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==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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