Epic Roleplay: Adeptus Arbites

Epic Adeptus Arbites
An Epic army list for the Arbites. There are others out there (notably Jodrell’s list and the Arbites section of the NetEpic Gold Adeptus Ministorum list – check them out!) and this one took some insipiration from those, but it is mostly structured around my own reading of the Arbites and with Epic Roleplay in mind.

The army does not use any special rules for card selection or command.

If it is used in conjunction with Epic Roleplay, consider adding Ambassador (Adeptus Arbites) as an additional starting talent to the Arbitrator career.

The army has access to three company cards

Arbites Dispersal Company at 500 points consisting of a single Arbites Marshal as command and three detachments, one of five Arbites Riot stands, one of five Arbites Assault stands, and one of five Arbites Support stands; the Arbites Dispersal Company has a Break Point of 8 and is worth 5 Victory Points

Arbites Suppression Company at 500 points consisting of a single Arbites Marshal as command and three detachments, one of five Arbites Assault stands, and two of five Arbites Tactical stands each; the Arbites Suppression Company has a Break Point of 8 and is worth 5 Victory Points

Arbites Pursuit Company at 450 points consisting of a single Arbites Marshal and one Rhino as command and three detachments, one of five Arbites Bike stands, one of one Arbites Cyber-Mastiff Handler, one Rhino, and four Cyber-Mastiff stands, and one of five Arbites Tactical stands and three Rhinos; the Arbites Pursuit Company has a Break Point of 10 and is worth 5 Victory Points

A selection of ten types of support card

Arbites Gorgon at 100 points consists of a single Gorgon assault transport, worth 1 Victory Point

Arbites Rhino Squadron at 50 points consists of three Rhinos; the squadron has a Break Point of 2 and is worth 1 Victory Point

Arbites Repressor Squadron at 100 points consists of three Repressors; the squadron has a Break Point of 2 and is worth 1 Victory Point

Arbites Vindicators Squadron at 150 points consist of three Vindicator siege tanks; the squadron has a Break Point of 2 and is worth 2 Victory Points

Arbites Tarantula Support Unit at 100 points consists of five Tarantulas; the support unit has a Break Point of 3 and is worth 1 Victory Point

Arbites Bike Patrol at 100 points consists of five Arbites Bike stands; the patrol has a Break Point of 3 and is worth 1 Victory Point

Cyber-Mastiff Patrol at 100 points consists of one Arbites Cyber-Mastiff Handler and four Cyber-Mastiff stands; the patrol has a Break Point of 3 and is worth 1 Victory Point

Arbites Tactical Patrol at 150 points consists of five Arbites Tactical stands; the patrol has a Break Point of 3 and is worth 2 Victory Points

Arbites Support Patrol at 150 points consists of five Arbites Support stands; the patrol has a Break Point of 3 and is worth 2 Victory Points

Arbites Riot Patrol at 150 points consists of five Arbites Riot stands; the patrol has a Break Point of 3 and is worth 2 Victory Points

Arbites Assault Patrol at 200 points consists of five Arbites Assault stands; the patrol has a Break Point of 3 and is worth 2 Victory Points

And three types of special card

Judge at 100 points consists of one Arbites Judge and one Rhino worth 1 Victory Point (awarded once the Arbites Judge is removed)

Leviathan at 500 points consists of one Leviathan mobile precinct worth 5 Victory Points

Arbites Capture Team at 200 points consists of three detachments, one of a single Arbites Marshal stand and a command Rhino, one of one Arbites Cyber-Mastiff Handler, one Rhino, and two stands of Cyber-Mastiffs, and one of two stands of Arbites Immobiliser Squads and one Rhino; the Arbites Capture Team has a Breakt Point of 5 and is worth 2 Victory Points

All Arbites units have a Morale Value of 3.

Gorgons, Rhinos, Vindicators, Tarantulas, Bikes, and the Leviathan all use their standard rules.

The new units have the following rules:

Arbites Tactical Squads
Armed primarily with bolters, these are powerful and versatile infantry.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Tactical Squad 10cm +1 Bolters 50cm 1 5+
Notes
Type: Infantry, Morale Value 3

Arbites Support Squads
Arbites support squads make use of massed grenade launchers. Their attacks are thus considered barrages. Round barrage points up after combining.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Support Squad 10cm +1 Grenade
Launchers
50cm 0.5 BP
Notes
Type: Infantry, Morale Value 3, Barrage

Arbites Assault Squads
Arbites assault units are armed with combat shotguns and supplied with the dreaded target-seeking executioner shells. Their shooting ignores modifiers for cover.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Assault Squad 10cm +1 Shotguns 35cm 1 4+
Notes
Type: Infantry, Morale Value 3, Ignores Cover

Arbites Riot Squads
Arbites riot squads do not carry ranged weapons, instead being equipped with heavy suppression shields and shock or power mauls. The shields give them a 5+ saving throw against close assaults only.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Riot Squad 10cm 5+
(close
combat)
+3 Shields
and
Powermauls
Notes
Type: Infantry, Morale Value 3, Close Combat Save

Arbites Marshal
A Marshal is a Command Unit. They have a 5+ saving throw against close assaults only, and their shooting ignores modifiers for cover.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Marshal 10cm 5+
(close
combat)
+3 Shotguns
and
Powermauls
35cm 1 4+
Notes
Type: Infantry, Morale Value 3, Command Unit, Close Combat Save, Ignores Cover

Arbites Judge
A Judge is a Command Unit. They have a 5+ saving throw against close assaults only, and their shooting ignores modifiers for cover. At the beginning of the Orders Phase, a Judge may select one Imperial unit within 10 cm to immediately test Morale. If it is a friendly unit that currently is on Fall Back orders, it immediately rallies if the test is successful. If it is an enemy unit and the test fails, it immediately goes onto Fall Back orders.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Judge 10cm 5+
(close
combat)
+4 Shotguns
and
Powermauls
35cm 1 4+
Notes
Type: Infantry, Morale Value 3, Command Unit, Close Combat Save, Ignores Cover, Judgement

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

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
Type: Infantry, Morale Value 3, Asign Cyber-Mastiff Targets

Cyber-Mastiff
These heavily augmented canines are employed by Arbites in seek and destroy – or, in this case, seek and capture missions. Cyber-Mastiffs do not need to stay in formation and can move independently of other stands or models in their detachment. Cyber-Mastiffs do not receive orders as other units. Instead, during the Orders Phase a Cyber-Mastiff stand that is within 10cm of a Handler can be assigned a specific unit, model, or troop stand as their target. A Cyber-Mastiff with a target will move at charge rate towards their target, navigating around obstacles as necessary, and enter close combat if they come into contact with their target. A Cyber-Mastiff without a target will stay stationary but will defend itself in close combat if attacked.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Cyber-Mastiff 20cm 6+ (fixed) +3 Cyber-jaws
Notes
Type: Infantry, Ignores Morale, Assigned Target

Arbites Immobiliser Squads
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 +1 Webbers 25cm 1 3+ +1
Notes
Type: Infantry, Morale Value 3, Webbers

Repressor
This variant of the ubiquitous Rhino is adapted to operations in urban environments and other built-up areas. It is heavily used by the Adeptus Arbites and the Adeptus Ministorum for riot control and urban pacification. The Repressor has reinforced side and rear armour, lending it an all-round save of 4+, and its heavy dozer blade in the front allows it to make two saves against attacks coming from its front arc. Its short-ranged flame and rapid fire weapons allow it to ignore cover modifiers for shooting. Like the Rhino, it can carry two troop stands.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Repressor 20cm 4+
(all-round,
save twice
on front)
+2 Stormbolter
and Flamers
15cm 2 6+
Notes
Type: Vehicle, Morale Value 3, Carries 2 Stands, All-round Save, Saves Twice on Front, Ignores Cover

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