Adeptus Arbites MMVIII 0711 Warhammer 40k 2nd Edition
Adeptus Arbites MMVIII 0711 Warhammer 40k 2nd Edition
Adeptus Arbites MMVIII 0711 Warhammer 40k 2nd Edition
Arbites
The Complete Guide To
The Adeptus Arbites
In The Forty First Millennium
BS
0
S
3
T
4
W
1
I
4
A
2
Ld
7
Any Infiltrating model within 9 of a K-9 is automatically Detected. Those within 6 are automatically
Spotted.
Options
None. The K-9 itself is not affected by squad upgrades.
Army Organization
25%+ Troops
Up to 35% Support
Up to 50% Characters
Troops: Arbites Squads; Convicts; Transport Vehicles for Squads (not ESWAT units)
Characters: Judges; Champions; Medics; Psykers
Support: ESWAT Units; Vehicles; Transport Vehicles for ESWAT; Allies
An army commander must be selected for an Adeptus Arbites Army over 1000 points. You may have
an Army commander in a smaller force, if you wish.
Adeptus Arbites armies have a basic Strategy Rating of 2.
Cost
6
2
7
1
6
5
5
Basic Weapons
One per model.
Boltgun
Shotgun w Arbites Ammo
Autogun or Auto-Pistol
Lasgun
Laspistol
Stub Gun
Weapon
Cost
3
3
1
2
1
1
Weapon
Flamer
Grenade Launcher w/Frag and Krak grenades
Basic Grenade Launcher, and Choke Grenades
Basic Grenade Launcher, and Smoke Grenades
Basic Grenade Launcher, and Scare Grenades
Basic Grenade Launcher, and Photon/Flash Grenades
Meltagun
Needle Rifle
Cost
7
16
+4
+4
+4
+4
8
10
Special Weapons
One per model.
Heavy Weapons
Models picking from this list may select only one item. Heavy Weapons do not come equipped with a
Targeter as standard equipment.
Weapon
Autocannon
Heavy Bolter
Lascannon
Missile Launcher w/Frag and Super Krak missiles
Multimelta
Cost
25
15
45
45
65
Grenades
Any number per squadthe number listed is the price to equip each model with the type of weapon.
Grenade
Choke grenades
Frag grenades
Melta-bombs
Photon Flash Flares
Scare grenades
Smoke grenades
Cost
2
2
5
2
2
2
<50%
Ld
10
Any Arbites unit within 12 of a Judge may re-roll any failed Leadership check, even those caused by
Fear/Terror, Psyker Abilities, Wargear, etc.
As the Army Commander, a Judge has a Strategy Rating of 2.
Options
May have up to 3 Wargear Cards, and may choose from the Adeptus Arbites Assault, Adeptus Arbites
Grenades, Adeptus Arbites Basic, and Adeptus Arbites Special lists.
A Judge may be mounted on a Bike for +20 Points, or a Sidecar Bike for +50 points; the Sidecar will
be manned by an Arbites Champion.
A judge may also pilot a Criminal Suppression Vehicle for the cost listed on the Datafax.
A Judge may be mounted in a Mobile Command Rhino at an additional cost of 70 points. If this option
is taken, the Armies strategy Rating is increased to 3.
Arbites Champion
Arbitrator Champion - 25 points
Executioner Champion - 45 points
Riot Control Champion - 35 points
Road King Champion - 50 points
Apprehension Champion - 40 points
Suppressor Champion - 35 points
ESWAT Champion - 30 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Champion
4
4
4
3
3
1
4
1
8
Any Arbites Squad may add a matching Arbitrator Champion for the cost listed; he comes with all of
the equipment listed for the squad.
The character may take any equipment available to the squad at the cost listed under the unit
description. Furthermore, the Champion may be modified based on any additional items purchased
from the Armory (or Wargear) as normal.
Options
The Champion may have up to 1 Uncommon Wargear Card and may choose from the Adeptus Arbites
Assault, Adeptus Arbites Grenades, Adeptus Arbites Basic, and Adeptus Arbites Special lists.
Any Champion other than a Road Judge may also pilot a Criminal Suppression Vehicle for the cost
listed on the Datafax. Units with an ESWAT Champion who take this option cannot Infiltrate.
Arbites Medic
30 points
Troop Type
M
WS
BS
S
T
W
I
A
Ld
Champion
4
4
4
3
3
1
4
1
9
Any Arbites Squad may add one Arbitrator Medic to its roster. He comes with a Bolt pistol, Carapace
Armor (4+ save), and a Medipack.
Medics who are assigned to a squad with a Criminal Suppression Vehicle are assumed to have
Immunized the squad against the effects of the Chemical Dispersion Unit before the start of the game;
the Stumm cloud has no effect on the medic, pilot, or unit.
Options
The Medic may choose from the Adeptus Arbites Assault, Basic, and Grenade lists. He may also take a
Lobo-Chip for +10 Points (following the restrictions for Wargear availability).
Psykers
If it is not lead by a member of the Adeptus Ministorum or a Puritan Inquisitor commander, an Arbites
Army may possess Psykers. Such gifted individuals are not readily available to the Adeptus Arbites, and so
they may only be called upon in limited numbers.
The point limits listed for each level of Psyker indicates the minimum number of points that must fielded in
order to deploy a Psyker of a given level. Furthermore, taking a Psyker of any level effectively reduces the
points of the army as far as obtaining Psykers is concerned. Thus, a 1500 point army could field three
Adeptus Psykers, an Adeptus and a Primaris Psyker, or one Master Psyker.
As always, you need not field the full number of Psykers available to you, or any, if you which not to. You
simply may not exceed the limit of these models as described above.
Adeptus Psyker
Adeptus Psyker35 points
Troop Type
M
WS
BS
S
T
W
I
A
Psyker
4
3
3
3
4
1
4
1
Armed with a Laspistol and Flak Armor (6+ save/5+ vs. blast markers).
Ld
7
One Adeptus Psyker may be added to an Adeptus Arbites army for every full 500 points of the size of
the force. Adeptus Psykers possess level 1 Psychic abilities.
Adpetus Psykers are not independent characters, and must be attached to Squad.
Options
May have up to 1 Wargear Card, and may choose any item from the Assault Weapons Lists.
Primaris Psyker
Psyker Champion60 points
Troop Type
M
WS
BS
S
T
Champion
4
4
4
4
4
Armed with a Laspistol and Mesh Armor (5+ Save).
W
2
I
4
A
1
Ld
7
One Primaris Psyker may be added to an Adeptus Arbites army for every full 1000 points of the size of
the Force. Primaris Psykers possess level 2 Psychic abilities.
Primaris Psykers are not independent characters, and must be attached to Squad.
Options
May have up to 1 Wargear Card, and may choose from the Assault and Basic Weapons Lists.
Master Psyker
Master Psyker110 points
Troop Type
M
WS
BS
S
T
Master
4
5
5
4
4
Armed with a Laspistol and Carapace Armor (4+ save).
W
3
I
5
A
2
Ld
7
One Master Psyker may be added to an Adeptus Arbites army for every full 1500 points of the size of
the Force. Master Psykers possess level 3 Psychic abilities.
Master Psykers follow all of the rules governing independent characters.
Options
May have up to 1 Wargear Card, and may choose from any of the Assault, Basic, Special, and Grenade
Weapons Lists.
Vehicles
Armored Personnel Carrier
50 points
Crew Type
Arbitrator
M
4
>25%
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
16
24
1
10 M or 5 T
Tracked
The APC may be armed with one of the following: Multi-Laser (+40 pts), twin linked Heavy Bolters
(+15 pts), or twin linked Lascannon (+60 pts), any of which will have a 360 arc of fire in a turret. An
APC may upgrade with auto-launchers (with Frag or Blind) for (+5) points, or a Frag Defender for
(+10).
Armor
D6
Location
Front
Side/Rear
1-2
Wheels
15
15
3-5
Hull
20
17
6
Turret*
12
12
*If applicable; otherwise, treat as a Hull hit.
D6
1
2-5
D6
1
2-4
5
5
D6
1
2-5
6
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers Walk
Charge
Fast
Type
6
D6
-3
8
12
N/A
1
0
Walker
Each Criminal Suppression Vehicle comes with a Phase Field as standard equipment, and is armed
with either a Rotary Shotgun with a 90 arc of fire to the front, and may mount either an additional
Rotary Shotgun for +20 points or a Heavy Webber for +45 points if desired; both additional weapons
have a 90 arc of fire as well. It mounts a Chemical Dispersion Unit as standard; it may also upgrade
with auto-launchers with Frag or Blind (+5) points.
Armor
D6
Location
Front
Side/Rear
1-2
Legs
17
17
3-6
Body
20
15
HtH Stats
WS
A
*
1
*The Criminal Suppression Vehicle uses the
D6
1-2
3-4
5
6
D6
1
2
3-4
4-6
WS
of
the
pilot
in
HtH
combat.
Razorback Mark II
105 points
Crew Type
Arbitrator
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
18
25
2
5
Tracked
The tank is armed with twin linked Heavy Bolters, with a 360 arc of fire in the turret; these may be
replaced with twin linked Lascannon (+60pts). The Razorback may upgrade with auto-launchers (with
Frag or Blind) for (+5) points.
Armor
D6
Location
Front
Side/Rear
1
Track
15
15
2-4
Hull
20
18
5-6
Turret*
22
22
*If hit from the side/rear, roll D6: 1-3 = Turret, 4-6 = Gunner
D6
1
2-5
6
D6
1-3
4
5
6
D6
1
2
3
4-6
Rhino Mark I
50 points
Crew Type
Arbitrator
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
7
D12
-5
8
18
25
1
10 M or 5 T
Tracked
The Rhino is armed with twin linked Bolters with a 360 arc of fire from the top of the vehicle. A
Rhino may upgrade with auto-launchers (with Frag or Blind) for (+5) points, or a Frag Defender for
(+10).
D6
1-2
3-5
6
D6
1
2-5
6
D6
1
2-4
5
5
D6
1
2-5
6
Location
Track
Hull
Weapons
Front
15
20
12
Armor
Side/Rear
15
18
12
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
6
D6
-2
8
20
30
1
0
Bike
The Road King bike is armed with an Arbites Shotgun with a 180 arc of fire to the front.
D6
1-2
3-6
D6
1
2
3
4
5-6
Armor
Location
Front
Side/Rear
Road Judge
See below
Bike*
12
10
*Dice between sidecar and the bike, if appropriate
Road King Damage Table
The armament is knocked loose and is lost for the rest of the game.
The Bike may only move at Slow speed for the rest of the game.
Roll a D6 at the start of each of the Arbites movement phases. On a 4+, the driver
retains control and can move normally; otherwise, he moves out of control for that turn.
The driver suffers a wound. If he is killed, then the Bike moves out of control until it
crashes, at which point it is destroyed. Anyone under the model when it crashes takes
D3 S5 hits with a 2 save modifier. (Note that, if the bike has a Sidecar, the passenger
CANNOT take control of the bike!)
The Bikes engine explodes, killing the rider(s). The wreck hurdles out of control next
turn, before coming to a permanent halt. Models hit by the bike are affected as if hit by
a flamer.
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
6
D6
-2
8
20
30
1
0
Bike
The Road King bike is armed with an Arbites Shotgun with a 180 arc of fire to the front. It uses the
Skimmer rules for terrain, but is otherwise treated as a bike.
D6
1-2
3-6
D6
1
2
3
4
5
6
Location
Road Judge
Bike
Armor
Side/Rear
See below
12
10
Front
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers Walk
Charge
Fast
Type
6
D6
-3
8
12
N/A
1
0
Walker
The Sentinel is armed with either a Multi-Laser or a Lascannon with a 90 arc of fire to the front. It
may upgrade with auto-launchers (with Frag or Blind) for (+5) points
D6
Location
1-2
Legs
3
Las Weapon
4-5
Body
6
Pilot
HtH Stats
WS
A
3
3
D6
Front
15
15
15
Armor
Side/Rear
15
15
15
See below
3-4
6
D6
1
2-5
6
D6
1
2
1
2-3
4-6
Chimagon APC
135 points
Crew Type
Imperial Guards
M
4
WS
3
BS
3
S
3
T
3
W
1
I
3
A
1
Ld
7
Ram
Number of
Speed
Movement
Str
Dmg
Save
Crew Passengers
Slow
Combat
Fast
Type
8
D12
-5
6
12
20
3
1SQD+1
Grav-Attack
The Chimagon is armed with a Multi-Laser with a 270 arc of fire in the nose. A Chimagon may
upgrade with auto-launchers (with Frag or Blind) for +5 points, or a Frag Defender for +10.
D6
Location
1-2
Grav-Motor*
3-5
Hull
6
Multi-Laser
*Closest One to attacker
D6
1
2-5
D6
1
2-3
4
5
6
D6
1
2
3
4
5-6
Front
16
21
18
Armor
Side/Rear
16
20
18
Armor
Pen
2D6+4
Special
Close combat, Parries
Power Mace
Str
5
Dmg
D3
Save
Mod
-2
Armor
Pen
2D6+D3+5
Close combat
Dmg
1
Save
Mod
-3
Armor
Pen
2D6+5
Close combat
Save
Mod
-3
Armor
Pen
2D6+5
Special
Power Maul
Str
5
Special
Power Sword
Str
5
Dmg
1
To Hit
Short Long
+2
-
Special
Str
3
Dmg
1
Save
Mod
0
Armor
Pen
D6+3
Special
Close combat
Str
4
Dmg
1
Save
Mod
-1
Armor
Pen
D6+4
Special
Close combat
Hand Flamer
Short
Long
Short Long
Str
Dmg
Mod
Pen
Small Flamer Template
4
1
-2
D6+4
Use standard blast template rules. Models surviving a Flamer hit may catch fire.
Special
Close combat
Laspistol
Range
Short
Long
0-8
8-16
To Hit
Short Long
+2
-1
Str
3
Dmg
1
Save
Mod
-
Armor
Pen
D6+3
Special
Close combat
Web Pistol
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-4
4-8
-1
Close combat
Targets hit by a web pistol may do nothing until released using special web solvent carried by all troops
using web guns. At the start of their turn, models enmeshed in webs may attempt to free themselvesroll a
D6, and add the trapped models Strength. If the score is 9 or more, the model is freed and may move and
act normally thereafter. Otherwise, it must immediately make its normal saving throw or sustain 1 wound.
Vehicles cannot be webbed.
Basic Weapons
Autogun
Range
Short
Long
0-12
12-32
To Hit
Short Long
+1
-
Str
3
Dmg
1
Save
Mod
-
Armor
Pen
D6+3
Special
To Hit
Short Long
+1
-
Str
4
Dmg
1
Save
Mod
-1
Armor
Pen
D6+4
Special
Boltgun
Range
Short
Long
0-12
12-24
Flamer
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Flamer Template
4
1
-2
D6+4
Use standard Template rules. Models surviving a Flamer hit may catch on fire.
Grenade Launcher
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
0-20
20-60
-1
Move or fire for foot troops. This weapon may use the rules for Indirect Fire.
Special
Special
As grenade type
Lasgun
Range
Short
Long
0-12
12-24
To Hit
Short Long
+1
-
Str
3
Dmg
1
Save
Mod
-1
Armor
Pen
D6+3
Special
To Hit
Short Long
+1
-
Str
8
Dmg
D6
Save
Mod
-4
Armor
Pen
2D6+8
Special
Meltagun
Range
Short
Long
0-6
6-12
To Hit
Short Long
+1
-
Str
3
Dmg
1
Save
Mod
-
Armor
Pen
D6+3
Str
8
Dmg
D10
Save
Mod
-3
Armor
Pen
D6+D10+8
Special
Sustained Fire -1
Str
5
Dmg
D4
Save
Mod
-2
Armor
Pen
D6+D4+5
Special
Sustained Fire -2,
Special
Heavy Weapons
Autocannon
Range
To Hit
Short
Long
Short Long
0-20
20-72
Move or Fire for foot troops.
Heavy Bolter
Range
To Hit
Short
Long
Short Long
0-20
20-40
Move or Fire for foot troops.
Heavy Webber
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-12
12-24
Special
Models hit by a webgun may not move for the remainder of the game. A model may attempt to free itself at
the beginning of its own turn by rolling D6 and adding its Toughness; a result of 9 or greater frees the
model. Models failing this test must make an immediate armor saving throw or suffer 1 wound. Vehicles
hit by a Heavy Webber must roll a D6 on the following chart:
To Hit
A miss against a vehicle has no further effect. A hit brings the vehicle to an immediate halt regardless of its
speed. The vehicle may do nothing while it remains webbed. Troops inside may not operate weapons, fire
from it, or leave. The vehicle may attempt to break free from the web at the start of each subsequent turn;
roll a D6 on the Vehicle Escape Chart.
D6
1
2-3
4
5-6
Result
Fail. Trapped for the remainder of the game; may not roll again on this table.
Fail. Remains trapped; try again next turn.
Fail. One randomly determined weapon is freed and may be used normally.
Free. The web is destroyed as soon as the vehicle moves in its next turn.
Lascannon
Range
To Hit
Short
Long
Short Long
0-20
20-60
Move or fire for foot troops.
Missile Launcher
Range
Short
Long
0-20
20-72
To Hit
Short Long
-
Save
Mod
-6
Armor
Pen
3D6+9
Str
9
Dmg
2D6
Str
Save
Dmg
Mod
As missile type
Armor
Pen
Special
Special
Move or fire for troops
Missile Types
Save
Armor
Str
Dmg
Mod
Pen
Special
Frag
4
1
-1
D6+4
2 Blast Template
Super Krak
8
D10
-6
D6+D10+8 See the appropriate ammunition descriptions for more information on each type of missile.
Type
Multi-Melta
Range
Short
Long
0-12
To Hit
Short Long
12-24
+1
Str
Dmg
Save
Mod
Armor
Pen
2D12
-4
D6+2D12+8
Special
2 Blast Template, Move
or Fire for troops
Grenades
Range
Short
Long
Sx2
Type
Frag
Krak
Melta Bomb
To Hit
Short
Long
-
Str
Str
3
6
Dmg
1
D6
Save
Mod
-1
-3
D6
-4
Save
Armor
Dmg
Mod
Pen
Special
As grenade type; see below
Armor
Pen
Special
D6+3
2 Blast Marker
2D6+6
Thrown suffers 1 to hit; scatter as normal
Placed by hand by model in base-to-base contact
2D6+8
or in Close Combat.
Grenade Effects
Blind
2 Blast Template, remains. No troops may draw Line of Sight through, into, or out of a Blind cloud.
Psykers may not use their powers if a Blind cloud hides their target. Models in Close Combat within a
Blind cloud may fight, but they halve their Weapon Skill, rounding up. At the start of each sides turn, roll
a D6 and consult the cloud Movement rule to see what happens to it.
Choke
1 Blast Template, remains. Models affected by the cloud must make an immediate Choke testroll a
D6; on a 3+, the model succumbs, remaining incapacitated as long as the gas cloud covers them. They will
recover automatically if the cloud is dispersed or moves away. Models under the influence of Choke may
be ignored for the purposes of targeting. All Space Marines, Eldar Aspect Warriors, Tau Battlesuits, MegaArmored Orks, Dreadnoughts, and enclosed vehicles are exempt from the effects of Choke gas.
Photon Flash Flare
1 Blast Template, temporary. Models must roll D6 on the following chart:
No Effect
Dazzled
Blinded
1
2+
Unprotected Troops
1-3
4-5
6
Troops w/Visors
1-5
6
Troops w/AutoSenses
Unprotected Troops: Orks, Gretchin, Snotlings.
Troops w/Visors: Imperial Guard, Eldar, Squats, Space Marine Scouts.
Troops w/AutoSenses: Space Marines, Terminators, Dreadnoughts and enclosed vehicles.
Dazzled troops have their WS and BS reduced to 1 for the remainder of the current turn.
Blinded troops may move, but in a random direction at half normal move rate. Blinded troops may not
shoot, but may fight in close combat with a WS of 1. Blinded troops are blind for the remainder of this turn
and the entirety of the next turn. After that, roll a D6 for each blinded modelon a 5+, sight is recovered
immediately.
Scare
2 Blast Template, immediate. Models affected by the gas must roll a 1 on D6 to avoid its effects. All
Space Marines, Eldar Aspect Warriors, Tau Battlesuits, Mega-Armored Orks, Dreadnoughts, and enclosed
vehicles are immune to the gas effects. If a model affected by scare is not in cover, it will immediately
turn towards the nearest cover that lies away from the enemyor the table edge if it is closer. During its
own turn, the model will flee 2D6 towards this cover, and will hide in it if possible. The model may do
nothing else in its turn, and may not fight even if attacked. Normal targeting rules are suspended for
models affected by Scare. Once Scared, a model may only shake off the effects by rolling a 5+ on D6 at
the start of its own turn.
Smoke
2 Blast Template remains. Only troops equipped with IR vision, auto-senses, scanners, targeters, or
bionic eyes can draw Line of Sight through smoke. Psyker powers are unaffected by smoke, but they may
not draw Line of Sight through it with normal vision. Models within a smoke cloud have the option of
staying put or moving half their normal rate in a random directionthey may fight in a smoke cloud, but
halve their Weapon Skill rounding up. Space Marines (including Scouts and Terminators), all Imperial
Guard forces, Tau, Squats, all Dreadnoughts, crewmen in all enclosed vehicles, and all Eldar including
Aspect Warriors and Guardians are equipped with technology that enable them to draw Line of Sight
through smoke clouds. This basically leaves Orks and Tyranids as being effected.
Cloud Movement
Many types of ammunition cause a semi-permanent blast marker to appear on the battlefield; these are
noted as remains in their description. Unless otherwise specified, for blast markers that dont disappear
immediately roll of D6 at the start of each sides turn to determine what happens to them, as follows:
1
2-4
5
6
Support Weapons
Auto-Launcher
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
6
Auto
3
1
-1
D6+3
Frag; 2 blast radius
6
Auto
Blind Grenades
6
Auto
6
D6
-3
2D6+6
Krak grenades
May be triggered in the shooting phase of the vehicles turn in addition to normal firing. The first grenade
in the spread automatically hits a point 6 away in the forward 90 arc. The other two grenades deviate
D3 away from the target point of the first grenade. May fire two salvoes of the same type in a game.
Chemical Dispersion Unit
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
3 Blast Marker (remains)
0-3
Special
None
Special
Place a 3 Blast Template directly over the vehicle. Any model under the cloud (other than those in
Terminator suits or an enclosed vehicle) is automatically affected by Stupidity. Once free of the cloud, they
must make a Leadership test in the following Rally Phase to shake off the effects of the gas.
Frag Defender Unit
Any model in Base to Base contact with the vehicle in the hand to Hand Phase suffers an automatic Str 4
hit with a -1 Armor Save modifier (treat as a Blast Marker attack). This effect may be used twice per game.
Multi-laser
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
0-20
20-60
+1
6
D4
-1
D6+D4+6
Multi-lasers ignore the first two jams rolled on the Sustained Fire dice.
Special
Sustained Fire-3
Rotary Shotgun
Range
To Hit
Save
Armor
Short
Long
Short Long
Str
Dmg
Mod
Pen
Special
0-6
6-24
-1
4
1
D6+4
0-6
6-24
-1
3
1
D6+4
1 Blast Template;
0-6
6-24
-1
+1
4
1
-2
D6+D3+4
All shots with the Rotary Shotgun have Sustained Fire (2 dice). The player firing the Rotary Shotgun may
choose which type of ammunition will be used each turn. Ordinary troopers hit but not slain by a Rotary
Shotgun will be knocked back 2 and will fall over on a D6 roll of 4+. Troops that have fallen over must
spend the next Movement Phase regaining their feet.
Machine Curse
Force 2, Range 24
Place the Machine Curse template (2 blast template) anywhere within range of the user. Any model
touched by the template will be affected. All ranged weapons affected will be unable to fire (including
pistols used in close combat) and robots, Terminators, Dreadnoughts or vehicles will be unable to move
or to fight in Close Combat until the curse is nullified (vehicles stop moving entirely if effected)-. If an
object is taken out of the area, it will start working again. Troops may fire into or through the area
without penalty, and the power does not effect systems that are not specifically listed on the card.
Remains until nullified or the user is slain.
Scan
Force 1, Range 36
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 examine his opponents
hand of Warp Cards; you may also look at one randomly-chosen psychic power card of each enemy
psyker in range.
To Hit
Short
Long
+2
+1
Str
2
Dmg
1
Save
Mod
-
Armor
Pen
D6+4
Special
Solid
The wearer of a Grav Harness sustains no damage from falling or jumping, and may fall any distance
without penalty.
Gunsight, Infrared
Uncommon
5 pointsAdeptus Arbites only
If user is stationary, reduces Cover To Hit penalties by 1; does not apply to models appearing or
disappearing from Overwatch or if weapon being fired uses any Sustained Fire.
Uncommon
Gunsight, Monocular
5 pointsAdeptus Arbites only
When used while stationary with a Basic, Special, or Heavy weapon, grants a +1 to hit, except against
targets appearing or disappearing from Overwatch.
Gunsight, Red-Dot Laser
Uncommon
3 points Adeptus Arbites only
When used on a Pistol, Special, or Basic weapon, grants a +1 to hit. However, targets gain an unmodifiable
6+ save to dodge the shot.
Unique
Gunsight, Telescopic
5 pointsAdeptus Arbites only
A stationary fighter with this sight doubles his weapons Short Range, except when used against targets
appearing or disappearing from Overwatch.
Unique
Infra-Goggles
5 pointsAdeptus Arbites only
User can spot hidden enemies at double his Initiative distance in inches. Goggles increase the multiplier of
seeing a target in the darkness by adding a +1 bonus to the multiplier to do so.
Uncommon
Lobo-Chip
10 pointsAdeptus Arbites Medics only
This mental restraint overloads the victims 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 Medic wins, he uses his attacks to place the
chip, rather than take any damage, The victim then becomes subject to Stupidity for the rest of the game.
This is a one use device, and once it has been placed successfully on an opponent, it may not be used again
for the rest of the game.
Uncommon
Medi-Pack
10 points
To use this item, the user must move 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:
Uncommon
Skull Chip
10 pointsAdeptus Arbites only
The user may re-roll any Initiative-based die tests that he fails. The second result stands, even if it is still a
failure.
Rare
Suppression Shield
5 pointsImperial Agents only
A model equipped with a Suppression Shield automatically inflicts an S3 hit resolves on a single opponent
when it charges into hand-to-hand combat; this hit resolves before HtH is started. Models wearing a Shield
also receive a +2 bonus to their armor saving throw against shooting or hand-to-hand combat damage. Note
that as with all shields, these effects only apply if the incoming attack is from the models front 90 arc of
sight.
Tranquilizer Rounds
Uncommon
5 pointsAdeptus Arbites only
These special rounds are designed to be fired out of the Adeptus Arbites shotgun for Apprehension Units. If
the Target is hit, he is only allowed an armor save at a -1 modifier. If it fails, instead of using the normal To
Wound Table to determine the effects of the hit, use the following table:
Roll
1 -2
3-4
5
6
Tranquilizer Effects
No Effect
Drugged: Reduce M, WS, BS, I and Ld by ; Reduce A to 1
Sedated: Reduce M, WS, BS, and I to 1; Reduce A to 0
Unconscious: Remove model as a casualty