grenades
Riot grenades
Options:
May take items from the Melee, Ranged, Special Issue, Rare,
Armor, Holy Books and Relic, Wargear list.

Arbites Senior Cost: 35 Pts
Senior WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 LD 9 Sv 4+
Unit type: Infantry (character)
Unit Composition: 1
Wargear: Special Rules:
Judges armor Independent Character
Arbites shotgun Stubborn
Bolt pistol Riot Tactics: Assault
Close combat weapon Units Inbound
Frag grenades
Riot grenades
Options:
May take items from the Melee, Ranged, Special Issue, Rare,

Armor, Holy Books and Relic, Wargear list.

Arbites Psi-Senior Cost: 45 Pts
Psi-Senior WS 4 BS 4 S 3 T 3 W 2 I 4 A 2 LD 9 Sv 4+
Unit type: Infantry (character)
Unit Composition: 1
Wargear: Special Rules:
Judges armor Independent Character
Arbites shotgun Stubborn
Bolt pistol Riot Tactics: Assault
Force weapon Units Inbound
Frag grenades Psyker (Mastery Level 1)
Riot grenades
Options:
May take items from the Melee, Ranged, Special Issue, Rare,
Armor, Holy Books and Relic, Wargear list.



Troops
Arbite Patrol team Cost: 40 Pts
Arbitor WS 3 BS 3 S 3 T 3 W1 I 3 A 1 LD 7 Sv 4+
Proctor WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 LD 8 Sv 4+
Unit type: Infantry (character: Procter only)
Unit Composition: 4 Arbitors, and 1 Procter.
Wargear: Special Rules:
Carapace armor Riot Tactics: Support
Arbites shotgun
Bolt pistols
Riot grenades
Options:
May add up to 5 more Arbite for 8 pts each
Any Arbitor may replace his Shotgun with:
A Shock Maul 5 pts
A Bolter 3 pts
One Arbitrator may replace his Arbites shotgun with:
A Heavy bolter 15 pts
A heavy Stubber 10 pts
An Arbites grenade launcher, a Melta gun,
Plasma gun, or web rifle 15 pts
If the squad numbers 10 models a second Arbitor may replace his Arbites
shotgun with the options above.
Squad may take
Executioner rounds and\or razor rounds 10 pts
Seeker rounds 15 pts
Melta rounds 20 pts
Squad may take one of the Options from the Armor Wargear list
Squad may take a dedicated transport from the transport list
Procter May take items from the Melee, Ranged, Special Issue,
Wargear list

SHARPSHOOTER TEAM Cost: 70 Pts
Sharpshooter WS 3 BS 4 S 3 T3 W 1 I 3 A 1 Ld 7 Sv 4+
Proctor WS 3 BS 4 S 3 T3 W 1 I 3 A 2 Ld 8 Sv 4+
Unit type: Infantry (Character: Procter only)
Unit Composition: 4 Arbitrators, and 1 Procter.
Wargear: Special Rules:
Carapace armor Scout

Sniper rifle Infiltrate
Bolt pistol Riot Tactics: Support
Camo-Cloak Dead Aim (Procter only)
Options:
May add up to 5 more Sharpshooters for 13 pts each
One Arbitor may replace Sniper Rifle with:
A Heavy Bolter 10 pts
One may take a Targeter for 5 pts
Squad may ride in an Insertion Speeder
Squad may replace Carapace Armor for:
Light Carapace free
Procter May take items from the Melee, Ranged, Special Issue,
Wargear list


TRANSPORT VEHICLES

Rhino Cost: 35 pts
Rhino BS 3 F 11 S 11 R 10 HP 3
Unit Type: vehicle (tank, transport)
Unit Composition: 1 Rhino
Transport: the Rhino has a transport capacity of 10 models.
Wargear: Special Rules:
Storm Bolter Units Inbound
Search light Repair
Smoke launchers
Options:
May take items from the Vehicle Wargear list.



Chimera Cost: 65 pts
Chimera: BS 3 F 12 S 10 R 10 HP 3
Unit Type: vehicle (tank, Transport)
Unit Composition: 1 Chimera
Transport: a Chimera has a transport capacity of 12.
Wargear: Special Rules:
Twin-linked Heavy Stubber Units Inbound

Heavy Bolter Amphibious
Search Light
Options:
May replace its twin-linked Heavy Stubber for:
Twin-linked heavy bolter 5 pts
Arbites heavy grenade launcher, heavy Webber
Or an Auto Cannon 15 pts
May take items from the Vehicle Wargear list.

Repressor Cost: 50 pts
Repressor: BS 3 F 11 S 11 R 10 HP 3
Unit Type: vehicle (Tank, Transport)
Unit Composition: 1 Repressor
Transport: a Repressor has a transport capacity of 10 models.
Wargear: Special Rules:
Storm Bolter (turret) Units Inbound
Pintle mounted Webber
Search light
Smoke launchers
Options:
May take items from the Vehicle Wargear list.

Insertion Speeder Cost: 50 pts
Land Speeder BS 3 F 10 S 10 R 10
Unit type: Vehicle (fast, skimmer, open toped)
Unit Composition: 1 speeder
Transport: the Insertion speeder can carry 8 models
Wargear: Special Rules
Heavy Bolter Jink
Deep Strike
Stealth.
Options:
May replace its Heavy Bolter with an Assault Cannon for 20 pts





Elites
High proctor (0-2) Cost: 50 pts
High proctor Ws 4 Bs 4 S 3 T 3 W 2 I 4 A 2 Ld 9 Sv 4+
Unit Type: Infantry (Character)
Unit Composition: 1
Wargear: Special rules:
Bolt Pistol Independent character
Power Maul Riot tactics: Defend
Rosarius Fearless
Carapace Armor Units inbound
Riot grenades Were here for the Emperor
Options:
May take items from the Melee, Ranged, Special Issue, Armor,
and Holy books, Wargear list.

Chastener (0-1) Cost: 30 Pts
Chastener WS 5 BS 4 S 3 T 3 W 2 I 4 A 2 Ld 8 Sv 5+
Unit Type: Infantry (character)
Unit Composition: 1
Wargear: Special Rules:
Light Carapace Armor Scout
Power weapon Stealth
Bolt Pistol Hit and run
Frag grenades Riot Tactics: Assault
Krak grenades Covert Operations
Dodge
Designated Target
Options:
May take items from the Melee, Ranged, Special Issue, and Rare,
Wargear list.

SHOCK TEAM Cost: 125 Pts
Shock Arbitor WS 4 BS 4 S 3 T 3 W 1 I 4 A 2 LD 9 Sv 4++
Shock Procter WS 4 BS 4 S 3 T 3 W 1 I 4 A 2 LD 9 Sv 4++
Unit Type: Infantry (Character: Procter only)
Unit Composition: 4 Arbitrators, and 1 Procter.
Wargear: Special Rules:
Carapace armor Riot Tactics; Defend

Shock Maul Units Inbound
Suppression shield Bulky
Bolt pistol Shield wall
Riot grenades Shield rush
Options:
May take up to 5 more Shock Arbitors for 25 pts each
Any Arbitor may upgrade his shock maul to a power maul for 5 pts
Squad may take a dedicated transport from the transport list
Procter May take items from the Melee, and Special Issue Wargear
list

Shieldbreaker Team Cost: 80 pts
Arbitor WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 LD 8 Sv 4+
Procter WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 LD 8 Sv 4+
Unit Type: Infantry (Character: Procter only)
Unit Composition: 4 Arbitors, and 1 Procter.
Wargear: Special Rules:
Carapace Armor Riot Tactics: Assault
Arbites Shotgun (with all rounds) Units Inbound
Breaching Charge Scout
Bolt Pistol
Close Combat weapon
Options:
May take up to 5 more Arbitors for 14 pts each
two Arbitors may replace their Arbites shotguns with:
A Heavy bolter 15 pts
A heavy Stubber 10 pts
An Arbites grenade launcher, a Melta gun,
Plasma gun, or web rifle 15 pts
Squad may take one of the Options from the Armor Wargear list
Squad may take a dedicated transport from the transport list
Procter May take items from the Melee, Ranged, and Special Issue,
Wargear list







Fast Attack
Arbites Mounted Pursuit Squad Cost: 40 Pts
Arbitor WS 3 BS 3 S 3 T 3 W 1 I 3 A 2 LD 7 SV 5+
Proctor WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 LD 8 SV 5+
Unit type: Cavalry (character: Procter only)
Unit Composition: 2 Arbitors, and 1 Procter.
Wargear: Special Rules:
Arbites shotgun or Bolt pistol Units Inbound
Close Combat Weapon or Shock lance Fleet
Light Carapace Armor
Riot Grenades
Options:
may add up to 7 more Arbites for 13 pts each
one Arbitor may replace his Arbites Shotgun for:
An Arbites Grenade Launcher 15 pts
Melta gun 15 pts
Web Rifle 15 pts
Plasma gun 15 pts
Procter May take items from the Melee, Ranged, and Special Issue,
Wargear list

Arbite Biker Pursuit Squad Cost: 65 pts
Arbitrator WS 3 BS 4 S 3 T 4 W 1 I 3 A 1 LD 7 Sv 4+
Attack Bike WS 3 BS 4 S 3 T 4 W 2 I 3 A 1 LD 7 Sv 4+
Proctor WS 3 BS 4 S 3 T 4 W 1 I 3 A 2 LD 8 Sv 4+
Unit type: Bike (character: Procter only)
Unit Composition: 2 Arbitors, and 1 Procter.
Wargear: Special Rules:
Carapace armor Units Inbound
Arbites shotgun Riot Tactics: Assault
Shock maul Jink.
Riot grenades
Arbites bike
Options:
May include up to 3 additional Arbitors for 19 pts each.
One Arbitor may replace his Arbites Shotgun for:

A Webber, Plasma gun or a Melta gun 15 pts
one Arbitor may be upgraded to an Attack back and take:
An Assault Cannon 25 pts
A Heavy bolter or a Heavy Webber 15 pts
Procter May take items from the Melee, Range, and Special Issue
Wargear list

Arbites Land Speeder Pursuit squadron (0-1) Cost: 50 pts
Land Speeder BS 3 F 10 S 10 R 10
Unit type: Vehicle (fast, skimmer, open toped)
Unit Composition: 1
Wargear: Special Rules:
Heavy Bolter Jink
Deep Strike
Options:
May add up to 2 more land Speeders for 50 pts each
Each Land Speeder may add one of the following:
An Assault Cannon 30 pts
A Plasma cannon 30 pts
The heavy bolter may be exchanged for a multi-melta for 20 pts

Cyber pursuit squad (0-1) Cost: 50 pts
Cyber-hound WS 4 BS 0 S 4 T 3 W 1 I 5 A 2 LD 6 Sv 5+
Grapple Hawk WS 4 BS 0 S 3 T 3 W 1 I 6 A 2 LD 6 Sv 6+
Cyber handler WS 3 BS 3 S 3 T 3 W 1 I 4 A 1 LD 8 Sv 4+
Unit Type: Beast (Character: Handler only)
Unit Composition: 1 handler and 2 Cyber Beasts.
Wargear: Special rules:
Shock Maul (Handler only) Units inbound
Bolt pistol (Handler only) Fleet
Riot tactics: Assault (handler only),
Rending (Cyber-hound and Grapple hawk only)
Blood Hound
Grapple Attack
Options:
May take up to 6 of the following:
Cyberhound 15 pts each
Grapple Hawk 15 pts each

May take up to 2 more handlers at 15 pts each
One handler may take options from the Melee Weapons Wargear
list.

Retrieval Team Cost: 65 pts
Arbite WS 3 BS 4 S 3 T 3 W1 I 3 A 2 LD 8 Sv 4+
Procter WS 3 BS 4 S 3 T 3 W1 I 3 A 2 LD 9 Sv 4+
Unit type: Infantry (character: Procter only)
Unit Composition: 2 Arbitors, and 1 Procter.
Wargear: Special Rules:
Carapace armor Riot Tactics: Assault
Arbite shotgun Retrieve the Target
Riot grenades A.S.V. Support
Options:
may add up to 7 more Arbites for 20 pts each
Any Arbitor may take one Item from the Special Issue Wargear list
Procter May take items from the Melee, Ranged, and Special Issue,
Wargear list

Heavy Support
Arbites Heavy Support Team (0-1) Cost: 110 pts
Heavy Arbitor WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+
Procter WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 9 Sv 4+
Unit Type: Infantry (character: Procter only)
Unit Composition: 4 Arbitors, and 1 Procter.
Wargear: Special Rules:
Carapace armor Riot tactics: Defend
Bolter Units Inbound
Bolt pistol Heavy Weapons
Targeter
Motion predictor (Procter only)
Options:
May include up to 5 more Heavy Arbitors for 16 pts each
Up to 4 Arbitors may replace their Bolter for:
Web rifle 5pts
Heavy stubber 5pts
Heavy bolter 10pts
Auto cannon 15pts
Missile launcher (frag and krak) 15pts

Flakk missiles are an additional 3 pts
Heavy Webber 15pts
Lascannon 20pts
Any may replace their Bolter for a Storm Bolter for 5 pts
Squad may take one of the Options from the Armor Wargear list
Squad may take a dedicated transport from the transport list
Procter May take items from the Melee, Ranged, and Special Issue,
Wargear list

Suppression Platforms Cost: 20 Pts
Arbiter WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 LD 8 Sv 4+
Suppression Platform WS - BS - S T 7 W 2 I A - LD - SV 3 +
Unit Type: Artillery
Unit Composition: 1 Platform (2 Arbites per Platform
Wargear: Special Rules:
Carapace armor Scout
Bolt pistol Riot Tactics: Defend
Heavy stubber (suppression Platform)
Options:
May take up to 2 more Suppression Platforms for 20 pts each
Any or all Platforms my Upgrade their guns to have Skyfire for 10 pts
each
Each suppression platform must be armed with one of the following:
A twin-linked heavy stubber 5 pts
A twin-linked heavy bolter 10 pts
A twin-linked auto cannon 15 pts
An Arbites heavy grenade launcher 15 pts
A heavy Webber 15 pts
A twin-linked lascannon 20 pts

Black Maria Cost: 165 Pts
Black Maria BS 3 F 12 S 12 R 10
Unit type: Vehicle (tank)
Unit Composition: 1 Maria
Wargear: Special Rules:
Heavy bolter (hull) Units inbound
Arbites missile battery (turreted)
Searchlight
Smoke launchers

Options:
May Replace its Arbites Missile Battery for:
2 Twin-linked Las Cannons Free
Twin-linked Heavy Webbers Free
May take items from the Vehicle Wargear list

A.S.V. (Aerial Support Vehicle) Cost: 145 Pts
A.S.V. BS 3 F 12 S 10 R 10
Unit Type: Vehicle (Flayer, Transport)
Unit Composition: 1 A.S.V
Transport: 10
Wargear: Special Rules:
Avenger Gatling Cannon Units Inbound
4 Sky Screamer Missiles
Search Light
Heavy Stubber Sponsons.
Options:
May exchange any or all Sky Screamer Missiles for:
Sky blind Missiles free
Sky Cover Missiles free
Concussive Missile 10 pts each
May upgrade its Heavy Stubbers to heavy bolters for 5 pts
May upgrade the Gatling Cannon to an Assault cannon for free




















Allies Matrix
Adeptus Arbites
Black Templers Battle Brothers
Blood Angles Allies of Convenience
Chaos Daemons Come the Apocalypse
Chaos Space Marines Come the Apocalypse
Dark Angles Allies of Convenience
Dark Eldar Come the Apocalypse
Eldar Allies of Convenience
Grey Knights Battle Brothers
Imperial Guard Allies of Convenience
Necrons Come the Apocalypse
Orks Desperate Allies
Sisters of Battle Battle Brothers
Space Marines Battle Brothers
Space Wolves Allies of Convenience
Tau Allies of Convenience
Tryanids Come the Apocalypse






















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