Arbites Heroes
Points/Model |
WS | BS | S | T | W | I | A | Ld | Save | |
Chief Justice | 70 | 4 | 4 | 3 | 3 | 3 | 4 | 3 | 10 | 4+ |
Judge | 55 | 4 | 4 | 3 | 3 | 2 | 4 | 3 | 9 | 4+ |
Weapons: Bolt Pistol.
Character: The Arbites Hero can be given any equipment allowed from the Arbites Armoury.
Chimera: If the Arbites Hero and his command squad number 10 or less models, they may include a Chimera for an additional +95 points, for details see the Chimera transport entry at the end of the Troops section.
Rhino: If the Arbites Hero and his command squad numbers 10 or less models, they may include a Rhino for an additional +50 points, for details see the Rhino transport entry at the end of the Troops section.
SPECIAL RULES Leadership: Any Imperial Guard squad within 12" of a command HQ may use the Leadership value of the Captain or Colonel leading the Command HQ for all Leadership tests. |
Command Squad
Points/Model |
WS | BS | S | T | W | I | A | Ld | Save | |
Arbites | 8 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ |
Pskyer | 40 | 3 | 3 | 3 | 3 | 2 | 3 | 1 | 7 | 4+ |
Squad: The Command Squad consists of between 5 and ten Arbites.
Weapons: Bolt pistol.
Options: Any of the Arbites may be equipped with a boltgun at +2 points; an Arbites Shotgun at +2 points; or power maul and Supression Shield at +15 points.
Up to four of the Arbites may be equipped with either a flamer +3 points; a plasma gun at +5 points; a meltagun at +8 points; a webber at +3 points; or a grenade launcher at +12 points.
Up to one of the Arbites may be armed with one of the following heavy weapons: heavy bolter at +5; missile launcher at +10 points; lascannon at +15 points; autocannon at +10 points; a heavy webber at +5 points.
The entire Command Squad may be equipped with frag grenades for an additional +1 point per model, and/or krak grenades for an additional +2 points per model.
Standard Bearer: One Arbite may be upgraded to a standard bearer at an additional cost of +10 points. The standard bearer is armed with a laspistol and carries the regimental standard. Any Arbite units with models within 12" of the standard bearer may re-roll failed Morale checks.
Medic: One Arbite may be upgraded to a medic at an additional cost of +10 points. The medic allows you to disregard the first failed saving roll each turn in the Command Squad.
Psyker: The Command Squad may include 1 Psyker at an additional cost of +40 points. He carries a laspistol and a close combat weapon and can be given any equipment allowed from the Arbites Armoury. The Psyker has the psychic power Scan.
Scan: The psyker uses Scan at the start of his Movement phase, and it remains active until the start of his next Movement phase if successful. If the psyker successfully casts Scan, all enemy models within 36" of him are automatically detected. The psyker communicates their positions to his comerades, so all troops in the psyker's army will also consider those enemy troops detected. No enemy model may set up using Infiltrate within 18" of the psyker.