Arbitator New Equipment Data
Arbites Combat Shotgun
(This section is taken from Warhammer 40,000 Battles, a Games Workshop publication and is included here only for completeness of this codex. It is not included in it's entirity and has been edited slightly to fit with the rest of my codex. It is not intended in any way as an infringement on the copywrights of Games Workshop. I highly reccommend the book, as it is packed with lots of useful information andspecial rules.)
Combat Shotgun
The arbites combat shotgun is a simple shotgun with a number of adaptations which allow it to fire a special ammunition type available only to the Adeptus Arbites. In addition to the standard solid and scatter rounds fired by ordinary shotguns the Adeptus Arbites labs have developed the "Executioner" adamantium-tipped armour piercing round to seek out and destroy the toughest targets. This sophisticated shell has a tiny brain which locks onto the target's energy pattern and seeks it out with unerring accuracy. This variety of ammunition types makes the Arbites Combat Shotgun a uniquely flexible weapon.
Special Rules
Solid Shells have a strenght of 4. Scatter shells have a strength of only 3, but also have a 1" radius blast marker. Executioner rounds have a strength of 4 and -2 save modifier. In addition they receive a +D3 modification to their armour penetration value against vehicles and buildings, increasing their armour penetration value to 4+D6+D3.
Because it locks onto a target's energy signature the Executioner shell may even be fired at hidden targets providing they have already been detected. The Executioner round is unusual in that it receives a +1 to hit modifier at long range and a -1 to hit modifier at short range. This is because the shell's tiny brain cannot lock onto it's target until it has travelled several meters.
The considerable mass of solid or scatter shells means that if a target is hit by one but not slain, then it is automatically knocked back 2" away from the firer and will fall over on a D6 roll of 4+. A knocked over model must spend it's next movement phase standing up. Note that this rule only affects ordinary troopers, not vehicles, robots, Terminators or Dreadnoughts. Executioner rounds are lighter so they do not knock back targets like ordinary solid and scatter shells.
Ammo | Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Modifier | Armour Penetration | Special |
Solid | 0-4 | 4-18 | - | -1 | 4 | 1 | 0 |
4+D6 | See Above |
Scatter | 0-4 | 4-18 | - | -1 | 3 | 1 | 0 |
3+D6 | 1" blast |
Executioner | 0-4 | 4-18 | -1 | +1 | 4 | 1 | -2 |
4+D6+D3 | See Above |
Arbites Riot Bolter
Riot Bolter
The Arbites bolter is almost identical in form and function as
most common bolters, however their is an important difference.
Due to the needs of Arbitrator patrols to maintain a high level of flexibility, the bolter is designed to accept a special ammo clip that contains two seperate feeds. One feed holds a standard supply of bolt shells, while the other holds a special supply of "dummy" shells. These are specially designed projectiles consisting of an electric capacitor encased in a flexible rubber tube. The tube is fired out and strikes the target at high speeds, often bruising or breaking the skin, but it is designed not to kill. Upon impact, it delivers a high powered shock that renders all but the most resilient targets unconcious.
Special Rules
The "dummy" shell works in the following way. If a hit is scored, the target is allowed to make it's ordinary saving throws. If these are failed, the model must then roll a D6. If the roll is less than their toughness, the model is not affected. If the roll equals or beats their toughness, they are knocked unconcious and are placed prone. (Note that models with a T higher than 6 are immune to the effects of the Riot Bolter). Unconcious models may do nothing, and may not fight back in close combat (ie they roll no attacks and have a WS of 0). They may not use any psychic powers or any other abilities that would require concious thought (ie Dodge skill). Any other skills or saves (such as armour, fieds, etc) will still be used as normal. Unconcious models roll a D6 during their own Rally phase. On a 5 or 6, the model wakes up and is placed back on their feet. From that point on they may act as normal.
Ammo | Short Range | Long Range | To Hit Short | To Hit Long | Strength | Damage | Save Modifier | Armour Penetration | Special |
Bolt Shell | 0-12 |
12-18 | +1 | - | 4 | 1 |
-1 | 4+D6 | - |
"Dummy" Shell | 0-12 |
12-18 | +1 | - | Special |
Special | -1 | D6 | See Above |
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