ARBITES SUMMARY


ARBITES SUMMARY

WS BS S T W I A Ld Sv
Chief Justice 4 4 3 3 3 4 3 10 4+
Judge 4 4 3 3 2 4 3 9 4+
Arbitrator 3 3 3 3 1 3 1 8 4+
Psyker 3 3 3 3 2 3 1 7 4+
SWAT Arbites 4 4 3 3 1 3 1 8 4+
Enforcer 4 4 3 3 1 3 1 8 4+
Arbitrator Champion 3 3 3 3 1 3 2 9 4+
Arbites Bikers 3 3 3 3(4) 1 3 1 8 4+
Biker Champion 3 3 3 3(4) 1 3 2 9 4+

 

Armour: Front Side Rear BS
Chimera 12 10 10 3
Rhino 11 11 10 3
Reprisal 11 11 10 3

 


WS

BS

S
Armour:
Front Side Rear

I

A
Sentinel 3 3 5
10 10 10
3 1

 

ARBITES WEAPON SUMMARY

Ranged Weapons

Weapon Range Str. AP

Type

Arbites Shotgun (Solid Round) 12" 3 - Assault 2***
Arbites Shotgun (Executioner Round) 12" 4 5 Assault 1***
Grenade Launcher (Frag) 24" 3 6 Assault 1 Blast
Grenade Launcher (Krak) 24" 6 4 Assault 1
Bolt pistol 12" 4 5 Pistol
Bolter 24" 4 5 Rapid Fire
Storm Bolter 24" 4 5 Assault 2
Heavy Bolter 36" 5 4 Heavy 3
Flamer Template 4 5 Assault 1
Sniper Rifle 36" X 6 Heavy 1*
Plasma pistol 12" 7 2 Pistol*
Plasma gun 24" 7 2 Rapid Fire*
Meltagun 12" 8 1 Assault 1*
Multi-melta 24" 8 1 Heavy 1*
Missile Launcher (Frag) 48" 4 6 Heavy 1 Blast
Missile Launcher (Krak) 48" 8 3 Heavy 1
Webber Template 4 - Assault 1**
Heavy Webber Template 5 - Assault 1**
Shotgun 12" 3 - Assault 2
Multilaser 36" 6 6 Heavy 3

* These weapons have additional special rules, see the Weapons section of the Warhammer 40,000 rulebook for more details.

** Any model hit by the webber or heavy weeber will be immobilised unless they beat its strength by making a roll using their Strength versus the webber's strength on the To Wound chart.  There are no armour saves as such.  Webbers use the flamer template.  Webbers never do physical damage, and cannot affect vehicles.

***When using the Arbites Shotgun, the player must state which round the troops are firing before they fire.

Range Strength AP Shots
Inferno cannon Template 6 4 Heavy 1

Any units that suffer casualties from a hit by an Inferno cannon must make an immediate fall-back move as if they had just failed a Morale test.

 

HAND TO HAND WEAPONS

Close Combat Weapon: Roll to wound with user's Strength characteristic.  Opponent may take armour saves as normal.

Power Weapon: Roll to wound with user's Strength characteristic.  Any wounds inflicted by these weapons ignore the opponent's armour save.

Power Fist: The user may double his Strength up to a maximum of 10 when rolling to wound.  Any wounds inflicted by these weapons ignore the opponent's armour save.  Models armed with a power fist always strike last in close combat.

Power Maul: A power maul acts as any other power weapon, ignoring armour saves.

Supression Shield: A Supression Shield adds +2 to the model's armour saving throw, giving a basic Arbites trooper a 2+ saving throw.  A model equipped with a Supression Shield automatically inflicts a S3 hit on an opponent when he charges into hand to hand.  The hit has no save modifier, and inflicts one wound.  The discharge only affects one opponent in base to base contact.

Riot Shield: A riot shield adds +1 to a model's armour saving throw.


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