Epic Roleplay – Antagonists: Adeptus Arbites Capture Teams

Antagonists: Adeptus Arbites Capture Teams
A more specific Imperial encounter, an Arbites Capture Team is a specialist task group to apprehend targets of high value to the judges.

Capture Teams, which may be represented as a 150-points Special Card when including them in an army for planetary operations, typically consist of three detachments, the first being a stand of Arbites Handlers and a command Rhino, the second being two stands of Cyber-Mastiffs, and the third being two stands of Immobiliser Squads mounted in a Rhino. Such a Capture Team has a Breakt Point of 4.

Handler
While they are fully equipped Arbites in their own right, Cyber-Mastiff Handlers are mostly focussed on directing their enhanced canine charges. Handlers are Command Units. Cyber-Mastiffs can only be given orders when there is a Handler within 10cm.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Handler 10cm +1 Pistols and Powermauls 25cm 1 5+
Notes
Morale Value 3, Command Unit, Order Cyber-Mastiffs

Cyber-Mastiff
These heavily augmented canines are employed by Arbites in seek and destroy – or, in this case, seek and capture missions. Cyber-Mastiffs can only be given orders when there is a Handler within 10cm.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Cyber-Mastiff 20cm 6+ +3 Cyber-jaws
Notes
Morale Value 1, Controlled by Handler

Immobiliser Squad
These Arbites squads are armed with webbers and heavy webbers, sometimes backed-up by a couple of needle weapons loaded with paralysing agents. A target hit by webbers gets a save at a +1 modifier, targets that normally do not have a Saving Throw save at 6+. If they fail their Saving Throw, they are rendered immobile by the webs. As long as they remain webbed, they may not move or shoot, roll one die less in close combat and suffer an additional -2 to their close combat score. During rallying in the end phase, any webbed stands or models are entitled to another save, also at +1, and if they succeed, they break free of the webs.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Immobiliser Squad 10cm 0 Webbers 25cm 1 5+ +1
Notes
Morale Value 3, Webbers

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