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Oldfags may remember way back in the darkness of the 3rd edition, when [[Games Workshop|geedubs]] were in arguably their most [[Awesome]] period, they regularly released "official" rules in under the heading of [[Chapter Approved]] that could be found via various sources such as [[White Dwarf]], '''Fanatic Magazine''' and the '''Citadel Journal'''. These rules were considered "official" inasmuch as they were not merely considered "Fan-made" homebrews, but were put together by the game developers themselves. Though often they would come with the caveat that they were "trial" rules, or still needed the permission of your opponent to use, because that's how things worked back in those days when you even needed to ask permission to field special characters! One such chapter approved release was for the [[Adeptus Arbites]] and it was written by old GW venerables such as [[Gav Thorpe]], [[Andy Chambers]] and some dude called Ian Pistock and can be found in the Citadel Journal 29 back in 1998. The article claimed that the Arbites rules were supposed to go into the '''new''' ''(at the time)'' 3rd Edition rulebook, but were cut out for some reason or another. The army list came with the "Chapter Approved" official stamp ''(and accompanying disclaimer of their official-ness)'' but those rules never made it into a later Chapter Approved Annual collection, so were more than likely lost to the annals of time. Until now that is... ==Why play with 3rd Edition rules in a 7th Edition environment?== *You've got the old Arbites/[[Necromunda]] Enforcer models which were [[Awesome]] back then, and still look pretty good even today. *The 7th edition ruleset is still based on the 3rd edition, and all of the old 3rd edition stuff still functions "as is" without the need for any tinkering or guesswork. **In fact the Arbites list itself was/is so painfully lacking in special rules that you simply cannot go wrong with the 7th edition translation. *Adeptus Arbites rules eventually got a mention in the 3rd Edition Witchhunters codex, but they were only a minor adaptation of the Inquisitorial storm-troopers and did not function as a distinct army list. They later disappeared from the crunch entirely never to be seen again, this is really the only "full" and "official" army list that they ever got. =="Official" Rules== Redrafted from the 1998 Citadel Journal Issue 29. Updated for 7th edition by simply formatting the way that unit entries are presented to the reader. The rules are unchanged, the points are unchanged, <u>because this is not a homebrew</u> Yes that does mean dedicated transports are horrifically expensive compared to their 7E counterparts, but thems the breaks. This redraft ain't meant to be balanced and it is most certainly not tournament legal. But perhaps because of that, if you and your opponent want to adjust points in a casual game, who are we to stop you? ===Special Rules=== *Any Space Marine, Astra Militarum or Sisters of Battle Army may include up to one Adeptus Arbites choice from the appropriate section of the Force Organisation Chart. *If you field an entire Adeptus Arbites army, you may treat any Heavy Support choices on the Force Organisation Chart as Elite choices instead. ''(in essence giving you double the number of Elite slots)'' ===Wargear=== *'''Arbites Shotgun:''' An Arbites model with a shotgun may fire it either as an ordinary shotgun ''(as per the Warhammer 40,000 rulebook)'' or can fire an Executioner round. An Executioner round has the following profile and allows the model to re-roll any misses once per shot. ''(in otherwords it has the "Master-Crafted" Special rule)'' **'''Executioner: Range:''' 18", '''S''':4, '''AP:'''5, '''Type:''' Assault 1 *'''Suppression Shield:''' A model equipped with a Suppression Shield has a 2+ Armour Save in close combat. ''(this has no further use against ranged weapons)'' ===Arbites Weapon List=== *'''Melee Weapons''' **'''Close Combat Weapon:''' 1pt **'''Power Weapon:''' 10 pts **'''Power fist:''' 15 pts *'''Ranged Weapons:''' **'''Boltgun:''' 2 pt **'''Lasgun:''' 1 pt **'''Arbites Shotgun:''' 2 pts **'''Plasma Pistol:''' 5 pts **'''Storm Bolter:''' 5 pts **'''Combi-Flamer:''' 8 pts **'''Combi-Melta:''' 12 pts **'''Combi-Plasma:'''8 pts ===HQ=== ====Command HQ==== '''Points Cost''' - 45 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Judge | 4 | 4 | 3 | 3 | 3 | 4 | 3 | 9 | 4+ | Infantry (Character) | 1 Judge |- |} <br style="clear: both; height: 0px;" /> '''Special Rules''' *''Independent Character'' '''Wargear:''' *Bolt Pistol *Carapace Armour '''Options:''' *The Judge may be given up to two pieces of equipment from the Arbites weapons list for the points costs indicated there. ===Elites=== ===='''Arbites Combat Team'''==== '''Points Cost''' - 40 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Arbitrators | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ | Infantry | 5 Arbitrators |- | Proctor | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 4+ | Infantry (Character) | |- |} <br style="clear: both; height: 0px;" /> '''Squad''' Up to five additional Arbitrators armed with Boltguns may be added for 8 points each. '''Wargear:''' *Bolter *Carapace Armour '''Options:''' *Up to one member of the squad may replace his bolter with a grenade launcher at an additional cost of +10pts *One Arbitrator may be upgraded to a Proctor at an additional cost of +7 pt. The Proctor may be given up to one choice from the Arbites weapons list. '''Transport''' *The Arbitrators may take a dedicated transport for the following points costs: **'''Chimera''' 95 pts **'''Rhino''' 50 pts ===='''Arbites Shock Team'''==== '''Points Cost''' - 60 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Arbitrators | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ | Infantry | 5 Arbitrators |- | Proctor | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 4+ | Infantry (Character) | |- |} <br style="clear: both; height: 0px;" /> '''Squad''' Up to five additional Arbitrators armed with Close-Combat Weapons and Suppression Shields may be added for 12 points each. '''Wargear:''' *Close-Combat Weapon *Suppression Shield *Carapace Armour '''Options:''' *One Arbitrator may be upgraded to a Proctor at an additional cost of +7 pt. The Proctor may be given up to one choice from the Arbites cweapons list. '''Transport''' *The Arbitrators may take a dedicated transport for the following points costs: **'''Chimera''' 95 pts **'''Rhino''' 50 pts ===Troops=== ===='''Arbites Patrol Team'''==== '''Points Cost''' - 40 {| border="1" cellspacing="0" cellpadding="5" align="left" != ! WS ! =BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Arbitrators | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ | Infantry | 5 Arbitrators |- | Proctor | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 4+ | Infantry (Character) | |- |} <br style="clear: both; height: 0px;" /> '''Squad''' Up to five additional Arbitrators armed with Arbites Shotguns may be added for 8 points each. '''Wargear:''' *Arbites Shotgun *Carapace Armour '''Options:''' *Up to one member of the squad may replace his Arbites Shotgun with a grenade launcher at an additional cost of +10pts *One Arbitrator may be upgraded to a Proctor at an additional cost of +7 pt. The Proctor may be given up to one choice from the Arbites weapons list. '''Transport''' *The Arbitrators may take a dedicated transport for the following points costs: **'''Chimera''' 95 pts **'''Rhino''' 50 pts ===Fast Attack=== ===='''Arbites Rapid Pursuit Team'''==== '''Points Cost''' - 125 {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Arbitrators | 3 | 3 | 3 | 4 | 1 | 3 | 1 | 7 | 4+ | Bike | 5 Arbitrators |- | Proctor | 3 | 3 | 3 | 4 | 1 | 3 | 2 | 8 | 4+ | Bike (Character) | |- |} <br style="clear: both; height: 0px;" /> '''Squad''' Up to five additional Arbitrators riding a bike may be added for 25 points each. '''Wargear:''' *Bike armed with Twin-Linked Bolters *Carapace Armour '''Options:''' *One Arbitrator may be upgraded to a Proctor at an additional cost of +7 pt. The Proctor may be given up to one chocie from the Arbites weapons list. ==Homebrew== That's it! With the exception of the Forgeworld Repressor tank, the above list s all there was and potentially all we're going to get. You can see for yourself that special rules are practically non-existent, which is why it's so easy to keep playing up to 7th edition. But for the points costs, you're likely going to lose out compared to everyone else's armies. And you have no gimmicks of your own to exploit. Hence the need for some homebrew adaptation. ===Task Team Roles=== The original 1998 article had descriptions for specific roles for Arbiter armies, but did not actually provide rules to make them distinct. Here is an attempt at using the "official" description to insert something similar to a Chapter Tactic: *When taking a Judge from a Command HQ as a Warlord in an Adeptus Arbites army, you may also choose a single ''Task Team Role'' for your whole army for no additional points cost.. **'''Judge Patrol Team:''' All Arbites Patrol Teams may upgrade their Proctors to low ranking Judges, gaining the full statline of the "Command HQ" Judges, but with no other options or rules differences. **'''Judge Combat Team:''' All Arbites Combat Teams may upgrade their Proctors to low ranking Judges, gaining the full statline of the "Command HQ" Judges, but with no other options or rules differences. **'''Shocktroop Team:''' All Arbitrators in Arbites Shock Teams replace their close combat weapon with a Power Maul. **'''Execution Team:''' All models in the Detachment gain the ''Preferred Enemy (Characters & Independent Characters)'' special rule. **'''Support Team:''' Patrol and Combat Teams gain access to additional unique weapon options (see below). **'''Investigative Team:''' All models in the detachment gain the ''Interceptor'' special rule, and may Seize the Initiative on a roll of 4+ **'''Pursuit Team:''' All Arbites Pursuit Teams gain the ''Scout'' and ''Skilled Rider'' special rules. **'''Technical Team:''' All Proctors in the Detachment gain the ''Blessings of the Omnissiah'' special rule. **'''Medical Team:''' Any friendly model within 6" of an Arbitrator Dedicated Transport vehicle gain the ''Feel No Pain'' special rule. **'''Retrieval Team:''' Infantry units without a dedicated transport gain the ''Infiltrate'' special rule. ===Support Weapons=== Back in the 2nd Edition, Arbitrators had access to a range of Wargear options unique to them. The "Support Team" description hints that those squads are equipped with more unusual or heavier weapon options, thus it seems a good opportunity to reintroduce those older Wargear items: *Models that purchase a Grenade Launcher may replace it with a '''Web Gun''' for free. **'''Web Gun: Range:''' Template, '''S:'''X '''AP:'''-, '''Special Rules:''' Assault 1, Sniper, Pinning *Models that purchase a Grenade Launcher may take '''Choke Grenades''' as an additional ammunition type. **'''Choke Grenade: Range:''' 24", '''S:'''N/A, '''AP:'''-, '''Special Rules:''' Rapid Fire, Blast, ''"Choke"'' ***''"Choke:"'' Any unit hit by a weapon with this special rule must take a Pinning Check with a -1 Ld modifier for each model under the template. [[Category:Chapter Approved]] [[Category:Warhammer Homebrew]]
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