DISQUS

Bell of Lost Souls: PLAY-AID: Adeptus Arbites Mini-dex from BoLS

  • Bigred · 1 year ago
    OK all, a couple of overall design goals to explain some of the choices:

    1) Ease of collecting. First and foremost when we sat down to do this, we wanted to support the existing range of Arbites minis. That meant that if there was a mini for something, it was justified and we had to find a place for it in the list. Once we had all of the existing minis covered, we branched out into new units with the specific design goal of ease of conversion.

    Thus you see the bolter options for troops and the inclusion of plasma but not melta guns... (dont ask me, its GW who put them out that way). The other new units are fairly easy conversions. Marine scout headswaps will get you sharpshooters and pursuit squads. Necromunda provides several options for conversionless execution squads, and Black Maria/suppression platforms can be cobbled together fairly easily.

    2) No superfluous units. While its easy to imagine large K-9 teams and horse mounted units for example, realisticaly no-one is going to make them. Its hard enough to get folks to put together IG roughriders from the very limited existing range, and further conversions for Arbites would probably be a bridge to far for most. Cyberhounds are a similar issue as you can only get 1 per $40 unit of Arbites, so it became evident fairly early that they were better used as wargear items.

    3)New gameplay mechanics. We really wanted the list to play differently than other armies and wanted to really give the Arbites player a new "toolkit" with abilities and limitations unseen in other armies. Fairly early on we decided to go with a complete lack of power weapons (except for the psi-marshal's force weapon), and instead heavily push the poison mechanic. It is very rarely used in the game, and seemed a good fit. Thus power-mauls became the "powerfists" of the lists, and in tabletop use means the Arbites can often beat just about anything to death with massive wound infliction instead of the more elite armies preference for power weapon/fists that simply ignore armor. Once again it seemed a fluffy compromise and we all smiled with approval the first time we saw a full sized Shock Team take down a carnifex "the hard way" by making it take so many wounds it eventually failed its saves.

    4) The Tarpit. The final piece of the army puzzle was the decision to go with a tarpit organization; that doesn't kill so much by moving out and kicking ass (like the Marines, Chaos, or Tyranids would), but by holding their ground and slowly but surely wearing opposition down. Thus you see several overlapping mechanics such as Hand of Justice, the psyker powers, Riot Tactics, Riot Grenades, Lockdown grenades, the heavy use of ignore cover weapons and no LoS weapons. The goal of all of these in whole is to make the Arbites something of a briar patch for an enemy army. This is an army that can hole up and wear you down as you approach, only to selectively counterassault and smash weakened sections of the foe.

    5) Ebb and Flow. The Thin Black Line works in concert with the tarpit properties to hopefully make Arbites games nailbiters for both sides. For the Arbitrators, they are woefuly underpowered early game, but gain increasing maneuver benefits as the game grinds on, so they are fighting for time to survive. For the enemy, the clock is ticking. To win, you must act with agression and destroy the army piecemeal before it builds up strength over time with reserves. The problem is you must do it against an army designed from ground up to make an agressor's life painful.

    Thats all I have, but I wanted to get a lot of your comments out before I talked about why the list works the way it does. I can only ask that you play the list. I think you'll be pleasantly surprised and may learn to enjoy walking the beat with the Judges of Men.
  • Brainburner · 1 year ago
    I must say that this explained quite a bit. But just a few possibilities where it comes to fieldable easy conversions.

    The old Rogue Trader Medic on Bike, could be a great sub in for a persuit unit, or even better the Rogue Trader Grenadier on bike.

    To Rough Rider a unit ; rig a supperssion shield to the front of the bike like a cattle catcher.

    One question; How would you go about converting a Cyber Mastif into a gun hound, and what would it do to the beasties statistics? (Is there a weaponed Cyber Skull that could be canabulized?)
  • clkeagle · 1 year ago
    Great book!

    I'm actually thinking Marine Scouts with Cadian heads. The new Scout Bikes would be okay too, but the Rogue Trader-era metal bikes would be even better.

    Comments for the next revision:

    1. Revised rules for the Chimera, Repressor, and Rhino are all in the new Imperial Armor: Volume 2 download, so you don't need references to three different books. Or if you want to leave it as it is, make sure you change the Repressor's reference from Imperial Armour II (which is the Ork and Eldar book) to Imperial Armor: Volume 2 (Marines and Inquisition).

    2. Boss Farezii's entry: "PDF forces" is a redundant acronym.

    3. From the description of the Arbites Sentinel as a patrol vehicle, it seems like it should have some "non-lethal" weapons options. How about the Arbites Heavy Grenade Launcher as one of the weapon options?
  • faultie · 1 year ago
    Maybe Grenade Launchers on the bikes too, so I can use the new Scout Bike kits.
  • Deb · 5 months ago
    I found some non Games Workshop heads from a company called Pig Iron - the Heavy Infantry Visored heads look the best - they look a bit like Cadian shock trroper helmets with respirator.Cost is 3 pounds + P&P for 20 heads. Only problem is they are not GW and someone might whinge about that.

    As for shock troops, Urban War put a range of miniatures - Junkers Convict Auxilia that with a couple weapon changes make great Suppression Shield and Shock Maul troops in Carapace Armour. Also check out their Junkers Praetorian both firing shotgun and with sword and shield.

    The Junkers Convict Legionnaires come with shotgun and shield. There are also a flamethrower trooper and an assault gun (support weapon) with 2 crew. For the Cyberhounds, Darkson Designs puts out a 3 miniature pack with a WWII American dog handler and 2 German Shepherd Security Dogs called a K-9 squad and they have a German Kreighund Squad (3) which has a better looking handler - cost 9.89 = P&P for these.

    The Space Marine Scouts & Scout bikers are very good, however I am looking to use the Pig Iron Heads or Chaos Marauder heads withe horns cut off.

    I intend to use 1 Repressor Tank, and will get this from Forge World. I have purchased 3 sets of the Arbites Enforcer team, and some of the old Mk1 &Mk 2 Adeptus Arbites Troopers.

    Just the other day I bought off some old Citadel GW Judge Dredd - Judges
    miniatures off Ebay, these should make great character models. I also bought a box set of the old Space Crusade Mission Dreadnought a while back, and this gives you 3 plastic Tarantulas that can be used.

    As well as the new IG Shock tropers and Cadian Storm Troopers, I could round out a 3000 point Army fairly easily.

    What do you think?
  • Bigred · 1 year ago
    A couple of general points I'd like to make as they seem to keep coming up:

    1) Cyberhounds CAN be taken by the bread and butter troops choice of the army: Arbitrator teams. They are not HQ only.

    2) On modifiers in general, and the "difficulty" in using some of the special rules. I would like to point out that yes indeed your Chaos Banelord titan suffers a -1 BS if it find itself within 12" of Commander Dante's apparently REALLY scary mask. Just saying :)
  • CT · 1 year ago
    Too funny and good point.
  • Araith · 1 year ago
    Overal I like this mini-dex. It's original and creative and indeed works unlike any other army out there. Congratulations with that. Now for some detail comments:

    Riot Tactics, Hand of Justice - both are cool special rules and very appropriate against guardsmen, gangsters and the like, but against the majority of the armies in 40k it isn't at all suited. Troops like Astartes, Ork mobs, Eldar aspect warriors and the like cannot be contained like rioters can, and as Dropfall said, chaos lords and Ork warbosses do not care about Imperial justice.
    I think these rules should if not rewritten be dumped. It's not like they'll have nothing left: with riot grenades all around Arbites can stand a little more in assault.

    Grenade and missile launchers - I really like them. Very characteristic.

    Arbites shotgun - Not a bad weapon but I feel you've failed to achieve two of the goals you set for it.
    1. The executioner round is described as one to take out the toughest targets. It doesn't do that. It's become a seeker round, not an executioner.
    2. You wanted the choice between rounds to be a primary skill to master. It isn't. It requires little thought to make the best choice in any given situation.

    Cyberhounds - I second what random :D said: it's a pity they're only HQ wargear. The pursuit team would make excellent use of them, or a new hunt unit on foot.

    Power- and shock mauls - It's a pity they don't have a similar effect to thunder hammers, but the poisoned rule works too. Until there appears a unit who's immune to poison...

    Suppression shields - They work, but force field generators for Arbites troopers? They're way too valuable for that. If they weren't we'd see every Astartes walking around with one. What about something that gives... +1 armour save and an additional 6+ save in close combat?

    Multi-comms - 5 pts only? The equivalent in the Codex: SM is 10 pts.

    Arbitrators - Why the swap option for bolters? They're fine with shotguns. Leave the bolters to the Astartes and Sororitas. In a similar vein I'd suggest replacing those bolt pistols with las pistols.

    Sharpshooters - I like them, but instead of Infiltrate I'd give them Stealth. It fits their skill at finding well concealed positions.
    And a heavy bolter? The noice and flash that weapon emits would only betray the sharpshooters' position.

    Special weapon options - I agree with others in criticism of some weapon options. It makes little sense to me that the grenade launcher is restricted to 10 men squads. And the plasma gun makes little sense either if the meltagun is omitted. If anything I think the Arbites would find more use for meltaguns than for plasmaguns, when blasting through fortified doors for example.
    The Arbitrator team's special weapon options I'd amend to that 1 in every 5 models in the team may take a flamer, grenade launcher or heavy stubber (perhaps adding melta and plasma guns).
    The pursuit team I'd do similarly (1 in every 3) and the storm team too (2 in every 5).

    Black Maria - I love it. But whence it's side and rear armour of 12?
  • faultie · 1 year ago
    OMG! WOOT!

    Review to come.
  • faultie · 1 year ago
    Review:

    Creativity. That's what I think best summarizes this list. You gave me what I didn't know I wanted.. Instead of simply going the easy route and making a list that might be playable but un-interesting, you guys got quite creative, and it shows. The rules for Shock Mauls, Arbites Shotguns, Missile batteries, etc. Special rules are great too.

    Beyond the gameplay aspects, I think the quotes, pictures, and story bits capture the fluff phenomenally. I don't think there's anything over S8, which, as you said, makes any armored vehicles a challenge (even if you temporarily immobilize them and run up and hit them...melta bombs, I guess), but against hordes it's a great list. 'Nids, Orks, maybe even some Eldar, Tau, and Guard lists. I think the flavor and the feel are great.

    To be serious, thank you guys a whole lot. This is great.
    -Andrew
  • Parcival · 1 year ago
    You guys are just amazing!
  • Moooooo! · 1 year ago
    Sweet codex.

    The sad part is the typical price for a 2nd Edition squad hits around $15.00 a miniature on Evil-Bay. Almost a waste of time trying to amass a complete army via that route.

    The cheap route is conversion of Imp Guard. Glad you guys put some mention of this in there. Thing is, the only truly "different' aspect of the Arbites are the helmets.
  • RTM · 1 year ago
    Fantastic! Will stay up late and read immediately. Is anyone else hoping for plastic stormtroopers with an Arbiter head on the sprue as an option?
  • Bigred · 1 year ago
    Take a look at some of those new plastic chaos knights heads. Several of them are pretty much Arbites helmets once you remove the horns.
  • Matthew_Rider · 1 year ago
    downloading! downloading! downloading!

    I love you guys! XD
  • BrotherAtrox · 1 year ago
    Stoked to see this released! I was kinda hoping there would be rule to include them as allies though. Still amazing work. The new artwork ties everything in a bit better.

    When will we see the Army of Death mini-dex? :D
  • NGT · 1 year ago
    Many thanks to all those involved. Your efforts are much appreciated.

    After a quick glance over it, I notice several quotes from BL books including Execution Hour, but apparently no mention of the Arbites patrol and relief fleets. Was this part of their background left out intentionally?
  • faultie · 1 year ago
    Ditto. There are also some Arbites references in a BFG supplement or two.
  • Zack · 1 year ago
    I've had the privilege of playing this list already, against bulwarks fully painted Arbites force. I played a mechanized guard army, in a spearhead deployment. I thought it would end terribly, but it actually ended in his favor. The codex is fun and pretty well balanced, but you have to be creative and willing to risk your units pretty daringly to really pull things off well.
  • ryan · 1 year ago
    Amazing, that about sums it up. Really makes me want to go out to my local store and just buy 2 boxes of Cadians, 2 rhinos, 2 whirlwinds, and 2 sniper scout boxes. Now, just what to do for the cyberhounds or cybercats...
  • Helios · 1 year ago
    Extraordinary work. Well thought out. This should really be in White Dwarf as a chapter approved article.
  • George M · 1 year ago
    I like the list a lot, obviously a huge amount of effort put in, but I just don't see Modifiers working in today's 40K... it seems a bit "complicated" compared to the simple system we have now.

    Riot Tactics and the Judge's special rule were the ones that screamed out to me.
  • Sir Volkar · 1 year ago
    Great work, guys! Real innovative stuff. They definitely look to have a unique play style (falling somewhere between the IG and DoC :) ).
  • frootbat · 1 year ago
    All in all a top quality piece of work as always. This will make a nice little addition to my cityfighting guard.

    A couple of things (not intended as criticism, when you put work of this quality out i dont really have the right to criticise) The sentinal doesnt really feel as much like a patrol vehicle as i would like it to. I did a VDR sentinal a while ago equipped with two twin linked heavy stubbers and a grenade launcher, so i agree with an earlier post that more lighter/'non-lethal' weapon options would be nice.

    Also the moddeling section needs to be BIGGER. This is my favorite bit in any book i love looking at other peoples interesting conversions and army concepts but we dont a good enough look at those converted Arbites. We get a decent look at them thats for sure but more is better :). Also may i suggest a painting/conversion challenge for this dex? :D
  • frootbat · 1 year ago
    Also a close combat sentinel would be nice, giant riot shield and all.
  • h · 1 year ago
    I don't like this list at all.

    Space Marines suffer -1Weapon Skill against Arbities!?!! No Way
  • Jaq · 1 year ago
    Read that again - it is -1 to hit, not -1 WS.

    Actually -1 to hit is worse than -1 WS due to the way the hit chart works, now I think about it.
  • faultie · 1 year ago
    It's better than -1WS for the Space Marines because the Marines don't *get* hit any more easily, they just hit less easily.
  • Bigred · 1 year ago
    Riot Tactics is really just a streamlined version of Dark Eldar Witch Weapons. It is not in any way to buff to the Artites units who possess it, and they will not kill a single extra model. Its is a nerf to their opponents and is designed to work harmoniously with several of the other "tar-pit" abilities the army possesses.
  • faultie · 1 year ago
    Tarpit is a good word for it.

    DE Witch Weapons huh? I think I'll have to go find that old DE Codex and give it a look through again.
  • Tzannik · 1 year ago
    Like the list and the many options that you guys have thought of. Thanks for expanding what little 40k/ Necromunda info there was. Also love the "Law and Order" nods that you guys threw in.
  • Bigred · 1 year ago
    I'm happy someone noticed those!
  • Ole · 1 year ago
    Just realised where it is - and I have to say: Nice one. Easy to overlook, but really nice.

    Other than that: great work! I rellay like what you guys did with this, although I too wish for a bigger conversion/paint-part. But then again, that's just minor stuff.
  • Phill · 1 year ago
    Thankyou very much. I love you guys.
  • Dropfall · 1 year ago
    My feelings on reading the pdf are a half-like, half-dislike. Assume I like what I ain't bitching about.

    Riot Tactics - The rule either need to be trashed or completely re-written. Like H stated there is no way a Arbitrator is going to go toe-to-toe with the lethality of various close combat specialist that have WS4 or higher.

    Arbites Bikes - How could they be equipped with twin-linked bolters and obviously the required ammo, and yet still be controlled by a non-Astartes? Wouldn't one Bolter or perhaps twin-linke Autoguns make more sense. Or no guns, after all the Pursit teams have weapons.

    Grenade Launchers (both types) - Why aren't there Krak rounds? Surely they'd have some for punching through walls or destroying light vehicles. Exactly how do the Lockdown rounds work from a Fluff perspective?

    Executioner Rounds - Yeah... why would I be bother firing the normal rounds... ever? The only situation where I'd fire the normal rounds is if I ended up moving within 12"... I thought these were suppose to be expensive specialised rounds

    Execution Blade - How does a blade gives its user a Initiative bonus?

    Shock Mauls/Power Mauls - Where'd the shock maul come from? And as far as I'm aware the Power Maul can be cranked up to the same effectiveness as a power weapon.

    Hand of Justice - Silly, silly rule. I'd like to see a CSM Lord, or an Ork Warboss, baulk at the sight of a puny human in black armour.

    Shock Teams - Wouldn't 'Riot Team' be a more appropriate name? And shouldn't they be armed with Power Mauls instead of Shock Mauls? I would have also allowed at least one model to be armed with a Cyberhound, Grenade Launcher, or Flamer.

    The Arbites Grenade Launcher - When it comes to those units that can get it, why is it 10 man unit only weapon? Wouldn't it a more used weapon above the flamer? After all what good are cripsed people when you might want to interrogate them, firing stun or gas grenades seems more logical.

    Cyberhounds - Why are the Proctors the one responsible for handling the dog? Why is there a limit of 1 per unit?

    Sentinel - Weapon choices are too militaristic for what is essentially a walking cop-car. I like the weapon loadout I created for the Arbites section of my old Hive Gang Milita list, which was a Heavy Stubber or Heavy Flamer in the main weapon mounted, and Twin-linked Grenade Launcher mounted above the cockpit.

    Supression Platforms - Why do they have the scouts special rule?

    Repressor - The Repressor is suppose to be the Arbites main transport. Imperial Armour Volume 2, page 233, second paragraph, second sentence, and I qutote "Originally the vehicle was issued to the Adeptus Arbites for crowd suppression, equipped with a large dozer for clearing a path through rioting mobs, with a cupola mounted water cannon or grenade launcher for firing stun and gas grenades."
    To me the Repressor should be the main vehicle in their armoury, not the Chimera. And any Chimeras they have should have similar population repressing weapons; a multi-laser is not one of them.
    On a writing error note, the black boxed blurb for the Repressor has the who supplied who around the wrong way.


    Ok, I'm brutally honest, and likely to get shouted at from some people, but you did asked for feedback, and I did see some major issues with this list.

    Dropfall
  • SSG_Snuffy · 1 year ago
    I'm in no way qualified to speak for the BoLS team, but I'd guess that the Arbites bikes were made identical to SM bikes just to ease conversion.

    As far as the execution blade, I suppose that a light, well-balanced blade might grant an initiative bonus, compared to the cleavers that most folks seem to lug around.
  • Bulwark · 1 year ago
    In the next few weeks, we will put out a series of arbites modeling articles. There was just too much info in them to be included in the mini-dex.
  • Dropfall · 1 year ago
    A S6 shot too powerful? What? Even if it was, you could have made the Krak round a Grenade Launcher upgrade; having an additional cost to balance out its apparent effectiveness.
  • frootbat · 1 year ago
    That makes me happy :D
  • Hatchett · 1 year ago
    You guys must have so much fun whipping these out...
  • CT · 1 year ago
    Great read! Couple of questions though:

    Shouldn't a Proctor's leadership be higher than a standard Arbitrator's?

    Why is the Executioner's base initiative 4? Seems a little overkill with Execution Blades and Hand of Justice. Are they on combat drugs or are they genetically altered super ninjas?

    Thanks to everyone involved; great work as always.
  • CoatedTrout · 1 year ago
    How come you didn't feature any of the necromunda enforcers?

    http://www.games-workshop.com/gws/catalog/armyS...

    Lovely models those.
  • Wayne · 1 year ago
    Enforcers are not technically Arbites. They're the local Hive police.
  • NGT · 1 year ago
    They are better available than the old Arbites models though. Plus they are more suited for conversions since their hands and weapons are seperate. And so I'll guess that they will be featured in the modelling articles.
  • Bulwark · 1 year ago
    The new Enforcer models are in some of the pictures and are mentioned in the blog writeup. They are wonderful looking models
  • Matthew_Rider · 1 year ago
    Ive taken a look at it now- havent finished yet- but the rules are very innovative

    Oh and Ive finished the first draft of my Iron Hands Codex im making lol- your ideas in your mini dexs have realy helped me with it
  • konjg · 1 year ago
    No web pistols?

    :( weep hehe.
  • Anonymous · 1 year ago
    Good codex overall; very impressed - captures the feel of the Arbites nicely.

    My only problem: BS4?! As standard?!!

    The police have LESS training than the Army in how to shoot. I doubt seriously that they'd actually be any better than the IG. Carapace armour strikes me as more than sufficient a bonus. BS4 seems a bit much, given they're only human (an I don't really think Sororitas should have it either to honest).
  • NGT · 1 year ago
    Arbites are actually better trained and equipped than most IG units, not only but also because they sometimes have to fight against traitor IG/PDF units.
  • TheMightyWarHamster · 1 year ago
    "only human"
    errrm... IG Veterans have BS 4, too. and the arbites have always had it. don't think of them as the two overwheight guys patrolling the neighbourhood in a squad car, they are a paramilitary elite force of divine retribution.
    though i'm missing the option for 0-1 Leman Russ Executioner/Conqueror/Vanquisher.
  • cavalier1864 · 1 year ago
    Well, the Adeptus Arbites is less the police than the FBI, ATF, DEA, TIA, SWAT, and Secret Service all in one, thus they would have a slightly more elite level of training than that of the average Guardsman. Think of it as comparing the National Guard to the Los Angeles County SWAT. Individually each SWAT team member is more formidable, but there are a whole lot more National Guardsmen. Just my opinion, though.
  • keeperofthebook1 · 1 year ago
    I like it. Very impressive. Sure hope you guys try more lists like this for other defunct armies. Games Workshop should declare your stuff official, or at least that old chestnut 'recommended optional'. Serious.
  • drweir · 1 year ago
    love it, great fluff based mini-dex (my favourite) but some more modelling + pics would be greatly appreciated (the black maria is just ace!)
    im definately going to try it out (even if i dont go convert all the models just yet...)
  • Random :D · 1 year ago
    Hmm hmm.. I like most things and dislike some stuff also.. I miss the Leman Russ =( in the Nightbringer novel they had some of those.. but I guess it'd kinda ruin the list.. so.. whatever.. dont really like the idea of the Black Maria 'replacement' though.. (I love the Marshal Therin quote though!)

    I like the shotgun.. though I dont get what areacover is.. thought that was a thing of the past.. gotta read the rules again I guess.. (Ooops.. just got to the FAQ - nvm this one then)
    The grenade launcher can't fire normal grenades? That's a shame I think.. and as I think Dropfall pointed out.. the grenade launcher should be one of the most used specialist weapons of the Arbites.. so why limit them to 10+ squads.. I'd say change it with the heavystubber.. one thing I wonder now is if they got access to sophisticated plasma weapons why wouldn't they have meltaguns also? would sure help them eradicate tanks..

    Also as a lot of people have stated the Riot Tactics seems a bit too good.. I'd limit it to the Shock Team or change it all together into something more crowdcontrol-ish the way it is it even disables independent characters and 5 man enemy squads which isn't really Riot Tactics'ish - maybe reduce the "Who Can Fight?" distance to 1" or something.. though that'd severely hurt hordes.. too overpowered I guess (though riots are pretty much horde control also) - Im glad Im not the one making the rules ^_^ I can just complain about them.. lol =) just sharing my thoughts

    well well... next thing xD - The mauls!!! They are all poisoned.. meaning a wraithlord would have to be more than frightened for those charging troop choices.. I think this is the most imba thing in the list.. and the power mauls! 2+ to wound.. ouchies.. even the c'tans and tyranid biomonstrosities should watch out for little humans clubbing them..

    tanks on the other hand can just roam through the lines of the arbitrators.. given they have no real antitank weaponry only the Black Maria which I dont really like.. sorry and.. meltabombs, plasmaguns, autocannons? Why wouldn't they have heavier weaponry.. I dont get the logic here.. a lot of people seem to dislike Arbites having access to 'military' stuff.. in the novels they got all kinds of gears, and make a good use of other vehicles than repressors (@ Dropfall)

    back to the mauls.. I always played with them being rending and powerweapons.. it makes the list less special but imo more logical also.. and the executioner blade being +1 I when only one unit can use them.. why bother? just add an initiative to that unit and say normal power weapons or make them useable by the characters.. they sure wouldn't mind having those..

    hmm.. what's left.. the dogs, the dogs! I'd love to se them outside the HQ section.. but yeah well.. it'd be a bit too good if every squad could have one which'd boost their pursuit Initiative..

    guess that's it.. I hope I haven't been too negative just my first thoughts on this dex.. overall I like it.. and I'll prolly be back when I've tested it in action..
  • clkeagle · 1 year ago
    What if Riot Tactics only apply against units with more than ten models? That would leave it effective against horde armies, and not give it a controversial advantage over Space Marines or Aspect Warriors.
  • Bulwark · 1 year ago
    Unless it got dropped by accident, normal Arbite units can take a cyberhound. Also, I like your alternative (only attack if within 1") for Riot Tactics.
  • LEGION3000 · 1 year ago
    I completely agree with the riot tactics rules. 1" is a good compromise. I also like the idea that only models in base contact can attack. That solves a lot of crazy measuring issues that 1" would cause.

    Another more powerful version would be only one enemy may strike attacks on each arbite model. using the riot shield would effectivly shut down all attacks from at least half of the arbites frontage which would make sense.
  • LEGION3000 · 1 year ago
    area terrain still exists as any terrain that has a boundary. For example a building or the base of a citadel forest.
  • CT · 1 year ago
    I thought area terrain was more like woods were the boundary is implied by the outer most trees; i.e. a model is in between some trees and although a tree does not block line of sight a cover save would still be granted. Area terrain also has to be agreed upon before the game begins and does not provide non-LOS cover for monsterous creatures or vehicles.
  • LEGION3000 · 1 year ago
    As some know I have been looking forward to this for an eternity. Some of the stuff I really liked and some things I have issue with.

    I don't know if I like shock mauls auto wounding on a 4+/2+. It seems a bit too good to me but I will have to play test it to see.

    There are three no brainer units that are missing:
    1. the K-9 team. A single arbitrator with shock maul and a team of cyber mastiffs. Should work like the DE warp beast packs.
    2. The Special Weapons teams. after all that is the S.W. in SWAT. This is the perfect opportunity to include limited use of meltas, rockit launchers, heavy bolters etc.
    3. Armored car - two or 4 man vehicles based on the land speeder / land speeder storm, or assault bike.

    Another unit I would have liked to see would be the Mounted Suppression Squad, based off something like a rough rider with a shield and maul.

    Shock teams should be renamed suppression teams as this is closer to their function and modern title. Plus they are the only troops that carry the suppression shield.

    The lack of traditional frag and krak grenades is a real dissappointment. Yes I get they are supposed to be non lethal but that should be an option. Nobody in the imperium is going to question the Arbiter that puts a krak grenade into the genestealer cult limo.

    You are restricting the weapon choices of the arbiters too much.
    Why do commanders have to replace shotgun with a power maul? shock mauls a single hand weapons, there is no need to restrict this. PLUS it is very easy to convert the 2nd ed. proctor holding the shotgun simply adding a shock maul to the pointing hand. They end up looking like the same pose as the black reach marine captain.

    Why no melta gun? It comes in the necromunda enforcer pack. Arbites have access to the even more rare plasma gun. Seems like they would get melta before plasma.

    I would also like to suggest some additional psychic powers as the ones currently are a little lacking:
    Summary judgement -EXECUTE! 30pts The judge or marshal marks the target unit for summary execution. All hits caused upon that unit gain a re-roll to wound until the start of the next arbite turn.
    Word of the Emperor - same as which hunter power.

    All in all its a solid effort so far. I think it just needs a little more baking in the oven before it is fully ready to serve the pie of justice./tick voice off
  • faultie · 1 year ago
    I guess they called them Shock Teams because that is what they're called. In the fluff, the CJ list, and before, the riot troopers have been called Shock Teams.

    Other stuff, hit or miss.
  • Anon · 1 year ago
    The shock mauls appear to have been based off the Ork grotprod (very similar functionality in the fluff), which is also a Poisoned (4+) weapon.
  • UltramarineFan · 1 year ago
    'Sir, why are we sending in one Black Maria?'
    'Trooper, there is only one riot.'
    love it!
  • Bulwark · 1 year ago
    Borrowed without permission from the Texas Rangers ;)
  • Matthew_Rider · 1 year ago
    Hi Bulwark

    I know this isnt stricly on topic- but how many pts would you say it would take to give a unit feel no pain? I know your a veteran of this sort of stuff, and weve had suggestions for our codex were making from 10-40 lol

    Any help would be greatly appreciated
  • LEGION3000 · 1 year ago
    I would give Feel No Pain a price tage of either 3 or 4 points PER MODEL in the unit.

    That is roughly the difference between a space marine and a necron warrior who essentially has a slightly weaker FNP rule.
  • Bulwark · 1 year ago
    That depends on the model and the army. Feel no pain on a toughness 2 grot is much different than feel no pain on a toughness 5 nurgle marine. I'd say 30% to 40% of the model's cost would be a good starting point. Then go up and down from there.
  • Matthew_Rider · 1 year ago
    Hmm thanks Bulwark

    Im talking about a space marine here so 5pts Il try out first
  • paelkeizah · 1 year ago
    I suggest to get the enforcer models but know this they dont like to fit and stick together well
  • biztheclown · 1 year ago
    First of all, let me just say that it is really great. It seems to be a faithful interpretation, and it's clear that it is 5th ed ready and written by folks who have thought about what that means. Thanks

    Did you consider giving the execution teams access to breaching charges? I could envision them as more versatile as the mission warranted.

    Just to nitpick: the "obfuscate" power. Some might argue that if you have to take a difficult terrain roll to assault, then that means you count as "in cover" with this power in the ensuing assault. Might want to clarify?
  • daboarder · 1 year ago
    i think in the rule book now days it doesnt say anything about assualting into cover it just says if you need to take a difficult terrain roll then the other side get the benefits,or whatever. so in the example above yes they would count as in cover for things like needing grenades and whatnot.
  • MadLarkin · 1 year ago
    Seems really great and fluffy as far as I know, don't know too much of arbite's fluff. Seems like it will wreck against orks especially.

    I like the rules, yes riot tactics seems a little weird but some of the ideas others suggested seem good, like limiting it to where the enemy unit must number a certain amount of models (although I think it would be better if it was limited to if the enemy outnumbers the unit) or make it -1" to be in range to attack. I'd say -1" instead of 1" because hormagaunts with the leaping rule can attack if within 3" so with that rule it should be 2" instead but either way maybe have it so it doesn't work on independent characters and maybe even monstrous creatures get a bonus? Just thinking of riot tactics in real life, you'd basically be lining up and denying the enemy advantage of numbers, well if the enemy is a huge carnifex that means your lined up and ready to get taken out by the dozens. Would also mean MC's aren't too nerfed against their shock mauls.

    The hand of justice rule does seem a little unfluffy making people taking pinning tests or leadership test if within range would be better as some units will be immune.

    The shotgun rules are nice, I wouldn't change them and for those who ask why ever shoot the first round, well how about the extra shot and no minimum range? Although I must say in my basic squads I will be swapping them out for bolters.

    The shock maul seems good, using electricity to wound things means that you can wound bigger things as it attacks the nervous system. Originally I was thinking the power maul should be the same 4+ to wound but count as a power weapon but I think that would make it a little too powerful so the 2+ to wound seems better.

    Seems great! I really want to play test them as is and see how it all works out. Are there going to be any updates to this mini-dex?
  • beakie · 1 year ago
    The Cyclops might be a good addition to this list as well, there's a mention in IA2 of it being used for crowd control.

    Who doesn't want a Judge Dredd army! Too many projects ...
  • Brother Nicolas · 1 year ago
    Have to say that I like what was done and almost everything seems balanced.

    Riot Tactics rule for -1 to hit seems fitting as if I am understanding this correctly its only in affect if the unit is fighting more then one unit (aka they are putting their shields in the way to protect them while they go after the unit they are attacking)

    Do have to say that the Black Maria should have rear armour 10 there are only three vehicles out there that have higher rear armour and why should this chermia veriant have better armour then the rest ?

    Units Inbound. love the fluf behind this but what should be done is just to make it outflanking rule.

    Arbites Grenade Launcher the limits you guys imposed on how the squads get these make seance as they are nasty and it gives them a down side (you got to get 10 guys to get them)

    Hand of Justice:: make it a LD test for units to be affected by this.. Choas and Marines are not going to be cowed as quickly as that of say an ork.

    PSI-MARSHAL would make them LD8.

    Execution blade Like the idea behind this; fluf ??? well balanced power weapons so easier to use in close confines ?
  • daboarder · 1 year ago
    black maria is a riot tank so its designed to withstand being surrounded!! other tanks leave this out because if you tanks are swamped your pretty fracked anyway
  • orkistotle · 1 year ago
    Cool. I think I'm still going to run select squads in my inquisitor army as allies.

    So what's next????
  • Savark · 1 year ago
    IT IS GREAT
  • daboarder · 1 year ago
    might want to change the supression shield for the judge and marshal so they can take it in addition to a power full close sombat weapon and someform of fanged weapona as numerous other untis have atleasst a bp ss and shock thingy or in the case of the psi marshal can have shotgun ss and forceweapon
  • Robert · 1 year ago
    The Van Buren Boys?! I almost choked when I saw that. A nice touch.
  • Admiral Halsey · 1 year ago
    It occures to me to ask if you intentionally made the power maul the most effective weapon in the game at hurting wraithlords in close combat. That seems a little dubious.
  • jwolf_bols · 1 year ago
    First, a standard Marine Powerfist is better able to hurt a Wraithlord, as the Power Maul is not a Power Weapon and the Wraithlord gets a save against it. Second, no it was not intended to be the most effective weapon. Third, the Arbites Shock Team really does work out to be very good against MCs in general, due to lots of ability to wound and good invulnerable saves. Perhaps there are better units to choose to engage with your Wraithlord.
  • Rob · 1 year ago
    have been a regular reader, rare poster on this site.

    I love you mini dex's the artwork and writing are flaweless! the only down side i find is some of the conversions and paintjobs on them let the article down a little (still great as inspiration for people to get started which i know is the point).

    I am by no means a GD painter or anywhere near but would love the chance (i am sure there would be plenty other better options from other people) to convert and paint up some figs just to round off the dex as a whole.

    Keep up the fantastic work!

    Rob
  • George M · 1 year ago
    I find the idea of "no superflous units" a poor excuse for not including horse-mounted arbites and units of hounds. When I do an Arbite force I will definately be converting some of these units (using non-GW models... I'm using a non GW codex so why not?) and making the rules up myself. If you're going to the effort of making a codex because GW won't do it, why restrict people because GW won't do the models?

    Also, in the Arbite novels, they make use of some kind of robotic eagles to catch and bring back criminals - forgotten the name, but they were such an awesome image I'm sorry they weren't in the book.

    It may sound a bit negative, I guess I just want to have my cake and eat it, as well as some other people's cakes. It is a great book, obviously lots of effort put in, but I reckon future versions will be even better!
  • jwolf_bols · 1 year ago
    Great, George. After you make your own rules, please post them somewhere that will draw a lot of commentary. A few rounds of that will help you stop leading with comments like "I find the idea of "no superflous units" a poor excuse for not including horse-mounted arbites and units of hounds," when what you really want to say is "I'd like to use these sorts of units, so I'll make some rules for them."
    Future versions of anything are entirely unlikely to take into account the unfounded negative comments of anyone, or even comments with some foundation but no effort towards resolution.
  • George M · 1 year ago
    You're right, I showed little tact in my comment and would like to rephrase;

    I, and several other people would have liked to see horse-mounted and K-9 units. It is a shame they are not part of this codex, as that would have made it almost perfect in my eyes. I guess I will have to invent some rules for them myself.
    I realise there is a lot of balancing involved in these projects, and if K-9 units had been left out because they unbalanced the list, I would have understood. To say they were not included just because GW don't sell them in easily availible quantities just... didn't feel like a good enough reason to me.
  • zanzibarthefirst · 1 year ago
    I've jsut had an idea for converting a mounted unit. Use Empire Outriders and replace the torsos with scout bikers/scouts/cadians. Scout bikers woudl be best especially if you are able to get hold of a few shotgun arms. However, whilst visually they woudl look pretty good, the rules would be very similar to the pursuit squads. I dont think using the rules for rough riders woudl be appropriate
  • jwolf_bols · 1 year ago
    The Black Maria is designed to drive straight into swarms of enemies and be unaffected by improvised AT weapons. It has AV 12 bottom and top, as well as rear. That it has a higher rear AV than most tanks is as intended, and reflects the nature of it's general use - not in a battle line, but in hives with enemies able to come from any direction, and operating without infantry in close support a lot of the time.
  • Hephesto · 1 year ago
    Once more impressive work lads, I'm a big fan in particular of your layout style. Clean, well organized, yet with a very unique 'feel' to it. After looking through the mini-dex I have to say that I'm very happy with how the rules and fluff turned out for this one. At first I was a tad disappointed to only see hounds with HQ choices. But then I realized that when playing something like this people will most likely take 2 HQ choice, which gives you 8 of them that do not prevent the character from joining another squad.

    Shame I alreadu have way too many different projects and insufficient time for those as it is, otherwise I'd immediately jump on these guys. At the very least I'll be trying my hand at converting 2-3 arbites from cadians. I have the bits and it will make for a very nice side-project to try out between all the other stuff going on in my life.

    So great job and keep them coming ;-)
  • Geoff Snider · 1 year ago
    well, you can really take 2 routes on that one - i found myself testing this 'dex with either 2 max'd out HQ characters with 3-4 hounds each, or with just a low-priced marshal.
  • Brainburner · 1 year ago
    One thing I've noticed about the BoLS mini-dex's; and it is clearly stated at the beginning of each one; they are labor's of love for the game; and a hopefull help to allow more diversity to the players limited army selection. GENTELMEN, I salute your for your efforts, dedication, and attempts to please the majority of the player baseby including well prepared, consise rules and options.

    That said some of the replys also add intresting idea's to this work. If I could write as well as the FlyLord's and I wanted Cyber-eagle's youcan be sure I would add them to this page. However all I seem to be able to do is imagine different minitures, very slightly modified, as befitting my level of skill at kitbashing, as possible choices for other posters wants.

    Now the only thing I would (other than an hour to pick BigRed's, or any of the other BoLS peoples, barins) is an Idea on what to use to create a Gun-hound, and of course the stats to go with it. But I am intrested in what others would also want to see added to this.

    Anyway, enough rambelling.

    Thanks for all your work, keep them comming.
  • Wehrkind · 1 year ago
    I gotta say, I rather like this 'dex. It took me a little while to really feel comfortable with what I was reading, but the more I think about it, the more I dig it.

    First off, the layout is great, and GW really needs to go back to this style. The current business of "Fluff and some rules" followed 45 pages later by "the rest of the rules" is a mess. You guys definitely are demonstrating how it should be done!

    Fluff wise, I am not certain that I really understand just what these fellows do. I don't know much of their fluff from the BL books, only the slight reference to them in the Eisenhorn series and the fact that WH Storm Troopers can take shotguns to represent Arbites. So, given my void of knowledge, I still feel a little lost as to just what these guys are and how they fit in. Somewhere between beat cops, SWAT teams and serious riot police like they have in bigger cities, but just where I am still a little fuzzy. It isn't bad writing mind you, just that I am not entirely certain how the Arbites fit in with the Inquisition, regional governors and system governors. That might just be because I am having trouble coming up with a real world analogue.

    Rules wise, it looks like a really interesting army to build. The Hand of Justice rule sits a little off for me, but other than rerolling LD checks or perhaps all supression shields within 6" grant a 3+ inv instead of 4+, I don't know how to fix it. I do like the Riot Tactics ability though, since a solid shield wall really does wonders for making those behind it impossible to hit.
    I am a little worried that the only way to really kill tanks is the Black Maria and the occaisional melta bombs, but until I play I won't really know. What worries me is that one will be forced to use a LOT of Black Marias to have a solid defense against tanks that like to sit back and shoot. Not that it isn't fluffy as all get out, but if one were to take this army to a local tournament which considers your 'dexs "official enough" it would be required to break fluff a bit to compete. Or not. I haven't played it enough to know yet :)

    I would also like to see K-9 units, and the like, if you guys do an update. I intend to use a lot of non-GW figures if I make some of these boys for allies anyway, so please don't limit yourselves on that :)

    As a side note for modeling, I think SM Scouts with Pig Iron heads make excellent Arbites. I made 3 for an Inq retinue and they are quite pleasing to me.
  • faultie · 1 year ago
    I just noticed this, and perhaps it's nothing, but:

    Repressor Entry - It says to see IA II (IA Volume 2, actually, I think someone pointed out). The IA entry has its armour and BS state.

    However, the Minidex entry states the price as 50pts, and the Flamer is 10pts, and the extra armor is 15pts. The new FW Errate for the Repressor states the cost as 50pts WITH the Flamer, and extra armor as 5pts. Should I use the new Errata, or did you guys already consider that and change the points cost intentionally?
  • faultie · 1 year ago
    Another quick question: Can a Black Maria be taken as a Transport for any of the squads, and if so would it still take up a heavy-support choice, or can it just pick up guys if they happen to be nearby? I guess I'm kinda wondering if it's a like a Razorback/Immolater, such that it can be a transport, or a Heavy Support if there's not a squad with it, or if it's like a Land Raider, whereby it's a Heavy Support Choice no matter what ('cept for Inquisitors)?
  • Bigred · 1 year ago
    Hey faultie,

    Just treat those 3 Repressor options as a complete replacement for the 6 options listed in the errata. We had to change them out to reflect the Arbites use of the vehicle instead of the default Ministorum options.

    You are correct that the Repressor comes with the pintlemounted heavy flamer included in the 50pt base cost. The +10 pintlemounted flamer option is for an additional pintle mounted weapon.

    Finally stick with the +15 pts for the extra armor. That is the "going price" for it these days, and I would not be surprized to find that the 5 pt cost is a Forgeworld typo.
  • faultie · 1 year ago
    Thanks Bigred.

    The idea of a Repressor with a Storm bolter and Pintle Flamers, plus 10 points for a 2nd Pintle flamer is exciting! Add in 3 Executioner shots (or 6 normal slugs) and a heavy Stubber fired from the top hatch, and you've got quite a substantial salvo coming out of one of these. Simply devastating against light infantry.
  • RTM · 1 year ago
    Comments after two thorough reads of the dex and all comments.

    1 - Change the gren launcher to the "5-squad" option. It is the single most commonly available special weapon, and the list should reflect it. Feel free to bump the flamer to the large squad option, so that people still have a "2 assault" or "2 heavy" combo.

    2 - I would suggest proctors retain the ability to get a shock maul without giving up their shotguns. There is NO WAY to remove the shotgun off of the proctor model, so don't expect anyone to get rid of them unless they are kitbashing up their own fully custom proctor.

    3 - Good work with dogs, they are fluffy and not ridiculously powerful. You may want to just call the dogs (and psyber eagles, equivalently) like inquisitor familiars that give I+1 to the character if they are purchased.

    4 - Heavy gren is no better than basic gren, which seems pretty silly. Make it LARGE blast for Stumm gas, and improve the lockdown to a 4+ instead of 5+ (the same as the regular gren). With those two upgrades, they might be worth taking over the universally less expensive weapon options. Make them worth at least considering! Besides, as an artillery piece, it can now be defended that a Thudd gun model is a heavy grenade launcher artillery piece. When the heavy gren sucks as many hind teats as present, it really isn't a defensible description of a beautiful (and fairly widely owned) model.

    5 - As for rough riders, it isn't much of a stretch to make rules for them for folks that are interested in doing the modeling work. Use regular carapace riders without the lance option, and pay +2 points a model to upgrade their lp+cc to BS4 bolt pistol and shock maul. Force one of the models to be a proctor for 5 points, and the Ld8 difference will be irrelevant compared to the IG versions. They will be pretty fairly costed for their effectiveness.

    6 - Personally I will be creating rules for penitents, but they will be pretty easy to create thanks to the unwashed cultists of the Genestealer cult lists. Add a proctor and we're off the races.

    7 - Still not sure about the -1 to hit vs. close combat -1" kill zone range idea. I will playtest these options and report my findings here. These are both interesting ideas. . . Another option is to just say opponents with WS3 or worse must reroll successful hits. No modifiers, and it keeps it simple as an anti-mob ability rather than an anti-elite ability.

    RTM
  • Bigred · 1 year ago
    Thanks for the reasoned feedback,

    Let me go through a few of these and tell you what we found in playtest.

    1) The grenade launcher is by far the most flexible special weapon option and we had to limit it to the upper tier and make players decide between it and the plasma to even make the others options viable. When we allowed 2x grenade launchers per squad, they just murdered the opposition, as the gas shell works very well in concert with executioner rounds on approaching enemies.

    2) There is a caped proctor model with a boltpistol and maul available from the necromunda range. You can see it in the top and bottom left-page pics in the modeling section.

    3) The playtesters liked the rules as well which are designed to emphasize the Units Inbound mechanic. It further hampers an enemy's ability to "sneak up" on the Arbites on thier home turf. I can see players who can't access the dog models using eagles, servo-skulls and the like as standins.

    4)The heavy grenade launcher gives you an extra 12" of range and it's gas shell is poison 3+ instead of the handheld version's poison 4+. We ended up with equalizing all lockdown shells ability to a 5+ for 2 reasons. First you can get quite a few in the army if you push chimera's and support platforms. With a large number of them and a 4+ lockdown effect, we found that enemy mechanized armies got shut down entirely. At 5+, the Arbites player can use them to harrass and slow an enemies advance in a piecemeal fashion but must be prepared to jump on opportunities to ambush isolated squads quickly. The army overall is very good on defense so the main advantage of the HGL is is gives you an extra turn of slowing an enemy due to its range.

    5) My issue with the riders is both difficulty of modelling and unit duplication. The list currently contains a unit to fill the speed role: bike mounted Pursuit Teams. Riders would fill a "halfway" space between the infantry Arbitrators and the faster (turbo-boosting) bikes, and crowd an already full fast attack section.

    6) Penetents were looked at but early on for style reasons we wanted to list to be a pure Arbites force. We didn't want to "muddy" the focused anti-horde list by adding horde elements into it.

    7) I suggest you try out riot tactics. Its a really easy mechanic to get your head around and makes a decent impact without to much math involved. In the end several mechanics were tried to help the army meet our design goal of being able to "take a punch above their weight" and its the one we settled on.

    Once again, thanks so much for the feedback.
  • faultie · 1 year ago
    I think the Riot Tactics rule works quite well, and in practice it is actually quite easy to figure out. I don't know what else would be more viable. I enjoy it as is.

    Maybe it could be changed to a sort of Shield Wall ability for the Shock Teams (or add it). Make it the same as IG close order drill (+1I, +1Ld if all in base-to-base).
  • dzrider · 1 year ago
    Great work guys; I would love to see an open-topped landspeeder (FA, 0-1) in the role of police chopper with searchlight and anti-personnel infantry loadout-only (HB and/or HF).
  • Admiral Drax · 1 year ago
    Thanks, Guys,

    Really liked it - not least the 'Annie Get Your Gun' references. But please - can someone put me out of my misery? I can't for the life of me find anything explaining the rules for 'poison' weapons. Even if I'm just being thick, please help me!

    Oh, and I'm suddenly VERY glad I got the squad of nicely converted Arbites bikers off ebay 5 years ago...!

    - Drax.
  • Bigred · 1 year ago
    Poison weapons are detailed in the close combat special weapons sectioc of the rulebook: p.42. We just also apply it to some ranged weapons as well.
  • Admiral Drax · 1 year ago
    D'oh! Cheers, matey!

    And keep up the good work.

    - Drax
  • TwoHeartsButOnly1Wound · 1 year ago
    On the shock maul/power maul poison weapons scene I think it would be cool if someone made a conversion "counts as ...... maul" taser out of one of those little hand held auspex units GW likes to include on their blisters.
  • Random :D · 1 year ago
    Hey again..
    Haven't really put together a list and tested it since last time.. takes time xD and I like playing with models not being too much 'count as' so it'll prolly take a lil while, but I like preparing stuff and looking at different ways to build the list before actually trying it..
    But well there's some minor things that's occured to me..

    The arbites are a pretty scary force in close combat.. with 2 judges the enemy would be at -2 I, meaning standard arbites strike before marines and at same time as most eldar, on top they got riot tactics so all enemies have a harder time hitting them and defensive grenades so there's not so much fun charging them =P they also got 2 attacks each with weapons that are ultimately better than standard ccw's (unless fighting grots, in which case you'd just opt not to use them anyway) and finally you can add a single hound in each squad that greatly helps them with their sweeping advances.. ouchies ;)
    So well I'd suggest making the judge a 0-1 or simply make the special rule 'not cumulative' I know it's minor stuff, but guess that's needed aswell - haven't got a problem with the other parts, arbites need a lil hand I think, as they dont have any super specialists.

    I really think there should be some other way to field str8+ ranged weapons than the Black Maria also.. (on a side-note about the Maria is it intended that 2 models can fire from the hatch being exactly same size as the Chimeras?)

    Oh.. and plastic bottles work nicely for making extra suppresion shields.. I got so disappointed when I only got 1!! shield for every 7 enforcers I bought..

    Also have to apologize about complaining about the hounds not being fieldable outside the HQ.. my fault

    not the most constructive comment I know but I'll be back if I find anything else =) I like the list just need to figure out what Im gonna do with it..
  • Random :D · 1 year ago
    Please dont mind my jerkiness.. the judge is of course already a 0-1 option.. xD so well well.. I guess I'll just shut my mouth - I feel stupid now.. wee..
  • Sla-Ha-Nesh · 1 year ago
    Do the Sentinels use the Scout rule from the IG codex or the 5th edition rulebook?
  • Bigred · 1 year ago
    from the rulebook
  • Klownboy · 1 year ago
    Is anyone still reading these?...

    Sorry to see no cavalry, but oh well.

    Suggestions:
    Another cop genre that could get touched on would be patrolmen in a souped up police interceptor. Nominally a 2 seater fast attack, with one heavy weapon, but it could also transport 5 figs (driver, gunner, and 3 in the back seat). Works for a lot of different character homages. Imagine a "V-Hayte Interceptor" driven by... oh lets call him "Judge Gibson", or judges Jake and Elwood, or Judge Ness.

    Addtn'l Modelling options:
    The Disney Cars Megablok vehicles are darn close to 40K scale (I'm actually making some Ork buggies out of them - very Roadwarrior). Might be good fodder for the unit described above.
    Another APC type vehicle option is one of the Tranformer animated Bulkead figures. There are several different sizes, and I can't remember the exact name of the specific version, but it costs about $10.00, and only the back/top pops open. It's the perfect size and look for an Arbite APC.

    Still think a special Cityfight Strategem for Arbites is also in order.
    Also think some type of quick deployable barricades (concertina wire, Jersey blocks) would be appropriate.

    Thanks again for doing your thing.
  • Inhir · 1 year ago
    First of all I have to say that I love the dex its amazing I already built 2 squads of the arbitrator teams as well as a judge. I do however have some questions reguarding the "posin" guns. I understand how they work but I am curous why you didnt place a strength so we know if we can reroll the wounds or are we not allowed to reroll the wounds?
  • Bigred · 1 year ago
    No strength is listed for the ranged weapons on purpose. There is no rerolling. That is reserved for the close combat poison weapons only.
  • Inhir · 1 year ago
    thank you very much for this explenatation I had figured this was the case
    but just wanted clarifacation. Great job by the way
  • Wraithcannon · 1 year ago
    I applaud your effort, really I do, but I am very disapointed that you changed the rules for the Arbites Shotgun with executioner ammo.

    Rather than use and expand on the only set of OFFICIAL RULES to make a true army list, you have completely made this an unusable fan list.

    While this is packaged very nicely and I'm sure had some playtesting, this list is of no more use to me than any other fan made list. There isn't even a kernel of compatibility with what was in chapter approved that would allow me to justify asking someone to let me play it..

    I can see why this 'dex was needed.

    I think 40K needs an entire "Codex Imperialus" like in 2nd Edition to cover all of the different imperial forces beyond IG and SM. Everything from Arbites to Adeptus Astra Telepathica, from Adeptus Mechanicus to Assassins (which really aren't part of the inquisition, no matter what anyone else tells you) I just wish you had stuck a little closer to home.

    And BTW, why no Webguns or Heavy Webbers?
  • RTM · 1 year ago
    Webbers are just flamers. The difference is only important for skirmish type games like Damnatus or Necromunda. Someone who's out of combat is out of combat, however the means. Personally I would not have minded S4/5 flamers that attack S instead of T, but the extra rules aren't really needed since the majority of S4 things are also T4, etc.

    As for official rules, the old ones are SOOOO out of date that they aren't really worth playing, so the only real official tourny set is the witch hunters "counts as' equivalent. As a rules set, there is no significant difference between using fan materials and playing a true counts as unless you are playing in a very strict tournament setting. Where we play, a BoLS apocalypse formation is just as legal as any GW one, same true with mini-dexes. I, for one, am glad to see the modernization of the rules set, and look forward to many years of playtesting.

    As for the Codex Imperialus idea, hell yeah we need one of those. We have all been waiting a while.

    RTM
  • Sla-Ha-Nesh · 1 year ago
    To clarify another matter, this time involving Oakley's special rule. If I roll a 5+ for a unit inside their transport, do they go to ground once they've left the transport? Or does the rule just mean they leave their transport?
  • Bigred · 1 year ago
    Enemy vehicle occupants who roll the 5+ are suppossed to disembark and go to ground, to represent their distracted squabbling at the outset of battle.
  • Moses · 1 year ago
    Im not sure I like how you guys went with the shock mauls... wounding a Carnifex or a Wraithlord on a 4+ seems a bit much.... but Id have to see it in action I guess.

    As for the rest, really well done. My only suggestion is to allow lascannons on the Sentinels as at this point there is nothing in this army that can kill a landraider or a monolith at all. Just for some balance issues. As noted they are the Federal Marshalls of 40k, but also as noted they are used as PDF in the last ditch.... they should have access to them.
  • war009 · 1 year ago
    Just played using this list at 1850 pts vs a Khorne Renegade army using, ended up a loss but was a blast. Army is great, the abilites really hindered his army melee attacks and the abiliity to hit all models on 4+ or 2+ with power or shock mauls and was a great ability. The units inbound ability combined with the thin black line rules protected the Black Marias unitl they arrived in 2nd & 3rd turns. Great DEX guys
  • Bigred · 12 months ago
    You just made our day. We're really happy to see you having fun on the tabletop with the Arbites!
  • SgtRoadkill · 11 months ago
  • SgtRoadkill · 11 months ago
    just a quick heads up people might light ot Use Void Junkers for arbties they are cheap and look the part
    http://www.scotiagrendel.com/void_junkers_2.html
  • NOON · 10 months ago
    I can't help it. 'You notice on the poll for most wanted GW apocolypse models, the Brass Scorpion, the demon lord incarnate, recieved exactly 666 votes?
    (as of 1/11/09)
  • John · 10 months ago
    I love this list! I just returned from overseas last week and just read it!
    I do have several things to say about it though!
    I am an former police officer also.
    1. All of the comments about mounted units (horse types).
    a. almost all countries don't use them for riot work.
    b. While they are great for unarmed or mostly unarmed riot work againest rioters that really don't want to damage things to much, againest ARMED rioters they suck! No one wants 1 ton plus of wounded horse anywhere near them in a riot let alone in combat. I know for dam sure I don't!
    c. the frigging cost of keeping them is very high for the use you will get out of them.
    d. Remember what happens to horses when there are machine guns around? Do I need to say "great big targets!" or WW1!

    Since this force is a highly trained empire wide like Sisters it should be a cut above normal cops. The access to heavier weapons and the like is nicely shown! I would like to see more heavy stubbers and maybe meltaguns instead of plasmaguns and maybe riot vehicle instead of the repressor for them, but overall I like this list and I plan to make an army based on this soon! Thanks!
  • Archer78 · 9 months ago
    Nice mini-dex. I will build an Arbites Shock Assault Force as support for my witchhunter army. But you forgot one tank which is used by police units to hold back their enemys. Its the water cannon (Sorry I`m from Germany so I don`t know the exact name of this vehicle called Wasserwerfer). I tried to build one. The basic is the Hellhound exept the tank has a water burst and no fire burst.
    This is the experimental profil for the Water Cannon (remenber the BS is 4 for Arbites).

    Range STR AP Special
    Hellstorm 8* - Pushed away, Push away damage, Against
    the water, Harmless to vehicles

    * Only for strength checks

    Special:
    Pushed away: Every model hit by the water blast must make a strength check
    (weapon strength against model strength). If the check fail the model
    is moved 1W6+2 inch away (in line of the blast).

    Push away damage: If a model crash into an other model or terrain it suffers one
    (1) hit. Models hit by a moved model suffers a hit too. The
    strength of the hit depends on the masses of crashed things.

    Ligth (STR 2): barrels, unarmored and ligth troops and so on
    Medium (STR 4): Power armor, carapace armor, Orks ...
    Heavy (STR 6): Hard Walls, Terminator armor, Bikes ...

    Against the water: All models hit by the blast must make a pinning check. Models
    pushed away or hit by those are pinned automatic (so it could be
    that only a few members of the unit are ready to act). If they pass
    the test they can act normal but they move like they where in
    difficult terrain. For shooting they count as moved and decrease
    their BS by one (1) to a minimum of BS 1 (It`s hard to fire if you
    are in a water burst).

    Harmless to vehicles: The Water Cannon has no effect against vehicles (exept
    Bikes)

    This is all. I think its a nice tank and the cost of points for this (potential) nonlethal tank should be the same as for the Hellhound (115 points). Sorry I could test this tank in a real battle until now so its only an experimantal vehicle and just for fun.
    (Sorry guys my English is not the best and I dont`t know the exact English 40K terms
    but I hope you could unterstand what I mean)
  • Archer78 · 9 months ago
    Sorry a problem with the profile:

    Range STR AP Special
    Hellstorm 8* - Pushed away, Push away damage, Against the
    Water, Harmless to vehicles
  • Archer78 · 9 months ago
    Nice mini-dex. I will build an Arbites Shock Assault Force as support for my witchhunter army. But you forgot one tank which is used by police units to hold back their enemys. Its the water cannon (Sorry I`m from Germany so I don`t know the exact name of this vehicle called Wasserwerfer). I tried to build one. The basic is the Hellhound exept the tank has a water burst and no fire burst.
    This is the experimental profil for the Water Cannon (remenber the BS is 4 for Arbites).

    Range STR AP Special
    Hellstorm 8* - Pushed away, Push away damage, Against
    the water, Harmless to vehicles

    * Only for strength checks

    Special:
    Pushed away: Every model hit by the water blast must make a strength check
    (weapon strength against model strength). If the check fail the model
    is moved 1W6+2 inch away (in line of the blast).

    Push away damage: If a model crash into an other model or terrain it suffers one
    (1) hit. Models hit by a moved model suffers a hit too. The
    strength of the hit depends on the masses of crashed things.

    Ligth (STR 2): barrels, unarmored and ligth troops and so on
    Medium (STR 4): Power armor, carapace armor, Orks ...
    Heavy (STR 6): Hard Walls, Terminator armor, Bikes ...

    Against the water: All models hit by the blast must make a pinning check. Models
    pushed away or hit by those are pinned automatic (so it could be
    that only a few members of the unit are ready to act). If they pass
    the test they can act normal but they move like they where in
    difficult terrain. For shooting they count as moved and decrease
    their BS by one (1) to a minimum of BS 1 (It`s hard to fire if you
    are in a water burst).

    Harmless to vehicles: The Water Cannon has no effect against vehicles (exept
    Bikes)

    This is all. I think its a nice tank and the cost of points for this (potential) nonlethal tank should be the same as for the Hellhound (115 points). Sorry I could test this tank in a real battle until now so its only an experimantal vehicle and just for fun.
    (Sorry guys my English is not the best and I dont`t know the exact English 40K terms
    but I hope you could unterstand what I mean)
  • zanzibarthefirst · 1 year ago
    I have to agree with ChrisM that the whole modifiers isnt such a great idea. Its fine for Fantasy but they have no place in 40k. How about this for a suggestion:

    Hand of Justice: enemy units taking a leadership test within 12" of the Judge must re-roll successful attempt.
    Riot Tactics, m ay reroll failed hits.

    Is the ignore cover on the gas grenades even worth mentioning since it is AP-. Just about every unit will be taking armour save. If you are wanting to ignore armour saves, it at least needs to be ap6 for ti to have any value at all.

    I'm quite tempted to get together a few boxes of SM scoutd as they will make the best conversions IMO. Put a cadian head on the body and bobs your uncle. SM scouts cover all the bases for troops whilst the scout bikers will be excellent models to use.

    This is looking like a very interesting list, its just a shame i rearely fight horde armies
  • Admiral Halsey · 1 year ago
    *cough* I think ignoring cover is well worth mentioning. My beloved Eldar Pathfinders cry over gas grenades and our lovely 2+ cover +5 armour. Entrenched guard (fortifications 3+, go to ground 2+) also cry, and catchan jungle fighters in wooded or jungle cover.
  • zanzibarthefirst · 1 year ago
    I suppose. Im ythat use to playing MEQs that I forgot Pathfinders and the like.
  • faultie · 1 year ago
    It looks to me like the Riot Tactics rule is not supposed to make the Arbites better at hitting (so the reroll failed Arbites attacks doesn't quite fit), not make them better at hitting other things. It's supposed to show their discipline and skill in the face of an ocean of attackers. Perhaps enemies reroll *successful* close combat attacks would make more sense. That seems a bit more powerful, though.
  • zanzibarthefirst · 1 year ago
    I think stuborn would be better at showing their discipline. I know the ICs have stubborn but surely the rest of the army is going to be jsut as stubborn when faced with massive odds.

    I am really tempted start an arbites army. I'm wanting to do a renegade IG so i'm gonna have a few bitz left over from that. I am tempted to just usethe FW exorcist for a Black Maria as a chimera and a whirlwind might cost the same
  • faultie · 1 year ago
    I've got a pair of FW Exorcists I used in my old Arbites army (using C:WH), that look GREAT for this sort of thing. I've never been a big Chimera fan in terms of looks, plus in most of the fluff books they drive Rhinos around like common squad cars, so I figure that might be a better base model. Plus, as said, it's probably cheaper.

    The trick will be getting a heavy bolter mounted to the front, or somewhere. I'll have to work on that.
  • zanzibarthefirst · 1 year ago
    One benefit i've jsut realised when using the old chimera whirlwind tactic: at the end of it you still have two tanks: the balck maria and a rhino. Granded the FW exorcists may look better, but not they aren't as practical.
  • Herald of Nurgle · 1 year ago
    It appears that the Kroot Mercanaries i'm also building up will be hard pressed to defeat the might of the Imperial Sub-Super-Police
  • 40kfool · 1 year ago
    Review. Very clean and smooth as the rules go.
    The Maria is awesome looking though the rules on it are a little clunky. It might have been pretty cool if it had been a regular missile that fired d3 shots, so d3 blast templates or d3 krak missiles. Giving it armor pin and crowd control.
    The right up and fluff is awesome.
    The art however is still lacking it just does not have the fill of 40K, it looks like it belongs in DP9 or some other semi manga oriented book. Which honestly makes it hard to get into it. The one thing that inspires me and my friends when we flip through the codex's is the artwork. Like me my friends here feel the same way. Like the Macharian Crusade everything was awesome except for the art being less than inspiring. Which left us going this is pretty cool and thats about it.
    Keep up the great work.
  • daboarder · 1 year ago
    loved it!!!
    and as tempting as it is i dont think im gonna start an arbites army soon therefore i do have to ask where and when my army of death codex is comeing, or did you guys drop that project.