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Old 01 Apr 2008, 11:36   #1 (permalink)
Shas'La
 
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Default Arbites

Looking at the Book of Law Codex, I can see that the Arbites need an update, so with much discussion with my conscience, I decided to nominate myself to this task. Any help would be much appreciated.

Istaur
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Old 01 Apr 2008, 12:02   #2 (permalink)
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Default Re: Arbites

What do you need help with?
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Old 02 Apr 2008, 09:17   #3 (permalink)
Shas'La
 
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Default Re: Arbites

I've already finished the Codex in draft form, so help updating that could come in handy, I'll copy it over when I have time. A quick summary...
Mauls. MAULS??? They're called BATONS!!!
Gotten rid of the Executioner rounds and added the Enforcer Shotgun (Same Stats as shotgun, S4, AP6
Sentinels have been scrapped.
Tarantulas have been made full-auto, no crew
K-9 teams have been 'realismified'
Has been made simpler.

Will post soon...

Istaur
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Turning and turning in the widening gyre, the falcon cannot hear the falconer; things fall apart; the centre cannot hold; mere anarchy is loosed upon the world...
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Old 02 Apr 2008, 10:08   #4 (permalink)
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Default Re: Arbites

Ah, the Arbite Codex; one of many project I have left in limbo.

I'll pass on the concepts I've got so far if you want.
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Old 05 Apr 2008, 05:24   #5 (permalink)
Shas'La
 
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Default Re: Arbites

yeah please
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-W. B. Yeats, The Second Coming.


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Old 05 Apr 2008, 12:27   #6 (permalink)
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Default Re: Arbites

Well, here's a few concepts:

Enforcer Team 50 Points
[table][tr][td] [/td][td]WS[/td][td]BS[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Proctor[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr]
[tr][td]Enforcer[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][td]4+[/td][/tr]
[/table]
[table][tr]
[td]Unit Composition:
  • 1 Proctor
  • 4 Enforcers
[/td]

[td]Wargear:
  • Arbite Shotgun
  • Autopistol
  • Flash-Bangs
  • Carapace Armour
[/td]

[td]Options:
  • The Proctor may replace his Arbite Shotgun for a Bolt Pistol or Bolter at no extra cost.
  • The Proctor may replace his Autopistol for a Shock Maul at +5pts.
  • The squad may include five additional Enforcers at +40pts.
  • One Enforcer may replace his Arbite Shotgun with an Arbite Grenade Launcher at +5pts, or a Webber at +5pts.
[/td]
[/tr]

[tr][td]Unit Type:
  • Infantry
[/td]

[td]Special Rules:
  • Patrol Teams.
[/td]

[td]
  • If the squad numbers ten models, one Enforcer may replace his Arbite Shotgun with a Heavy Webber at +5pts, or with a Heavy Stubber at +10pts.
[/td][/tr]

[tr]
[td][/td]
[td][/td]

[td]Transport:
  • The Enforcer Squad may take a Rhino at +30pts, or a Chimera at +60pts. Remember that, if taken, a Rhino is crewed by Enforcers, and thus is Bs 3.
[/td][/tr]
[/table]

And now, weapon concepts:

Arbite Shotgun:
Arbite Shotguns fire two types of round. The entire squad must fire the same type of ammunition each turn.
Manstoppers: Range: 12" Str: 4 Ap: - Type: Assault 2.
Executioner: Range: 18" Str: 4 Ap: 6 Type: Assault 1, twin-linked.

Arbite Grenade Launcher:
The Grenade Launchers used by the Arbites are loaded with Choke and Stumm Grenades, designed to incapacitate crowds of rioters. Choke Grenades emit suffocating clouds of gas, whilst Stumm Grenades smash down armoured doors and cripple vehicles.
Choke: Range: 24" Str: X Ap: 6 Type: Assault 1, Blast. Always wounds on 4+.
Stumm: Range: 24" Str: 5 Ap: 5 Type: Assault 1.

Webbers:
Webbers fire a cone of sticky binding material, leaving the victim paralysed and helpless.
Webber: Range: Template. Str: 5 Ap: - Type: Assault 1.
Heavy Webber: Range: Template. Str: 6 Ap: - Type: Heavy 1.
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Quote:
Originally Posted by Tom Norman
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Old 05 Apr 2008, 17:53   #7 (permalink)
Shas'Ui
 
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Default Re: Arbites

Webbers:
Webbers fire a cone of sticky binding material, leaving the victim paralysed and helpless.
Webber: Range: Template. Str: 5 Ap: - Type: Assault 1.
Heavy Webber: Range: Template. Str: 6 Ap: - Type: Heavy 1.


Would these be pinning?
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Old 05 Apr 2008, 19:04   #8 (permalink)
Shas'O
 
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Default Re: Arbites

I did a quick chop around with the Witch Hunters Codex for this fully Legal Arbite Codex. So you could take it to tournies etc.

It's really just putting limitations on your choices in the game and list, with fluff justifications.

http://forums.tauonline.org/index.php?topic=41874.0

I now have a full 1500 point Arbite army made from the Classic Arbites and the Necromundan Enforcers.
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Old 06 Apr 2008, 05:17   #9 (permalink)
Shas'La
 
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Default Re: Arbites

Okay...

I personally dislike the idea of multiple ammo, so that probably wont go in.
Flash-bangs will be renamed flashers
Arbite Grenade launchers can launch Frag and Krak, but must pay to launch Smoke and Flash.
Webbers are fantastic!!

Troops
Patrol Team 50 Points

[table][tr][td] [/td][td]WS[/td][td]BS[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr]
[tr][td]Procter[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]4+[/td][/tr]
[tr][td]Patroller[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]7[/td][td]4+[/td][/tr][/table]
[table][tr]
[td]Unit Composition:
  • 1 Proctor
  • 4 Patrollers
[/td]

[td]Wargear:
  • Arbites Shotgun
  • Autopistol
  • Flashers
  • Carapace Armour
[/td]

[td]Options:
  • May take one Grenade Launcher for +10 Pts. Flashers/Smoke Grenades +5 Pts
  • May take one Webber for +5 Pts
  • May take 5 more Patrollers for +40 Pts
  • Proctor may replace autopistol for Bolt Pistol/Shock Maul for free
  • Proctor may replace Arbites Shotgun for Bolter/Shock Maul for free
[/td]
[/tr]

[tr][td] Unit Type:
  • Infantry
[/td][/tr]

[tr]
[td]Special Rules:
  • None
[/td]

[td]Transport:
  • Rhino: +40 Pts (BS3)
  • Chimera: +60 Pts
[/td]
[td][/td]

[td][/td][/tr]
[/table]

Webbers as below, G.L rules to come, Arbites Shotgun as Manstopper rounds below.

Hope you like,
Istaur
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Turning and turning in the widening gyre, the falcon cannot hear the falconer; things fall apart; the centre cannot hold; mere anarchy is loosed upon the world...
-W. B. Yeats, The Second Coming.


With sufficient thrust, pigs fly just fine.
-A very clever person

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Old 06 Apr 2008, 09:51   #10 (permalink)
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Default Re: Arbites

Quote:
Originally Posted by Istaur Caman-Mair
Okay...

I personally dislike the idea of multiple ammo, so that probably wont go in.
Then stop right now. Arbites have always had the multiple Ammo Types; it is part of the "Official" Citadel Journal list. You don't get the option to drop it. If you don't want to use it, then stop the project and leave it to people like me who will do it right.

Quote:
Flash-bangs will be renamed flashers
"Flashers"? Seriously? Flash-Bangs is a proper term for this grenade type, but "Photon-Flash" or just "Flash" are used within the context of 40K. Flashers sounds silly.

Quote:
Arbite Grenade launchers can launch Frag and Krak, but must pay to launch Smoke and Flash.
The reason I avoided Frag and Krak is they are blatantly lethal. Where possible, Arbites should use non-lethal options (Webbers and Water Cannons), with the "live" ammo saved for units aimed at taking down full-blown rebels.

Quote:
Webbers are fantastic!!
Makes a more reasonable Flamer weapon, I find.

As for your Patrol Team... I don't see why you have dropped all of their gear. Arbites use Heavy Stubbers (they're famous for it), so they should be able to pack heat of that kind. Also, your wording is clumsy; you can have a Proctor armed with double Shock Maul! Since SHock Mauls effectively give Rending, that is not a good idea.


Edit: Found more old rules of mine - the Arbite Repressor!

This has yet-another version of the Arbite Grenade Launcher, and I actually like this one more...

Arbite Repressor:
Though the Repressor has now become common amongst the Adepta Sororitas, the Repressor was originally an Arbite vehicle. Equipped with a cupola-mounted Water-cannon or a grenade-launcher, the Repressor is ideal for removing crowds that have not the intelligence to run for cover the instant it arrives. It can transport a full squad of Arbites safely, delivering them right into the thick of the action
[table][tr][td] [/td][td]Cost[/td][td]Front[/td][td]Side[/td][td]Rear[/td][td]Bs[/td][/tr]
[tr][td]Repressor[/td][td]65[/td][td]11[/td][td]11[/td][td]10[/td][td]4[/td][/tr][/table]
Type: Tank.
Crew: Arbites.
Weapons: Cupola-mounted Water Cannon.
The Repressor is always fitted as a Dozer Blade as standard.
Options: The Water Cannon may be replaced with an Arbite Grenade-Launcher at no extra cost.
Transport: The Repressor can carry up to 10 Arbites.
Access Points: 3. One on each side and one on the back.
Fire Points: 2. Up to six passengers may fire out of the Repressor's firing slits. In addition, one may fire out of the top hatch. However, the Repressor counts as Open Topped if this is done.

ARBITE WEAPONS:
Arbite Grenade Launcher: An Arbite Grenade Launcher functions as a normal Grenade Launcher, save that it can fire Stumm or Krak Grenades. The rules for Stumm Grenades are listed below.
Stumm: Str: 4 AP: - Type: Assault 1 Blast, Pinning.
Water Cannon: The Water Cannon is designed for crowd-dispersal, and is highly efficient at it. Though not much use against armoured targets, no civilian can stand against it.
Range: Template. Str: 6 Ap: - Type: Assault 1.
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