adeptus arbites mmviii 0711 warhammer 40k 2nd edition
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Codex
Arbites
The Complete Guide ToThe Adeptus Arbites
In The Forty First Millennium
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Keepers of the Emperors Justice 0!""!0#
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Armies of the $"stMillennium
Adeptus Arbites Rules
The Adeptus Arbites
The Adeptus Arbites are the keepers of the Imperium's laws and watchdogs of the far-flung empire ofhumanity. The Imperium is an organization where rebellion and defiance of the Imperial will are CrimesAgainst Humanity. The Arbitrators are the grim and uncompromising reminder of the Imperium's presence
which no planetary goernor can ignore. They cannot be bought off or threatened or corrupted or
negotiated with. Indeed the Adeptus Arbites goes to great lengths to ensure that those recruited into their
ranks do not sere on their own home worlds or anywhere within a dozen light years of home. They do notcommunicate with the citizenry unless absolutely necessary and only leae their great fortress-precincts on
official business.
!hould a planet reolt against the Imperium the Arbitrators will be the first to go into battle against thetraitors. "ore often than not a rebellious goernor will order the destruction of the Adeptus Arbites precinct
on his planet as his first treachery and a great battle will break out between rebel planetary defense forces
and the besieged Arbites. The one-sided struggle of a few hundred against an entire world should not last
long and the result would seem ineitable but the #udges are well trained in their task and always ready.
In truth the Arbitrators need only to hold out until their astropath has transmitted a message summoning
help. "obile fleets of Arbitrators stand in constant readiness to answer the call of their precincts and bringretribution upon the transgressors of the $mperors laws. %eyond them the entire might of the Imperium can
be called upon with !pace "arine Chapters and the Imperial &uard prepared to uell the fiercest rebellion.
$ually the Arbitrators stand ready to fight against the foes of humanity in the case of &enestealerinfestation( Chaos incursion or alien attack. The well armed and rigorously trained Arbitrators make
e)cellent troops and !uads of #udges can add ital backbone to the planetary defense forces. It is ironic
that planetary goernors who may hae plotted against the Imperium for years are always the first to sueal
for help when the *rks arrie.
%ecause of their heay armor and +if armed with Arbites Combat !hotguns, their potent short ranged
firepower Arbites suads are most useful at short ranges in dense terrain( either attacking enemy held
positions or defending key points. They e)cel in street fighting where their small suad size enables them tomake best use of aailable coer. Arbites suads are ery hard to rout at the best of times and they can
fight off the fiercest assaults with efficient heay weapons support proided by their highly trained $!AT
+$)oskeleton !pecial eapon Adanced Training, units.
Army %e&dership%ecause of their uniue position in Imperial !ociety( the Adeptus Arbites are often called upon to assist
other branches of the Imperial %ureaucracy in support of their missions. hile this may mean that Adeptus
Arbites units are attached to another force as Allies( it more freuently means that an Arbites force is leadby a different member of the goernment.
Therefore( an Adeptus Arbites Army may be lead by any Army commander from any non-military Imperial
Army +Adeptus "inistorum( Adeptus "echanicus( or *rdo "alleus,. In this situation( the Armycommander follows all of the applicable rules for their original force( but follows the Adeptus Arbites Army
ist to determine the actual composition of the army itself.
$lements of the Army list from which the Commander is taken may be used as !upport $lements( as perthe standard rules. This is the only situation in which an Adeptus Arbites Army may make use of Allies.
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Arbites Comb&t 'hot(unThe Arbites combat shotgun is a simple shotgun with a number of adaptations which allow it to fire a
special ammunition type aailable only to the Adeptus Arbites. In addition to the standard solid and scatter
rounds fired by ordinary shotguns the Adeptus Arbites labs hae deeloped the /$)ecutioner/ adamantium-tipped armor piercing round to seek out and destroy the toughest targets. This sophisticated shell has a tiny
robot brain which locks onto the target's energy pattern and seeks it out with unerring accuracy. This ariety
of ammunition types makes the Arbites Combat !hotgun a uniuely fle)ible weapon.
%ecause it locks onto a target's bio-energy signature the $)ecutioner shell may een be fired at hidden
targets proiding they hae already been detected. The $)ecutioner round is unusual in that it receies a 01
to hit modifier at long range and a -1 to hit modifier at short range. This because the shell's tiny brain
cannot lock onto its target until it has traeled seeral meters.
Shotgun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-3 3-14 - -1 3 1 - 5603 !olid
2-3 3-14 - -1 7 1 - 5603 !catter8 19 %last Template
2-3 3-14 -1 01 3 1 -: 5605703 $)ecutioner
*rdinary troopers hit but not slain by a solid or scatter shells will be knocked back 2and will fall oer ona D6roll of 4+. Troops that hae fallen oer must spend the ne)t "oement ;hase regaining their feet.
pts?0>pts for Characters,
"odels with this skill who are attacked by multiple opponents in hand-to-hand combat may add 01 to itseapon !kill for each opponent after the first( effectiely negating the bonus for fighting multipleattackers.
Counter Attack (!pts"!pts #or Characters$If a fighter with the Counter Attack skill( and one of his parries is cancelled for any reason +e.g.( the enemymodel has a sword as well,( he may roll an e)tra Attack die immediately for each parry of his that is
cancelled.
%ulging %iceps +012pts per model?012pts for Characters,The members of a unit carrying heay weapons are allowed to moe and shoot in the same turn with moe-
or-fire weapons( but take a @1 To Hit penalty when doing so.
Hurl &pponent +032pts?012pts for Characters,"odels with this skill who win a round of hand-to-hand combat may throw their opponent 569 away in a
direction of your choosing instead of inflicting damage as normal. The thrown model takes a single hit of
!trength eual to half the distance rolled +e.g.( if you roll a >( the !trength is 7,. The thrown model mustthen spend the ne)t turn standing up( and may do nothing else.
Hip Shooting +072pts?01>pts for Characters,ighters with this skill are allowed to run and shoot in the same turn with a @1 To Hit penalty. "odels usingthis skill may not count bonuses from !ights of any kind( and may not use this skill to fire a Heay weapon.
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Point %lank 'ire +03>pts?0:2pts for Characters,The model is trained to fire his Arbites !hotgun at point blank range. He may do this automatically( before
any hand to hand attacks of any kind +including ashwhip( "adiblaster( &rabba-stikk( etc., are made.5etermine the results of the !hotgun fire first( using all of the applicable rules for shotguns8 then the Close
Combat and HTH attacks are resoled. pts?0>pts for Characters,The model may go into *erwatch and Hiding in the same turn.
Medic +pts for Characters,A "edic with this skill may re-roll a single result on medical recoery chart when using a "edpack8 this
ability may only be used once per game( and the second result stands( een if it is worse than the first.
K*+ ,nitsAny non-$!AT or Boad ing unit may purchase a -D unit to augment its capabilities. *ne of the
standard suad members becomes the dogEs handler( and the dog must stay within :9 of that model at all
times. The dog has the following profile=
)*
10 points (0-1x per unit)Troop T+pe M ,S %S S T , - A Ld
%ionic 5og 3 7 2 7 3 1 3 : F
Has a %ionic %ody +30 sae,.
Any Infiltrating model within D9 of a -D is automatically 5etected. Those within 69 are automatically!potted.
Options
G0 Troops p to 7>G !upport p to >2G Characters
Troops: Arbites !uads8 Conicts8 Transport ehicles for !uads +not $!AT units,Characters= #udges8 Champions8 "edics8 ;sykersSupport= $!AT nits8 ehicles8 Transport ehicles for $!AT8 Allies
An army commander must be selected for an Adeptus Arbites Army oer 1222 points. Jou may hae
an Army commander in a smaller force( if you wish.
Adeptus Arbites armies hae a basic !trategy Bating of :.
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Adeptus Arbites Armory
Ass&ult /e&pons"odels may only choose a single option from this list.
,eapon Cost;ower !word 6
Chainsword :
Hand lamer F
aspistol 1
;ower "ace 6
;ower "aul >
!uppression !hieldK >
K!ee argear isting for information
&sic /e&pons*ne per model.
,eapon Cost%oltgun 7
!hotgun w Arbites Ammo 7
Autogun or Auto-;istol 1
asgun :
aspistol 1
!tub &un 1
'peci&l /e&pons*ne per model.
,eapon Cost
lamer F
&renade auncher w?rag and rak grenades 16%asic &renade auncher( and Choke &renades 03
%asic &renade auncher( and !moke &renades 03
%asic &renade auncher( and !care &renades 03
%asic &renade auncher( and ;hoton?lash &renades 03
"eltagun 4
"ultimelta 6>
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Gren&desAny number per suadLthe number listed is the price to euip each model with the type of weapon.
.renade Cost
Choke grenades :
rag grenades :
"elta-bombs >;hoton lash lares :
!care grenades :
!moke grenades :
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Adeptus Arbites Characters
Ch&r&cters > 7 F 7 12Armed with a %oltpistol( ;ower !word and Carapace Armor +30 sae,.
Any Arbites unit within 1:9 of a #udge may re-roll any failed eadership check( een those caused by
ear?Terror( ;syker Abilities( argear( etc.
As the Army Commander( a #udge has a !trategy Bating of :.
Options
"ay hae up to 7 argear Cards( and may choose from the Adeptus Arbites Assault( Adeptus Arbites
&renades( Adeptus Arbites %asic( and Adeptus Arbites !pecial lists.
A #udge may be mounted on a %ike for 0:2 ;oints( or a !idecar %ike for 0>2 points8 the !idecar will
be manned by an Arbites Champion.
A Mudge may also pilot a Criminal !uppression ehicle for the cost listed on the 5atafa).
A #udge may be mounted in a "obile Command Bhino at an additional cost of F2 points. If this option
is taken( the ArmiesE strategy Bating is increased to 7.
Arbites Championr!itrator Cha"pion - 25 points
#xecutioner Cha"pion - 45 points
$iot Contro% Cha"pion - &5 points
$oa' in Cha"pion - 50 points
pprehension Cha"pion - 40 points
Suppressor Cha"pion - &5 points
#S*T Cha"pion - &0 points
Troop T+pe M ,S %S S T , - A Ld
Champion 3 3 3 7 7 1 3 1 4
Any Arbites !uad may add a matching Arbitrator Champion for the cost listed8 he comes with all ofthe euipment listed for the suad.
The character may take any euipment aailable to the suad at the cost listed under the unit
description. urthermore( the Champion may be modified based on any additional items purchasedfrom the Armory +or argear, as normal.
Options
The Champion may hae up to 1 ncommon argear Card and may choose from the Adeptus ArbitesAssault( Adeptus Arbites &renades( Adeptus Arbites %asic( and Adeptus Arbites !pecial lists.
Any Champion other than a Boad #udge may also pilot a Criminal !uppression ehicle for the costlisted on the 5atafa). nits with an $!AT Champion who take this option cannot Infiltrate.
Arbites Medic&0 points
Troop T+pe M ,S %S S T , - A Ld
Champion 3 3 3 7 7 1 3 1 D
Any Arbites !uad may add one Arbitrator "edic to its roster. He comes with a %olt pistol( Carapace
Armor +30 sae,( and a "edipack.
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"edics who are assigned to a suad with a Criminal !uppression ehicle are assumed to hae
Immunized the suad against the effects of the Chemical 5ispersion nit before the start of the game8
the !tumm cloud has no effect on the medic( pilot( or unit.
Options
The "edic may choose from the Adeptus Arbites Assault( %asic( and &renade lists. He may also take a
obo-Chip for 012 ;oints +following the restrictions for argear aailability,.
3sy)ersIf it is not lead by a member of the Adeptus "inistorum or a ;uritan Inuisitor commander( an Arbites
Army may possess ;sykers. !uch gifted indiiduals are not readily aailable to the Adeptus Arbites( and sothey may only be called upon in limited numbers.
The point limits listed for each leel of ;syker indicates the minimum number of points that must fielded in
order to deploy a ;syker of a gien leel. urthermore( taking a ;syker of any leel effectiely reduces thepoints of the army as far as obtaining ;sykers is concerned. Thus( a 1>22 point army could field three
Adeptus ;sykers( an Adeptus and a ;rimaris ;syker( or one "aster ;syker.
As always( you need not field the full number of ;sykers aailable to you( or any( if you which not to. Jousimply may not e)ceed the limit of these models as described aboe.
Adeptus Ps+ker'eptus s,er.&5 points
Troop T+pe M ,S %S S T , - A Ld
;syker 3 7 7 7 3 1 3 1 F
Armed with a aspistol and lak Armor +60 sae?>0 s. blast markers,.
*ne Adeptus ;syker may be added to an Adeptus Arbites army for eery full >22 points of the size of
the force. Adeptus ;sykers possess leel 1 ;sychic abilities.
Adpetus ;sykers are not independent characters( and must be attached to !uad.Options
"ay hae up to 1 argear Card( and may choose any item from the Assault eapons ists.
Primaris Ps+kers,er Cha"pion.60 points
Troop T+pe M ,S %S S T , - A Ld
Champion 3 3 3 3 3 : 3 1 F
Armed with a aspistol and "esh Armor +>0 !ae,.
*ne ;rimaris ;syker may be added to an Adeptus Arbites army for eery full 1222 points of the size of
the orce. ;rimaris ;sykers possess leel : ;sychic abilities.
;rimaris ;sykers are not independent characters( and must be attached to !uad.
Options
"ay hae up to 1 argear Card( and may choose from the Assault and %asic eapons ists.
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Master Ps+ker/aster s,er.110 points
Troop T+pe M ,S %S S T , - A Ld
"aster 3 > > 3 3 7 > : F
Armed with a aspistol and Carapace Armor +30 sae,.
*ne "aster ;syker may be added to an Adeptus Arbites army for eery full 1>22 points of the size ofthe orce. "aster ;sykers possess leel 7 ;sychic abilities.
"aster ;sykers follow all of the rules goerning independent characters.
Options
"ay hae up to 1 argear Card( and may choose from any of the Assault( %asic( !pecial( and &renadeeapons ists.
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Adeptus Arbites Squads
'4u&ds 25%+Arbites Arbitrator S0uad
0 points
Troop T+pe M ,S %S S T , - A Ld
Arbitrator 3 7 7 7 7 1 7 1 FConsists of 3 Arbitrators and 1 Arbitrator eader. $ach model is armed with a %olt pistol and CarapaceArmor +30 sae,.
Options
Any model may pick Adeptus Arbites Assault or Adeptus Arbites %asic weapons. p to one modelmay pick an Adeptus Arbites !pecial weapon. The entire suad may pick Adeptus Arbites &renades.
An Arbites !uad may take ;hoto-contacts for 0> points per suad.
An Arbitrator suad may be mounted in a Bhino at an additional cost of >2 points.
Arbites Apprehension S0uad
120 pointsTroop T+pe M ,S %S S T , - A Ld
Arbitrator 3 7 7 7 7 1 7 1 F
Consists of 3 Arbitrators and 1 Arbitrator eader. $ach model is armed with a %olt pistol( ;ower "aul
and Carapace Armor +30 sae,.
Options
p to one model may pick an Adeptus Arbites %asic or !pecial weapon. The entire suad may pick
Adeptus Arbites &renades.
p to two models may be euipped with eb ;istols for 0F points each( or a single model may take a
Heay ebber for 03> points.
Any model armed with a !hotgun may take Tranuilizer rounds for an additional 0> points per model.
An Apprehension suad may be mounted in a Bhino at an additional cost of >2 points.
Arbites 123ecutioner4 S0uad1&5 points
Troop T+pe M ,S %S S T , - A Ld
Arbitrator 3 7 7 7 7 1 7 1 F
Consists of 3 Arbitrators and 1 Arbitrator eader. $ach model is armed with a %olt pistol( Arbites
!hotgun( !uppression !hield( and Carapace Armor +30 sae,.
Optionsp to one model may pick an Adeptus Arbites !pecial weapon. The entire suad may pick Adeptus
Arbites &renades.
An $)ecutioner !uad may be euipped with %io-!canners for 012 points per !uad( and?or ;hoto-isors for 01> points per !uad.
An $)ecutioner suad may be mounted in a Bhino at an additional cost of >2 points.
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Arbites 4Road /udge4 S0uad115 points
Troop T+pe M ,S %S S T , - A Ld
Arbitrator 3 7 7 7 7 1 7 1 F
Consists of 3 Arbitrators and 1 Arbitrator eader. $ach model is armed with a !hotgun( %olt pistol and
Carapace Armor +30 sae,. $ach Arbitrator is mounted on an Arbites Boad ing bike. This may be
upgraded to a Hoer %ike for 012 points per model.
Boad #udges are Adept at firing their shotguns on the moe( and may shoot twice in the !hooting
;hase while mounted on their Boad ing bikes.
Options
Any model may pick Adeptus Arbites Assault or %asic weapons. p to one model may pick anAdeptus Arbites !pecial weapon. The entire suad may pick Adeptus Arbites &renades.
The entire !uad may be euipped with Infra-&oggles for 0:> points.
A Boad #udge Champion may be mounted on a Boad %ike with a !idecar %ike for 012 points. This
will reduce the number of bikes in the unit by one +as one of the Arbitrators now rides in the !idecar,.
Arbites Suppressor S0uad1&0 points
Troop T+pe M ,S %S S T , - A Ld
Arbitrator 3 3 7 7 7 1 7 1 F
Consists of 3 Arbitrators and 1 Arbitrator eader. $ach model is armed with a %olt pistol( ;ower "aul(!uppression !hield and Carapace Armor +30 sae,.
Options
Any model may choose from the Adeptus Arbites Assault eapons ist( and two models may pick an
Adeptus Arbites !pecial weapon. The entire suad may pick Adeptus Arbites &renades.
The entire suad may be fitted with a Bespirator for 0> points( and?or ;ro)imity Action 5etectors for
0:> points per suad.
A !uppressor suad may be mounted in a Bhino at an additional cost of >2 points.
Convict .ang45 points
Troop T+pe M ,S %S S T , - A Ld
Conict 5 6 6 6 6 7 8 7 9
Consists of 12 conicts. $ach model carries a rag %omb Harness. All conicts make use of the
5ispersed ormation rule.
p to one Conict &ang can be fielded per 1222 points of army strength.
If a Conict &ang is deployed( the Army Commander will hae a remote detonator. He may set off anyconict at any time by oercoming the battlefield interference leel +he may only check once per turn
per conict to do so,. "odels whose collars are detonated normally do not count for ictory ;oints.
If any conict is hit by a blast marker of any kind( there is a 30 chance that his harness will e)plodeprematurely. If this occurs( roll for the detonation of the bomb harness following the normal rules.
If the rag bomb harness is triggered by the Army Commander and fails to detonate( the model
wearing it automatically attempts to flee the board in the fastest possible manner( and will take nofurther part in the fighting. The same will happen if the Army Commander is killed.
Options
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Adeptus Arbites Support Units
'upport points per model.
The $ntire !uad may be euipped with a &rapnel and &ra Harness for 0:> points per suad( and?or
one of the arious &unsights +see the argear !ection, for 0:> points per !uad.
Bather than Infiltrate( $!AT teams may be mounted in support ehicles instead8 if desired( up to twoof the $!AT suads in the Army may be mounted in a single Bhino or Chimagon. $ach ehicle
mounted !uad is reduced in cost by ten points. $en if this option is chosen( the $!AT suads may
still use 5ispersed ormation rules.
Criminal Suppression :ehicles110 points per "o'e%
C!Es that are not taken by character models are costed to the !upport !ection. Criminal !uppression
ehicles piloted by Arbites Champions arestill subMect to the standard rules for nit Coherency.
Sentinels55 or 5 points per "o'e%
In open areas( the Adeptus Arbites occasionally employs light walker units to support the Arbitrators intheir pursuit of #ustice. These !entinel pilots are trained n both the support and reconnaissance duties
reuired for the apprehension and elimination of terrorist and cultist forces( and are well respected for
the zeal with which they pursue their missions.
Ra;orback Tanks105 or 165 points per "o'e%
In times of great ciilian unrest or planetary defense( the Arbitrators will call upon their "echanized!upport $lement( which is comprised largely of the Bazorback "kII Tank. This multi-role ehicle is
perfectly suited for the Arbites( use @ ith a transport capacity of > men and twin linked anti-personnel
or anti-ehicle weapons( it seres as the iron fist when the $mperorEs #ustice must stand before any
who oppose it.
If the Bazorbacks are deployed in suadrons( they need not be identically armed8 you may alter the
turret armament( as needed. Bazorbacks in each Arbites !uadron may possess the same ehicular
wargear( een if the armament is not identical.
Bazorbacks need not be deployed in !uadrons( if you do not wish to do so. If Bazorbacks are
deployed( any Arbites unit may make use of the BazorbackEs transport ability once the game has
started( een $!AT suads in power armor.
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5ehicles >25%Armored Personnel Carrier
50 points
Cre< T+pe M ,S %S S T , - A Ld
Arbitrator 3 7 7 7 7 1 7 1 F
6&m 7umber of 'peed Movement
Str Dmg Save Cre< Passengers Slo< Combat 'ast T+pe
F 51: -> 7 7= M or ! T 49 169 :39 Tracked
The A;C may be armed with one of the following= "ulti-aser +032 pts,( twin linked Heay %olters
+01> pts,( or twin linked ascannon +062 pts,( any of which will hae a 762arc of fire in a turret. An
A;C may upgrade with auto-launchers +with rag or %lind, for +0>, points( or a rag 5efender for+012,.
Armor
D9 Location 'ront Side"Rear
1-: heels 1> 1>
7-> Hull :2 1F6 TurretK 1: 1:
KIf applicable8 otherwise( treat as a Hull hit.
D9 ,heel Damage Table
7A wheel is damaged( but the ehicle keeps running. The A;C may only moe at slow
speed for the rest of the game.
6)!The heel is blown off. The A;C moes out of control ne)t turn( and then comes to a
permanent halt.
9
The heel is blown off( and the ehicle flips oer( coming to a halt 569 away in a
random direction. Any model hit takes 56 !-F hits with a -: sae. If the ehicle wasmoing when it crashed( the models on board may be killed. Boll a 56 for each model
on board= if the ehicle was traeling at slow speed( the model is killed on a roll of >08
combat speed the roll is 308 ast speed the roll is 70. !uriors may dismount normallythe following turn.
D9 Hull Damage Table
7The drier is hit and killed. The A;C cannot fire weapons and will moe out of control
for the rest of the game +unless another model can take oer,.
6)5A large e)plosion tears through the crew compartment. Any models on board are killed
on a 56 roll of 30.
!The engine e)plodes. All models on board are killed( and the ehicle is spun around to
face a random direction( and comes to a permanent halt.
!The fuel tank ignites. All models on board are killed( and the wreck moes out of
control ne)t turn before e)ploding. Any model within 79 of the point where it stops will
be hit as if by a heay flamer.
D9 Turret Damage Table
7The A;CEs turret and auto-launchers are damaged( and may only be used on a roll of 30
+check each turn,.
6)! The turret and auto-launchers are destroyed.
9The weapon systems are destroyed( as aboe8 in addition( the e)plosion flashes backinside the ehicle. Boll on the H table to determine the result.
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Criminal Suppression :ehicle110 points
Cre< T+pe M ,S %S S T , - A Ld
ArbitratorK 3 7 7 7 7 1 7 1 F
K*r as character type
6&m 7umber of 'peed Movement
Str Dmg Save Cre< Passengers ,alk Charge 'ast T+pe
6 56 -7 7 = 49 1:9
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Ra;orback Mark --105 points
Cre< T+pe M ,S %S S T , - A Ld
Arbitrator 3 7 7 7 7 1 7 1 F
6&m 7umber of 'peed MovementStr Dmg Save Cre< Passengers Slo< Combat 'ast T+pe
F 51: -> 6 ! 49 149 :>9 Tracked
The tank is armed with twin linked Heay %olters( with a 762 arc of fire in the turret8 these may be
replaced with twin linked ascannon +062pts,. The Bazorback may upgrade with auto-launchers +with
rag or %lind, for +0>, points.
Armor
D9 Location 'ront Side"Rear
1 Track 1> 1>
:-3 Hull :2 14
>-6 TurretK :: ::
KIf hit from the side?rear( roll 56= 1-7 N Turret( 3-6 N &unner
D9 Track Damage Table
7 The track is damaged. The Bazorback must moe at slow speed for the rest of the game.
6)! The track is blown off. The tank moes out of control( then comes to a permanent halt.
9The track is blown off( and the ehicle flips oer( coming to a halt 569 away in a
random direction. Any model hit takes 56 !-F hits with a -: sae. Any models on board
are killed on a 56 roll of 308 suriors may dismount normally the following turn.
D9 Hull Damage Table
7)8A large e)plosion tears through the crew compartment. Any models on board are killed
on a 56 roll of 30.
5The engine e)plodes. All models on board are killed( and the tank is spun around to face
a random direction( and comes to a permanent halt.
!The fuel tank ignites. All models on board are killed( and the wreck moes out ofcontrol ne)t turn before e)ploding. Any model within 79 of the point where it stops will
be hit as if by a heay flamer.
9The ammunition e)plodes. All models on board are killed( and any model within 79 of
the point where it stops will be hit by 56 !-12 hits with a -7 sae.
D9 Turret Damage Table
7The turret weapons are damaged( and may only be used on a roll of 30 +check each
turn,.
6 The turret is Mammed8 the guns must fire in a straight line from this position.
8 The gunner is killed8 the turret must be manned by the drier in order to fire.
5)9The turret is blown off. All models in the Bazorback are killed( and the turret flies :569
in a random direction. Any models hit by it take 56 !-D hits with a -6 sae modifier.
.unner Damage Table
If the gunner is hit( determine wounds following the normal procedure8 he receies an unmodified
sae of 30 from all attacks with a blast marker. The gunner wears carapace armor +30,. If he is
killed( the drier must operate the turret in order for the guns to fire. The gunner may duck insidethe ehicle to aoid close combat attacks before the HtH ;hase8 If the ehicle is in oerwatch( he
may shoot A
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Rhino Mark -50 points
Cre< T+pe M ,S %S S T , - A Ld
Arbitrator 3 7 7 7 7 1 7 1 F
6&m 7umber of 'peed MovementStr Dmg Save Cre< Passengers Slo< Combat 'ast T+pe
F 51: -> 7 7= M or ! T 49 149 :>9 Tracked
The Bhino is armed with twin linked %olters with a 762arc of fire from the top of the ehicle. A
Bhino may upgrade with auto-launchers +with rag or %lind, for +0>, points( or a rag 5efender for
+012,.
Armor
D9 Location 'ront Side"Rear
1-: Track 1> 1>
7-> Hull :2 14
6 eapons 1: 1:
D9 Track Damage Table
7The track is damaged but keeps running. The Bhino may only moe at slow speed for
the rest of the game.
6)!The track is blown off. The Bhino moes out of control ne)t turn( and then comes to a
permanent halt.
9The track is blown off( and the ehicle flips oer( coming to a halt 569 away in a
random direction. Any model hit takes 56 !-F hits with a -: sae. Any models on boardare killed on a 56 roll of 308 suriors may dismount normally the following turn.
D9 Hull Damage Table
7The drier is hit and killed. The Bhino cannot fire weapons and will moe out ofcontrol for the rest of the game +unless another model can take oer,.
6)5A large e)plosion tears through the crew compartment. Any models on board are killed
on a 56 roll of 30.
!The engine e)plodes. All models on board are killed( and the tank is spun around to face
a random direction( and comes to a permanent halt.
!The fuel tank ignites. All models on board are killed( and the wreck moes out of
control ne)t turn before e)ploding. Any model within 79 of the point where it stops will
be hit as if by a heay flamer.
D9 ,eapon Damage Table
7The BhinoEs bolters and auto-launchers are damaged( and may only be used on a roll of
30 +check each turn,.
6)! The %olters and auto-launchers are destroyed.
9The weapon systems are destroyed( as aboe8 in addition( the e)plosion flashes back
inside the ehicle. Boll on the H table to determine the result.
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Road ing %ike10 points
Cre< T+pe M ,S %S S T , - A Ld
Arbitrator 3 7 7 7 7 1 7 1 F
6&m 7umber of 'peed MovementStr Dmg Save Cre< Passengers Slo< Combat 'ast T+pe
6 56 -: 7 = 49 :29 729 %ike
The Boad ing bike is armed with an Arbites !hotgun with a 142arc of fire to the front.
Armor
D9 Location 'ront Side"Rear
1-: Boad #udge See below
7-6 %ikeK 1: 12
K5ice between sidecar and the bike( if appropriate
D9 Road ing Damage Table
7 The armament is knocked loose and is lost for the rest of the game.
6 The %ike may only moe at !low speed for the rest of the game.
8Boll a 56 at the start of each of the ArbitesE moement phases. *n a 30( the drier
retains control and can moe normally8 otherwise( he moes out of control for that turn.
5
The drier suffers a wound. If he is killed( then the %ike moes out of control until it
crashes( at which point it is destroyed. Anyone under the model when it crashes takes
57 !> hits with a @: sae modifier. +
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Road ing Hover %ike20 points
Cre< T+pe M ,S %S S T , - A Ld
Arbitrator 3 7 7 7 7 1 7 1 F
6&m 7umber of 'peed MovementStr Dmg Save Cre< Passengers Slo< Combat 'ast T+pe
6 56 -: 7 = 49 :29 729 %ike
The Boad ing bike is armed with an Arbites !hotgun with a 142 arc of fire to the front. It uses the
!kimmer rules for terrain( but is otherwise treated as a bike.
Armor
D9 Location 'ront Side"Rear
1-: Boad #udge See below
7-6 %ike 1: 12
D9 Road ing Damage Table
7 The !hotgun is knocked loose and is lost for the rest of the game.
6 The %ike may only moe at !low speed for the rest of the game.
8Boll a 56 at the start of each of the ArbitesE moement phases. *n a 30( the drier
retains control and can moe normally8 otherwise( he moes out of control for that turn.
5
The drier suffers a wound. If he is killed( then the %ike moes out of control until it
crashes( at which point it is destroyed. Anyone under the model when it crashes takes
57 !> hits with a @: sae modifier. +
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Sentinel (-. Pattern$55 points
Cre< T+pe M ,S %S S T , - A Ld
Arbitrator 3 7 7 7 7 1 7 1 F
6&m 7umber of 'peed MovementStr Dmg Save Cre< Passengers ,alk Charge 'ast T+pe
6 56 -7 7 = 49 1:9
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Chimagon APC1&5 points
Cre< T+pe M ,S %S S T , - A Ld
Imperial &uards 3 7 7 7 7 1 7 1 F
6&m 7umber of 'peed MovementStr Dmg Save Cre< Passengers Slo< Combat 'ast T+pe
4 51: -> 8 7S>D7 69 1:9 :29 .rav)Attack
The Chimagon is armed with a "ulti-aser with a :F2arc of fire in the nose. A Chimagon may
upgrade with auto-launchers +with rag or %lind, for 0> points( or a rag 5efender for 012.
Armor
D9 Location 'ront Side"Rear
1-: &ra-"otorK 16 16
7-> Hull :1 :2
6 "ulti-aser 14 14
KClosest *ne to attacker
D9 .rav)Motor Damage Table
7The thrusters are damaged( but keep the ehicle aloft. The Chimagon may only moe at
slow speed for the rest of the game.
6)!A gra-array is damaged beyond repair. The ehicle moes towards the ground in arandom direction( accelerating by 129 for each turn of descent. Any models hit by the
Chimagon when it crashes are hit by a normal ram attack +as is the A;C,.
9
A gra-pod is blown off. The ehicle flips oer( and dies nose first into the ground(coming to a halt 569 away in a random direction. Any model hit takes 56 !-F hits with
a -: sae. Any models on board are killed on a 56 roll of 308 suriors may dismount
normally the following turn.
D9 Hull Damage Table
7The drier is killed8 the ehicle will moe out of control until another crewman takes
his place.
6)8The e)plosion tears through the crew compartment. Any models on board are killed on
a 56 roll of 30.
5The gra-engine e)plodes. All models on board are killed( and the ehicle immediately
plummets to the ground. Any model hit by the Chimagon will suffer 56 hits euialent
to ram attacks.
!The fuel tank ignites and the ehicle bursts into flames. All models on board are killed(
and the flaming wreck moes out of control as it sinks to the ground. Any model within
79 of the point where it stops will be hit as if by a heay flamer.
9The ammunition e)plodes. Those on board are killed as the ehicle is torn apart( and
any model within 79 of the point where it blows is hit by 512 !-> hits with a -1 sae.
D9 Multi)laser Damage Table
7 The multi-laser is damaged( and may only be used on a roll of 30 +check each turn,.6 The chin mount is Mammed( and the multi-laser must fire in a straight line.
8 The multi-laser is destroyed.
5 The multi-laser is destroyed( and the e)plosion flashes back8 roll on the H table.
!)9The gun is blown off( taking the nose with it. All models are killed( and the hull is
tossed to the ground :569 in a random direction. Any models hit by it take 56 !-D hits
with a -6 sae modifier.
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Hand 'lamer
Short Long Short Long Str Dmg Mod Pen Special
Small Flamer Template 3 1 -: 5603 Close combat
se standard blast template rules. "odels suriing a lamer hit may catch fire.
Laspistol Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-4 4-16 0: -1 7 1 - 5607 Close combat
,eb Pistol
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-3 3-4 - -1 - - - - Close combat
Targets hit by a web pistol may do nothing until released using special web solent carried by all troops
using web guns. At the start of their turn( models enmeshed in webs may attempt to free themselesLroll aD6( and add the trapped modelEs !trength. If the score is 9or more( the model is freed and may moe andact normally thereafter. *therwise( it must immediately make its normal saing throw or sustain 1wound.
ehicles cannot be webbed.
&sic /e&ponsAutogun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-1: 1:-7: 01 - 7 1 - 5607
%oltgun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-1: 1:-:3 01 - 3 1 -1 5603
'lamerRange To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
Flamer Template 3 1 -: 5603
se standard Template rules. "odels suriing a lamer hit may catch on fire.
.renade Launcher
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-:2 :2-62 - -1 - - - - As grenade type
"oe or fire for foot troops. This weapon may use the rules for Indirect ire.
Lasgun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-1: 1:-:3 01 - 7 1 -1 5607
Meltagun
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-6 6-1: 01 - 4 56 -3 :5604
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?eedle Sniper Ri#le
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-16 16-7: 01 - 7 1 -1 5607
Against a liing target( no to wound roll is reuired +ignore this effect when used against Tyranids(
&enestealers( 5aemons( and the $ldar Aatar,.
Shotgun@ Arbites
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-3 3-14 - -1 3 1 - 5603 !olid
2-3 3-14 - -1 7 1 - 5603 !catter8 19 %last Template
2-3 3-14 -1 01 3 1 -: 5605703 $)ecutioner
*rdinary troopers hit but not slain by a solid or scatter shells will be knocked back 2and will fall oer on
a D6roll of 4+. Troops that hae fallen oer must spend the ne)t "oement ;hase regaining their feet.0 60 "iss
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A miss against a ehicle has no further effect. A hit brings the ehicle to an immediate halt regardless of its
speed. The ehicle may do nothing while it remains webbed. Troops inside may not operate weapons( fire
from it( or leae. The ehicle may attempt to break free from the web at the start of each subseuent turn8
roll a D6on the ehicle $scape Chart.
D9 Result
7 Fail. Trapped for the remainder of the game8 may not roll again on this table.6)8 Fail. Bemains trapped8 try again ne)t turn.
5 Fail. *ne randomly determined weapon is freed and may be used normally.
!)9 Free. The web is destroyed as soon as the ehicle moes in its ne)t turn.
Lascannon
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-:2 :2-62 - - D :56 -6 7560D
"oe or fire for foot troops.
Missile Launcher
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special2-:2 :2-F: - - As missile type "oe or fire for troops
Missile Types
Save Armor
T+pe Str Dmg Mod Pen Special
rag 3 1 -1 5603 2 %last Template
!uper rak 4 512 -6 56051204 -
!ee the appropriate ammunition descriptions for more information on each type of missile.
Multi)Melta
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-1: 1:-:3 01 - 4 :51: -3 560:51:04 2 %last Template("oeor ire for troops
Gren&des
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
- ! ) : - - As grenade type8 see below
Type Str DmgSaveMod
ArmorPen Special
'rag 7 1 -1 5607 :9 %last "arker
rak 6 56 -7 :5606 Thrown suffers @1 to hit8 scatter as normal
Melta %omb 4 56 -3 :5604;laced by hand by model in base-to-base contact
or in Close Combat.
Gren&de Effects%lind
2 %last Template(remains.
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Choke1 %last Template(remains. "odels affected by the cloud must make an immediate Choke testLroll aD68 on a &+( the model succumbs( remaining incapacitated as long as the gas cloud coers them. They will
recoer automatically if the cloud is dispersed or moes away. "odels under the influence of Choke maybe ignored for the purposes of targeting. All !pace "arines( $ldar Aspect arriors( Tau %attlesuits( "ega-
Armored *rks( 5readnoughts( and enclosed ehicles are e)empt from the effects of Choke gas.
Photon 'lash 'lare1 %last Template(temporary. "odels must roll D6 on the following chart=
?o 2##ect Da;;led %linded
nprotected Troops - 1 :0
Troops 6 -
nprotected Troops= *rks( &retchin( !notlings.
Troops w?isors= Imperial &uard( $ldar( !uats( !pace "arine !couts.
Troops w?Auto!enses= !pace "arines( Terminators( 5readnoughts and enclosed ehicles.
Dazzledtroops hae their ! and %! reduced to 1for the remainder of the current turn.
Blindedtroops may moe( but in a random direction at half normal moe rate. %linded troops may not
shoot( but may fight in close combat with a ! of 1. %linded troops are blind for the remainder of this turn
and the entirety of the ne)t turn. After that( roll a D6for each blinded modelLon a 5+( sight is recoeredimmediately.
Scare2 %last Template(immediate. "odels affected by the gas must roll a 1on D6 to aoid its effects. All!pace "arines( $ldar Aspect arriors( Tau %attlesuits( "ega-Armored *rks( 5readnoughts( and enclosed
ehicles are immune to the gasE effects. If a model affected by scare is not in coer( it will immediately
turn towards the nearest coer that lies away from the enemyLor the table edge if it is closer. 5uring itsown turn( the model will flee 2D6towards this coer( and will hide in it if possible. The model may do
nothing else in its turn( and may not fight een if attacked.
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'upport /e&ponsAuto)Launcher
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
6 - Auto - 7 1 -1 5607 rag8 :9 blast radius
6 - Auto - - - - - %lind &renades
6 - Auto - 6 56 -7 :5606 rak grenades"ay be triggered in the shooting phase of the ehicleEs turn in addition to normal firing. The first grenade
in the spread automatically hits a point 6away in the forward D2 arc. The other two grenades deiate
D&away from the target point of the first grenade. "ay fire two saloes of the same type in a game.
Chemical Dispersion nit
Range To Hit Save Armor
Short Long Short Long Str Dmg Mod Pen Special
2-7 - - - !pecial
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Adeptus Arbites !sy"er Abilities
Adeptus 3o9ersAssail
3orce 1 $ane 24
Targets any single model within range. Jou may moe the target up to 6in any direction +includingonto blast markers( or into dangerous terrain, and choose its facing. Jou can een moe models into
Hand to Hand combat8 models moed in this way do
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Machine Curse3orce 2 $ane 24
;lace the "achine Curse template +:9 blast template, anywhere within range of the user. Any modeltouched by the template will be affected. All ranged weapons affected will be unable to fire +including
pistols used in close combat, and robots( Terminators( 5readnoughts or ehicles will be unable to moe
or to fight in Close Combat until the curse is nullified +ehicles stop moing entirely if effected,-. If an
obMect is taken out of the area( it will start working again. Troops may fire into or through the areawithout penalty( and the power does not effect systems that are not specifically listed on the card.
Bemains until nullified or the user is slain.
Scan3orce 1 $ane &6
All hidden enemy models within range are detected automatically +the user will communicate their
position to friendly troops,. If any enemy psykers are within range( you can e)amine his opponentEs
hand of arp Cards8 you may also look at one randomly-chosen psychic power card of each enemypsyker in range.
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Adeptus Arbites ar#ear
io*'c&nner Uncommon2 points.'eptus r!ites on%,
A model carrying this item may detect Hidden models within its Initiatie ) 7 radius in inches. %io-
scanners increase the multiplier of seeing a target in the darkness by adding a 01 bonus to the multiplier todo so.
ionic Arm Uncommon5 points
The model gains 01 ! in HtH( and when throwing grenades8 he may also add 01 to his I score whenresoling ties in Close Combat.
ionic Eye Uncommon5 points
The model gains 01 to hit( and may detect hidden troops( all ehicles( and any psykers within :39.
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Gunsi(ht; Telescopic Unique5 points.'eptus r!ites on%,
A stationary fighter with this sight doubles his weaponEs !hort Bange( e)cept when used against targets
appearing or disappearing from *erwatch.
Infr&*Go((les Unique5 points.'eptus r!ites on%,
ser can spot hidden enemies at double his Initiatie distance in inches. &oggles increase the multiplier ofseeing a target in the darkness by adding a 01 bonus to the multiplier to do so.
%obo*Chip Uncommon10 points.'eptus r!ites /e'ics on%,
This mental restraint oerloads the ictimEs neural centers( and causes them to become docile. It may be
used in place of a normal weapon in the HtH phase( and if the "edic wins( he uses his attacks to place the
chip( rather than take any damage( The ictim then becomes subMect to !tupidity for the rest of the game.
This is a one use deice( and once it has been placed successfully on an opponent( it may not be used againfor the rest of the game.
Medi*3&c) Uncommon10 points
To use this item( the user must moe into base-to-base contact with the model on which you want to use it.At the end of the close combat phase( the medi-pack may be used to do one of the following=
S Bestore 1 ound to a wounded but still liing character.
S Bestore a model reduced to 2 ounds to 1 ound on a roll of >0 on 56.S Bestore the ision of any blinded model.
S Cure the effects of any non-lethal gas type.
S Act as a eb !olent dispenser.
S
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')ull Chip Uncommon10 points.'eptus r!ites on%,
The user may re-roll any Initiatie-based die tests that he fails. The second result stands( een if it is still afailure.
'uppression 'hield Rare5 points."peria% ents on%,
A model euipped with a !uppression !hield automatically inflicts an !7 hit resoles on a single opponent
when it charges into hand-to-hand combat8 this hit resoles before HtH is started. "odels wearing a !hield
also receie a 0: bonus to their armor saing throw against shooting or hand-to-hand combat damage.