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  1. #21
    nonamewight's Avatar
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    Okay, so here's my take on the Cyber-mastiff and handler squad.

    >Adamantine Teeth and Claws
    -- Range: -
    -- S: +1
    -- AP: 4
    -- Type: Melee, Rend, Shred

    Combat Bikes: Arbites combat bikes are fitted with powerful engines and bullet proof tyres. Models equipped with combat bike follow the rules for bikes in Warhammer 40,000: The Rules. Models equipped with combat bikes have a +1 Toughness. Combat Bikes are equipped with twin-linked boltguns.


    Cyber-Mastiff Squad [Fast Attack] (10 pts)

    * Cyber-Mastiff
    WS: 4
    BS: -
    S: 5
    T: 4
    W: 2
    I: 3
    A: 3
    Ld: 8
    Sv: 4+
    Unit Type: Beast

    * Handler
    WS: 4
    BS: 3
    S: 3
    T: 3
    W: 1
    I: 3
    A: 1
    Ld: 8
    Sv: 4+
    Unit Type: Infantry (Character)

    * Veteran Handler
    WS: 4
    BS: 4
    S: 3
    T: 3
    W: 1
    I: 3
    A: 2
    Ld: 9
    Sv: 4+
    Unit Type: Infantry (Character)

    Unit Composition: 1 Cyber-Mastiff, 1 Handler

    Wargear:
    * Carapace Armor
    * Combat Shotgun (Handler only)
    * Shock Maul (Handler only)
    * Blind Grenades (Handler only)
    * Choke Grenades (Handler only)
    * Special Issue Shells (Handler only)
    * Suppression Shield (Handler only)
    * Teeth and Claws (Cyber-Mastiff only)

    Special Rules:
    * Acute Senses (Cyber-Mastiff only)
    * Counter-Attack (Handler only)
    * Fearless (Cyber-Mastiff only)
    * Feel No Pain (6+) (Cyber-Mastiff only)
    * Hand of Law (Handler only)
    * Rage (Cyber-Mastiff only)
    * Regroup and Reform (Handler only)
    * Stubborn (Handler only)

    Free but Leashed: A unit with this special rule has a unit coherency of 6" instead of the usuall 2". If the Handler or Veteran Handler is slain, place a marker where the model was removed. All Cyber-mastiffs in the unit must remain within 24" of the marker for the remainder of the game.

    Options:
    * May inculed up to nine additional Cyber-mastiffs (5 pts/ model)
    * Each Cyber-mastiff may be upgraded to have adamantine teeth and claws (7 pts/ model)
    * The Handler may exchange his combat shotgun for a boltgun (3 pts)
    * The Handler may take a combat bike (10 pts)
    * May upgrade the Handler to a Veteran Handler (10 pts)
    * The Veteran Handler may exchange his combat shotgun for a plasma pistol (15 pts)
    * The Veteran Handler may exchange his shock maul for one of the following:
    -- Power Maul (5 pts)
    -- Neural Whip (10 pts)
    *The Handler or Veteran Handler may take melta bombs (5 pts)

    Last edited by nonamewight; 22nd March 2017 at 20:32.
    'We are the necrontyr. We are legion. We claim dominion of this world... Surrender and die.'
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  2. #22
    Rolling an 18 DrakonTheNightLord's Avatar
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    Originally Posted by nonamewight View Post
    Why don't we start with the history of the Arbites and some of their notable campaigns. Also, maybe we should come up with some named characters too.
    Cool - no promises on regularity though - still have to sketch out the plot for PotG

    The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he, who in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who would attempt to poison and destroy my brothers. And you will know my name is the Lord when I lay my vengeance upon thee.
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  3. #23
    Rolling an 18 DrakonTheNightLord's Avatar
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    Originally Posted by Codex Adeptus Arbites
    INTRODUCTION

    The Adeptus Arbites are the protectors of Imperial law. For ten thousand years they have watched over the common man of the Imperium of Man. While the soldiers of the Imperium wage unending war upon the Imperium's enemies, the Arbites wage an eternal conflict to preserve the God-Emperor's vision - Imperial law will stand for everything, or it will stand for nothing.

    LAWMEN OF THE IMPERIUM

    Stoic and unyielding, the Adeptus Arbites are judge, jury, and executioner, and thus have access to a wide array of equipment. Everything from the crackling power mauls, Chimeras, to the powerful Cyber Mastiffs, the Adeptus Arbites will stop at nothing to preserve the laws of the Imperium. They are a dedicated force like no other, the natural enemies of anarchy and misrule.

    Their ancestry can be traced as far as the Great Crusade, the heady days when the God-Emperor and his saintly Primarchs led the charge towards humanity's manifest destiny. They are the men chosen to remain behind to defend the ideals of the Great Crusade. Their war is not of massive formations and bloody crusades, but their battle against the unlawful, the dissident, and the traitor is just as vital.


    The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he, who in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who would attempt to poison and destroy my brothers. And you will know my name is the Lord when I lay my vengeance upon thee.
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  4. #24
    nonamewight's Avatar
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    Very nice opening

    'We are the necrontyr. We are legion. We claim dominion of this world... Surrender and die.'
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  5. #25
    theonelogician's Avatar
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    18” coherency is waaay too much. Power creep is bad enough .
    As for the Veteran Handler, just raise his leadership, not his BS.
    And this: Justicar [HQ] 60 points
    WS: 5
    BS: 4
    S: 3
    T: 3
    I: 4
    A: 3
    L: 9
    S: 4+
    Unit Type: Independent Character, Infantry

    Wargear:
    Bolt Pistol
    Chainsword

    A Justicar may replace his chainsword and/or pistol with one of the following:

    Suppression Shield [3 points]
    Power Sword [10 points]
    Power Fist [15 points]
    Plasma Pistol [15 points]



    And this:

    --Warlord Traits--

    1. Wrath of the Law. Your Warlord gains Furious Charge.
    2. Spy Master. Your Warlord may select D3 units to gain the Infiltrate special rule.
    3. Quick to Action. When rolling for first turn, you add +1 to your roll.
    4. Blessed by the Emperor. Your Warlord adds 1 to any invulnerable save they possess. If they do not have an invulnerable save, they gain a 6+ invulnerable save.
    5. Hold this ground! Your Warlord has the Feel No Pain (5+) rule when in their own deployment zone.
    6. Skilled Eye. Your Warlord and his unit have the Precision Shot and Precision Strike special rules.

    Contribution to fluff coming soon.

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  6. #26
    nonamewight's Avatar
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    Originally Posted by theonelogician View Post
    18” coherency is waaay too much. Power creep is bad enough .
    As for the Veteran Handler, just raise his leadership, not his BS.
    I figured 18" was way to much, I was just basing it off necromunda. Any ideas? I matched the veteran handler with the Proctor, but that can be changed.

    I'm really liking the warlord traits, but what if we added the +1 for Quick to Action to Seize the Initiative rolls too?

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  7. #27
    theonelogician's Avatar
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    I'd have it be either/or. Warlord traits are meant to give a minor boost, not a major one.

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  8. #28
    nonamewight's Avatar
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    I was just looking at the necron one (and I think there's an inquisition one too) that give +1 to Seize the Initiative and Reserve rolls, that's why I suggested it applying to 2 rolls.

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  9. #29
    nonamewight's Avatar
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    Here's an idea for the Hand of Law special rule:

    Hand of Law: A model with this special rule has the Objective Secured special rule. Furthermore, if the model gains Objective Secure from another source, then whenever it contests an Objective Marker, any other unit also contesting the Objective loses the Objective Secure special rule.

    What do you think?

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  10. #30
    nonamewight's Avatar
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    Since no one objected to the new Hand of Law special rule, it's what we'll go with. Also, I changed the Cyber-Mastiff special rules a little.

    Here's my next instalment:


    Arbites Chaplain [HQ] (35 pts)
    WS: 4
    BS: 4
    S: 3
    T: 3
    W: 2
    I: 3
    A: 2
    Ld: 9
    Sv: 4+
    Unit Type: Infantry (Character)
    Unit Composition: 1 Arbites Chaplain

    Wargear:
    * Carapace Armor
    * Shock Maul
    * Blind Grenades
    * Choke Grenades
    * Suppression Shield
    * Rosarius

    Special Rules:
    * Hand of Law
    * Independent Character
    * Zealot

    War Hymns: A model with this special rule can take a Leadership test at the beginning of each Fight sub-phase in which he is locked in combat. If the test is successful, choose one of the following war hymns to immediately take effect:
    * The Emperor Protects: The Arbites Chaplain and his unit re-roll armor and invulnerable saves until the end of the phase.
    * The Emperor's Strength: Until the end of the phase, the Arbites Chaplain has the Smash special rule.
    * The Righteousness of the Emperor: The Arbites Chaplain and his unit re-roll failed To Wound rolls until the end of the
    Phase.

    Options:
    * May replace shock maul with a power maul (5 pts)
    * May replace bolt pistol with a plasma pistol (15 pts)
    * May replace shock maul and suppression shield for a cyclopean pattern power maul (10 pts)
    * May take melta bombs (5 pts)
    * May take a combat bike (7 pts)


    Mortiurge [Elite] (15 pts)
    WS: 5
    BS: 5
    S: 3
    T: 3
    W: 1
    I: 6
    A: 2
    Ld: 8
    Sv: 4+
    Unit Type: Infantry
    Unit Composition: 1 Mortiurge

    Wargear:
    * Carapace Armor
    * Bolt Pistol
    * Shock Maul
    * Sniper Rifle
    * Blind Grenades
    * Choke Grenades

    Special Rules:
    * Hand of Law
    * Infiltrate
    * Stealth
    * Stubborn

    Lone Killer: Each model in a unit with this special rule are deployed and operate as individual units.

    Options:
    * May include up to two additional Mortiurges (15 pts/ model)
    * Any Mortiurge may exchange his shcok maul for a power maul (5 pts/ model)
    * Any Mortiurge may take melta bombs (5 pts/ Model)

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