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Fort Wayne, IN, USA

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!

There are a few different options for downloading the Codex. You can either use the attachment here at DakkaDakka, or you can grab it from one of these sites:

scribd.com

box.com

LAST UPDATED 04/02/2017
 Filename Arbites 7th v1.4.pdf [Disk] Download
 Description Codex Adeptus Arbites for 7th Edition v1.4
 File size 6123 Kbytes

This message was edited 6 times. Last update was at 2017/04/02 21:56:11


Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

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The new Sick Man of Europe

Wayne Gotham should have hatred against bullgyrns.

DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
 
   
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Fort Wayne, IN, USA

I see where you're going, but he's already got the Harlequin Enmity rule, and he's pretty well loaded with special rules and gear as it is. I mean, I even had to go with a smaller font on his page!

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

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Fresh-Faced New User




In regards to the Riot Response Delegation and the Rapid Pursuit Delegation formations, are these to be treated as Primary detachments, special Formation detachments, or Apocalypso detachments?

This should be clarified so the non - TFG element can play casual games ( they do exist), as the variable size of the Formations is out of line with normal game Formation/Detachments, but inline with Apocalypse Formations.

javascript:emoticon('');(Gnashing my teeth yet again, as I was working with a friend to update this for 7th so I could continue to take my beatings at our FLGS.)javascript:emoticon('');
   
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Fort Wayne, IN, USA

They are meant to be Formations for normal games. While the formations given so far don't have variable unit counts, I don't see any reason why they would always be required to be a set number of units.

I wouldn't think you would need special clarification on the matter, since they are directly in line with the rest of the unit entries, but I will at least look into noting somehow that these formations are usable in normal Battle-Forged and Unbound armies using the rules in Warhammer40,000: The Rules.

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

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It's just that every Formation I am aware of specifies the exact number of units you must take, instead of giving a variable range such as 1-4, 0-1. Nothing wrong with the way they are, but there are always those who will nitpick even Fandex-laborsoflove.

I'm not one of those, I love and appreciate your hard work. Thanks for this update, as it gives me back a playable army, since my Sisters and Bugs have been shelved by GEEDUB.
   
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Dublin

Judge Joseph Spartacus and his lawgiver bolt pistol. A fitting and well made tribute to Dredd. Thanks for posting this.

I let the dogs out 
   
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Fort Wayne, IN, USA

Thanks. Actually though, he's more an amalgamation of two characters - one being Judge Dredd - and both played by Sylvester Stallone. Did you catch the other?

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

Agents of the Imperium Project Log
Genestealer Cult Project Log 
   
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Dublin

 Ambience 327 wrote:
Thanks. Actually though, he's more an amalgamation of two characters - one being Judge Dredd - and both played by Sylvester Stallone. Did you catch the other?


Ah right, that would have to be John Spartan from Demolition Man. Cleverly done.

I let the dogs out 
   
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Fort Wayne, IN, USA

Nailed it. And thanks - I really enjoyed blending those characters into such an interesting whole. And of course nothing is easier than turning Stallone characters into action heroes for an over-the-top wargame!

It can be fun writing rules for official characters like Shira Calpurnia and Luthir Goreman, but I enjoy making the homage characters even more, as I can pick and choose what parts of their stories I want to keep, what I want to modify, and what I want to add or remove, then tying it all into the 40K mythos somehow. Wayne Gotham is a good example of that. However, I think my favorite homage character is still Judge Schindler, especially since the tribute is so subtle.

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

Agents of the Imperium Project Log
Genestealer Cult Project Log 
   
Made in ie
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Dublin

 Ambience 327 wrote:
Nailed it. And thanks - I really enjoyed blending those characters into such an interesting whole. And of course nothing is easier than turning Stallone characters into action heroes for an over-the-top wargame!

It can be fun writing rules for official characters like Shira Calpurnia and Luthir Goreman, but I enjoy making the homage characters even more, as I can pick and choose what parts of their stories I want to keep, what I want to modify, and what I want to add or remove, then tying it all into the 40K mythos somehow. Wayne Gotham is a good example of that. However, I think my favorite homage character is still Judge Schindler, especially since the tribute is so subtle.


Good stuff, I'll have to read through the rest of your 'dex. I agree that it's far more fun being creative that sticking strictly to what GW give you in the box and I think that's true of all aspects of the hobby. At the moment I'm building an army based around a faction in a piece of SF writing I'm working on. I'm using Space wolves because the models are the closest thing that suits, but I'm convering the hell out of things I don't like eg. I've given them modern combat backpacks,and realistically sized shoulder pads. Some of them are even female. I have little interest in using the stock special characters, so similarly to what you've done , I'm converting and renaming special characters and given them their own fluff. Kept the weapons and wargear codex legal though. I'm sure it'll all raise a few eyebrow, but the way Iook at it is -its my own creation, and I can still use it in games of 40k.

I let the dogs out 
   
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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.

This message was edited 1 time. Last update was at 2014/08/06 19:24:21


Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

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Ridiculous minor quibble, which only affects my beardily codex senses, BUT....Troops are after HQ and before Elites in the layout. Its HERESY!
   
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Drone without a Controller




How is detective Gotham supposed to be a good idea? He isn't that well protected, and is a T3 2 wound HQ for 110 points... that cant join a unit and has to be given a wide berth. If he had a stat line like an assassin(WS8, T4, Ld 10, I 7)... he would still be hard pressed to take 1 squad of chaos cultists before dieing. a minimum 10 man squad... without any upgrades(on the cultists).

The harliquin special rule thing just seems pointlessly fluffy, putting Preferred enemy(Harlequin, Chaos Cultists) in his special rules to save space.

The reflexes would be interesting, if there wasn't the exact same thing as a piece of wargear. FNP might actually let him survive a bit.

Really... it seems like he needs a buff to justify the massive amount of space you have to give him.

This message was edited 1 time. Last update was at 2014/08/07 18:44:19


 
   
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Fort Wayne, IN, USA

ikoma637 wrote:Ridiculous minor quibble, which only affects my beardily codex senses, BUT....Troops are after HQ and before Elites in the layout. Its HERESY!


The current GW trend is to put Troops before Elites. I believe all of the 6th Edition books have gone that way, and I know the 7th Edition Ork book has. I generally try to stick to current GW conventions when I put my books out.


LordDavenport wrote:How is detective Gotham supposed to be a good idea? He isn't that well protected, and is a T3 2 wound HQ for 110 points... that cant join a unit and has to be given a wide berth. If he had a stat line like an assassin(WS8, T4, Ld 10, I 7)... he would still be hard pressed to take 1 squad of chaos cultists before dieing. a minimum 10 man squad... without any upgrades(on the cultists).

The harliquin special rule thing just seems pointlessly fluffy, putting Preferred enemy(Harlequin, Chaos Cultists) in his special rules to save space.

The reflexes would be interesting, if there wasn't the exact same thing as a piece of wargear. FNP might actually let him survive a bit.

Really... it seems like he needs a buff to justify the massive amount of space you have to give him.


How is he supposed to be I good idea? I don't know, maybe...it's....BECAUSE HE'S BATMAN!!!!

Kidding aside - I tend to hold back on my special characters, not wanting them to be too overpowered and ridiculous. However, I do agree that he is a bit underwhelming for who he is supposed to be. I've been thinking seriously about choosing him as the character (or one of them characters) who gets elevated to Lord of War status and letting him be just a bit more over the top.

The Harlequin Enmity rule is quite intentionally fluffy. It won't come up much (as you have to be facing Harlequins, and they actually have to meet up in battle somehow), and it adds a nice flavorful nod to the source material that I am loathe to give up.

Uncanny Reflexes exists because he isn't an Arbites Officer any more - he had to ditch his Badge of Office (which probably had tracking systems in it...) when he deserted his assignment. But he still needed an Invulnerable save to keep him from getting easily pasted by low AP weapons. I think I will improve it to 4+ if I make him a Lord of War though - and likely add Feel No Pain (5+) as well as bumping him up to 3 Wounds.

So I guess the long and short of it is that I agree with you, but wanted to ease into it with him.

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

Agents of the Imperium Project Log
Genestealer Cult Project Log 
   
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Thanks for upgrading the codex for seventh. I haven't gotten any seventh games in yet, and my game time is now growing shorter (school) but it's great to know I can use them in sentry now.

Believe half of what you see and none of what you hear.  
   
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 Ambience 327 wrote:

How is he supposed to be I good idea? I don't know, maybe...it's....BECAUSE HE'S BATMAN!!!!

Kidding aside - I tend to hold back on my special characters, not wanting them to be too overpowered and ridiculous. However, I do agree that he is a bit underwhelming for who he is supposed to be. I've been thinking seriously about choosing him as the character (or one of them characters) who gets elevated to Lord of War status and letting him be just a bit more over the top.

The Harlequin Enmity rule is quite intentionally fluffy. It won't come up much (as you have to be facing Harlequins, and they actually have to meet up in battle somehow), and it adds a nice flavorful nod to the source material that I am loathe to give up.

Uncanny Reflexes exists because he isn't an Arbites Officer any more - he had to ditch his Badge of Office (which probably had tracking systems in it...) when he deserted his assignment. But he still needed an Invulnerable save to keep him from getting easily pasted by low AP weapons. I think I will improve it to 4+ if I make him a Lord of War though - and likely add Feel No Pain (5+) as well as bumping him up to 3 Wounds.

So I guess the long and short of it is that I agree with you, but wanted to ease into it with him.


You might also just go farsight style. He has his own group of vigilante arbites. His army has a more limited wargear set or some such, but they are all nightwing.

I dunno though... his rules just make him out to be an army of one. He isn't. This makes me sad.

Also... fluff is good. So much fluff that you need to switch to a smaller font size is not good. That is a couple paragraphs of flavor text for a predefined ability.

Also... Eternal warrior? This is batman after all, it would mean 1 assault cannon wouldn't kill him(ok... maybe 2 assault cannons).
   
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Amazing. I just won 77 2nd ed arbites models on ebay...I'm totally going to get cracking converting and modelling them up.
Thanks so much for the hard work!
I only hope that someone at GW sees this and decides, feth it and gives you loads of money and prints it up as official rules.
   
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Fort Wayne, IN, USA

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...

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

Agents of the Imperium Project Log
Genestealer Cult Project Log 
   
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I liked the older versions of this fandex and I'm liking the updated version!

However, are Tauroxes meant to be BS 3 while the rest of the transports are BS 4 or is it just a tiny error? It just seemed odd.
   
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Regular Dakkanaut




 Ambience 327 wrote:
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...


Just saw this for the first time and am loving what I'm seeing so far.

By the way, are you still looking to beef Detective Gotham up for higher point games, especially now that he's a LoW? Perhaps allow him to take his own unique retinue (comprised of expies of the Bat-family, obviously) that would comprise of one of more of the following:

- Robin Greyson: A former pupil of Detective Wayne. Armed with 2x "Fight Sticks" (Power Mauls, with Armourbane) and an Assault1 version of Wayne's Throwing Blades. Has the "Semi Independent" special rule; allowing Greywing to maintain unit coherency at 6''.
- Todd Hood: Another former pupil of Detective Wayne. Armed with 2x Bolt Pistols (with Gunslinger), a Hot-shot Long-las (Range: 38", S: X, AP: 3, Type: Heavy1, Sniper), and a single-use Missile Launcher (option to fire Frag, Krak or Flak missiles). Has the "Semi Independent" special rule as above.
- The Oracle: A mysterious, female Psyker (Level: 2) who is an ally of Detective Wayne. Draws from Divination, Telekinesis and Telepathy. Also carries Hooked Claws and an Assault1 version of Wayne's Throwing Blades.
- Lady Felis: A Dark Eldar who Detective Wayne has a "complicated" relationship with. Armed with an Agoniser and Blaster. Lacks the Grenades and Breaching Charges had by the others but instead has Uncanny Reflex.

In addition, Detective Gotham, with or without his retinue, can also take the Black Taurox as a Dedicated Transport. It is ablack-painted Arbites Taurox that is classified as an Assault Vehicle; allowing Wayne and his retinue to assault upon disembarking.

This message was edited 2 times. Last update was at 2014/08/16 11:53:39


 
   
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Matt.Kingsley wrote:I liked the older versions of this fandex and I'm liking the updated version!

However, are Tauroxes meant to be BS 3 while the rest of the transports are BS 4 or is it just a tiny error? It just seemed odd.



Thanks for the catch. They should indeed be BS4 like the other vehicles. I will get that updated in the next version.


mr. peasant wrote:Just saw this for the first time and am loving what I'm seeing so far.

By the way, are you still looking to beef Detective Gotham up for higher point games, especially now that he's a LoW? Perhaps allow him to take his own unique retinue (comprised of expies of the Bat-family, obviously) that would comprise of one of more of the following:

- Robin Greyson: A former pupil of Detective Wayne. Armed with 2x "Fight Sticks" (Power Mauls, with Armourbane) and an Assault1 version of Wayne's Throwing Blades. Has the "Semi Independent" special rule; allowing Greywing to maintain unit coherency at 6''.
- Todd Hood: Another former pupil of Detective Wayne. Armed with 2x Bolt Pistols (with Gunslinger), a Hot-shot Long-las (Range: 38", S: X, AP: 3, Type: Heavy1, Sniper), and a single-use Missile Launcher (option to fire Frag, Krak or Flak missiles). Has the "Semi Independent" special rule as above.
- The Oracle: A mysterious, female Psyker (Level: 2) who is an ally of Detective Wayne. Draws from Divination, Telekinesis and Telepathy. Also carries Hooked Claws and an Assault1 version of Wayne's Throwing Blades.
- Lady Felis: A Dark Eldar who Detective Wayne has a "complicated" relationship with. Armed with an Agoniser and Blaster. Lacks the Grenades and Breaching Charges had by the others but instead has Uncanny Reflex.

In addition, Detective Gotham, with or without his retinue, can also take the Black Taurox as a Dedicated Transport. It is ablack-painted Arbites Taurox that is classified as an Assault Vehicle; allowing Wayne and his retinue to assault upon disembarking.


Interesting ideas, but I don't think I want to extend the "family". Keeping him as a lone-wolf character just feels right to me, and certainly easier on my rules-writing sensibilities.

Not sure on the "Black Taurox" either. It undermines his ability to stay small and almost unnoticed, flitting about from cover to cover before delivering a nasty surprise attack from the shadows...

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

Agents of the Imperium Project Log
Genestealer Cult Project Log 
   
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New version uploaded. See first post.

v1.3 Update Notes:

- Fixed the Taurox's BS to 4, what it should have been all along!

- Fixed the poinst cost of Detective Gotham to actually say 150 points, rather than just the update notes saying that's what they should be.

- Updated Detective Gotham's Custom Armour. His immunity to AP3 and AP4 was now redundant thanks to his 4+ Invulnerable Save from Uncanny Reflexes, so I changed it so that his armour now allows him to re-roll all failed Armour Saves. He will only get one roll against AP 4 or better, but will get a re-roll against AP 5 or worse, making him more survivable against massed small arms fire - always a plus for lone-wolf types.

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

Agents of the Imperium Project Log
Genestealer Cult Project Log 
   
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Hello! Nice to see a 7th Edition version, and nice to see the pics in there, but I guess I still think the same as last time - TOO MUCH STUFF!!!

I think the addition of the odd formation, warlord traits and objectives to bring it in line with 7th Edition is great, but one of the nice thing about 6th and 7th is their tendency to streamline things and make things that are complex, simple. This is the opposite. I feel like this would take ages to figure out/remember as an Arbites player, and would be very difficult to get people to play against. So, I guess my feedback would be "massive simplification please!".

My suggestions:

- Keep Thin Blue Line and Call for Backup, but simplify Combat Drills into a single special rule, similar to Suppression Tactics. Maybe Suppression if they are static? Or just something like Iron Discipline?
- The Suppression rule is a good army-wide thing, the intention of which is to make the regular (not very powerful) Arbitors have a bit of an edge in combat if the player uses the units correctly. Should be devastating against regular weedy opponents and give them a slight edge against everyone else.
- Lose the new Psychic Discipline - Divination and Telepathy are fluffy and useful, and more in line with what the old Psy-Marshalls in the Journal list had.
- Lose the Lords of War - I can't quite see any Arbites character being as cool as Ghaz or Grimnar unless they're MASSIVE. Maybe some sort of uber-character on a Throne of Judgement?

- Thunder Maul should just say 'counts as Thunder Hammer' in the Wargear list.
- Make Shock Weapons simpler, Shock Mauls only, lose Crackdown or replace with Concussive. Lose Maul Proficiency.
- Roll all the special grenades into a single grenade type - Defensive, Suppression, S1 or similar. So, grenade launchers become really good to give you the charge edge, and a single thrown grenade can help too. Could make them assault too, but maybe not necessary as if they hit the opponent is pinned anyway.
- Webbers are great, but I can't really see the point of Strikedown on them. It's fluffy, but given the range of a Webber, it won't actually make much difference if you're trying to stop a unit charging you.

- Lose Tauroxes - doesn't seem a fluff reason for them.
- Make 'Apprehender' pattern just 'Armoured Sentinel' - no need to make more confusing.
- Repressors should have the same stats as in IA2. Halligans can just be Exorcists?
- Make cyber-mastiffs simpler. lose their robot stuff. There will potentially be loads of these guys running around. What is their bonus? Does it allow an Arbites unit to increase their assault range, or count as having Assault Grenades, or something?
- I like the Personal Staff, but feel they should be able to be assigned to single units, like a Royal Court, rather than a 'veteran retinue' unit. Grapplehawks limited to chasteners.
- Suppressors should have the same stats as Arbitors?


In the meantime, I think it's less complex to stick to IG/AS counts-as or the old 5ed BOLS Codex.

This message was edited 2 times. Last update was at 2014/09/30 13:23:38


   
Made in us
Preacher of the Emperor






I love your work on the Arbites and mostly say "yay!" But I finally got it together to (procrastinate at work) go over the units and offer nitpicky comments:

Why are Patrol Squads and Combat Squads two entries instead of different equipment options for the same entry? (Yes, I know GW does this with Terminators, but GW is silly). I'd actually love the option to mix shotguns and boltguns in the same squad, which strikes me as the kind of tailor-to-task that the Arbites would do, instead of having a standardized weapon across the squad like the IG.
I'd actually like to see Suppressors as yet another kit option for the basic Troops squad -- but then I think the baseline Arbites trooper should be WS:4 BS:3 (as in the hoax Sororitas codex from a while back) rather than WS:3 BS:4, because the fiction models aren't long-range marksmen so much as they're blowing people away precisely at short range.

I'm a little leery about Penal Legion as Troops -- they don't seem like the kind of guys you'd count on for Objective Secured. Otherwise they're way better than the IG version. I especially love the "commissar in a collar" aspect of blowing one up to improve morale.

Detectives: Quibble - some of the text ("...do not count as a mandatory HQ...") suggests they're supposed to be in the HQ section rather than Elites.

Love the Cyber-Mastiffs. I think the Tactical Protocols have gotten a lot simpler than prior editions, too, if I recall correctly.

The army special rules do seem a little bit ... fiddly. Combat Drill in particular is complicated and doesn't really resonate with what little I know of the fluff or the fictional models (but again, I think they should be BS:3 WS:4, because no action movie cop gets into a firefight more than 5 feet from his opponent....). Suppressive and Maul Drill likewise seem to add more complication than they're worth. And Thin Black Line's changing the default deployment rules could have weird unforeseen consequences.

This message was edited 1 time. Last update was at 2014/10/27 17:23:28


BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Unbalanced Fanatic





Fort Wayne, IN, USA

It has been nearly a year since my last update to the Codex. Sorry for the long lull, but I think this new update will be worth the wait. I've taken a lot of the comments above, and from other sources, into account with the new update, as well as many of the more recent Codex releases. See first post for downloading options.

v1.4 Update Notes:

- Added the new Precinct Task Force Detachment, updated the Riot Response and Rapid Pursit Delegations, and added several new Formations to allow for the new style of Detachment building (like the Space Marine Gladius Strike Force or the Necron Decurion.)

- Combat Drills have been simplified a bit.

- Removed the Suppressive rule, replacing all references to it with either Pinning or Concussive.

- Changed the Crackdown special rule so that it causes 2 Wounds on successful To Wound rolls of 6. This should be simpler than the old version, without making them overpowered.

- Increased the range of the Implacable Advance Warlord Trait from 3" to 6".

- Removed all instances of units not taking up Force Org slots or multiple models/units making up a single Force Org slot. With multiple detachments and especially the new Precinct Task Force Detachment, such rules are no longer really necessary.

- Removed Shock Maul as standard equipment for the Personal Staff. Bailiffs are now the only ones who may take Shock Mauls, Power Mauls, Boltguns and Combat Shotguns.

- Gave the Garrison Preacher a Rosarius. Raised his cost accordingly.

- Added the Barrister to the Personal Staff, giving him a rule granting re-rolls of failed Leadership tests for Combat Drills within 6".

- Raised the cost of the Book of Precepts from 15 to 20 points.

- Removed the outdated reference to "heavy weapons" from the Combat Team's background text.

- Renamed the Executioner's "Implacable Advance" Combat Drill to "Implacable March" to avoid confusion with the Warlord Trait. Also changed it from granting Relentless to granting Slow and Purposful, making it a bit more of a tradeoff to use. Lowered their upgrade cost from 5 points to 3 points to compensate.

- Added the "Fire Port Array" to the list of Special Rules on the Arbites Chimera's Dataslate

- Added an option for the Arbites Taurox to be modified to be open-topped.

- Updated Joseff Spartacus' Demolition Man special rule to bring it in line with the 6th Edition damage table, including making it possible for him to cause an "Explodes" result with his Armour Piercing rounds or Breaching Charges.

- Removed the 'Pursuit of Justice' special rule as it was no longer very meaningful with the new Precinct Task Force Detachment.

- Added an option for Penal Legion Beastmen to replace their lasguns with laspistols and close combat weapons. I also made Frenzon a bit more lethal to help compensate - it now causes a single Wound rather than a single S3 hit for each 1 rolled.

- Clarified Shroud Grenades so that they are always used before the unit does any other shooting, thus retaining the intended negative consequence of Snap Shots only for the rest of the unit. Also added a clause that the Shrouded rule is lost if the unit decides to Jink, thus preventing a combo whereby they were able to easily obtain a 2+ Cover Save by Jinking and being affected by Shroud Grenades, which was unintended. (Also, dodging around behind a smoke screen just doesn't seem like it would add much protection.)

- Updated the restriction for Fire Support Teams so that no more than one Team per Detachment may be given a Lascannon or Plasma Cannon.

- Updated Judge Schindler's Spacebourne Precinct rule to better mesh with 7th Edition Army Building philosopy.

- Added a line to Detective Gotham's A Law Unto Himself special rule stating that he may never be your army's Warlord.

- Reworded Detective Gotham's Harlequin Enmity rule to reflect the release of Codex: Eldar Harlequins and to make it more clear that his removal as a casualty is simply not able to fulfill the requirements for any Objective.

- Simplified the wording for Detective Gotham's Grapnel Gun & Glide Cloak.

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

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Genestealer Cult Project Log 
   
Made in us
Unbalanced Fanatic





Fort Wayne, IN, USA

New version uploaded. See first post.

v1.5 Update Notes:

- Added the Mobile Precinct Fortress as a new Lord of War option. It has been designed with lots of options so as to allow you to use something like a Land Raider, Spartan, Crassus or Mastadon model to represent it, or to go wild and convert/kitbash/scratch-build your own model.

- Updated the Precinct Task Force to allow 0-3 Auxiliary choices per Core Choice (changed from 1+ with no restrictions). I decided to remove the requirement of 1+ so you could focus on just Core if you wanted, and I decided to remove the unlimited option after adding the Mobile Precinct Fortress to prevent spamming of them outside of Unbound style. You should still be able to squeeze most of the different Formations into a single Precinct Task Force if you want.

- Updated the "Precision Drill" Command Benefit to require your Warlord to be part of the Detachment and on the table when it is used.

- Changed "Legends of the Arbites" from a Command choice to an Auxiliary choice. It really should have been that way from the start.

- Updated the the cost of upgrading a Detective to a Psyker - he now pays 25 points for ML1 and a Force Weapon, and 50 points for ML2 and a Force Weapon.

- Updated Web Weapons to reflect the new rules from Codex Genestealer Cults. Updated Web Weapon costs to reflect these changes.

- Added the Web Pistol as an option in the Ranged Weapons wargear list.

- Added an option to include up to 10 additional Penal Legionnaires - updated the cost of upgrading to Beastmen and adding Frenzon to reflect this.

- Added a restriction to the Book of the Law that it cannot be used while the bearer is falling back. I doubt their fellow Arbitors would take much heart from their reading as they flee...

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

Agents of the Imperium Project Log
Genestealer Cult Project Log 
   
Made in gb
Hooded Inquisitorial Interrogator






Loved it in 6th edition, love the 7th edition version too!

I've only had a chance to quickly skim through for changes so far, I'll try to give more feedback later.


Only thing that stood out for me is the free stuff the combined formations give; a lot of people hate formations that give out a lot of free stuff as they can be exploited badly, the marine demi-companies being probably the worst offenders.

Obviously the two free specials isn't anywhere as bad as free Razorbacks, but it's still 30 points of free stuff per team (excluding fire support), assuming 10 man fire teams. Granted it's still a hefty investment for an Arbites player, but you're talking 140 point teams reduced to 110 points which is something like 20% off which seems quite a bit.

I have no idea how to work out whether that's too much or just enough, but I guess I also generally prefer formation/detachment bonuses to make things stronger rather then cheaper, as I struggle to hit points with my specialist armies as it is


Of course I have no ideas of what I'd like to see instead for all of them, but one fun idea I liked was that Combat Support could allow Combat Teams to recover D3-1 lost models at the end of each game turn? Either they weren't that badly wounded, or remnants of other teams have rejoined the fight etc. I just remember in one of the Shira Calpurnia books during a large-scale riot/attack she was picking up the arbiters separated from their teams and rallying them onwards, which was a cool image. Mechanically it means that a 10 model team could get pie-plated in the first turn and yet recover its strength several turns later if the heat is taken off it, but it's not so much that teams are impossible to kill, just a bit harder to.

   
Made in ca
Longtime Dakkanaut




I didn't read through and through your codex since I am not really that interested in the faction itself, but I wanted to congratulate you on the beautiful job you have done on it. It's pretty much pro-quality codex when it comes to layout, arts and content. It looks completly at par with 3rd and 4th Eddition Codex in terms of appearence and length. It must have taken a lot of work to pull off and I think that alone deserves a lot of praises. Thank you.
   
Made in us
Unbalanced Fanatic





Fort Wayne, IN, USA

@ epronovost - thanks, I do my best to present things clearly and attractively. Nice to know it is appreciated!

@ Haravikk - I know the scenes you are referring to. There is also a mention of similar squad dispersal/recombination in some of the older fluff, and I've never really managed to wrap my head around a way to represent it before. However, your thoughts on the matter have prompted me to try something akin to the Genestealer Cult rules where they get reinforcements, but with a more Arbites-style twist. What do you think about replacing the current Patrol Support, Combat Support and Response Support rules with just these two rules?

Patrol Support

Arbites patrols know the territory of their precinct well, and can easily find the best positions of cover when things turn violent.

If a Precinct Task Force includes a Patrol Delegation, all units in the Detachment with the Combat Drills special rule have the Stealth special rule during the first game turn. If a Precinct Task Force includes two Patrol Delegations, all units in the Detachment with the Combat Drills special rule have the Shrouded special rule instead.



Combat Support

Arbitrators are trained to intermingle with other teams in the event of casualties, meaning that even if one team loses several members, it can easily disperse to fill the gaps in nearby units, or fall back for reinforcements and resupply before plunging back into the fighting once more. Aribtrators held in reserve can also move forward with fresh supplies and to fill gaps in the forward task teams.

If a Precinct Task Force includes a Combat Delegation, then at the start of each of your turns, make a Leadership test for each Patrol Team, Combat Team, Suppression Team and Response Team that is within 18" of your table edge and more than 6" away from any enemy units (ignore enemy units which are Falling Back or have Gone to Ground). If the Leadership test is passed, the unit is reinforced - you can restore D3 models to the unit that were slain previously during the battle. (If a Precinct Task Force includes two Combat Delegations, you can instead restore D3+1 models to units which pass the Leadership test.)

If you do not have a set table edge, you may instead take the Leadership test for each Patrol Team, Combat Team, Suppression Team and Response Team that is more than 12" away from any enemy units (ignore enemy units which are Falling Back or have Gone to Ground).

A unit may not be reinforced if they are currently embarked in a vehicle or building.



So you get a benefit for each Core choice taken as part of a full Precinct Task Force, with doubling-up enhancing the ability, while diversifying provides both benefits. I figure this makes an interesting tactical choice, without providing too much benefit either way. What do you think?

Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

Agents of the Imperium Project Log
Genestealer Cult Project Log 
   
 
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