Page 1 of 3 1 2 3 LastLast
Results 1 to 20 of 58

Thread: Codex Adeptus Arbites for 7th Edition

  1. #1
    Chapter Master Ambience 327's Avatar
    Join Date
    Dec 2008
    Location
    Fort Wayne, IN, USA
    Posts
    1,077

    Codex Adeptus Arbites for 7th Edition (updated 04/02/2017)

    It took a little while, as I wanted to adapt both to the new 7th Edition rules as well as the new 7th Edition Codex Format, but I have now finished v1.0 of my Adeptus Arbites Codex for 7th Edition. It is not quite as streamlined as my 6th Edition version, due mostly to how much 7th Edition has pushed back toward narrative gameplay, but it is not quite as all-encompassing and thorough as my old 5th Edition version either. I think I've struck a happy balance between the two, and I really like where the rules are sitting right now.

    That said, there is always room for improvement. In updating to the new format, I'm sure I may have messed something up - especially where unit options are concerned due to the switch back to the old Wargear List style. If you see any duplicated options or things that don't seem to make sense there, let me know.

    You'll find lots of little changes to the rules due to the 7th Edition switch, but by and large this rule set plays a lot like the 6th Edition rules. I've also added a few new units - like the new Taurox and Penal Legion squads (since they took them out of Codex: Astra Militarum).

    There are, of course, some new additions due to 7th Edition, such as two formations and six new Tactical Objectives. I hope you all enjoy the fruits of my efforts, and I look forward to hearing comments, constructive criticism, questions and suggestions, and I will do my best to at least address them all. And if you happen to use my rules for a game or two, please tell me how it goes!

    The file is too large to attach here, but there are a few different options for downloading the Codex:

    scribd.com

    box.com

    LAST UPDATED 04/02/2017
    Last edited by Ambience 327; 02-04-2017 at 21:59.
    The Cult Ascendant! A Genestealer Cult Army Log
    + + + =][= + + + Inquisition & Imperial Agents Project Log

    Codex: Exodites (7th Ed) The Dragon Knights prepare to charge!
    Codex: Adeptus Arbites (7th Ed) To detect and to purge!
    Codex: Hive Spyrers (7th Ed) Death leaves the underhive!
    Codex: Genestealer Cult (6th Ed) For the Father!

  2. #2
    Banned
    Join Date
    Jan 2006
    Location
    Maps used to say there were dragons here...
    Posts
    3,607

    Re: Codex Adeptus Arbites for 7th Edition

    Awesome stuff as usual Ambience. I apologise that ive only had a brief look over it as ive not been able to concentrate a great deal recently due to illness. Lots of variety and great layout, looks exciting to use. The only thing I saw that I thought was a bit strange was the penal legion unit. In an army full of 'cops' having a unit of criminals with guns in it just seems wrong to me. Though that is my personal opinion, and it doesnt detract from the codex itself.

  3. #3
    Scout Rhazagal's Avatar
    Join Date
    Jan 2014
    Location
    Finland
    Posts
    9

    Re: Codex Adeptus Arbites for 7th Edition

    First of all I'd like to tip my proverbial hat to you once again Ambience. This Codex looks absolutely marvelous on first glance! (Even though I now have to dismantle a unit of Response Team since heavy bolters are no longer an option for them. No paint on them, luckily xP )

    Now, after having given the Codex the ol' once over, I did notice a couple of things that might need a bit more attention (mostly editorial work):
    - The Chimera's Fire Points section refers to the top hatch of a Rhino
    - The Penal Legion's fluff bit is a copy of the Patrol Team's fluff bit

    Finally something I find rather curious. Why are the Sentinels Open-Topped? Seems like an invitation for someone of riotous persuasion to lob a firebomb right inside the vehicle. Perhaps an upgrade (Enclosed Crew Compartment) for a few points (5, maybe 10)?

  4. #4
    Chapter Master Ambience 327's Avatar
    Join Date
    Dec 2008
    Location
    Fort Wayne, IN, USA
    Posts
    1,077

    Re: Codex Adeptus Arbites for 7th Edition

    Thank you both very much. Always nice to have your work appreciated.

    @Inquisitor Kallus: I love the idea of the Arbites cracking open the armouries and arming the dregs held in penal colonies when the crap hits the fan, pointing them at the enemy and saying "Go and seek your redemption.', then advancing behind them as human shields. In 6th Ed, you had the option of allying in Penal troops from the Imperial Guard codex, so I left them out, but now that they are gone from Astra Militarum, I put them in. (Note that this is why I still choose to leave things like the Leman Russ, Ogryn, Ratlings, Landspeeders, etc out of the Codex. While there are arguments for using said forces, it is quite easy to get them via allies or Unbound, so I leave them out for simplicity and to keep the task of updating this thing at attainable levels!)


    @Rhazagal: Don't rip up your Response Team just yet. That was an oversight - they were specifically given Heavy Bolters as an option to keep the ability to field the old-school Citadel Journal style "Executioner Team" alive at least via the options. I WILL put that option back. (I just missed it in the conversion to the Wargear list style.)

    Thank you especially for the proofreading help. This was truly a monumental task updating everything to datasheets instead of the old army list and unit entry style. That I missed a few things here and there doesn't surprise me in the least, and those things will be addressed shortly.

    As for the Sentinels, I will take the armoured crew compartment under advisement. I went for open-topped as I pictured the driver standing up and barking orders to civilians, all the more imposing mounted in his metal steed, but I see the point you are making, and I agree that maybe it should be an option - up to the individual pilot whether he wants the better field of view and ease of addressing the rioting masses, or more protection from the same.
    The Cult Ascendant! A Genestealer Cult Army Log
    + + + =][= + + + Inquisition & Imperial Agents Project Log

    Codex: Exodites (7th Ed) The Dragon Knights prepare to charge!
    Codex: Adeptus Arbites (7th Ed) To detect and to purge!
    Codex: Hive Spyrers (7th Ed) Death leaves the underhive!
    Codex: Genestealer Cult (6th Ed) For the Father!

  5. #5

    Re: Codex Adeptus Arbites for 7th Edition

    Would it be unreasonable to use Valkyries (and varients) and Tauros and Venators?

    thanks so much for this after reading the enforcer trilogy i couldn't help but make an arbites army
    Last edited by Sgt.Roadkill; 30-07-2014 at 18:23.

  6. #6
    Chapter Master Ambience 327's Avatar
    Join Date
    Dec 2008
    Location
    Fort Wayne, IN, USA
    Posts
    1,077

    Re: Codex Adeptus Arbites for 7th Edition

    Not unreasonable at all - I would say any of those vehicles would be perfectly viable for Arbites in certain conditions. I tried to stick to units I thought would be more or less universal across the Arbites though. As mentioned above, I think some Precincts would have access to other troops, vehicles, gear, etc. based on their location, the type of world they hold jurisdiction over, proximity to forgeworlds, etc. I don't plan to add any of those vehicles to the codex proper, but feel free to use them in your own games, with my blessing. (Like you need my permission... )
    The Cult Ascendant! A Genestealer Cult Army Log
    + + + =][= + + + Inquisition & Imperial Agents Project Log

    Codex: Exodites (7th Ed) The Dragon Knights prepare to charge!
    Codex: Adeptus Arbites (7th Ed) To detect and to purge!
    Codex: Hive Spyrers (7th Ed) Death leaves the underhive!
    Codex: Genestealer Cult (6th Ed) For the Father!

  7. #7

    Re: Codex Adeptus Arbites for 7th Edition

    Cool, well in regards to the units, i kinda feel like many arbites precients would have varied vehicle swhich would fill similar roles. In regards to the air vehicles helicopter, gyrocopters, osprey type things could well exist. and in regards to the Tauros and Venetor fast pursuit vehicles just seem perfect, (i may have to add flashing blue LEDs to mine)


    btw do you have any advice on other models and miniatures which fit an arbites army from other systems? I've found lots that would fit snipers or Arbite detectives (mantics Recon mercenery from Deadzone for example)?

    thanks for this wonderful tome

    By his will and the Lex Imperialis, We determine the guilty. We decide the punishment
    Last edited by Sgt.Roadkill; 31-07-2014 at 16:42.

  8. #8
    Chapter Master Ambience 327's Avatar
    Join Date
    Dec 2008
    Location
    Fort Wayne, IN, USA
    Posts
    1,077

    Re: Codex Adeptus Arbites for 7th Edition

    I am building my models with mostly GW parts, so I haven't really looked at other companies.
    The Cult Ascendant! A Genestealer Cult Army Log
    + + + =][= + + + Inquisition & Imperial Agents Project Log

    Codex: Exodites (7th Ed) The Dragon Knights prepare to charge!
    Codex: Adeptus Arbites (7th Ed) To detect and to purge!
    Codex: Hive Spyrers (7th Ed) Death leaves the underhive!
    Codex: Genestealer Cult (6th Ed) For the Father!

  9. #9
    Commander Ironbone's Avatar
    Join Date
    Aug 2013
    Location
    Poland, Adeptus Paramedicus
    Posts
    959

    Re: Codex Adeptus Arbites for 7th Edition

    I just read the book, and as much i despite 7ed layout, you did truly outstanding job .

    One question thou - did chimera supose to cost 60 pts with BS4 ? Guard one have Bs3 and cost 65 pts .
    Everything opposite is in Soviet Russia
    Quote Originally Posted by Mike A on youtube View Post
    Everything you think is stupid and illolgical, the orkz are already doing it
    Simplicity of Guardsmans life - Die for the Emperor or Die trying to Die for the Emperor .

  10. #10
    Chapter Master Ambience 327's Avatar
    Join Date
    Dec 2008
    Location
    Fort Wayne, IN, USA
    Posts
    1,077

    Re: Codex Adeptus Arbites for 7th Edition

    New version uploaded 08/06/2014 - see first post.

    v1.1 Update Notes:

    - Updated several instances of "Any model may take a riot shield" to "Any Arbitrator may take a riot shield", as unit Proctors should be buying from the Wargear List at the slightly elevated price. (Also updated Pursuit Teams to reflect this change.)

    - Gave the Penal Legion their own fluff section, rather than the one they had blatantly stolen from the Patrol Team. Those Legionnaires responsible have been submitted to the Ecclesiarchy for Arco-Flagellation.

    - Added an option for all Arbitrators in a Response Team to be upgraded to Executioners, with a slightly boosted statline, a unique Combat Drill and the ability to take Heavy Bolters instead of Special Weapons. I still have fond memories of the "Covert X" articles from Citadel Journal, and the Executioner Team (with its' heavy bolter overload) was always a favorite of mine. I accidentally left the option for a squad armed with 4 Heavy Bolters out of the 7th Ed Codex, so as pennance, I decided to give them more than just a token nod.

    - Updated the Chimera's cost to 65 points.

    - Fixed the Fire Points section of the Chimera's datasheet so that it no longer allows those inside to strangely teleport and fire from a Rhino's top hatch...

    - Added an option for the Repressor to replace its web cannon with a heavy flamer, for compatibility with existing models/Forgeworld rules. (It is still going to keep its six Fire Points though - I will never agree with that change!!! I mean, just LOOK at the model!!!)

    - Added an option for Sentinels and Apprehenders to be upgraded with Enclosed Cabins, removing their Open-Topped type.

    - Added a brief clarification in the Riot Response Delegation and Rapid Pursuit Delegation formations, noting that they are for use in any Battle-forged or Unbound army as described in Warhammer 40,000: The Rules.
    Last edited by Ambience 327; 06-08-2014 at 19:45.
    The Cult Ascendant! A Genestealer Cult Army Log
    + + + =][= + + + Inquisition & Imperial Agents Project Log

    Codex: Exodites (7th Ed) The Dragon Knights prepare to charge!
    Codex: Adeptus Arbites (7th Ed) To detect and to purge!
    Codex: Hive Spyrers (7th Ed) Death leaves the underhive!
    Codex: Genestealer Cult (6th Ed) For the Father!

  11. #11
    Commander Ironbone's Avatar
    Join Date
    Aug 2013
    Location
    Poland, Adeptus Paramedicus
    Posts
    959

    Re: Codex Adeptus Arbites for 7th Edition

    Nice, I will gladly go for more in depth reading .

    Well, just after i do the same with chaos seer Tanith F&O fandex, i own him one for some time already .

    Btw - Batman FTW !
    Everything opposite is in Soviet Russia
    Quote Originally Posted by Mike A on youtube View Post
    Everything you think is stupid and illolgical, the orkz are already doing it
    Simplicity of Guardsmans life - Die for the Emperor or Die trying to Die for the Emperor .

  12. #12
    Scout Rhazagal's Avatar
    Join Date
    Jan 2014
    Location
    Finland
    Posts
    9

    Re: Codex Adeptus Arbites for 7th Edition

    Looking good! I might have to even make a trio of Apprehender Sentinels if they really do get a Web Cannon now. (Didn't they have a Webber in the previous version? Or is this an error?)

    Speaking of Sentinels, RAW a Sentinel can take either a Riot Plow or a Dozer Blade. Not that it'd ever do them ANY good, but the mental image is a funny one

    Please do keep up the good work Ambience. This 'dex is AMAZING.

  13. #13
    Chapter Master Ambience 327's Avatar
    Join Date
    Dec 2008
    Location
    Fort Wayne, IN, USA
    Posts
    1,077

    Re: Codex Adeptus Arbites for 7th Edition

    Quote Originally Posted by Ironbone View Post
    Nice, I will gladly go for more in depth reading .

    Well, just after i do the same with chaos seer Tanith F&O fandex, i own him one for some time already .

    Btw - Batman FTW !
    Thanks - I look forward to hearing further comments when you have time to read it. Oh, and FYI, I am currently considering changing "Batman" into a Lord of War, so I can make him a bit more powerful without feeling dirty.


    Quote Originally Posted by Rhazagal View Post
    Looking good! I might have to even make a trio of Apprehender Sentinels if they really do get a Web Cannon now. (Didn't they have a Webber in the previous version? Or is this an error?)

    Speaking of Sentinels, RAW a Sentinel can take either a Riot Plow or a Dozer Blade. Not that it'd ever do them ANY good, but the mental image is a funny one

    Please do keep up the good work Ambience. This 'dex is AMAZING.
    D'oh! Good catch on the vehicle upgrades. It will be fixed in the next version.

    And yes, the Apprehender went from a webber to a web cannon. They just felt too weak and short-ranged with the webbers. Web cannons give them torrent for range, and a bit more punch.
    The Cult Ascendant! A Genestealer Cult Army Log
    + + + =][= + + + Inquisition & Imperial Agents Project Log

    Codex: Exodites (7th Ed) The Dragon Knights prepare to charge!
    Codex: Adeptus Arbites (7th Ed) To detect and to purge!
    Codex: Hive Spyrers (7th Ed) Death leaves the underhive!
    Codex: Genestealer Cult (6th Ed) For the Father!

  14. #14
    Chapter Master Fox Of 9's Avatar
    Join Date
    Aug 2010
    Location
    One with the shadows
    Posts
    1,555

    Re: Codex Adeptus Arbites for 7th Edition

    Amazing work, truly beautiful piece of craftsmanship that makes me a tad envious of it, when I compare my projects, which in comparison pail in insignificance to the amount of gloss and overall fell made feel of this codex.

    David.
    "We are the Emperor's sword! We are humanity's vengeance!"
    - Knight-Paladin Michael Gabriel at the Defense of Hive Galatea

    "No redemption. Only vengeance."
    - Excerpt from the Angels of Vengeance's Catechism of Purpose & Duty

  15. #15

    Re: Codex Adeptus Arbites for 7th Edition

    Forgeworld has an updated repressor pdf. Giving its armour as 13,11,10. Iirc the arbite one is 11,11,10 . Wih option to boost it to 12,11,10 with the siege plow.Is this discrepancy intentional?

  16. #16
    Chapter Master Ambience 327's Avatar
    Join Date
    Dec 2008
    Location
    Fort Wayne, IN, USA
    Posts
    1,077

    Re: Codex Adeptus Arbites for 7th Edition

    Quote Originally Posted by Fox Of 9 View Post
    Amazing work, truly beautiful piece of craftsmanship that makes me a tad envious of it, when I compare my projects, which in comparison pail in insignificance to the amount of gloss and overall fell made feel of this codex.

    David.
    Thank you for the compliment! It's always nice to know my efforts are appreciated.


    Quote Originally Posted by Sgt.Roadkill View Post
    Forgeworld has an updated repressor pdf. Giving its armour as 13,11,10. Iirc the arbite one is 11,11,10 . Wih option to boost it to 12,11,10 with the siege plow.Is this discrepancy intentional?

    I hadn't seen the latest update - thanks for pointing it out. I will be updating the statline to match the current version, and increasing the points cost - but I will be retaining the 6 fire points as I still disagree with removing them!
    The Cult Ascendant! A Genestealer Cult Army Log
    + + + =][= + + + Inquisition & Imperial Agents Project Log

    Codex: Exodites (7th Ed) The Dragon Knights prepare to charge!
    Codex: Adeptus Arbites (7th Ed) To detect and to purge!
    Codex: Hive Spyrers (7th Ed) Death leaves the underhive!
    Codex: Genestealer Cult (6th Ed) For the Father!

  17. #17

    Re: Codex Adeptus Arbites for 7th Edition

    Yeah removing the fire points was a bit of an odd move on FW's part.

  18. #18
    Chapter Master Ambience 327's Avatar
    Join Date
    Dec 2008
    Location
    Fort Wayne, IN, USA
    Posts
    1,077

    Re: Codex Adeptus Arbites for 7th Edition

    New version uploaded - see first post.

    v1.2 Update Notes:

    - Added a note indicating which Vehicle Upgrades may be taken by Sentinels and Apprehenders.

    - Updated the Repressor to bring its statline into line with the current Forgeworld rules. Increased it's points cost to 65 points to compensate. I also added a small bit of clarification to the Fire Points portion to explain that some of the shots are coming from the side gun ports.

    - Upgraded Judge Schindler to a Lord of War, increasing her WS & BS to 5, granting her the Eternal Warrior special rule and improving her Gavel of the Court to be AP 1. Of course, her points cost was raised from 125 to 150 to compensate.

    - Upgraded Detective Gotham to a Lord of War, adding the following improvements:

    - BS improved to 5
    - W improved to 3
    - A improved to 4
    - Eternal Warrior special rule added
    - Fear special rule added
    - Feel No Pain (5+) added to his "The Right Tool for the Job" selection
    - Uncanny Reflexes improved to provide a 4+ Invulnerable save
    - Hooked Claws improved to S +2, AP 5
    - Throwing Blades improved to S 4, AP 5

    Of course, his points cost was also raised from 110 to 150 to compensate. I also expanded him to two pages as the smaller font was bothering myself and others. This gave me room to add a few images as well. Hope it isn't too blatant now...
    The Cult Ascendant! A Genestealer Cult Army Log
    + + + =][= + + + Inquisition & Imperial Agents Project Log

    Codex: Exodites (7th Ed) The Dragon Knights prepare to charge!
    Codex: Adeptus Arbites (7th Ed) To detect and to purge!
    Codex: Hive Spyrers (7th Ed) Death leaves the underhive!
    Codex: Genestealer Cult (6th Ed) For the Father!

  19. #19
    Scout Rhazagal's Avatar
    Join Date
    Jan 2014
    Location
    Finland
    Posts
    9

    Re: Codex Adeptus Arbites for 7th Edition

    A couple of things rose to mind as I perused the new version of Detective Gotham:
    - The Codex still lists his price as 110
    - Is he *truly* immune to any weapon with AP3 or AP4? As in... They do absolutely nothing to him? Or -as I've interpreted it- is he just allowed his save against AP3/4 weapons? The wording is a bit confusing there. ^^;;
    *EDIT* Though with his 4++ save his armor is a bit redundant anyway.

    I'm still on the lookout for a suitable model to represent him in my own force. He seems pretty beastly with the new rules!
    Last edited by Rhazagal; 16-08-2014 at 02:20.

  20. #20
    Chapter Master Ambience 327's Avatar
    Join Date
    Dec 2008
    Location
    Fort Wayne, IN, USA
    Posts
    1,077

    Re: Codex Adeptus Arbites for 7th Edition

    Thanks for all the help you've been giving me Rhazagal. I think I'm going to start inserting intentional errors just so you don't run out of things to do...

    - I thought I fixed his price - I definitely will before the next revision is posted.

    - You're right - that wording is definitely confusing. The intent was to make him immune to the AP, not the weapon, so that he still got his save, but on reading it through your eyes, it clearly comes across that he may be outright immune to those weapons. I would fix the language, but...

    - Gah! You're right - 4+ Invulnerable makes his AP rule completely redundant. Got too caught up in improving him and forgot to check for rules clashes. I'm thinking I might switch it up so that his custom Armour allows him to re-roll failed Armour Saves (but not failed Invulnerable Saves or Cover Saves). That way, he'll still be able to save against weapons with an AP of 4 or better (due to his Invulnerable Save), but he'll have a better chance of saving against weapons with an AP of 5 or worse. Thoughts?
    The Cult Ascendant! A Genestealer Cult Army Log
    + + + =][= + + + Inquisition & Imperial Agents Project Log

    Codex: Exodites (7th Ed) The Dragon Knights prepare to charge!
    Codex: Adeptus Arbites (7th Ed) To detect and to purge!
    Codex: Hive Spyrers (7th Ed) Death leaves the underhive!
    Codex: Genestealer Cult (6th Ed) For the Father!

Page 1 of 3 1 2 3 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •