Inquisimunda Arbites
Inquisimunda Arbites
Version 2.0
Initial Resources:
You have 1000 Throne Geld to spend on recruiting
and arming your warband. You must have a minimum of 3 models.
Hired Guns:
Arbites Squads may recruit up to 2 Hired Guns.
These may not be Xenos. Expurgator Squads may
NEVER employ Hired Guns.
Starting Experience & Skills:
All fighters start with the following experience
point totals. All non-Construct members gain
experience as normal. Arbites/Expurgators gain the
Underdog Bonus as normal.
Unit Type
Marshal/Leader
Proctors/Specialists
Detective
Arbitrators/Troopers
Custodians
Penal Legionnaires
Recruits
The Judge/The Executor
NEC eq
Boss
Heavy
Ganger
Ganger
Heavy
Juve
Juve
Heavy
XP
60+D6
40+D6
30+D6
20+D6
D6
D6
D3
70+D6
WS
+4
BS
+4
S
+2
T
+2
W
+2
I
+3
A
+3
Ld
+4
Subversion Rating: 6
Investigation Rating: 6
Special Rules:
All Arbites/Expurgators warbands may select Comm-links/Micro-beads at +2 TG per fighter. If selected, all
fighters must be equipped in this way.
Law Enforcement Armory Access: Arbites / Expurgators benefit from the access to the best armories of the
underworld. To reflect that Arbites/Expurgators war bands add +1 to the result of the Number of Rare Items
they can get to a maximum of 3 during the trading sequence.
Recruitment Process: Arbites / Expurgators that suffer from a Dead result in the Serious Injuries chart must
roll a D6. Do not apply this rule if the dead fighter is the leader.
1.2.3.4 = Administrative documents are sent to the local precinct to replace the casualty and nothing
happens. His team members will perform his last rituals.
5.6 = Administrative documents are sent to the local precinct to replace the casualty. Luckily the local
precinct just finished training new recruits. Replace the dead fighter with a new one of the same Unit Type
for free. You can buy him Weapons & Equipment as if you just recruited him.
Recruitment
1 Marshal/Leader
M
-
WS
+2
BS
+2
0-2 Detectives
Base +100 TG
S
-
T
-
W
-
I
+1
A
-
Ld
+2
0-3 Proctors/Specialists
M
-
WS
+1
BS
+1
S
-
T
-
I
-
A
-
WS
+1
BS
+1
S
-
T
-
W
-
Ld
+1
I
-
A
-
Ld
+1
WS
+1
BS
+1
S
-
T
-
Base +30 TG
W
-
I
-
A
-
Ld
+1
Base +40 TG
W
-
M
-
Base +40 TG
M
-
WS
+1
BS
-
Base +15 TG
S
-
T
-
W
-
I
-
A
-
Ld
+1
0+ Penal Legionnaires
M
-
WS
+1
BS
-
S
-
Base +5 TG
T
-
W
-
I
-
A
-
Ld
-
WS
+1
Base +15 TG
BS
-
S
-
T
-
W
-
I
-
A
-
Ld
-
WS
+2
BS
+2
S
-
T
-
Base +70 TG
W
-
I
-
A
-
Ld
+1
COSTS
Free/5
10
10
10
Free/10
20
25
25
40
Pistols
Autopistol
Stubber
Hand Cannon
Bolt Pistol1
Laspistol
Hellpistol1
Needle Pistol5
Hand Flamer1
Plasma Pistol2
Web Pistol (Arbites only)
10
5
15
20
15
20
90
20
25
75
Basic
Autogun
Lasgun
Hellgun1
Bolter1
Shotgun (Solid/Scatter)
Hunting Rifle2
20
25
30
35
20
25
Special
Flamer
Melta-Gun5
Ripper Gun (Ogryn Only)
Grenade Launcher
Plasma Gun
Long Las
Needle Rifle5
Storm Bolter3
Webber (Arbites only)
40
85
40
90
75
40
200
45
85
Heavy
Heavy Stubber
Heavy Bolter
Heavy Plasma Gun5
Missile Launcher
Multi-Laser
Multi-Melta5
Heavy Flamer5
Heavy Webber (Arbites Only)
120
170
280
170
125
220
100
100
25
35
20
40
20
15
10
40
35
75
5
5
5
10
15
Armor
Light Armor
Flak Armor
Flak Armor Enclosed
Medium Armor
Medium Armor Enclosed1
Heavy Armor1
Heavy Armor Enclosed2
Hexagrammic Wards6
Refractor Field3
5
10
15
20
25
35
40
50
20
Gun-Sights
Red-Dot Laser
IR Sight
Telescopic Sight2
20
30
30
Equipment
Bio-Scanner (1/warband)6
Blade Venom (One Use)5
Charm (Arbites Only)
Clip Harness
Frenzon4
Injector Rig4
Kalma4
IR Goggles5
Photo-Contacts/Visor
Respirator
Reloads2
Silencer5
Spur4
Stummers (One Use)5
1.
2.
3.
4.
5.
6.
50
10
25
10
20
5
10
25
10
10
Weapon Cost
10
10
10
Recruits
Legionnaire
Custodians
Arbitrator
Detectives
Proctors
Marshals
The Judge /
The Executor
Agility
X
X
X
X
X
X
Combat
X
X
X
X
X
Ferocity
X
X
X
X
Muscle
X
X
X
X
X
X
X
Shooting
X
X
X
X
X
X
Stealth
X
X
X
Techno
X
X
X