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 We Are The Law: Adeptus Arbites

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Col. Tartleton
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PostSubject: We Are The Law: Adeptus Arbites   Sun Dec 19, 2010 1:58 pm

I'm just knocking some ideas together. It's very WIP at this point but I've got some ideas. A lot more to come. Some of you will enjoy my Provost Marshal's options.


HQ: Marshal of the Court
Provost Marshal
Retinue: 0-12
0-1 Lord Advocate (Allows Executioners as Troops)
0-1 Solicitor General (Allows Secutor Squads as Troops)
0-1 Lord Procurator (Enforcers as Scoring)
0-1 Verispex Operator (Detects Infiltrators)
0-3 Castigator (Psyker)
0-1 Prosecutor (Confers Furious Charge)
0-1 Barrister (Confers Counter Attack)
0-3 Bailiff (Arbiter Bodyguards)
0-1 Medic (Confers Feel No Pain)


HQ: Judge
Judge-Magistrate
4 Bailiffs (Arbiter Bodyguards)
0-1 Medic (Confers Feel No Pain)


HQ: Arbitator
Arbitator-Magistrate
4 Bailiffs (Arbiter Bodyguards)
0-1 Medic (Confers Feel No Pain)


Elite: Executioners
Advocate
4-9 Executioners

Advocate
WS BS S T W I A LD SV
3 4 3 3 1 3 2 8 4+

Executioner
WS BS S T W I A LD SV
3 4 3 3 1 3 1 8 4+

Carapace Armor (4+ Armor Save)
Camo Cloaks (+1 to Cover Saves)
Executioner Shotguns (Range 24 S4 Ap5 Assault 1)
Targeters (May measure distances before firing.)
Choke Grenades (Offensive/Defensive Grenades)
May take a 0-3 Special Weapons:
Webgun (Template S5* Ap4 Assault 1 (Wounds against strength, not toughness.))
Grenade Launcher (Range 24 S4 Ap5 Assault 1, Blast/ Range 24 S6 Ap4 Assault 1)
Special Rules: Scouts, Infiltrate, Stubborn


Elite: Misericorde Squad
Point Cost: 15 points/model.

Advocate
2-4 Executioners

Advocate
WS BS S T W I A LD SV
3 4 3 3 1 3 2 8 4+

Executioner
WS BS S T W I A LD SV
3 4 3 3 1 3 1 8 4+

Carapace Armor (4+ Armor Save)
Camo Cloaks (+1 to Cover Saves)
Misery Rifles (Range 48 SX Ap5 Heavy 1, Sniper)
Targeters (May measure distances before firing.)
Choke Grenades (Offensive/Defensive Grenades)

Special Rules: Scouts, Infiltrate, Stubborn

Troops: Arbiters Cohort
Point Cost: 10 points/model.

Proctor
4-9 Arbiters

Proctor
WS BS S T W I A LD SV
3 4 3 3 1 3 2 8 4+

Arbiters
WS BS S T W I A LD SV
3 4 3 3 1 3 1 7 4+

Equipment:
Carapace Armor (4+ Armor Save)
Manstopper Shotguns (Range 12" S4 Ap6 Assault 2)
Auto Pistol (Range 12" S3 Ap6 Pistol)
Choke Grenades (Offensive/Defensive Grenades)

Proctor may replace either Manstopper Shotgun or Auto Pistol with a:
Web Pistol for 5 points.
Webber for 5 points.
Bolt Pistol for 2 points.
Bolter for 2 points.
Power Fist for 15 points.
Power Weapon for 10 points.

Unit may take 0-2 special weapons:
Grenade Launcher for 5 points.
Webber for 5 points.

Unit may take 0-1 heavy weapons:
Heavy Webber for 10 points.
Missile Launcher for 15 points.

May take a Rhino for 35 points or a Repressor for 50 points.

Special Rules: Stubborn


Troops: Arbiters Maniple
Point Cost: 10 points/model.

Proctor
4-9 Arbiters

Proctor
WS BS S T W I A LD SV
3 4 3 3 1 3 2/3 8 4+

Arbiter
WS BS S T W I A LD SV
3 4 3 3 1 3 1/2 8 4+

Carapace Armor (4+ Armor Save)
Shock Mauls (Rending)
Auto Pistol
Supression Shield (5+ Invulnerable Save in close combat)

Proctor may replace either Shock Maul or Auto Pistol with a:
Web Pistol for 5 points.
Webber for 5 points.
Bolt Pistol for 2 points.
Bolter for 2 points.
Power Fist for 15 points.
Power Weapon for 10 points.

Unit may take 0-2 special weapons:
Grenade Launcher for 5 points.
Webber for 5 points.

Unit may take 0-1 heavy weapons:
Heavy Webber for 10 points.
Missile Launcher for 15 points.

May take a Rhino for 35 points or a Repressor for 50 points.

Special Rules: Stubborn, Shieldwall (If the unit is in close order may use their invulnerable saves against shooting)

Troops: Enforcer Patrol
0-1 Command Squad:
Procurator and 4 Bailiffs

2-5 Enforcer Teams:
Proctor
9 Enforcers
Carapace Armor (4+ Armor Save)
Shotguns (Range 12 S4 Ap6 Assault 2)
Choke Grenades (Offensive/Defensive Grenades)
Special Rules: Above Your Pay Grade (Enforcer Teams are not scoring. Command Squads are however.)


Fast Attack: Secutor Squad
Solicitor
5 Arbiters
Landspeeder Storm
Carapace Armor (4+ Armor Save)
Shotguns (Range 12 S4 Ap6 Assault 2)
Choke Grenades (Offensive/Defensive Grenades)
Special Rules: Stubborn


Fast Attack: Landspeeder Tempest
Landspeeder Tempest
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Dwane Diblie
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PostSubject: Re: We Are The Law: Adeptus Arbites   Mon Dec 20, 2010 3:40 pm

Col. Tartleton wrote:
HQ: Marshal of the Court
Provost Marshal
Retinue: 0-12
0-1 Lord Advocate (Allows Executioners as Troops)
0-1 Solicitor General (Allows Secutor Squads as Troops)
0-1 Lord Procurator (Enforcers as Scoring)
0-1 Verispex Operator (Detects Infiltrators)
0-3 Castigator (Psyker)
0-1 Prosecutor (Confers Furious Charge)
0-1 Barrister (Confers Counter Attack)
0-3 Bailiff (Arbiter Bodyguards)
0-1 Medic (Confers Feel No Pain)

I would tighten up this squad and limit the options. You currently have it so you can take every rule there. Potions are nice but reduice how many you have access to. even if you put them in to groups where you can have a select number from or somthing like that.

Col. Tartleton wrote:
Elite: Executioners
Advocate
4-9 Executioners

Advocate
WS BS S T W I A LD SV
3 4 3 3 1 3 2 8 4+

Executioner
WS BS S T W I A LD SV
3 4 3 3 1 3 1 8 4+

Carapace Armor (4+ Armor Save)
Camo Cloaks (+1 to Cover Saves)
Executioner Shotguns (Range 24 S4 Ap5 Assault 1)
Targeters (May measure distances before firing.)
Choke Grenades (Offensive/Defensive Grenades)
May take a 0-3 Special Weapons:
Webgun (Template S5* Ap4 Assault 1 (Wounds against strength, not toughness.))
Grenade Launcher (Range 24 S4 Ap5 Assault 1, Blast/ Range 24 S6 Ap4 Assault 1)
Special Rules: Scouts, Infiltrate, Stubborn

Executioner Ammo needs its special rule back. Allow it to ignore interviening terrain for instance as they are smart rounds. Also how about adding a pistol version to the unit.

Col. Tartleton wrote:
Elite: Misericorde Squad
Point Cost: 15 points/model.

Advocate
2-4 Executioners

Advocate
WS BS S T W I A LD SV
3 4 3 3 1 3 2 8 4+

Executioner
WS BS S T W I A LD SV
3 4 3 3 1 3 1 8 4+

Carapace Armor (4+ Armor Save)
Camo Cloaks (+1 to Cover Saves)
Misery Rifles (Range 48 SX Ap5 Heavy 1, Sniper)
Targeters (May measure distances before firing.)
Choke Grenades (Offensive/Defensive Grenades)

Special Rules: Scouts, Infiltrate, Stubborn

This is a sniper Squad. How about breaking them up in to pairs of sniper teams. While the second one is there the sniper has reroll to hit and wound as the spotter calls out targets. Again with the executioner pistol.


I would like to add a new unit of sorts here.

Dread Executioners
Weapon Skill 4Balistic Skill 4Strength 3Toughness 3Wounds 1Initiative 4Attacks 2Leadership 9Armour Save of 4+
1-3
Carapace Armour
Camo Cloak
Shock Maul
Executioner Pistol
Executioner Shotgun
Manstopper Shotgun
Targetor
Choak Grenades

Options:
Power Weapon
Power Fist
Web Pistol

Special Rules:
Inspiring Preasence (units with in 6" may use the Dread Executioners Ld for moral and pinning tests)
"I am the Law!" (Any unit that takes casualtys from a Dread Executioner in any phase must make a moral test at the end of the phase. This includes units that are in combat with the Dread Executioner and after the results of combat have been resolved.
Fearless

Col. Tartleton wrote:
Troops: Arbiters Maniple
Point Cost: 10 points/model.

Proctor
4-9 Arbiters

Proctor
WS BS S T W I A LD SV
3 4 3 3 1 3 2/3 8 4+

Arbiter
WS BS S T W I A LD SV
3 4 3 3 1 3 1/2 8 4+

Carapace Armor (4+ Armor Save)
Shock Mauls (Rending)
Auto Pistol
Supression Shield (5+ Invulnerable Save in close combat)

Proctor may replace either Shock Maul or Auto Pistol with a:
Web Pistol for 5 points.
Webber for 5 points.
Bolt Pistol for 2 points.
Bolter for 2 points.
Power Fist for 15 points.
Power Weapon for 10 points.

Unit may take 0-2 special weapons:
Grenade Launcher for 5 points.
Webber for 5 points.

Unit may take 0-1 heavy weapons:
Heavy Webber for 10 points.
Missile Launcher for 15 points.

May take a Rhino for 35 points or a Repressor for 50 points.

Special Rules: Stubborn, Shieldwall (If the unit is in close order may use their invulnerable saves against shooting)

Shock Mauls: I like the rending. I would also like to see the thunder hammers Stun ability on them. Would rarly go off but is a nice touch.
Suppression Shields: The shield is supose to shock any one that hits it. Any model that causes a wound against a model with a suppression shiled (before/after saves?) will strike at I1 in the next round of combat.
Shieldwall: I like it. I would also like to see provice 4+ Cover to the unit also. And, maybe some rule to provide protection to any tanks behind it.

Col. Tartleton wrote:
Fast Attack: Secutor Squad
Solicitor
5 Arbiters
Landspeeder Storm
Carapace Armor (4+ Armor Save)
Manstopper Shotguns (Range 12 S4 Ap6 Assault 2)
Choke Grenades (Offensive/Defensive Grenades)
Special Rules: Stubborn

Love the use of the Landspeeder Storm here. Brillient

Col. Tartleton wrote:
Fast Attack: Landspeeder Tempest
Landspeeder Tempest

And this is also very suiting.

There are a few things in there that need explaining but most you gan kind of guess how they would work. But what I am most interested in is the other transport viechle you have there, the Repressor.

I could also imagin a Supression vehicle of sortes, with a big webber cannon on top with water cannons (or 40K equivelent) on the sides, and a massive supression shiled out the front. This would be a Heavy Choice along with sentionels.
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Col. Tartleton
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PostSubject: Re: We Are The Law: Adeptus Arbites   Wed Dec 22, 2010 2:31 pm

[quote="Dwane Diblie"]
Col. Tartleton wrote:

I would tighten up this squad and limit the options. You currently have it so you can take every rule there. Potions are nice but reduice how many you have access to. even if you put them in to groups where you can have a select number from or somthing like that.

Maybe. I wanted them to be like a Inquisitor Retinue. I might add limitations.

Executioner Ammo needs its special rule back. Allow it to ignore interviening terrain for instance as they are smart rounds. Also how about adding a pistol version to the unit.

Woops I forgot to give them ignore cover. They're smart rounds? Kind of makes me wonder why other weapons don't have it though. They could certainly have pistols.

This is a sniper Squad. How about breaking them up in to pairs of sniper teams. While the second one is there the sniper has reroll to hit and wound as the spotter calls out targets. Again with the executioner pistol.

I was thinking more along the lines of sharp shooters. I had an idea for a thing where rolls of 6 to hit single out ICs or Squad Leaders. That way they're not Vindicares, but they're trained to take shots at commanders. I think all snipers should have this rule but I digress.

I would like to add a new unit of sorts here.

Dread Executioners
Weapon Skill 4Balistic Skill 4Strength 3Toughness 3Wounds 1Initiative 4Attacks 2Leadership 9Armour Save of 4+
1-3
Carapace Armour
Camo Cloak
Shock Maul
Executioner Pistol
Executioner Shotgun
Manstopper Shotgun
Targetor
Choak Grenades

Options:
Power Weapon
Power Fist
Web Pistol

Special Rules:
Inspiring Preasence (units with in 6" may use the Dread Executioners Ld for moral and pinning tests)
"I am the Law!" (Any unit that takes casualtys from a Dread Executioner in any phase must make a moral test at the end of the phase. This includes units that are in combat with the Dread Executioner and after the results of combat have been resolved.
Fearless

I'm actually planning to have "Tribunes" which will basically be that unit. It will be an Elite slot.

Shock Mauls: I like the rending. I would also like to see the thunder hammers Stun ability on them. Would rarly go off but is a nice touch.
Suppression Shields: The shield is supose to shock any one that hits it. Any model that causes a wound against a model with a suppression shiled (before/after saves?) will strike at I1 in the next round of combat.
Shieldwall: I like it. I would also like to see provice 4+ Cover to the unit also. And, maybe some rule to provide protection to any tanks behind it.

They don't really need it, they've got the choke grenades. Rending shows they're enhanced above a bludgeon or sharpened edge but not quite a real power weapon.

Love the use of the Landspeeder Storm here. Brillient

TY.

And this is also very suiting.

I was tempted to give them Valkyries but I figured they'd stick to smaller "Squad Car sized" vehicles.

There are a few things in there that need explaining but most you gan kind of guess how they would work. But what I am most interested in is the other transport viechle you have there, the Repressor.

I could also imagin a Supression vehicle of sortes, with a big webber cannon on top with water cannons (or 40K equivelent) on the sides, and a massive supression shiled out the front. This would be a Heavy Choice along with sentionels.

You mean the Legendary Arbites Pattern Leman Russ?
Sponsor Heavy Webbers, A massive Ram/dozer on the front, and a Punisher Cannon.

Water Cannon? I think you meant "Chaingun Shotty." If the Arbites have been called in the situation is about to reach Civil War. They aren't really Police, they're the Praetorians of a planet. If the Governor goes rogue they shoot him and put someone else in power. If the people go rebel they defend the Governor to the best of their abilities and wait for reinforcements or the whole thing to blow over.
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yabba
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PostSubject: Re: We Are The Law: Adeptus Arbites   Wed Dec 29, 2010 4:30 pm

Heya, a nice effort there.

HQ: I would make it 2 out of the Lord Advocate, Lord Procurator and Solicitor general in a Command Squad. Provost Marshall should be a 0-1 choice, with a transport upgrade. Allow Judges and Abitators to have Bike options. Also why should Arbites have access to counter attack and furious charge?

Shotguns - S4 is too powerful and not in fitting with the army IMO. I'd go Rg 18", S3, AP 6, Ass2 as standard, with Manstoppers going to S4 and Executioners going to Rg 24, S4, AP5 - ignores cover saves.

Why do Executioners get Infiltrate and Scout? Also why give the Misericorde Choke Grenades? Finally, I like the idea of Each Misericorde team being broken down into 2 man squads. Allow the Advocate to go solo, with the ability to "spot" for one team (enemy rerolls successful armour save) or may take a shot themselves (can target within a model within a unit OR ignore cover saves).

Have basic bike mounted Arbites in the Fast Attack.

Valkyrie(?) with an Arbiter Squad in it

Allow IG Allied Units

Heavy Support can be a variety of things.
For instance 3-5 man teams with 2-4 Special Weapons - come with Grenade Launchers as standard with Scare grenades (If it squad takes an immediate pinning test at -1, with an additional -1 for each additional successful hit from the same squad).
Suppressor units with Heavy weapons
Attack Bikes with Heavy Flamers
Vindicators
A single, 1-3 squadron of any vehicle from the IG codex.
I'd also go for a heavy vehicle with 1 AT gun and some AP guns, with a ram/dozer blade on the front, AV14/11/10, transport 11, tank shock at -1 and the ability to ram buildings and/or vehicles at d6+distance travelled +1 arm pen. Call it the Equaliser or similar.
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