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  1. #1
    nonamewight's Avatar
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    Forum Project

    I propose a forum project for all of use to take part in: the creation of Codex: Adeptus Arbites.

    Here's a link to a wiki on the Adeptus Arbites, it's got a lot of good info to work off of: http://warhammer40k.wikia.com/wiki/Adeptus_Arbites

    So who's interested?

    'We are the necrontyr. We are legion. We claim dominion of this world... Surrender and die.'
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  2. #2
    Bacon Fondler Psychedelic Lictor's Avatar
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    I actually have a memory of this when someone converted them from 2nd (?) edition to 3rd (or 4th?)

    shock mauls and shotguns were very prevalent. I think limited vehicle selection was a very lightly (compared to a tank) APC - prisoner transporter - and a light bulldozer type thing to break sieges.

    I guess the issue facing that one - and this one to an extent - was that the arbites were an even more poorly equipped guard force. Shotguns in the 40k battlescape are pretty rubbish, and shock mauls are being wielded by an average human who will get minced in combat against just any non-firewarrior. Perhaps limit things to just kill team territory? Or become more niche and limit them to square off against primarily just other humans (cultists of daemonic or genestealer varieties)? Even an Inquisitor/necromunda style game seems to lend itself a bit more than just full-blown 40k.

    Ham and eggs: a day's work for a chicken; a lifetime's commitment for a pig.
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  3. #3
    nonamewight's Avatar
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    There seemed to be variety in the wiki that I could see the arbites being a force to be reckoned with, Like the genestealer cults. Though there would have to be decent work put into it. I had no idea that they where in any edition already.

    'We are the necrontyr. We are legion. We claim dominion of this world... Surrender and die.'
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  4. #4
    SourImplant's Avatar
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    Probably start with the Arbites/Enforcers rules from Necromunda and expand on the theme from there.

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  5. #5
    nonamewight's Avatar
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    I don't have access to the Necromunda stuff, and I don't know where to get it either.

    'We are the necrontyr. We are legion. We claim dominion of this world... Surrender and die.'
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  6. #6
    SourImplant's Avatar
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    There's a community reboot of the game available here. Sticks mostly to the original rules, with any changes to the original wording clearly marked.

    Might also check with @SonsOfStalingrad . She tends to have an encyclopedic knowledge of the early GW stuff.

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  7. #7
    nonamewight's Avatar
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    I downloaded both of the PDFs that were there and scanned through them, but couldn't find anything on the Arbites/Enforcers.

    'We are the necrontyr. We are legion. We claim dominion of this world... Surrender and die.'
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  8. #8
    SourImplant's Avatar
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    Try this one, then.

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  9. #9
    nonamewight's Avatar
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    AH, excellent. Thank you very much... now with all this necromunda stuff, I might have to look into actually playing it.

    Last edited by nonamewight; 28th February 2017 at 18:40.
    'We are the necrontyr. We are legion. We claim dominion of this world... Surrender and die.'
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  10. #10
    Gorkagirl SonsOfStalingrad's Avatar
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    I heard whisperings that Arbites are due out for 40k this year, similar to how GSC came out, incidentally.

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  11. #11
    nonamewight's Avatar
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    That wouldn't be much of a surprise really, considering that GW seems to be making a codex for every branch of the Imperium they think can have a military presence (except the sisters of battle for some bloody reason. And no, Imperial agents didn't count).

    'We are the necrontyr. We are legion. We claim dominion of this world... Surrender and die.'
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  12. #12
    nonamewight's Avatar
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    SO, here is my first attempt at making an Adeptus Arbites codex. Remember, it doesn't matter if you know mush about them, if you know the game you can give suggestions. Points, rules, etc. any thing will help. Also note, that I listed Hand of Law as a special rule, but I've got nothing for it, so little help there guys. The idea is to make Hand of Law the Arbites codex special rule.

    Anyways, here it is:

    Blind Grenades
    * Shooting: When a unit armed with blind grenades makes a shooting attack, one model can choose to throw a grenade rather
    than using another shooting weapon.
    -- Range: 8"
    -- S: 1
    -- AP: -
    -- Type: Assault 1, blast, blind

    * Assault: Models equipped with blind grenades don't suffer the penalty to their Initiative for charging enemies through
    dificult terrain, but fight at their normal Initiative in the ensuing combat.

    Choke Grenades
    * When a unit armed with choke grenades makes a shooting attack, one model can choose to throw a grenade rather than
    using another shooting weapon.
    -- Range: 8"
    -- S: 1
    -- AP: -
    -- Type: Assault 1, blast, Poisoned (4+)

    * Assault: Models charging a unit that include any model equipped with choke grenades do not gain bonus Attacks from
    charging. However, if the charged unit was already locked from a previous turn, or has Gone to Ground, these grenades have
    no effect and the attackers gain bonus Attacks as normal.

    Suppression Shield
    -- Range: -
    -- S: User
    -- AP: 5
    -- Type: Melee, Shield Lock, Suppression
    * Shield Lock: For each model equipped with a suppression shield in base contact with another model equipped with a
    suppression shield, improve each model's armor and cover save by 1 (to a maximum of 2+).
    * Suppression: Any enemy model in base contact with a model equipped with a suppression shield losses one Attack.

    Cyclopean Power Maul
    -- Range: -
    -- S: x2
    -- AP: 3
    -- Type: Melee, Concussive, Specialist Weapon, Unwieldy

    Shock Maul
    The shock maul has two settings, Stun and Lethal. At the beginning of each Assault phase, each unit equipped with shock
    mauls must decide which setting to use for the turn.
    > Stun
    -- Range: -
    -- S: +1
    -- AP: 5
    -- Type: Melee, Stun
    * Stun: A model that suffers one or more unsaved wounds from a weapon with this special rule halves it's Initiative
    (rounded down) until the end of the following Assault phase.
    > Lethal
    -- Range: -
    -- S: +2
    -- AP: 4
    -- Type: Melee, Concussive, Specialist Weapon

    Special Issue Shells
    * Adeptus Arbites are issued with special shells for their combat shotguns. Each time a model with this wargear fires
    their combat shotgun, they choose one of the following profiles and apply it to their shot.
    > Solid Shell
    -- Range: 12"
    -- S: 4
    -- AP: -
    -- Type: Assault 2
    > Scatter Shell
    -- Range: Template
    -- S: 4
    -- AP: -
    -- Type: Assault 1
    > Executioner Shell
    -- Range: 24"
    -- S: X
    -- AP: 4
    -- Type: Heavy 1, Sniper

    * Regroup and Reform: Any unit with this special rule that has suffered one or more casualties may join another unit of the same type, forming a new composite unit. This cannot take either squad beyond twenty models (excluding individual characters that may have joined either unit) and any models in excess of twenty are randomly removed as casualties from the new composite unit. The new unit retains all of its special rules and wargear from both units, but is now treated as a single new unit for the rest of the game and can not separate again.

    Arbites Patrol Squad [Troop] (35pts)

    * Arbitrator
    WS: 4
    BS: 3
    S: 3
    T: 3
    W: 1
    I: 3
    A: 1
    Ld: 7
    Sv: 4+
    Unit Type: Infantry

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

    Unit Composition: 4 Arbitators, 1 Proctor

    Wargear:
    * Carapace Armor
    * Bolt Pistol (Proctor only)
    * Combat Shotgun (Arbitrators only)
    * Power Maul (Proctor only)
    * Shock Maul (Arbitrators only)
    * Blind Grenades
    * Choke Grenades
    * Special Issue Shells
    * Suppression Shield

    Special Rules:
    * Counter-attack
    * Hand of Law
    * Regroup and Reform
    * Stubborn

    Options:
    * May include up to fifteen additional Arbitrators (7 pts/ model)
    * Any Arbitrator may exchange their combat shotgun for a boltgun (3 pts/ model)
    * Any Arbitrator may exchange their shock maul and suppression shield for a cyclopean power maul (10 pts/ model)
    * For every five models in the unit, one Arbitrator may exchange their combat shotgun and suppression shield for one of
    the following:
    -- Heavy Stubber (5 pts/ model)
    -- Grenade Launcher [with Blind, Choke, Frag, and Krak] (5 pts/ model)
    * The Proctor may exchange his bolt pistol for one of the following:
    -- Combat Shotgun (free)
    -- Boltgun (5 pts)
    -- Plasma Pistol (15 pts)
    * The Proctor may take melta bombs (5 pts)
    * The Proctor may exchange his power maul for a power fist (15 pts)
    * The unit may select a Repressor or a Rhino as a Dedicated Transport.

    Last edited by nonamewight; 11th March 2017 at 23:05.
    'We are the necrontyr. We are legion. We claim dominion of this world... Surrender and die.'
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  13. #13
    nonamewight's Avatar
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    Updated the Arbites Patrol Squad with a new, codes special rule: Regroup and Reform.

    What does everyone think?

    'We are the necrontyr. We are legion. We claim dominion of this world... Surrender and die.'
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  14. #14
    theonelogician's Avatar
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    It looks pretty good. Personally, I'd make the scatter shells Heavy 1. For Hand of Law, how about the following: "Models with this special rule gain the stubborn and gain *1 weapon skill when in base contact with another model with this rule."

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  15. #15
    nonamewight's Avatar
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    Originally Posted by theonelogician View Post
    It looks pretty good. Personally, I'd make the scatter shells Heavy 1. For Hand of Law, how about the following: "Models with this special rule gain the stubborn and gain *1 weapon skill when in base contact with another model with this rule."
    I like that idea for the Hand of Law rule, but I was thinking that Arbites should just get stubborn as automatically just for being Arites, mabey the should get fear while in base contact with another model with tis rule? How about some thing like:

    *Hand of Law: As long as a model with this special rule is in base contact with another friendly model with this special rule, the model's Ballistic Skill and Weapon Skill improve by 1 and the model gains the fear special rule.

    Why make Scatter Shells heavy? If your thought would be that the scatter shells would make the solid shell pointless (with you bringing this up has made me think about), what if we reduced the strength to 3 and left it as assault. Which if I think about it, would make since since scatter shot is weaker than a solid slug.

    So the new Special Issue Shells would be:

    Special Issue Shells
    * Adeptus Arbites are issued with special shells for their combat shotguns. Each time a model with this wargear fires
    their combat shotgun, they choose one of the following profiles and apply it to their shot.
    > Solid Shell
    -- Range: 12"
    -- S: 4
    -- AP: -
    -- Type: Assault 2
    > Scatter Shell
    -- Range: Template
    -- S: 3
    -- AP: -
    -- Type: Assault 1
    > Executioner Shell
    -- Range: 24"
    -- S: X
    -- AP: 4
    -- Type: Heavy 1, Sniper

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  16. #16
    Rolling an 18 DrakonTheNightLord's Avatar
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    Can't really contribute anything meaningful in terms of rules... but if you're doing a Codex thing, I could probably write some fluff...

    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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  17. #17
    nonamewight's Avatar
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    Originally Posted by DrakonTheNightLord View Post
    Can't really contribute anything meaningful in terms of rules... but if you're doing a Codex thing, I could probably write some fluff...
    Fluff writing is good, I'm not good at that kind of stuff.

    'We are the necrontyr. We are legion. We claim dominion of this world... Surrender and die.'
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  18. #18
    Rolling an 18 DrakonTheNightLord's Avatar
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    Sure, just give me a list of what you want done, I'll see if I can do something in my spare time.

    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.
    My Mod voice is bold. Feel free to PM me if you feel you can help the Forums in any way!
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  19. #19
    theonelogician's Avatar
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    Originally Posted by nonamewight View Post
    I like that idea for the Hand of Law rule, but I was thinking that Arbites should just get stubborn as automatically just for being Arites, mabey the should get fear while in base contact with another model with tis rule? How about some thing like:

    *Hand of Law: As long as a model with this special rule is in base contact with another friendly model with this special rule, the model's Ballistic Skill and Weapon Skill improve by 1 and the model gains the fear special rule.
    +1 BS, WS, and Fear seems a bit too much. If we're going for fluff, drop the fear. While the average imperial citizen may be afraid of the Arbites, none of the armies the Arbites would face would be. Also, I'll second Drakon's proposal and volunteer to write some fluff as well.

    Oh, and this:

    Heavy Support:

    Enforcer Chimera
    (Tank)

    50 points

    F:11
    S:11
    R:11

    Transport Capacity: 10

    Wargear:
    Turret-mounted twin-linked Heavy Bolter
    Searchlight

    Can take Dozer Blades for 5 points.
    Can take a pintle-mounted Heavy Stubber for 5 points.
    May upgrade the Heavy Bolter to a Twin-linked Lazcannon for 15 points.

    Special Rules:
    Assault Vehicle


    Repressor Chimera:
    (Tank)

    50 Points

    F:11
    S:11
    R:11

    Transport Capacity: 5

    Wargear:
    Turret-mounted Fletchett Launcher
    Front-mounted Twin-linked Heavy Bolter
    Searchlight

    Fletchett Launcher:
    -Range 12"
    -Strength 4
    -AP 6
    -Assault 6

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  20. #20
    nonamewight's Avatar
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    Nice, but the Repressor tank is based on the Rhino chassis instead of the chimera, kind a like the Sisters of Battle Immolator. Also, I don't think the Arbites make use of Chimeras, they have Rhinos.

    On the Hand of Law, I think just giving a bump to WS/BS is a little... dull. Even giving them fear is kind of dull. Maybe we should go back to the drawing board for that one.

    Lastly, yes, more fluff writers is a good thing. Thank you for volunteering.

    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.

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