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i have inforcers in nucromunder and recently reading exacution hour the BFG novel which had lots of enforcer action in it i felt that thy neede to be in 40k to some extent and here are the developed rules. what do people think of them?
Adaptus arbites enforcer detachment
The adaptus arbites are the strong arm of imperial law serving on all civilised imperial planets. Up holding the emperors justice and the laws of the book of judgement they operate out side the planetary governors jurisdiction and frequently are the front line in planetary defence
Adeptus Arbites enforcer patrolEnforcerPts/ModelWsBsSTWIALdSv+Enforcer veteran sergeant10343313184+Cyber mastiff+6343313284++84-44142104+
Number/squad: The units consist of an enforcer sergeant and between 4 and 9 enforcers.
Weapons: All enforcers carry combat shotguns and frag grenades; the truth seer has a las pistol and a close combat weapon and sergeant may be armed with a bolt pistol and power maul or combat shotgun.
Options: any model can exchange their combat shotgun for a power maul and suppression shield for +3 points. Any shot gun armed model may upgrade there shotgun to carry executioner ammunition at +4 pts/model.
One model can exchange their combat shotguns for a special weapon from the following list either a grenade launcher +8 or a flamer at +6 plasma gun +10
One model my exchange there shotgun for a heavy stubber for + 12 points
One enforcer not armed with a heavy or special weapon may be upgraded to a handler for +8 points
The handler is only armed with a standard combat shotgun and a cyber mastiff and can control up to 2 additional cyber mastiffs for +8 points each
Character: the sergeant may be upgraded to a veteran sargent for +6 points the enforcer veteran sergeant has access to the imperil guard armoury with the same privileges as a storm trooper sergeant. In addition he my be upgraded with enforcer only items
Transport: The adaptus arbites may be mounted in a patrol rhino for +65 points any may take any imperial guard vehicle upgrades.
Adeptus Arbites MarshalMarshalPts/ModelWsBsSTWIALdSv+Truth seer35443324394+12333313185+
Number squad; 1
Options; the Marshal has access to the imperial guard armoury as an senior officer and in addition he can chose from the flowing list at the points indicated as part of his wargear limit;
Single handed weapons
Power maul 5 points
Suppression shield 25 points
Executioner ammunition (if armed with a combat shot gun) 8 points
One thruthseer may be added to the squad in arbiter’s detachment if a marshal is chosen for +12 points.
he is equipped with a las pistol and close combat weapon and may make one role on the minor psychic power table detailed below. And my be upgraded as WYRD for +6 points
Psyker. The truth seer is a psyker. And takes 1 role on the truthseers psychic power table before the game starts. A WYRD can role a second power (but will only be able to use one per turn) and doubles one should be re rolled.
Truth seers psychic powers table.
1. No useable power the truth seers powers if deduction fail him this day. No useable power
2. Psychic ward. 4+ save against targeted powers
3. Chaotic premonition. Before the battle the psyker suffers waking dreams of upcoming engagements and is able to foreworn the marshal and his staff.
At the start of the game (after the first turn has been established) role D3 this is the number of dice that the truth seers unit can re role in the game ANY dice rolled by the arbiters player. Provided a successful psychic test was taken for each re role.
4. Foreseen apprehensions the truth seer has frozen the capture of the current most wanted! At the beginning of the game the arbites player nominates a unit on the table in any subsequent turns after a psychic test at the beginning of the tur if this unit is with in 12 of the truth seer they are at –1 initiative
5. Reveal miscreant. If any opposing infiltrators are set up with in 5D6 the truth seers unit may take a free shot (all normal shooting rules appy)
6. Lightning arc, lightening leaps from the psykers fingers before being hurled at the enemy. This power is used instead of firing another weapon in the shooting phase and has the flowing profile.Lightning arc- range 24 Strength 3 Ap 6 heavy D6
Adaptus arbites Special rules:
Executioner shells. Executioner shells are special ammunition used by the adaptus arbites they have miniature logic engines and infrared detectors in them they can track there targets round to where ever thy are hiding .A shot gun upgraded with this ammunition may chose to fire with the following profile instead of the normal combat shotgun profile
No line of sight is needed to fire executioner shell though it will never hit on a roll better than 4+
Power maul this is the standard shock weapon used by the enforcers its power field stuns opponents for capture and interrogation. The power maul is a close combat weapon, and in addition if the majority of the unit are armed with power mauls then any model attacking a unit with a majority of power mauls in base contact will be at –1 initiative for determining the order in which attacks are made.
Suppression shield this is a shield incorporating a powerful force field. Used by the arbites for close quarter fighting it can also be used to make smashing attacks. A model carrying a suppression shield has a 3+ armour save and in addition it a single-handed close combat weapon
Cyber mastiff A cyber mastiff is a robotic dog used for intercepting fast moving criminals. Moving ahead of the enforcers engaging the enemies of the emperor so the enforcers can bring them to justice.
The cyber mastiff is part of the enforcer unit but can assault out of that unit at a target in assault range (12”)
The cyber mastiff must assault the same unit that the enforcers shot at if the enforcers shoot.
Once the cyber mastiff is free of the combat it will automatically return to the enforcer unit.
For initiative rolls for chasing down fleeing units the cyber mastiffs Initiative is be used instead of the majority.
The adaptus arbites use the ubiquitous rhino transport vehicle but adaptations to there specific
Enforcer Patrol Rhino
Type: tank Crew: adaptus arbits enforcers
Weapons: the enforcer patrol rhino is armed with a heavy stubber.
Access points; 3 each side and the rear
The vehicle has the improved comms upgrade with out any additional cost
Options: codex imperial guard vehicle upgrades
thank you for any feed back.
you might remember the white dwarf with us in.
now you might be slitly tempted to look at the website!!
I think you need to go over the whole document with a spell check an spruce up the spelling and grammar as a whole.
Also, the formatting needs a bit of a tweek.
instead of doing stats vertically, try it horizontally, like this:
WS BS S T I
3 3 3 3 3
I've always liked the Adeptus Arbites. But i'd probably just use guardsmen stats or maybe storm trooper stats. The upgrades are quite intersting. Really not sure about the executioner rounds though....
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric