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Thread: Codex Adeptus Arbites for 6th Edition

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    Commander Ambience 327's Avatar
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    Codex Adeptus Arbites for 6th Edition (Updated 04/18/2013)

    6th Edition Warhammer 40,000 has hit, and it is an exciting time. The new Allies rules look to allow a mostly satisfying, tournament-legal Arbites force using Codex Imperial Guard with Allies drawn from Codex Grey Knights (mostly Coteaz and his Henchmen warbands - Crusaders w/ Power Mauls FTW!) However, I am never quite satisfied with these "counts-as" options as they always leave something to be desired. While the current combo is pretty good, and covers most of the units I would want to include in my Arbites force, the fact that I am limited to a maximum of two of the Henchman Warbands makes the full customization of my army a bit more difficult.

    Thus, I present to you my latest home-brew Codex for the Adeptus Arbites - this one built specifically for 6th Edition Warhammer 40,000.
    (Last updated 04/18/2013)

    Click image for larger version. 

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    The "Designer's Notes" section on the front page explain most of what I want to say at the moment, so please take a look and let me know what you think!

    Beyond that, I wanted to solicit opinions on whether the army list is "complete" as-is, or if there are any other units I should still add. The top of the list, in my opinion, of units not in the army list that might need added would be Penal Legion squads and PDF platoons, or maybe a single unit entry that would allow you to field something similar, as well as various other units like the Mutant Press Gangs and Citizen Levy as found in my 5th Edition Codex (see my sig for a link to that thread).

    Further links to this codex:

    Scribd.com
    box.com
    Last edited by Ambience 327; 18-04-2013 at 17:00.
    *NEW!* Codex: Genestealer Cult (6th Ed) For the Father!
    *NEW!* Codex: Adeptus Arbites (6th Ed) To detect and to purge!
    *NEW!* Codex: Harlequins (6th ed) The Harlequins will have the last laugh!
    Codex: Spyrer Hunting Party Death leaves the Underhive!
    Codex: Exodites The Dragon Knights prepare to charge!

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    Commander Ambience 327's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    v 1.1 added - mostly error corrections and clarifications
    *NEW!* Codex: Genestealer Cult (6th Ed) For the Father!
    *NEW!* Codex: Adeptus Arbites (6th Ed) To detect and to purge!
    *NEW!* Codex: Harlequins (6th ed) The Harlequins will have the last laugh!
    Codex: Spyrer Hunting Party Death leaves the Underhive!
    Codex: Exodites The Dragon Knights prepare to charge!

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    Chapter Master Inquisitor Kallus's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    damn you!!!! great stuff, Grapplehawks for the win
    Quote Originally Posted by Rick Blaine View Post
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    Commander Ambience 327's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    What can I say Kallus, I loves me some Arbites.

    That and the fact that I have a few boxes of Cadians and SM Scouts awaiting conversion into the Precinct I've always dreamed of means I just can't stop thinking about them. I am hoping between this codex, and the counts-as options available to me with the Allies rules, that I will be enjoying my boys in black for years to come!
    *NEW!* Codex: Genestealer Cult (6th Ed) For the Father!
    *NEW!* Codex: Adeptus Arbites (6th Ed) To detect and to purge!
    *NEW!* Codex: Harlequins (6th ed) The Harlequins will have the last laugh!
    Codex: Spyrer Hunting Party Death leaves the Underhive!
    Codex: Exodites The Dragon Knights prepare to charge!

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    Brother Sergeant folketsfiende's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    Read it, liked it! Very concise, while still retaining the Arbites flavor - good solid work. Leaning heavily on regular special rules and equipment not only makes the dex easier to balance, but also makes it more probable to be accepted by possible opponents. I also like that you found a place for the cyberhounds - they have a special place in my heart!

    One minor gripe: the techpriest handler. While the cybermastiffs would need a good mechanic, the techpriest rules do not really fit the unit and how it would be used in-game. When would he ever have time to repair a vehicle? Perhaps something less Imperial Guard-like could replace it? I for one would like to see an Arbiter handling the dogs...
    Last edited by folketsfiende; 17-07-2012 at 12:47.

  6. #6

    Re: Codex Adeptus Arbites for 6th Edition

    Perhaps the inspiration for that came from the Arbites supplement for the Dark Heresy RPG, in which Techpriest characters can become handlers. But I suspect this was only done in order for all characters to gain some options with the book and also think an Arbitrator as handler would be more fitting.

    One other oddity in my eyes is the plasma cannon option for the Fire Support Teams. It doesn't seem like a weapon a regular human could wield and seems a bit out of place in the list, what with it being present in this one entry only.

    Overall I like it very much, quite streamlined compared to the previous version, easier ro read and use. I'd only put the Castigator into Heavy Support (analogous to the Immolator in the old Witchhunters codex, if I remember correctly) and the Eagle Shuttle into Fast Attack (just seems more intuitive for a flying transport). Or was it done for balance?

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    Commander Ambience 327's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    Quote Originally Posted by folketsfiende View Post
    Read it, liked it! Very concise, while still retaining the Arbites flavor - good solid work. Leaning heavily on regular special rules and equipment not only makes the dex easier to balance, but also makes it more probable to be accepted by possible opponents. I also like that you found a place for the cyberhounds - they have a special place in my heart!

    One minor gripe: the techpriest handler. While the cybermastiffs would need a good mechanic, the techpriest rules do not really fit the unit and how it would be used in-game. When would he ever have time to repair a vehicle? Perhaps something less Imperial Guard-like could replace it? I for one would like to see an Arbiter handling the dogs...
    Thanks! As JaqTaar pointed, out, the Book of Judgement supplement for Dark Heresy puts Techpriests in charge of teams of cyber-mastiffs. At first, I thought this was rather odd, but then I thought about it and realized that any lay-person to be handling more than one of these complicated attack constructs would be uncommon at best. They are technical creatures, and so requite a Techpriest to get the most out of them. Thus, the Hunting Pack is a Techpriest and up to 6 cyber-mastiffs, while single cyber-mastiffs can be included in various units or attached to a Judge. (I also assume the Techpriest modifies his own body to be able to keep pace with the cyber-mastiffs on the hunt, which accounts for his "Beasts" type and allows the whole unit to move rather quickly under the 6th Ed rules.)

    Also, the Techpriest Handler isn't really meant as a dedicated vehicle repairman - he can't even get servo-arm assistant Servitors, so he doesn't have the greatest repair chance. I simply kept the rule as I imagine even a Techpriest dedicated to maintaining and handling a unit of cyber-mastiffs could at least attempt field repairs on a vehicle that is damaged if the circumstances are right. Think of it more as an occasional bonus ability, with his primary task being providing a "Unit Leader Power Weapon" to the Cyber-Mastiff Hunting Pack.


    Quote Originally Posted by JaqTaar View Post
    Perhaps the inspiration for that came from the Arbites supplement for the Dark Heresy RPG, in which Techpriest characters can become handlers. But I suspect this was only done in order for all characters to gain some options with the book and also think an Arbitrator as handler would be more fitting.

    One other oddity in my eyes is the plasma cannon option for the Fire Support Teams. It doesn't seem like a weapon a regular human could wield and seems a bit out of place in the list, what with it being present in this one entry only.

    Overall I like it very much, quite streamlined compared to the previous version, easier ro read and use. I'd only put the Castigator into Heavy Support (analogous to the Immolator in the old Witchhunters codex, if I remember correctly) and the Eagle Shuttle into Fast Attack (just seems more intuitive for a flying transport). Or was it done for balance?
    Thank you as well. My comments on the Techpriest Handler are covered above.

    The Plasma Cannon being only available to the Fire Support Team is deliberate - they are meant to be fielding weapons not normally available to the standard Task Teams. They are also the only unit capable of fielding Missile Launchers and Sniper Rifles, and the only infantry who can carry Autocannons and Lascannons. (I base this on the opening scenes from the Calpurnia novel "Legacy", where it is mentioned that the Missile Launchers used during that attack are special-issue.)

    As to the Plasma Cannon not being man-portable, tell that to the Necromunda gangers who tote them around regularly...

    I am considering your suggestion regarding the Castigator and the Eagle. I am not really sure which I prefer where.
    Last edited by Ambience 327; 18-07-2012 at 02:44.
    *NEW!* Codex: Genestealer Cult (6th Ed) For the Father!
    *NEW!* Codex: Adeptus Arbites (6th Ed) To detect and to purge!
    *NEW!* Codex: Harlequins (6th ed) The Harlequins will have the last laugh!
    Codex: Spyrer Hunting Party Death leaves the Underhive!
    Codex: Exodites The Dragon Knights prepare to charge!

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    Commander Ambience 327's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    V1.2 uploaded. I made a few minor changes and corrections, and a few more significant changes. Specifically:

    - Lowered the points cost on several characters and units. They were just too expensive for what they were doing.

    - Adjusted the points costs of a few options for various units.

    - Swapped the FOC slots for Castigators (now HS) and Eagles (now FA). It feels more right that way.
    *NEW!* Codex: Genestealer Cult (6th Ed) For the Father!
    *NEW!* Codex: Adeptus Arbites (6th Ed) To detect and to purge!
    *NEW!* Codex: Harlequins (6th ed) The Harlequins will have the last laugh!
    Codex: Spyrer Hunting Party Death leaves the Underhive!
    Codex: Exodites The Dragon Knights prepare to charge!

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    Chapter Master Inquisitor Kallus's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    I agree with the questining of the Plasma Cannin being used by the Arbites. They are used genreally for full scale war and are not paticularly common. I would say a lack of them makes the list seem more 'realistic' in my eyes. Missle Launchers and Autocannons seem much more suitable heavy weapons weapons.

    Im really tempted to make some, if only I had the funds.. . The list does seem good although I have not got the 6th ed rules yet. I would dearly love to use these rules, though id probably only field them against other 'low-level' forces such as cults, mutants, rebels, gangs etc, but thats just how I like to play. That or maybe as allies of a larger force working in a hive for example. Great work my good man!
    Quote Originally Posted by Rick Blaine View Post
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    Commander Ambience 327's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    I will take the Plasma Cannon issue under advisement, but I don't really see why they shouldn't have access to things Gangers get a hold of regularly.

    I hear you on the other front. For many years now I have wanted my own full-fledged Arbites army, but I have never owned more than a few small squads and some converted characters. However, a nice little windfall at the end of last year allowed me to convince the wife to let me buy up a really nice start to a fully converted army using Cadian IG and SM Scouts. I should be getting a start into it soon.
    *NEW!* Codex: Genestealer Cult (6th Ed) For the Father!
    *NEW!* Codex: Adeptus Arbites (6th Ed) To detect and to purge!
    *NEW!* Codex: Harlequins (6th ed) The Harlequins will have the last laugh!
    Codex: Spyrer Hunting Party Death leaves the Underhive!
    Codex: Exodites The Dragon Knights prepare to charge!

  11. #11

    Re: Codex Adeptus Arbites for 6th Edition

    I think the availability of plasma cannons in Necromunda was odd to begin with and shouldn't serve as "precedent". The Necromunda Heavies carry their weapons around like Space Marines, while Guardsmen, with the exception of some special characters, need tripods or carriages. So the gangers probably have access only to smaller, less powerful versions of these weapons.

    PS:
    While writing this I remembered cyber-constructs (Gunhounds?) similar to the mastiffs and carrying ranged weapons being mentioned in a novel or two (Ravenor?) and in the Book of Judgement. They are not usually equipped with heavy weapons and would need the Techpreist handler more than the mastiffs, but perhaps you can do something with the concept.

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    Commander Ambience 327's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    I toyed with the idea of gun-puppies at one point, as well as additional close combat options for the Cyber-Mastiffs, but in the end I decided to KISS (keep it simple stupid!) and just stick with the mancatcher-jaws.
    *NEW!* Codex: Genestealer Cult (6th Ed) For the Father!
    *NEW!* Codex: Adeptus Arbites (6th Ed) To detect and to purge!
    *NEW!* Codex: Harlequins (6th ed) The Harlequins will have the last laugh!
    Codex: Spyrer Hunting Party Death leaves the Underhive!
    Codex: Exodites The Dragon Knights prepare to charge!

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    Commander Private_SeeD's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    Read your codex and it's top notch, it looks slick and professional... just need some artwork
    "Mia clementia, denar esto" - "Have mercy. I was blind, but now I can see"
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    Commander Ambience 327's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    Right now, for my 6th Edition Codex, I am focusing on getting the rules down solid, and keeping things simple (at least for now). Artwork can wait for later.

    If you want to see what I can really do when I call something "finished", take a look at my 5th Edition codex (link in my sig).
    *NEW!* Codex: Genestealer Cult (6th Ed) For the Father!
    *NEW!* Codex: Adeptus Arbites (6th Ed) To detect and to purge!
    *NEW!* Codex: Harlequins (6th ed) The Harlequins will have the last laugh!
    Codex: Spyrer Hunting Party Death leaves the Underhive!
    Codex: Exodites The Dragon Knights prepare to charge!

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    Chapter Master Inquisitor Kallus's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    Its awesome dude. I'll be honest, I would be happy using this or having it used against me. In fact so much so that I would even suggest sending it in to GW.
    Quote Originally Posted by Rick Blaine View Post
    Anyone who brings 9 Vendettas gets buried in the woods behind my house.
    Angron's hobbies include crochet and flower pressing - but he does them with barbed wire and his face, respectively.
    How does it stay in the air? Oh, it's powered by pure handwavium
    Quick, let me take my (Mat) Ward save!

    Quote Originally Posted by Angry SisterOfBattle Nerd View Post
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    Re: Codex Adeptus Arbites for 6th Edition

    I would either lower most BS in the army to 3, or drop the armor down to 5, while leaving some of the special squads up at bs 4 with 4+ saves. I think right now you are significantly cheaper and better equipped than veterans from IG. For veterans to have carapace armor they have to take an upgrade putting them at bs 4 4+ saves with a las gun at I believe 100 points. Your arbites troops can be 100 points for the same but have bolt guns instead. While the veterans may have better options etc I dont think a free upgrade to bolt guns keeps them balanced.

    So personally I think your very close to a fun codex but I would want a slight increase in cost on these troops, or a slight reduction in load out. The heavy weapons teams as well, bs4 with 4+ saves and cheaper than the IG equivilent. True you can't bring orders but you won't need them when your BS is 4 as much.

    From a flavor stand point I dont see the police being better equipped and trained then the military version. Just my critisim so far, I obviously havnt play tested it but it seems like you would have an edge over a guard codex infantry.

    Maybe make the bolt gun guys more expensive, or drop the bolt guns down to shot guns, and allow them to be upgraded for an additional fee. The regular shot gun troops I would probably make cheaper and just bs3 5+sv so you can bring tons of them maybe, or just goto bs 3 and leave 4+ sv alone same cost or slightly cheaper.

    Great read btw really enjoyed it!
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    Commander Ambience 327's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    Quote Originally Posted by Inquisitor Kallus View Post
    Its awesome dude. I'll be honest, I would be happy using this or having it used against me. In fact so much so that I would even suggest sending it in to GW.
    Thank you very much. With the "keep it simple" mentality that I have built this list with, I am seriously considering it this time. I want to get some more serious playtesting in first though. Anyone else doing so and reporting back their findings would be extremely helpful as well.


    Quote Originally Posted by Zaszz View Post
    I would either lower most BS in the army to 3, or drop the armor down to 5, while leaving some of the special squads up at bs 4 with 4+ saves. I think right now you are significantly cheaper and better equipped than veterans from IG. For veterans to have carapace armor they have to take an upgrade putting them at bs 4 4+ saves with a las gun at I believe 100 points. Your arbites troops can be 100 points for the same but have bolt guns instead. While the veterans may have better options etc I dont think a free upgrade to bolt guns keeps them balanced.

    So personally I think your very close to a fun codex but I would want a slight increase in cost on these troops, or a slight reduction in load out. The heavy weapons teams as well, bs4 with 4+ saves and cheaper than the IG equivilent. True you can't bring orders but you won't need them when your BS is 4 as much.
    I like them at BS4. To me, it fits their fluff to be better than the average Guardsman. (More on this in a moment.) I will freely admit, however, that I haven't done nearly enough playtesting with these rules yet, and that the points are more of a "best guess" and subject to change. However, in regards to you comparing them to Imperial Guard, I have a few things to say. First, you are comparing them to a single unit in the Imperial Guard Codex without considering how the other units and rules in the Imperial Guard Codex interact with and support that unit. If you look closely at GW's various books, you will see that very similar (or identical) units in different books are costed differently to represent the internal balance of the rules. Second, the Imperial Guard Codex is a bit older than the more recent Codex books, and there has been a trend of lowering points costs in the newer books (to sell more models) that is reflected in my "best guess". If, after playtesting, they do seem undercosted, I will raise the cost. However, in my limited playtesting so far, I have actually seen the opposite to be true in some cases (reflected in the most recent updates). The basic troops (Patrol and Combat Teams) seem just about right as-is.


    Quote Originally Posted by Zaszz View Post
    From a flavor stand point I dont see the police being better equipped and trained then the military version. Just my critisim so far, I obviously havnt play tested it but it seems like you would have an edge over a guard codex infantry.
    This is actually exactly how they are described in the fluff. The Adeptus Arbites are described in their background as being deliberately better trained and better equipped than the Imperial Guard and the local Planetary Defense Forces as they are often called upon to combat these forces when an Imperial Governor or Commander goes rogue - often against overwhelming odds. (This is also the reason the Arbites Precinct Fortresses are heavily armored, highly defensible and self-sufficient to the point of containing their own spaceport facilities, medical facilities, vehicle repair facilities and even Astropath communication - meaning they can fight a small, "last stand" type war from their Precinct Fortress, or at the very least send for help before being overrun.)

    Quote Originally Posted by Zaszz View Post
    Maybe make the bolt gun guys more expensive, or drop the bolt guns down to shot guns, and allow them to be upgraded for an additional fee. The regular shot gun troops I would probably make cheaper and just bs3 5+sv so you can bring tons of them maybe, or just goto bs 3 and leave 4+ sv alone same cost or slightly cheaper.
    I have actually run the numbers, and my version of the Arbites Combat Shotgun is at least as effective as the standard bolter in many circumstances, and more so in some (while retaining the ability to shoot & assault using the solid slug ammo). The only reason Combat Teams are even costed above Patrol Teams in the first place is that they come equipped with Shock Grenades and have more lethal special weapons options.

    They will stay BS4 because I believe that best represents their fluff, and they will all stay Sv 4+ because the Arbites have pretty much always worn Carapace Armor as part of their iconic gear. As I said, though, if the points need adjusted (as revealed by further playtesting), I am not averse to that.

    Quote Originally Posted by Zaszz View Post
    Great read btw really enjoyed it!
    Thank you very much for your comments - even if I disagreed with most of them. It was offered in a very constructive manner, and was received as such. If nothing else, it once again caused me to double-check and re-think my decisions. Even if I didn't change any of them, this is still a good thing!
    *NEW!* Codex: Genestealer Cult (6th Ed) For the Father!
    *NEW!* Codex: Adeptus Arbites (6th Ed) To detect and to purge!
    *NEW!* Codex: Harlequins (6th ed) The Harlequins will have the last laugh!
    Codex: Spyrer Hunting Party Death leaves the Underhive!
    Codex: Exodites The Dragon Knights prepare to charge!

  18. #18
    Chaplain Mikial's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    Nice work. I love Arbites and have quite a few. I've been reduced to using them as Inquisitor henchmen, so this is great.

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    Commander Ambience 327's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    Glad to hear it. Let me know if you get a chance to play using these rules. I'd love to hear how you fare.
    *NEW!* Codex: Genestealer Cult (6th Ed) For the Father!
    *NEW!* Codex: Adeptus Arbites (6th Ed) To detect and to purge!
    *NEW!* Codex: Harlequins (6th ed) The Harlequins will have the last laugh!
    Codex: Spyrer Hunting Party Death leaves the Underhive!
    Codex: Exodites The Dragon Knights prepare to charge!

  20. #20
    Commander Ambience 327's Avatar
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    Re: Codex Adeptus Arbites for 6th Edition

    Version 1.3 Uploaded. Various tweaks and minor changes, based on playtesting and suggestion.

    Change log:

    - Added the Torrent rule to the the Web Cannon as it just seemed a little lackluster and forced vehicles armed with it to advance very close to the enemy. This allows slightly more mid-ranged shooting to occur, and gives those vehicles a wider threat range and more use for the Strikedown rule.

    - The Shock Lance for Judges has be restricted to mounted models only. The idea of an Arbites Judge charging headlong on foot with a long spear just didn't jive with what I wanted the Arbites to be.

    - Added a note about IC's who take a Cyber-Mastiff still being allowed to join units. I want to encourage robo-puppies, and limiting IC's who take one doesn't do that.

    - Added a note requiring you to declare the use of a Spotting Scope prior to shooting. This is how it was meant to be, but it could have been interpreted differently.

    - Fixed a few minor formatting errors and typos, and cleaned up a few rules descriptions to make them more clear.

    - Cleared up a small bit of confusion in the Shield Wall Formation rule. Their Initiative 10 from the Shield Wall rule does indeed allow them to Pile In at Initiative Step 10 before they make their Attacks.

    - Cleaned up the wording on the Disciplined Fire rule a bit.

    - Reduced the cost of Heavy Stubbers to 10 points across the board.

    - Reduced Grapplehawk cost to 10 points. (The just weren't cost effective for what they did.) Chasteners still get their discount.

    - Reduced the cost of Power Mauls for the Personal Staff to 5.

    - Changed the Personal Staff to be an Elites unit rather than HQ. It still doesn't take up a Force Org slot. This will really only affect very specific scenarios where the distinction between HQ/Elites becomes important.

    - Changed the response team from 2 specials/heavies per 5 to a straight 4 specials/heavies and added the option for the Proctor to take a Storm Bolter. I realized this would allow people to field the classic "Executioner Team" with their four heavy bolters on five models, and there is plenty of precedent for small squads with lots of special/heavy weapons (SM Devastators, SOB Dominions, IG Veterans etc). I also upped their cost by 1 pt/model to account for this. Hopefully being an Elites Unit will prevent them from being overly spammed.

    - Allowed 10-man pursuit teams to take one more Cyber-Mastiff.
    Last edited by Ambience 327; 17-08-2012 at 17:38.
    *NEW!* Codex: Genestealer Cult (6th Ed) For the Father!
    *NEW!* Codex: Adeptus Arbites (6th Ed) To detect and to purge!
    *NEW!* Codex: Harlequins (6th ed) The Harlequins will have the last laugh!
    Codex: Spyrer Hunting Party Death leaves the Underhive!
    Codex: Exodites The Dragon Knights prepare to charge!

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