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Default Codex: Adeptus Arbites

His Imperial Majesty The God-Emperor’s Holy Guardians of Law: The Adeptus Arbites


WHO IS THIS CODEX FOR?
This article gives players the opportunity to field the often talked-about but rarely seen Adeptus Arbites, the enforcers of Imperial Law throughout the Imperium of Man.
HOW THIS CODEX WORKS
This codex is split into two main sections, each dealing with a different aspect of the army.
The Adeptus Arbites: This section provides background information on the Adeptus Arbites.
Arbites Army List: This section includes the rules you need to use the Adeptus Arbites in a Warhammer 40,000 game.
Enjoy!

Background
The Adeptus Arbites organization represents the martial arm of the priesthood - the soldiers and police of the Adeptus Terra. Although planets are mainly self-governing and self-policing, this arrangement sometimes breaks down, or proves unsatisfactory for one reason or another - rebellious planetary governerss may be tempted to plot treason against the Imperium, or noble rivals may overstep the bounds of petty feud. There is still an important role for a universal law-enforcing agency, and the Arbitrators fill that role ruthlessly. Their duties usually fall between those of the Officio Assassinorum, who may be obliged to deal with a single troublemaker, and the Imperial Guard, which would be called in to wage outright war. Without mercy and utterly dedicated, the Adeptus Arbites are feared throughout the galaxy - for they are the agents of a harsh law, where failure and incompetence are crimes, and often punishable by death.

Uniform
Their uniforms are basically carapace armour without thigh guards or neck armour. Heavy gloves and boots protect the hands and feet, whilst the head is encased within a simplified and practical version of the helmet worn by the Adeptus Custodes. Judges may wear full carapace or even power armour instead. A cloak is worn as part of the full uniform but is often discarded in action. Always carried and displayed prominently is the Judge's badge - his symbol of office and power.

QUOTES FROM WD 169
The Adeptus Arbites are the keepers of the Imperium's laws and watchdogs of the far-flung empire of humanity. The Imperium is an organization where rebellion and defiance of the Imperial Will are crimes Against humanity. The Arbitrators are the grim and uncompromising reminder of the Imperium's presence which no planetary governor can ignore. They cannot be bought off or
threatened or corrupted or negotiated with. Indeed the Adeptus Arbites goes to a great lengths to ensure that those recruited into their ranks do not serve on their own homewards nor anywhere within a dozen light years of home. They do not communicate with the citizenry unless absolutely necessary and only leave their great fortress precincts on official business.
Should a planet revolt against the Imperium the Adeptus Arbites will be the first to go into battle against the traitors. More often than not a rebellious governor will order the destruction of the Adeptus Arbites precinct on his planet as his first treachery and a great battle will break out between rebel planetary defense forces and the besieged Arbites.
In truth the Arbitrators need only to hold out until their astropath has transmitted a message summoning help. Mobile fleets of Arbitrators stand in constant readiness to answer the call of their precincts and bring retribution upon the transgressors of the Emperor's laws. Beyond them the entire might of the Imperium can be called upon with Space Marine Chapters and the Imperial Guard prepared to quell the fiercest rebellion.
Equally the Adeptus Arbites stand ready to fight against the foes of humanity in the case of Genestealer infestation, Chaos incursion or alien attack. The well armed and rigorously trained Arbitrators make excellent troops and their squads can add vital backbone to the planetary defense forces. It is ironic that planetary governors who may have plotted against the Imperium for years are always the first to squeal for help when the Orks arrive.
The Adeptus Arbites often make use of conscripts drawn from the prisons of the Imperium, promising pardons in exchange for military service. Sometimes, whole gangs are captured and sent on dangerous guerilla missions, where they are never expected to come back. As well, the Adeptus Arbites will draft into service local police forces, commonly known as praetors, or support units from the Planetary Defence Forces.


Adeptus Arbites Army List

An Adeptus Arbites Defense Force has the following units available:

HQ: 1+ Precinct Commander, Penal Warden, Planetary Liaison, Colour Guard

Elite: Shock Squads, Sniper Teams, Detectives, Gangers

Troops: 1+ Patrol Squads, Riot Squads, Penal Conscripts, Praetors, PDF Infantry Squad

Fast Attack: Rapid Response Squads, Air Cruiser Squadron, K-9 Teams, Equestrian Sqauds, 0-1 Hellhound

Heavy Support: Execution Squads, PDF Mortar Support, PDF Anti-Tank Support, PDF Crowd Control, 0-2 Leman Russ

Transport Vehicles: Rhino, Repressor


Defense Force Special Rules

None shall pass…
Arbite forces are commonly the final line of defense on many Imperial planets, knowing that they must hold on until off-planet reinforcements can arrive. If a planet is attacked the Planetary Defense Forces often deploy to meet the invading force head-to-head while the Adeptus Arbites, being a rock-hard defensive force, are left in command of valuable munitions and communications equipment, which enemy forces are eager to capture as quickly as possible. To represent this, an Adeptus Arbites force may always choose to be the Defender in any missions where Attacker and Defender designations are used. Arbite forces have a Strategy Rating of 1. They roll before their opponent rolls, and may re-roll their single D6 score, but must accept the second result even if lower.

Precinct Defences
In any missions allowing the Arbites force to use Fortifications, the player may choose Turret Emplacements using the rules from the Imperial Armour book with the following changes:
- Crew will be 3 Arbites armed with Arbite
Shotguns.
- Each Turret Emplacement counts as a Heavy
Support option.
- Only weapons costing 50 points or less can
be used.
For Missions involving Sentries, use ten Patrol
Team Arbitrators

Arbite Grenade Laucher (krak round): R 18", S6, AP4, Assualt 1, Supression
Arbite Grenade Laucher (frag round): R 18", S3, AP 6, Blast 1, Supression
Webber: R (flamer template), S3, AP-, Supression
Heavy Webber: R (flamer template), S5, AP-, Supression
Water Cannon: R 24", S 3, AP -, Ordnance 2, Supression
Arbite Shotgun: R 12", S 4, AP -, Assault 2, Ignores Cover Saves

Stun Grenades: Defensive grenades

Riot Plow: Counts as a dozer blade, any unit Tank-Shocked by a vehicle with a Riot Plow takes D6 S4 hits.

Supression: If a model is removed by a weapon with the Supression special rule, the squad must take a Toughness test. If they fail, the squad counts as Pinned.




HQ


1+ Precinct Commander

WS BS S T W I A Ld Sv
Judge [60] 4 4 3 3 3 4 3 10 4+
Marshall [40] 4 4 3 3 2 4 2 9 4+


Equipment: Bolt pistol, close combat weapon
May select up to 100 points of equipment from the Arbite Armoury, including Officers Only equipment

Special Rules: Lead Arbitrator

Lead Arbitrator: The precinct commander is the leading voice of law in his or her region. They are the judge, jury and sometimes executioner, making any major judgment with their deep, literal- minded interpretations of Imperial and planetary law. Because of their stature, they command a great deal of respect from both their fellow Arbites and the general populace. This is shown on the battlefield as the resolve of men who would flee from the enemy is strengthened by the roaring, powerful Commander and his litanies of abhorrence towards the foe.
All units within 6” of the Precinct Commander may re-roll LD tests.



Penal Warden
45 points
WS BS S T W I A Ld Sv
4 4 3 3 2 4 2 9 4+

Equipment: Bolt pistol, close combat weapon
May select up to 50 points of equipment from the Arbite Armoury, including Officers Only equipment

Special Rules: Penal Commander

Penal Commander: The Penal Warden is the officer in charge of the prisons, holding cells and execution facilities in a Precinct. He, in times of dire need, is the person responsible for mustering penal conscript troops, outfitting them, and even commanding them in battle.
A Penal Warden allows Penal Conscripts and Gangers to be taken.



Planetary Liaison
45 points
WS BS S T W I A Ld Sv
4 4 3 3 2 4 2 9 4+

Equipment: Bolt pistol, close combat weapon
May select up to 50 points of equipment from the Arbite Armoury, including Officers Only equipment

Special Rules: Local Support

Local Support: The Planetary Liaison is the Arbite officer in charge of all interaction between the Precinct and local, planetary authorities. It is their job to both secure the aid of local law enforcement and PDF troops, as well as command them in battle. A Planetary Liaison allows PDF Infantry Squads, PDF Mortar Support, PDF Crowd Control and PDF Anti-Tank Support to be taken.



Colour Guard
9 points per model

WS BS S T W I A LD SV
Arbitrator 3 4 3 3 1 3 1 8 4+
Sergeant 3 4 3 3 1 3 2 8 4+


Squad size: One team leader and between four and nine arbitrators
You may take a Colour Guard squad to accompany a Precinct Commander. See the other HQ options for details.
Equipment: Arbite shotguns, stun grenades, may exchange shotguns for bolters at +1 point per model, and may exchange shotguns for riot shields and shock mauls for +2 points per model, may purchase frag grenades for +1 point per model, and krak grenades for +2 points per model.
Up to two members of the squad may exchange their shotguns for storm bolters for +4 points per model, webbers for +6 points, Arbite grenade launchers for +8 points. One member of the squad may purchase a Precinct Standard for +20 points.
One model in the squad may be ugraded to a Chaplain for +15 points. If so the squad may re-roll all misses in the first round of close combat. As well, the Chaplain may replace his weapons with an Eviscerator for +25 points.
One model in the squad my be upgraded to a Chastener for +15 points. The Chastener recieves Excruciators and Toxins for his weapons, which make them S: X.
The leader may be upgraded to a Sergeant for +10 points. If upgraded, they may select up to 25 points of equipment from the Arbite Armoury.
The squad, veterans as they are, may select one of the following Special Skills: Furious Charge (+3 points per model) Stubborn (+3 points per model), Move Through Cover (+2 points per model).
A squad of under 10 models may select a Rhino transport for +50 points or a Repressor for +60 points






Elites


Shock Squads
13 points per model

WS BS S T W I A LD SV
Trooper 3 4 3 3 1 3 1 8 4+
Storm Leader 3 4 3 3 1 3 2 8 4+

Squad size: One team leader and between four and nine troopers

Equipment: Bolter, frag, krak and stun grenades, may swap bolters for Arbite shotguns for no additional cost.
Up to two members of the squad may exchange their bolters for storm bolters for +6 points, flamers for +8, Arbite grenade launchers for +10, plasma guns for +12, or melta guns for +12.
The leader may be upgraded to a Storm Leader for +10 points. If upgraded, they may select up to 25 points of equipment from the Arbite Armoury.
A squad of under 10 models may select a Rhino transport for +50 points or a Repressor for +60 points. See the Transport Vehicles entry for more details.

Special Rules: Deep Strike, Move Through Cover


Sniper Teams
45 points per model

WS BS S T W I A LD SV
Sniper 3 4 3 3 1 3 1 8 4+
Observer 3 4 3 3 1 3 1 8 4+

Squad size: One sniper and one observer, up to three teams may be taken as one Elite choice

Equipment: The sniper carries a sniper rifle, laspistol, the observer carries a laspistol.
Special Rules: Fieldcraft, Sharpshooter

Fieldcraft: Arbite snipers are trained rigorously in the disciplines of camouflage, stealth, and covert operations. All Sniper teams add +1 to any Cover save they receive, and may Infiltrate if the mission allows.

Sharpshooter: Sniper teams are usually deployed when a large crowd gets out of hand, or a bloodthirsty mob, such as a horde of Khornate cultists, threaten the precinct headquarters themselves, or another place of importance such as the governor’s palace, a chapel, or a munitions manufactory. They are trained how to pick out and pick off the leaders of a mob. Once a rabble’s leader is killed, it degenerates and falls apart, allowing the Arbites to move in and arrest everyone.
When using the sniper rifle, a sniper team may remove any model from the squad fired upon of the Arbites player’s choice rather than the opponent’s choice. As well, all hits from a sniper's rifle Rend on the roll of a 5 or 6.



Detective
20 points per model

WS BS S T W I A LD SV
Detective 3 3 3 3 1 3 1 8 4+

Squad size: One detective, up to three Detectives may be taken as one HQ choice

Equipment: Bolt pistol, Surveyor

Special Rules: Low-level Psyker, Loner

Low-level Psyker: Sometimes, when a young psyker is discovered and evaluated by the Black Ships, but comes from a wealthy or powerful family that does not wish for their child to become an astropath or be fed to the Emperor, they are handed over to the Adeptus Arbites, who begin to train the psyker to be a Detective. Detectives, with their psychic powers, are able to spot things that non-psykers would never be able to see, mentally exhaust a person in the blink of an eye, and are able to probe the mind of a suspect to a certain extent, usually enough to know if they are lying or not.
A Detective must select one of these powers before the game begins, at no additional cost

Interrogate: The Detective uses their mind-reading powers to probe the mind of a capture enemy leader after the battle. For every enemy HQ selection destroyed during the battle, the Arbite player gains an additional 75 VP. The effect is not stackable (multiple detectives do not give more VPs).

Mind-Shock: The Detective hammers at the foes’ minds, dazing them with seemingly no effort. The Detective may sacrifice all his or her attacks in an Assault phase to use Mind-Shock. No psychic test is needed. This attack is worked out using a standard 3" template. Place the hole of the template overtop of the Detective. All enemy models underthe template (partial counts as a full hit) automatically attack last during the next Assault phase.

Psyker Shroud: The Detective shrouds his or herself with a cloud of psychic darkness, making them nearly impossible to see. No psychic test is needed. When firing at the Detective, models must use the Night-Fighting rules. If the battle is already at night, models still use the Night-Fighting rules, but half the range rolled.

Loner: Detectives tend to be brooding and sociopathic, rarely mixing with anyone but other Detectives, and sometimes other Arbites, though only by necessity. Detectives may never join squads of any kind, never have to take Last Man Standing tests, and do not count as a scoring unit.



Gangers
8 points per model

WS BS S T W I A LD SV
Ganger 4 3 3 3 1 3 1 7 6+
Gang Lord 4 3 3 3 1 3 2 7 6+

Squad size: one gang leader and between four and nine gangers

Equipment: lasguns, may swap for close combat weapons and laspistols or shotguns for no additional cost
One member of the squad may exchange their weapon for a flamer for +6 points, a plasma pistol for +5 points, a sniper rifle for +10, a power weapon for +10 or a demo charge for +12. All models may select equipment from the Arbite Armoury, up to a value of 5 points per model.
The leader may be upgraded to a Gang Lord for +10 points. If upgraded, they may select up to 25 points of equipment from the Arbite Armoury, including Officer Only weapons.

Special Rules: Urban Veterans, Infiltrate
Urban Veterans: Gangers have grown up in the type of territory they now are fighting in. They can find hidden passageways, secret stairwells, and can outfight almost anyone in dense urban areas. Gangers moving through Urban terrain do not have to take Difficult Terrain tests. As well, they gain +2 to the Cover Save provided by Urban cover.



Troops


1+ Patrol Squads
9 points per model

WS BS S T W I A LD SV
Arbitrator 3 3 3 3 1 3 1 8 4+
Sergeant 3 3 3 3 1 3 2 8 4+

Squad size: One team leader and between four and nine arbitrators

Equipment: Arbite shotguns, stun grenades
Up to two members of the squad may exchange their shotguns for storm bolters for +4 points per model, webbers for +6 points, Arbite grenade launchers for +8 points
The leader may be upgraded to a Sergeant for +10 points. If upgraded, they may select up to 25 points of equipment from the Arbite Armoury.
A squad of under 10 models may select a Rhino transport for +50 points or a Repressor for +60 points


Riot Squads
11 points per model

WS BS S T W I A LD SV
Arbitrator 3 3 3 3 1 3 1 8 3+
Sergeant 3 3 3 3 1 3 2 8 3+

Squad size: One team leader and between four and nine arbitrators

Equipment: shock mauls, riot shields, stun grenades
The leader may be upgraded to a Sergeant for +10 points. If upgraded, they may select up to 25 points of equipment from the Arbite Armoury.
A squad of under 10 models may select a Rhino transport for +50 points or a Repressor for +60 points

Riot Shield: Counts as a CCW, adds +1 to armour save,
Shock Maul: Counts as a CCW, on the roll of a 6 to wound, the hit ignores Armour saves.


Penal Conscripts
4 points per model (8 points for the arbitrator)

WS BS S T W I A LD SV
Conscript 2 2 3 3 1 3 1 5 -
Arbitrator 3 3 3 3 1 3 1 8 4+
Cell-keeper 3 3 3 3 1 3 2 9 4+

Squad size: One arbitrator and between four and 19 conscripts

Equipment: Close combat weapons (arbitrator carries an Arbite shotgun), may exchange close combat weapons for laspistols for +2 points per model
Up to two members of the squad may exchange their close combat weapons or laspistols for heavy close combat weapons for +3 points per model, flamers for +6, and demolition charges for +25.
The Arbitrator may be upgraded to a Cell-keeper for +15 points. If upgraded, they may select up to 15 points of equipment from the Arbite Armoury.

Special Rules: Cowardly Convicts

Cowardly Convicts: The Arbitrator is treated like an independent character that cannot leave the squad. However, in close combat, he may only be targeted by models in base-to-base contact with him. If the Arbitrator is killed, automatically remove all models remaining in the squad, as the conscripts scatter in every direction. As well, If the squad ever fails a LD test, you must make a successful armour save on your Arbitrator. If failed, he counts as killed.


Praetor Squads
6 points per model

WS BS S T W I A LD SV
Praetor 3 3 3 3 1 3 1 7 5+
Arbitrator 3 3 3 3 1 3 1 7 4+
Sergeant 3 3 3 3 1 3 2 8 4+

Squad size: One Arbitrator and between four and nine praetors

Equipment: shotguns, may swap for close combat weapons and riot shields for +1 point per model.
One member of the squad may exchange their shotgun for a webber for +6 points, or an Arbite grenade launcher for +8points.
The leader may be upgraded to a Sergeant for +10 points. If upgraded, they may select up to 15 points of equipment from the Arbite Armoury.

Special Rules: -


PDF Infantry Squads
6 points per model

WS BS S T W I A LD SV
Trooper 3 3 3 3 1 3 1 7 5+
Sergeant3 3 3 3 1 3 1 7 5+
Officer 3 3 3 3 1 3 2 8 4+

Squad size: One sergeant and nine troopers

Equipment: lasgun
One member of the squad may exchange their lasgun for a flamer for +6 points, or a heavy stubber for +10 points
The leader may be upgraded to a Officer for +10 points. If upgraded, they may select up to 15 points of equipment from the Arbite Armoury.

Special Rules: -






Fast Attack

Rapid Response Squads
17 points per model

WS BS S T W I A LD SV
Arbitrator 3 3 3 3(4) 1 3 1 8 4+
Sergeant 3 3 3 3(4) 1 3 2 8 4+

Squad size: One team leader and between four and nine arbitrators

Equipment: motorbikes, Arbite shotguns, krak grenades
Up to two members of the squad may exchange their shotguns for storm bolters for +8 points, webbers for +10, Arbite grenade launchers for +12, melta guns for +16.
The leader may be upgraded to a Sergeant for +10 points. If upgraded, they may select up to 25 points of equipment from the Arbite Armoury.

Special Rules: Turbo-Boost, Hit-and-Run, move as bikes, Urban Manoeuvres

Urban Manoeuvres: Rapid response units are used to moving at full speed through close-packed city streets in order to deal with unrest.
Rapid response units may make ONE turn at any point in their move when turbo-boosting.



Air Cruiser Squadron
35 points per model

Front Armour Side Armour Rear Armour BS
10 10 10 3

Squadron size: 1-3 air cruisers
Weapons: pintle mounted storm bolter, may exchange for a heavy stubber or a twin-linked Arbite grenade launcher for +5 points per model,
Special Rules: Open-topped, Deep Strike, Skimmer



K-9 Combat Squads

25 points per team

WS BS S T W I A LD SV
Handler 3 3 3 3 1 3 1 8 4+
K-9 Dog 4 0 4 3 1 5 2 6 -
Cyber Dog 4 0 5 3 1 3 2 6 -

Squad size: Between one and and six K-9 teams, composed of one handler and one K-9 dog.

Equipment: Arbite shotguns, stun grenades, claws and teeth, may upgrade all dogs to cyber-dogs for +5 points per team.

Special Rules: Release the Dogs!

Release the Dogs!: When chasing an enemy unit after a Close Combat phase, the Initiative of the dogs is used, however, the squad may not comsolidate afterwards.



Equestrian Squads
14 points per model

WS BS S T W I A LD SV
Arbitrator 3 3 3 3(4) 1 3 1 8 4+
Sergeant 3 3 3 3(4) 1 3 2 8 4+

Squad size: One team leader and between four and nine arbitrators

Equipment: Arbite shotguns, close combat weapons,
Up to two members of the squad may exchange their shotguns for webbers for +10 or Arbite grenade launchers for +12. Every member of the squad may exchange their CCWs for shock mauls at +3 points per model, and/or their shotguns for riot shields at +4 points per model.
The leader may be upgraded to a Sergeant for +10 points. If upgraded, they may select up to 25 points of equipment from the Arbite Armoury.

Special Rules: Cavalry, Fleet of Hoof



0-1 Hellhound
*see Codex: Imperial Guard




Heavy Support


Execution Squads
12 points per model

WS BS S T W I A LD SV
Arbitrator 3 4 3 3 1 3 1 8 4+
Executioner 3 4 3 3 1 3 2 8 4+

Squad size: One team leader and between four and nine arbitrators

Equipment: Arbite shotguns, stun grenades
Up to four members of the squad may exchange their shotguns for heavy stubbers or heavy webbers for +10 points per model, plasma guns or melta guns for +15 points per model.
The leader may be upgraded to an Executioner for +10 points. If upgraded, they may select up to 25 points of equipment from the Arbite Armoury.

Special Rules: Executioner Armour
Executioner Armour: The armour of a member of the feared Execution squads is fitted with many additional parts, such as built-in stabilizers, targeters, coolant tanks and ammo-feeders. This allows the Arbitrator to fire his weapon far more accurately than normal, hitting shots that normally would be missed.
All weapons fired by a model with Stabilizers count as twin-linked.



PDF Mortar Support
80 points per squad

WS BS S T W I A LD SV
PDF Trooper 3 3 3 3 1 3 1 7 5+

Squad size: Six PDF troopers forming three heavy weapon crews

Equipment: lasguns, mortars.


PDF Anti-Tank Support
35 points per squad +weapons

WS BS S T W I A LD SV
PDF Trooper 3 3 3 3 1 3 1 7 5+

Squad size: Six PDF troopers forming three heavy weapon crews

Equipment: lasguns, may take three missile launchers (+60 points) or three las-cannons (+75 points).


PDF Crowd Control Support
35 points per squad +weapons

WS BS S T W I A LD SV
PDF Trooper 3 3 3 3 1 3 1 7 5+

Squad size: Six PDF troopers forming three heavy weapon crews

Equipment: lasguns, may take three water cannons (+25 points), three heavy bolters (+30 points), or three autocannons (+40 points).


0-2 Leman Russ

*see Codex: Imperial Guard





Transports

Rhino
50 points

Front Armour Side Armour Rear Armour BS
11 10 10 3

Weapons: hull-mounted storm bolter.

Special Rules: Transport [10]



Repressor
60 points

Front Armour Side Armour Rear Armour BS
11 11 10 3

Weapons: turret-mounted water cannon or heavy webber, hull-mounted storm bolter, riot plow

Special Rules: Transport [10]



Armoury

*Officer Only

Single-Handed Weapons
Bolt pistol 2pts
Close combat weapon 1pts
Laspistol 1pts
Plasma pistol* 10pts
Power fist* 20pts
Power weapon* 15pts
Shock maul 5pts
Riot shield 5pts

Double-Handed Weapons
Arbites Shotgun 2pts
Bolter 2pts
Lasgun 1pts
Storm Bolter 5pts
Sniper Rifle 15pts

Wargear
Motorbike 20pts
Bionics 5pts
Carapace Armour 5pts
Power Armour* 10pts
Master-crafted weapon* 15 pts (one per army)
Precinct Standard 20 pts (one per army)
Book of Law (Holy Relic) 25pts (one per army, Precinct Commander only)
Surveyor 2pts
Targeter 1pts
Frag Grenades 1pts
Krak Grenades 2pts
Meltabombs 5pts



Vehicle Upgrades
Armoured Crew Compartment 20pts
Extra Armour 5pts
Hunter-Killer Missile 10pts
Improved Comms 20pts
Pintle Arbite Grenade Launcher 10 pts
Pintle Storm Bolter 10 pts
Rough Terrain Mod. 5 pts
Searchlight 1pts
Smoke Launchers 3pts
Track Guards 10 pts



Last edited by shammus_the_scout; December 6th, 2008 at 07:25.
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Old June 20th, 2008, 18:17   #2 (permalink)
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while i'm not an ig player, i can tell you straight away that the detective with mind shock is over powered against most things.

Against IG it should toast a couple of them, but against nids it's likely to blast 3-4 hormagaunts, take 5 wounds off a ripper base. eldar aspect warriors lose about 2 models, and strike last next turn, huge disadvantage. it'd probably kill a marine, and even a terminator. The template doesn't make much sense either. You said it dazes an enemy. How does it hurt them, and why is it a template?

aside from that, it looks good generally, although i don't know much about IG. On the whole, good work.

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Old June 20th, 2008, 19:00   #3 (permalink)
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Well, the reasoning for Mind-Shock being so powerful is that it can pretty much knock a person out. Maybe I'll get rid of the S2 hits, and just make it any enemy model within 2" of the Detective automatically strikes last during the next turn. Remember though that Detectives can't join squads, so they can be easily targeted by a guy with decent initiative and killed before the fun starts.
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Old June 20th, 2008, 19:14   #4 (permalink)
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How about 1 enemy within 2" atuomatically loses all attacks this combat?

Or all enemies within 2" lose 1 attack?

Am i going mad, or is there no armoury?
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Last edited by avatar of khaine; June 20th, 2008 at 19:18.
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Old June 20th, 2008, 19:23   #5 (permalink)
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Sounds good...maybe I should get rid of that power, make up a new one.
Do you have any ideas?
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Old June 20th, 2008, 19:47   #6 (permalink)
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keep the power i say, but the mechanics don't really work at the moment.

if it was eldar or necron, i could give you loads of ideas. IG, none.
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The Outsider And Kae'Tyr-necron fluff
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Old June 20th, 2008, 21:10   #7 (permalink)
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I just found my arbite models today, pity i only have 5, this makes me want to convert a guard army into arbites though. I really like the list and you have obviously put a lot of thought into it, i have to agree with AoK about the mind shock power, other than that, good job!
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Old June 20th, 2008, 21:26   #8 (permalink)
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Why do my threads here never get this large a response?

My thought is that maybe you should allow 1 leman russ taken from the pdf's for the final stand
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Old June 20th, 2008, 21:53   #9 (permalink)
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I like this for the most part. The only part that bothers me are the Arbites Shotgun and Grenade Launcher. They are barely any different from the regular IG weapons. The grenade launcher actually has a shorter range then the IG variant, which makes it worse. . I suggest you give the grenade launcher the standard GL range, but give it a third grenade. Smoke that blocks line of sight would be cool, and make sense for urban warfare.

As for the shotgun. The shotguns ignores cover saves rule makes no sense, as real shotguns don't ignore cover like a flamethrower would. I suggest removing this rule, and giving them standard shotgun stats for the buckshot round. But in the fluff they talk about Arbites having special Executioner rounds that were large slugs with small homing devices to track their target. Maybe make this a 18", S4, AP6 assault 1 round that can reroll misses. Doesn't have the volume of buckshot fire, but has longer range and power.

I like this
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Old June 20th, 2008, 22:28   #10 (permalink)
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The idea of the "Ignore Cover" on shotguns is to represent Executioner rounds, which are semi-guided, weaving around the cover and finding their target. I was initially going to make them just be normal twin-linked shotguns. Anyway, in the fluff, lasguns are really quite powerful, but in the game they can't kill an injured wasp, let alone an enemy soldier. Therefore, I didn't think something as low tech as a human shotgun should have the same strength as a bolter.

As for the Arbite Grenade Launcher, its shorter range issupposed to represent thr fact that it's more compact. However, it fires two rounds, one normal and one stun round. The stun round is represented by Pinning, which the AGL has.

I will change the Mind-Shock power though.
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