Codex Adeptus Arbites

By BobK and Keats

This codex is based off the one released in Citadel Journal 29, with updates to take into account the changes between 3rd and 5th ed., to reduce the weakness against vehicles, heavy infantry and monstrous creatures, and to expand the list using the various teams mentioned in the notes accompanying the old codex.

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

Wargear:

Arbites shotgun (executioner): Range 18″ S 4 AP 5 Assault 1 Re-roll misses
Arbites shotgun (solid): Range 12″ S 3 AP – Assault 2

Bike: Same as space marine bike.

Grenade Launcher: In addition to the standard frag and krak grenades, grenade launchers may choose to fire Smoke or Tripwire grenades.
Grenade launcher (smoke): Range 24″ S 0 AP – Assault 1 Large Blast Disorientating The target gains a 4+ cover save but is unable to shoot next turn, in the same way as vehicles that use their smoke launchers.
Grenade launcher (tripwire): Range 24″ S 0 AP – Assault 1 Large Blast Debilitating

Shock Maul: Counts as a Poisoned Weapon that always wounds on a 4+.

Suppression Shield: Counts as a close combat weapon that gives the bearer a 4+ invulnerable save.

Twin Heavy Webbers: Range Template S 5 AP 2 Assault 1 Pinning Debilitating Twin-Linked. Treats penetrating hits as glancing hits when damaging vehicles. May be fired even if the Castigator moved up to 12″.

Webber: Range Template S 4 AP 4 Assault 1 Pinning

Web Pistol: A close combat weapon that gives the bearer the Hit & Run ability.


Special Rules:

Debilitating: Weapons described as Debilitating force the target (including vehicles) to be treated as if in difficult terrain for the next movement phase.

Disorientating: Units hit by a disorientating attack must pass a Ld test or become disorientated. Disorientated units move D6″ in the direction of the scatter dice (not moving if a hit is rolled) in their movement phase and may not shoot or assault. If the unit is pinned then the disorientated effect is ignored.

 

HQ


HQ: Judge 70 Points

WS 5 BS 4 S 3 T 3 W 3 I 4 A 3 Ld 9 Sv 4+

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Refractor Field, Frag grenades, Krak grenades, Arbites shotgun

Special Rules: Independent Character, Codex Arbites

Codex Arbites: All Arbites units within 12″ automatically rally after falling back.

Options:
• The Judge may ride a bike for +15 points.
• The Judge may replace his bolt pistol with a plasma pistol or web pistol for +5 points, or a suppression shield for +10 points.
• The Judge may replace his Arbites shotgun with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Judge may be armed with a power weapon or shock maul for +5 points or a power fist for +15 points.
• The Judge may take meltabombs for +5 points.


HQ: Detective 70 Points

WS 4 BS 4 S 3 T 3 W 2 I 4 A 3 Ld 8 Sv 4+

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Force weapon, Refractor Field, Frag grenades, Krak grenades

Special Rules: Independent Character, Psyker

Psychic Power: Mind Worm (see codex: Dark Angels)

Options:
• The Detective may replace his bolt pistol with a plasma pistol for +5 points.
• The Detective may be armed with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Detective may take meltabombs for +5 points.


HQ: Lord Commissar

Same as on p92 of codex imperial guard.

HQ: 0-5 Priests

See Priests in codex Witch Hunters.

 

ELITES


Elites: Arbites Combat Team 9 Points/Model

Combat Proctor: WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Combat Arbitrator: WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+

Unit Composition: 5-10 Combat Arbitrators

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Frag grenades, Krak grenades, Bolter

Options:
• Up to 2 Combat Arbitrators may replace their bolter with a flamer for +6 points, a heavy stubber for +8 points, or a grenade launcher, meltagun, webber or plasma gun for +10 points.
• 1 Combat Arbitrator may be promoted to a Combat Proctor for +7 points.
• The Combat Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Combat Proctor may replace his bolter with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Combat Proctor may have a power weapon for +5 points.
• The Combat Proctor may take meltabombs for +5 points.

Transport: Arbites Combat Teams may select a Chimera or Rhino as a dedicated transport vehicle.


Elites: Arbites Shock Team 11 Points/Model

Shock Proctor: WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Shock Arbitrator: WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+

Unit Composition: 5-10 Shock Arbitrators

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Frag grenades, Krak grenades, Shock Maul & Suppression Shield

Options:
• 1 Shock Arbitrator may be promoted to a Shock Proctor for +7 points.
• The Shock Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Shock Proctor may replace his shock maul with a power weapon for +5 points or a power fist for +15 points.
• The Shock Proctor may take meltabombs for +5 points.

Transport: Arbites Shock Teams may select a Chimera or Rhino as a dedicated transport vehicle.

Elites: Penal Legion Squad

Same as on p99 of codex imperial guard.

 

TROOPS


Troops: Arbites Patrol Team 7 Points/Model

Proctor: WS 3 BS 3 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Arbitrator: WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 Ld 7 Sv 4+

Unit Composition: 5-20 Arbitrators

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Frag grenades, Arbites shotgun

Special Rules: Support Team

If the squad numbers 10 or more models, it may be split into 2 teams. Each team must contain at least 5 models. If 2 weapon upgrades are in the squad then one team must have the grenade launcher and the other team must have the other weapon upgrade.

Options:
• 1 Arbitrator may replace his shotgun with a grenade launcher for +10 points.
• If the squad numbers 10 or more models, 1 Arbitrator may replace his Arbites shotgun with a flamer for +6 points, a heavy stubber for +8 points, or a meltagun, webber or plasma gun for +10 points.
• 1 Arbitrator may be promoted to a Proctor for +7 points.
• The Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Proctor may replace his Arbites shotgun with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Proctor may take meltabombs for +5 points.

Transport: Arbites Patrol Teams may select a Chimera ( if it has 12 models or less) or Rhino (if it has 10 models or less) as a dedicated transport vehicle.

 

FAST ATTACK


Fast Attack: Arbites Rapid Pursuit Team 25 Points/Model

Pursuit Proctor: WS 3 BS 4 S 3 T 3(4) W 1 I 3 A 2 Ld 8 Sv 4+
Pursuit Arbitrator: WS 3 BS 4 S 3 T 3(4) W 1 I 3 A 1 Ld 8 Sv 4+

Unit Composition: 3-10 Pursuit Arbitrators

Unit Type: Bikes

Wargear: Carapace armour, Bolt pistol, Frag grenades, Krak grenades, Pintle-mounted Twin-linked Bolter

Options:
• Up to 2 Pursuit Arbitrators may replace be armed with a flamer for +6 points or a grenade launcher, meltagun, webber or plasma gun for +10 points.
• 1 Pursuit Arbitrator may be promoted to a Pursuit Proctor for +7 points.
• The Pursuit Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Pursuit Proctor may have a power weapon for +5 points.
• The Pursuit Proctor may take meltabombs for +5 points.

Fast Attack: Arbites Retrieval Team 10 Points/Model

Retrieval Proctor: WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Retrieval Arbitrator: WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+

Unit Composition: 5-10 Retrieval Arbitrators

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Frag grenades, Krak grenades, Web Pistol & Close combat weapon.

Special Rule: Infiltrate, Deep Strike (via secret tunnels), Capture

Capture: The Retrieval Team is trained to isolate and capture the most dangerous individuals from among a mob, using their web pistols to render the target incapable of fighting, before cutting them free from the ground and making their escape. The team may choose to allocate all of its attacks against a specific model as if it were an independent character before rolling to hit.

Options:
• 1 Retrieval Arbitrator may be promoted to a Retrieval Proctor for +7 points.
• The Retrieval Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Retrieval Proctor may replace his close combat weapon with a power weapon for +5 points or a power fist for +15 points.
• The Retrieval Proctor may take meltabombs for +5 points.

Transport: Arbitrators Patrol Teams may select either a Chimera or Rhino as a dedicated transport vehicle.

Fast Attack: Cyber-Mastiffs 12 Points/Model

Cyber-Mastiff: WS 4 BS 0 S 4 T 4 W 1 I 4 A 2 Ld 8 Sv 4+

Unit Composition: 5-10 Cyber-Mastiffs

Unit Type: Beasts

Wargear: Carapace armour, Teeth

 

HEAVY SUPPORT


Heavy Support: Arbites Executioner Team 9 Points/Model

Executioner Proctor: WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Executioner Arbitrator: WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+

Unit Composition: 5-10 Executioner Arbitrators

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Frag grenades, Arbites shotgun or Bolter

Options:
• Any Executioner Arbitrator may replace his Arbites shotgun with a heavy stubber for +10 points.
• Up to 4 Executioner Arbitrators may replace their Arbites shotgun with a heavy bolter for +15 points or autocannon, missile launcher or multi-melta for +20 points.
• 1 Executioner Arbitrator may be promoted to a Executioner Proctor for +7 points.
• The Executioner Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Executioner Proctor may replace his Arbites shotgun with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Executioner Proctor may have a power weapon for +5 points.
• The Executioner Proctor may take meltabombs for +5 points.

Transport: Arbites Executioner Teams may select a Chimera or Rhino as a dedicated transport vehicle.

Heavy Support: Arbites Sniper Team 10 Points/Model

Proctor: WS 3 BS 4 S 3 T 3 W 1 I 3 A 2 Ld 8 Sv 4+
Arbitrator: WS 3 BS 4 S 3 T 3 W 1 I 3 A 1 Ld 8 Sv 4+

Unit Composition: 5-10 Sniper Arbitrators

Unit Type: Infantry

Wargear: Carapace armour, Bolt pistol, Frag grenades, Sniper rifle

Special Rule: Infiltrate

Options:
• 1 Sniper Arbitrator may be promoted to a Sniper Proctor for +7 points.
• The Sniper Proctor may replace his bolt pistol with a plasma pistol for +5 points.
• The Sniper Proctor may replace his sniper rifle with a storm bolter for +5 points or combi-flamer, combi-grenade launcher, combi-plasma gun or combi-meltagun for +10 points.
• The Sniper Proctor may have a power weapon for +5 points.
• The Sniper Proctor may take meltabombs for +5 points.

Transport: Arbites Sniper Teams may select a Chimera or Rhino as a dedicated transport vehicle.

Heavy Support: Castigator 60 Points

Type: Tank, Open-Topped

BS 4 Front Armour 11 Side Armour 11 Rear Armour 10

Wargear: Twin-linked Heavy Webber, Smoke Launchers, Searchlight

Special Rules: Twin Heavy Webbers: Range Template S 5 AP 2 Assault 1 Pinning Debilitating Twin-Linked. Treats penetrating hits as glancing hits when damaging vehicles. May be fired even if the Castigator moved up to 12″.

Options:
• Take a hunter-killer missile for +15 points.
• Take a dozer blade for +5 points.
• Take extra armour for +15 points.

Transport Capacity: 6 Models.

Heavy Support: Turret Emplacements

See Turret Emplacements in Imperial Armour I. 1-3 Turret Emplacements may be taken as a single Heavy Support choice. They do not have to be deployed within squad coherency.

 

TRANSPORT


Dedicated Transport Vehicles: Chimera

See Chimeras in codex Witch Hunters or Imperial Guard.

Dedicated Transport Vehicles: Rhino

See Rhinos in codex Witch Hunters. Rhinos have BS 3 and cost 45 points.

Advertisements

Leave a reply?

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s