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REAL WORLD: Bolters are Real!
He has 2,000pts of Adeptus Arbites, all painted, sitting in a carry case.
They get trashed in 40K, so he brings them out for big Necromunda games.
It would be a beautiful thing to see THE LAW grace the tables of Warhammer 40,000 once again.
hooray for my arbiters! we have enforcing to do!
Do any of you have the old Citadel Journal issue with the Arbites list in? They had some good stuff in there, like shock mauls and suppression vehicles.
...sigh...
Abites is a great idea too. Can't wait
and yeah, I look forward to Arbites as well...judge dredd 40k basicly XD
I cannot wait!
Seriously, I appreciate this. Finally I can get the cops down on their establishments!
1) being able to use Mordians (or Steel Legion) adjuncts in the list as troops units of "Jurists" or the equivalent. The Emperor's mall cops, if you will.
2) I have light Jurist jetbikes as part of my force, would be great to see these back in (scouts?) as well as the heavy SM-Scout style heavy judge bikes (which are sweet) or old-skool IG judge bikes. Many arbiter players should have a few (or one squad) of some kind of bike mounted justice.
3) Ensure we get rhinos and chimeras as transport options, with option to take Valkyries for when they become available.
4) Seconding previously mentioned suppressor (shock maul), kill teams (bolters+heavy), and swat (infiltrating snipers) team options
5) Grot/conscript-like penal legion (flak vest at most for armor, since most people seem to use Catachans to bulk out their prisoners) with non-sucky non-fiddly rules for human bombs that are clean and work.
6) Robodog K9 unit with conversion suggestions (cyber up a kroot hound? Don't know...what about new plastic chaos hounds? Easier to convert)
7) Give us vehicles that look and play similar or equivalent to likely SoB and IG vehicles people will already be using in their armies.
8) Units and apocalypse formations that are not as restrictive and limited like the GS Cult versions. There are a lot of different arbiter armies out there, and we've all shoehorned them into existing rules in different ways.
Not to sound bossy or anything, consider me "highly interested and helpful". I'd be happy to go on a playtest list for this one since I missed the GS Cultist leet-dood list by one slot. :-(
RTM
Also good to have two shoot styles, so that you can always use it as a regular shotgun 12" A2 S3 AP- depending on your target. Gives good interest and playability without overloading on rules and fiddly extra rolling.
Other things to consider are the size and effectiveness differences between old RT-era bolters (the size of modern bolt pistols) and modern bolters. You may wish to downgrade the kill team bolters to stump bolters (civilian bolters, stump guns, whatever have you), like what people have bandied about Necromunda wonk boards back in the day. Essentially same gun but AP6 instead of AP5. Still a great weapon, but not overpowering relative to other options, and helps equalize arbitrators (and their bikes) with the superior modern bulky MEQ armaments (noting also that modern bolters are more game-effective than bolters in the RT era).
Also another term for "Jurists" could be "Citi-Def" for you Old-Skoolers who like to run around collapsing hab-blocks. :-)
I would like to throw in a word of caution to carefully consider penal legions, or consider including two versions. There is a school of thought (since Witch Hunters book came out) that everyone who goes to jail turns into a super-elite assassin-like arco-killing maniac. The other school of thought is supported by people who put down two squads of 20 poor dumb a-holes in striped (or orange) shirts and run them head first into termagants. One of those types is going to be 12-20 points per model, the other one is going to be 3-5 points per model. I'm willing to bet that most arbiter players out there at this moment are fielding one or the other.
RTM
As for overpowered, it's hardly overpowered to have 18", S4 AP5 twin-linked on the standard trooper. I think they should also have CC weapon and pistol (as in the fluff), but that's not necessary.
Remember, when the Arbites list came out, and the arbites were 8 pts for BS3 troopers with Executioner rounds, it was in the era where Kasrkin stats were the same as they are now, but somewhere around 16 pts (Armageddon book is somewhere around here).
Maybe a good medium is to have the basic Arbitrator BS4 so it's consistent with existing models/rules, and give the executioner round the ability to ignore or reduce cover? That minimizes dice rolling for the basic trooper and sticks true to all the fluff, makes the executioner do what it's supposed to do, and keeps a good game balance overall for what is still a mid-range basic trooper.
RTM
Great fun!
RTM
i was thinking of doing an arbites list with the new sm codex and WH allies, but it was too frustrating.
"okay... those guys are the better shots, that's why they get special weapons"
"and those... yeah, they can't shoot as good, but they get better guns... right..."
man, i wish gw would make all shotguns s4 a2 :(
I think it moved...
I made a squad of 10 including a female model from (dare I say it?) another model manufacturer to represent Shira Calpurnia of "Crossfire" etc fame & included the Cybermastif for a bit of Fluff & use them with my WitchHunters Army with Sisters. You use the Stormtrooper Rules as per the Codex.
Any of you who belong to the Adeptus Arbites Garrison group on Yahoo can view them in my "gully_raker" Photo Album if you wish.
More Great Work by the Texas Lords! Looking forward to the finished Codex.
Back in the day I used Marneus Calgar's shoulder pads on my Arbites squad. Very Judge Dread-ey.
Another conversion option is the Cadian Veterans pack from Forgeworld. They have some different helmets and shotguns that look very SWAT.
It would be nice to see select fire ammo types for the leaders & characters too. I think their vehicles should be limited to Chimeras w/ turret variants, scout bikes, a cavalry mount option, Land Speeders, maybe unarmored Sentinels. Sentry guns might be justifiable, and how about heavy stubbers as a man portable LMG/Special weapon choice. And don't forget the snipers.
Maybe a Cityfight Strategem just for Arbites: "Precinct House". = Fortifications + Ammo Dump + Command Center .
But you guys are smarter than me.
Looking forward to it. I now have a place for my IG extras.
It would be nice to have a HS option that is an artillery team of tarantulas or rapiers. These are infrastructure defense equipment that fits better with Arbitrators and precinct/block homeland defense than any other army.
Tarantulas should be twin-linked BS2 HB/AC/LC/MM to cover all the standard kits over the years. Rapiers could be twin-linked multi-lasers with some kind of multi-penetrate rule against armor (to go with fluff), maybe for simple rules' sake make them rending. (S6 with rending is enough to sometimes breach decent armor, but it doesn't become unreasonably powerful in general use). Hell, you could call it an assault cannon to make life really easy, but if you did that I wouldn't make it BS2 twin linked.
Tarantulas and Rapiers should be able to move unlike some artillery pieces, since they are both supposed to be mobile defense platforms (legs or tracks, respectively). The crew should probably be 1 citi-def or servitor per platform, able to attach one proctor.
RTM