ADEPTUS ARBITES ARMY LIST



Characters50%Up to half the points value of the army may be chosen from the Characters section of the army list.
Patrol25%+At least a quarter of your points must be chosen from the Patrol section of the army list. You may spend more if you wish.
Support50%Up to half the points value of the army may be chosen from the Support section of the army list.

Characters

0-1 Judge........................................................90 pts

Judges are a feared sight in the Imperium, for they are relentless in their pursuit of retribution. Their attire echoes the flowing robes of a more ancient time and marks them out as the mighty lords of justice that they are.

Judges command entire Precincts of Arbitrators, assisted by the sector Marshalls under his command. He is responsible for the dispensing of Justice within his Precinct.

ProfileMWSBSSTWIALd
Judge4775 537310

Weapons: Laspistol and Power Sword.

Armour: Carapace Armour.

Wargear: The Judge may have up to three Wargear cards, and any additional wargear allowed by the Arbites Wargear list.

Strategy: The Judge has a strategy rating of 5.

Commander: The Judge may be chosen as the army's commander. If he is, then any Arbitrator within 12" may use his Leadership value when they take a Leadership test.


0-2 Marshalls....................................................75 pts

Marshalls are high-ranking Arbitrators who have been given jurisdiction over an entire sector of a Precinct world. They answer only to the Precinct's Judge, who in turn answers directly to the Chief Justice of the Adeptus Arbites. He has at his command over a hundred Arbitrators with which he is expected to keep the peace and root out heresy and corruption within his sector.

ProfileMWSBSST WIALd
Marshall466 443639

Weapons: Bolt Pistol.

Armour: Carapace Armour.

Wargear: The Marshall may have up to three Wargear cards, and any additional wargear allowed by the Arbites Wargear list.

Strategy: The Marshall has a strategy rating of 4.

Commander: The Marshall may be chosen as the army's commander. If he is, then any Arbitrator within 12" may use his Leadership value when they take a Leadership test.


0-1 Color Guard..................................................75 pts

Each sector within an Arbitrator Precinct maintains it's own decorative ceremonial colors, which are carried into battle by the Color Guard. He is a warrior chosen for his bravery and skill in combat. He has usually served as a Squad Leader or a Veteran Proctor for some time. If the Color Guard proves himself he will be elevated to the rank of Detective and be entrusted with all of the responsibility and privelage thereof.

ProfileMWSBSSTWIALd
Color Guard444 331418

Weapons: Bolt Pistol.

Armour: Carapace Armour.

Wargear: The Color Guard may have up to one Wargear cards, and any additional wargear allowed by the Arbites Wargear list.

Colors: The Color Guard may be given up to one Ceremonial Colors card in addition to his normal Wargear allowance.


Detective........................................................55 pts

Detectives work closely with the sector's Marshall to root out any hint of heresy and corruption. They are junior officers in the Arbitrator ranks, from which are drawn candidates who will one day become Arbites Marshalls and Judges. Their primary task is investigating reports of heresy and criminal activity.

In addition, they provide an additional leadership and disciplinary core for the sector's Arbitrators. They often deal with the minor details of discipline of the Arbitrators under their charge. They also fight side by side with their subbordinates. For these reasons, they respected by the rank and file troops of the Adeptus Arbites, who see them as veterans who actually patrol with them, not just giving orders like the officer corps and the higher ups.

ProfileMWSBSSTWIALd
Detective455 442528

Weapons: Bolt Pistol.

Armour: Carapace Armour.

Wargear: The Detective may have up to two Wargear cards, and any additional wargear allowed by the Arbites Wargear list.

Respect: Arbitrator Detectives are respected by their subbordinates due to their disciplinary and leadership roles. If any Arbitrator unit within 8" fails a Leadership-based (such as a Psychology test or a Break test), then it may retake the test immediately.


Veteran Proctor.................................................Special

Veteran Proctors are experienced members of Patrol and Shock squads. They have seen a good deal of action and have learned many methods and strategies that have proved useful during their service. Many go on to become Detectives, Marshalls and even Judges. They are expected to train and encourage the men under their commande to improve their skills.

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Veteran Proctor44 4331418

Weapons: Bolt Pistol.

Armour: Carapace Armour.

Wargear: The Veteran Proctor may have up to one Wargear cards, and any additional wargear allowed by the Arbites Wargear list.

Special: Any Patrol or Shock squad may upgrade their squad leader to a Veteran Proctor for +10 points.


Arbites Psychic Apprentice....................................Special
Arbites Psychic Interrogator.....................................75 pts
Arbites Psychic Detective........................................90 pts
Arbites Combat Psyker.........................................130 pts

Arbitrator Precincts always include a special training school called Departmento Telepathica. The DT screens Arbitrators for latent and untapped psychic abiltiy, which it then trains them to use to further their duties as Arbitrators. While they are in training, the future Psykers are still required to perform their duties as an Arbitrator. Because of this, it is not uncommon for Patrol and Shock squads to include an Arbites Psychic Apprentice.

The Arbites Psykers are given special roles suited to their particular talents, including interrogators, psychic detectives and combat psykers. These different types of psykers are well trained to perform their task and are quite usefull to the Precinct. Psychic Detectives perform a similar role as standard Arbites Detectives, but use their skills and powers to increase their effectiveness. Interrogators use their ability to question suspects and intimidate thier opponents in battle. Combat psykers use their destructive grasp of the Warp to decimate the enemy, crushing the opposition swiftly at the best of times.

ProfileMWSBSST WIALdMastery
Psy-Apprentice43 3331317 1
Psy-Interrogator44 4331418 2
Psy-Detective45 5442528 3
Combat Psyker46 6443639 4

Weapons: Bolt Pistol.

Armour: Carapace Armour.

Wargear: Any Arbites psyker may be equipped with additional equipment chosen from the Arbites Wargear list. In addition, they may be given Wargear cards as follows: Psy-Apprentice - 0, Psy-Interrogator - 1, Psy-Detective - 2, Combat Psyker - 3.

Psy-Apprentice: Any Patrol Squad or Shock squad may upgrade one of it's Arbitrators (not the Squad Leader) to a Psychic Apprentice for +25 pts. The Apprentice may not choose from the Wargear allowed normal Arbites Psykers, and must instead be equipped just like a standard trooper in the squad.

Psy-Interrogator: Interrogators can use their abilities to intimidate and frighten their victims into fleeing. They are also trained in the use of standard Imperial Interrogation techniques and practices. These factors combine to produce a terrifying foe. For these reasons, the Interrogator causes Fear as described in the Warhammer 40,000 Rulebook.

Psy-Detective: The Psy-Detective uses his skills to maintain discipline and to enhance his leadership as an Arbites Detective. The standard Detective Respect rule applies to the Psy-Detective as well, but the range is increased to 10".

Combat Psyker: The Combat Psyker is a powerful individual, and the main Psychic support unit for a Combat force of Arbitrators. They can use their powers to unleash devastating attacks, and must be carefully trained to avoid any messy incidents that would occur if their powers were not held in check.


Special: Any character may be mounted on a bike for +20 points.



Patrol

Patrol Squad.....................................................70 pts

Arbitrator Patrol Squads are the standard Arbites trooops. They are a common site in the Precinct Sectors, and their appearance nearly always signals the end of local trouble. They are intentionally better armed than Imperial Guard squads, each wearing a full suit of carapace armour and carrying a bolt pistol as a standard side arm.

ProfileMWSBSSTWIALd
Arbitrator43 3331317

Squad: A Patrol Squad consists of 1 Squad Leader and 4 Arbitrators.

Weapons: Bolt Pistol.

Armour: Carapace Armour

Options: Any models may be equipped with additional assault or basic weapons chosen from the Wargear list.

Up to one Arbitrator may be equipped with a weapon chosen from the special weapons section of the Wargear list.

The entire squad may be equipped with grenades chosen from the squad level grenades section.


Shock Squad......................................................70 pts

Arbitrator Shock Squads are the heavy assult troops of the Arbites Sector patrols. They are frequently deployed as riot control units armed with power mauls and suppression shields. One member of the squad will often be armed with a grenade launcher and choke or scare grenades as an extra detterant to overzealous mobs of rioters.

ProfileMWSBSSTWIALd
Arbitrator43 3331317

Squad: A Shock Squad consists of 1 Squad Leader and 4 Arbitrators.

Weapons: Bolt Pistol.

Armour: Carapace Armour

Options: Any models may be equipped with additional assault weapons chosen from the Wargear list.

Up to one Arbitrator may be equipped with a weapon chosen from the special weapons section of the Wargear list.

The entire squad may be equipped with grenades chosen from the squad level grenades section.

An Arbitrator Shock Squad may be mounted on bikes at an additional cost of 100 points.


0-2 Executioner Squads..........................................110 pts

Executioner Squads provide heavy fire support and backup for the Sector patrols. They are equipped with Power Armour and heavy weapons to give them an edge in combat situations over most standard troops.

ProfileMWSBSSTWIALd
Executioner44 4331418

Squad: An Executioner squad consists of 1 Executioner Leader and 4 Executioners.

Weapons: Bolt Pistol.

Armour: Power Armour

Options: Up to four Executioners may be equipped with weapons chosen from theheavy weapons section of the Wargear list.

The entire squad may be equipped with grenades chosen from the squad level grenades section.

The Executioner Leader may be equipped with weapons chosen from the assault, basic and special weapons sections of the Wargear list.

Support

Vehicle.....................................................See Datafax

Arbitrator vehicles are crewed by specially trained Arbitrators. They are mainly used for urban pacification but may be drafted into the planetary defense force during extreme circumstances.

The most common vehicles of the Adeptus Arbites are the Rhino, Attack Bike and the specially developed Pheonix Flame Tank and Arachnid Web Slinger. The crewman are all armed with Bolt Pistols and wear Carapace Armour.

ProfileMWSBSSTWIALd
Arbites Crew43 4331317


Support Squad..................................................15 pts/model

Arbites support weaponry is deployed when significant additional firepower is required. The crew are specially trained to use their weapons and are always alert and ready for the call to arms.

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Arbites Crew43 4331317

Crew: The Crew consists of 2-6 Arbites crewmen.

Weapons: Bolt Pistol

Armour: Carapace Armour

Options: Each crewman may be equipped with basic weapons chosen from the wargear list.

Every team of two may be equipped with a single support weapon chosen from the list below:

Tarantula w/ 1 Heavy Webber 25 pts
Tarantula w/ 1 Heavy Flamer 25 pts
Tarantula w/ Twin Autocannons 40 pts
Tarantula w/ Twin Heavy Bolters 25 pts


Ogryn Brute Squad...........................................50 pts/model

Arbites Patrols have access to a number of specialised units to increase their tactical advantage in combat. Ogryn Brute Squads are trained in close combat and urban pacification techniques. They are often deployed as riot suppression units as their large size and strength make them the perfect candidates.

ProfileMWSBSSTWIALd
Ogryn643 553428

Squad: Squad consists of 3-5 Ogryns.

Weapons: Ripper Gun, Frag Grenades

Armour: Flak Armour


Ratling Sniper Squad........................................16 pts/model

Ratling Snipers are made available to Arbites Patrols to give them a scouting force capable of sneaking silently through various terrain and relaying information to their superiors. The Ratling scouts are armed needle sniper rifles which can be configured to carry a non-lethal serum for certain situations.

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Ratling324 221516

Squad: Squad consists of 3-5 Ratlings

Weapons: Needle Rifle

Armour: Mesh Armour

Infiltrate: Ratling Snipers may Infiltrate as described in the Warhammer 40,000 Rulebook


0-1 Penitent Squad............................................10 pts/model

Penitents are men who have been convicted of crimes against the Emperor, but who have been given a chance to redeem themselves. No heretic or true traitor will ever be in the penitent legion, as their crimes are far too heinous to ever be forgiven. These are men who's crimes may be attoned for. They feel regret and remorse for what they have done, and will fight to the bitter end to redeem themselves in the eyes of the Emperor, whom they still revere and worship.

ProfileMWSBSSTWIALd
Penitent433 331317

Squad: Squad consists of at least 5 penitents

Weapons: Laspistol and Knife or Lasgun

Armour: Flak Armour

Options: Any Penitent may be equipped with addtional Assault or Basic Weapons. In addition, up to two models may be armed with Heavy Weapons and two models armed with Special Weapons.

Psychology: Penitents are dedicated to proving themselves to the Arbitrators to earn back their freedom and the favour of the Emperor. They fight with little fear, as the alternative is far worse than what the enemy represents. For this reason, they are immune to all Psychology. However, they still have a sense of preservation, and if they are broken then they are no longer Immune to Psychology, even if they later rally.



Special Characters

Judge Mechalli Solariss..........................................95 pts

Judges are a feared sight in the Imperium, for they are relentless in their pursuit of retribution. Their attire echoes the flowing robes of a more ancient time and marks them out as the mighty lords of justice that they are.

Judge Solariss is the commander of the ninety first precinct, based on the Space Marine Homeworld of Draago-Ripaasta, home of the Dark Star Chapter. The Dark Star's commanders insist on strict discipline and order on their world. It falls to the Arbitrator Precinct to dispense justice on the world, and Solariss takes his job very seriously. He and Daarrick Ulterion, Chapter Master of Dark Star, are very like-minded and have become rather good friends due to their parallel interest in order and justice on their charge world. The two are always prepared to offer assistance in any way they can, and have become accustomed to a balance of Arbitrator and Space Marine power working together for the common good of the Imperium.

You may take Judge Solariss instead of your regularly allowed Judge.

ProfileMWSBSSTWIALd
Solariss4775 537310

Weapons: Laspistol and Power Sword.

Armour: Carapace Armour.

Wargear: Judge Solariss may have up to three Wargear cards, one of which must be the Book of Judgement. He may also be equipped with any additional wargear allowed by the Arbites Wargear list.

Strategy: Judge Solariss has an uncanny strategy rating of 6.

Commander: If Judge Solariss is present in the army, he must be chosen as the army's commander. Any Arbitrator within 12" may use his Leadership value when they take a Leadership test.


Detective Joseff Brekk (aka "The Street Judge") ..........................................80 pts

Detective Joseff Brekk has served the Adeptus Arbites for quite some time. He became an Arbitor three years before Judge Solariss joined. This fact, coupled with his remarkable abilities and outstanding leadership qualities lead many to question why he himself is not a Judge. The answer is simple, he doesn't want to be one.

After five years of duty serving first as an Arbitrator, then a Squad Leader and Color Guard, Brekk was promoted to Detective. In that line of work he excelled, and he was quickly brought before a board to be considered for the rank of Marshall. To the suprise of all present, Brekk himself presented a list of reasons why he shouldn't be one. It soon became clear that Brekk was determined to stay in his current position and, despite several more attempts to promote him, he was finally left to his wishes. Judge Solariss himself finally made the decree that Brekk was never again to be brought forward for promotion unless it was of his own volotion. He realised that the man would be much more useful and effective if he were allowed to stay where he was happy.

Happy is just the way to describe Brekk in his current position. He enjoys nothing more than riding his large bike around the precinct, investigating crimes and participating in fire-fights. The mere mention of his name is enough to drive many hardened criminals into a fit of terror. Your army may include Detective Brekk.

ProfileMWSBSSTWIALd
Brekk4665 52639

Weapons: Justice Bolt Pistol, Frag Grenades.

Armour: Carapace Armour.

Wargear: Detectice Brekk may have up to two Wargear cards, one of which must be the Lawbringer Bolt Pistol. Brekk may upgrade his Carapace Armour to Power Armour for +10 points. In addition, Brekk may be given additional equipment chosen from the Assault or Grenades sections of the Wargear list.

Lawbringer Bike: Brekk has the option of riding his special Lawbringer bike into battle for +15 points. The bike is nearly identical to a Space Marine Bike, except that the twin-linked bolters have been replaced with a special Grenade Launcher. Before the battle, the Launcher may be loaded with up to two of the following: Frag Grenades (+2), Krak Grenades (+3), Choke Grenades (+3), Blind Grenades (+2) or Plasma Grenades (+4). The Grenade Launcher has the same profile as a standard Grenade Launcher, has a 90' field of fire to the front, and is fitted with a Targeter. Brekk may fire either his Lawgiver pistol or the Grenade Launcher during the shooting phase, or he may shoot with both, in which case he may not use the Targeter for the Grenade Launcher, and both shots are at a -1 To Hit in addition to any normal To Hit modifiers.

Fear: Detective Brekk has a killer reputation and therefore causes fear as described in the rulebook.

Respect: Arbitrator Detectives are respected by their subbordinates due to their disciplinary and leadership roles. If any Arbitrator unit within 8" fails a Leadership-based (such as a Psychology test or a Break test), then it may retake the test immediately. (However, with Brekk it is just as likely fear or pure awe that keep the men in line!)



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