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Codex Adeptus Arbites for 6th Edition v1.5 (Updated 03/04/2014)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Unbalanced Fanatic





Fort Wayne, IN, USA

v1.7 uploaded - see first post

- Added "Stealth" to the Fire Support Team. This should help them be just a bit more survivable. I figure their small unit size pretty much accounts for this, but you can always model them with camo cloaks if you want.


- Added an option for Fire Support Teams to upgrade the Spotter's Bolt Pistol to either a Combat Shotgun or a Bolter.


- Changed Riot Shield rules to allow re-rolled armour saves rather than the more complicated rules they had before.


- Changed Suppression Teams to come equipped with Riot Shields as standard, with the option to upgrade to Suppression Shields. Their points cost has been reduced to account for this. (by 4 points per model, since the Suppression Shield confers the 4+ invulnerable save, as well as adding the Counter Attack and Hammer of Wrath rules)


- Updated Shield Wall Formation to allow for either Riot Shields or Suppression Shields to be used.

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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I appreciate the codex and I'll give it a go after I get my bikes in for my pursuit team.

I've had an "Arbite" ig army for along time and now it looks like this codex will actually do them justice.

Is the Harriger-den supposed to be a "black Maria"?

I'll get some feedback on the units as soon as christmas break gets going.

Believe half of what you see and none of what you hear.  
   
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Fort Wayne, IN, USA

The Halligan is a nod to the halligan bar entry tool used by various law enforcement and firefighter crews. I love the name, because it sounds a lot like the various "monster" type names used by the Imperium for their vehicles and for many Tyranid creatures (it sounds very much like "Harridan"), but is in fact a reference to a tool used by modern day law enforcement officers.

I figure the Rhino already has the "black maria" theme covered, at least as long as you add those lovely hooks for hanging chained up prisoners to them.


v1.8 uploaded - see the first post - changes as follows:


- Updated Book of the Law so that a unit cannot benefit from it more than once per turn.


- Updated Medi-pack and Forensus to make them generic for "the model" rather than specific to the Medicae and Investigator.


- Changed the limit on Detectives from 0-2 to 0-1, plus one for every 750 points in your force.

This message was edited 3 times. Last update was at 2012/12/17 20:40:53


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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So I played a game with the list today. It was a 1500 point list against space wolves. I took dread on a bike with a 5 man pursuit squad. A kitted out suppression team. 2 seven man response teams with 4 grenade launchers each, one repress or, and one chimera. 2 7man patrol teams with gl and chimeras. 1 combat team with heavy snubber. 2 scout sentinels. 6 missile teams and a halligan.

The game took longer than usuall because of me looking up all of the rules. I still kept forgetting to use shock,choke grenades. I do like the heavy webber on the vehicles and they really help the other parts of the army. I ended up losing the game because I didn't take enough troops units, and my dice had fits.

A couple things my opponent commented on, bs4 he really didn't think they should have it. Also the toughness 5 on the web cannon seemed too much for him for a "net" being fired at him. Originally he had misgivings about the split up missile teams but either through my dice rolls being terrible or whatever they didn't seem to do a whole lot.

I did limit myself to no "military" weapons, to see how I'd do and it wasn't too bad. We are going to try the arbites against an ork horde and demons for the next couple of games.

Thanks again for the codex.

Believe half of what you see and none of what you hear.  
   
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Fort Wayne, IN, USA

Thanks for the quick battle report. Glad to see folks using the list. As to the comments:

The BS4 argument has been noted, and unless somebody gives me very firm reasoning, I am not swaying on it. These guys are at least as well trained as Stormtroopers - they come from the same schools and train constantly. They are better than Guardsman who are handed a Lasgun,shown which way to point it, and let loose. </exaggeration>

Webbers aren't just "nets". Go back to the old descriptions in 2nd Ed 40K and earlier and you will see that you pretty much didn't even survive being webbed unless somebody had web dissolving fluid or you were really strong. Combine that with the fact that 40K battles really don't represent that long of a time frame, and you see that even being temporarily taken out of the fight is enough to cost you the battle. S5 allows them to actually be worth using over Heavy Bolters and the like.

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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Thinking about the fire support teams, I think the ability to have three missile launchers that can fire at different targets and get twin linking all for only 90 points is too good. I can see that point cost for hvy bolters, but missiles and autocannon s should be either 15 or 20 points a piece. As it is, the missile teams are the auto go to choice. The points increase might make the other choices more appealing.

Believe half of what you see and none of what you hear.  
   
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Fort Wayne, IN, USA

New version uploaded 02/08/2013 (See first post)


Change Log:

- Cyber-Mastiffs toned down a bit. They previously outstripped Space Wolf Cyberwolves in raw hitting power by a decent bit. While they seemed fairly balanced points-wise, they were just more powerful than they should be compared to the Cyberwolves. They have been updated as follows:

- Reduced Attacks from 3 to 2
- Removed Feel No Pain and Furious Charge
- Reduced their cost to 10 points per model


- Fire Support Team increased to 30 points per Team, but they now come with Sniper Rifles standard. Options to replace the Sniper Rifle have had revised costing as well.


- Executioner Shells revised to Assault 1 rather than Heavy 1, but retain the "No Snap Shots" rule. This allows them to be a bit more effective on the move, but still allows for a very real choice between Manstoppers (12"/S4/AP-/Assault 2) or Executioners (18"/S4/AP5/Assault1, Ignores Cover, No Snap Shots).


- Added Version # and Page #'s as a footer, helpful for those who might be printing this thing out to keep track of which page goes with which version.

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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Fort Wayne, IN, USA

New version uploaded - see the first page.

Change Log :

- Added the Tactical Protocols special rule to Cyber-Mastiffs. Changed their "Servo-jaws" to count as a basic close combat weapon, with the new Tactical Protocols allowing for Mancatchers to be one of their new programmed command options.

- Fixed Eagle Assault Shuttle to allow Bulky, but not larger.

- Added an option for Rhinos to be modified to an open-topped variant.

- Added the option to give Judges and some Judge characters Power Armour.

- Improved the Suppression, Detection, Lockdown and Audentia Lex psychic powers a bit to help the Virtus Lex Psychic Discipline better compete with the other available Disciplines.

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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Fort Wayne, IN, USA

New version uploaded - see the first page.

- Updated the Servo-Arm to match the new version from Codex Dark Angels.

- Raised the cost of the Eagle Assault Shuttle from 150 to 175 points. (It was a little cheap compared to the made-for-6th Edition flyers coming out in more recent books.)

- Added a new special character, Detective Wayne Gotham - "The Black Chevelier", because I thought of a great way to integrate Batman into the Adeptus Arbites - and because Batman is cool. The most important part of getting this character right is the "A Law Unto Himself" special rule, which causes all models in your army to treat him as a Desperate Ally.

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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I haven't gotten any more games in yet with the codex but, I did get my army done and I made a city board for them. So.. I should have a couple more battle reports for you. I did want to post some picks of my army. Thanks for the inspiration.




Believe half of what you see and none of what you hear.  
   
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Fort Wayne, IN, USA

Looks great. Very coherent force. Interesting choice with the tracked guns as your big guns. I take it those "wheeled landspeeders" are Halligans?

I am also really digging your Ogryns. Any chance of seeing some closer shots of those guys?

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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I figured the Arbites would have a little better tech than standard IG when it came to fire support and so I thought about using the epic landraiders as a kind of heavy weapon servitor.

I also built a modular city table to use with them. A buddy of mine traded a chest that will hold all of the pieces for a storm talon. I think I got the better of the deal. The city is in the dakka forum http://www.dakkadakka.com/dakkaforum/posts/list/525522.page#5826703

The "wheeled landspeeders" were supposed to be hydras, and they still maybe but, with the hydras not having interceptor I thought that they could be a good standin for Halligans.

I think every precinct should have a "brute"squad, and these guys fit the bill. I'm going to try and run them behind the suppressors and then charge when they get in range. We'll see. Here are some better shots. The green stuff was done almost 4 years ago (my arbite project is a long time in coming) and so it's not the best.



Believe half of what you see and none of what you hear.  
   
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Fort Wayne, IN, USA

My early efforts with green stuff have taught me to appreciate even the roughest works. Your Ogryn look great. They really fit the bill, and I love the color scheme on those ripper guns - they look like big tommy guns.

And I agree - we need some brutes to call in when things get rough. I have a planned 500 point IG ally add-on list that includes a Company Command Squad (Penal Wardens) mounted in a Chimera, two Penal Legion squads, and of course a small squad of Ogryn for brute duty. I only hope that when I get around to putting my own Ogryn team together they look the part half as well as yours do.

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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Fort Wayne, IN, USA

New version uploaded - see first post.

Update notes:

- Various fixes of minor typos, formatting errors, etc.

- Replaced "The Law Condemns" Judicial Warlord Trait with the new "You're on MY Turf!" Trait. I thought this was a great tool to add, and Hatred was the easiest Special Rule to lose from the Warlord Traits (since there are other close combat related, and Hatred is still available through the Book of the Law). The new Trait allows the Judge to grant the Outflank Special Rule to D3 units before deployment.

- Changed Judge Schindler's Warlord Trait from the removed "The Law Condemns" to the "Master Orator" trait. Her points cost has been increased by 5 points to account for the guaranteed combination of her Book of the Law and the "Master Orator" trait.

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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Brigadier General





The new Sick Man of Europe

Great codex. Shame that it's going to be hard to find models for the stuff in it.

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Fort Wayne, IN, USA

Thanks. And true, the Enforcer stuff is now OOP, but that doesn't mean we are without choice.

I am going to be converting Cadians into Arbites using Space Marine Scout arms and modified Cadian helmets. I've seen great work done with pure Scouts and pure Cadians as well. There is also the possibility of other manufacturer's models if you aren't bothered about that sort of thing (particularly the Judge Dredd stuff...)

As far as the non-Arbitor models, most of them are easy - Rhinos, Razorbacks, Whirlwinds & Chimeras for most of the vehicles, a Tech Priest for the Tech Priest Handler, etc.

Probably the hardest now is the Cyber Mastiff - at least if you are going with GW only. However, I've seen some interesting kitbash stuff done with various models. There are also lots of robo dogs floating around from other manufacturers.

Really not too hard if you look, and are willing to do a bit of converting.

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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 Ambience 327 wrote:
I am thinking this might even warrant a reduction in points cost, possibly 2 pts for squads and 3 pts for characters.

Have in mind that rerolleable 4+ is ectually better than 3+: it's 66.7% and 75% chances to save respectively.

"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench 
   
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Fort Wayne, IN, USA

4+ with a re-roll is indeed better than 3+ - but only against weapons with AP5 or worse. Against AP4, the 3+ is definitely better, and against AP2 or AP3, they are equally useless.

However, the change to a re-rollable save was from them adding +1 to the save in close combat AND giving the model the Stealth special rule - quite powerful (especially for characters or models who could take them individually, who I later realized would pass Stealth on to the whole unit). Hence the consideration of lowering them to the aforementioned 2/3 pts - which I didn't end up going through with.

The new version JUST allows re-rolled saves, so it is not nearly as good as the previous version.

As I finally settled on a cost of 5 points for characters and 3 points for non characters, I feel they are right where they should be.

It is also important to remember that a character upgrading to Power Armour (for that 3+ save, for the same 5 points) may also still gain the +1 Attack for using two weapons, so that is taken into account as well.

This message was edited 1 time. Last update was at 2013/08/16 00:51:57


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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Fort Wayne, IN, USA

Change Log:

- Added the Twin-Linked rule back to Executioner rounds. After running the numbers again (due to finding an error in my earlier calculations, I found that it was inferior to Manstoppers in basically all circumstances except where Manstoppers were out of range. Now, it is superior to Manstoppers against anything with a 5+ Armour save, or whenever a model's Cover Save is better than its Armour Save. In all cases, a rapid-firing Bolter is still either equalor superior to both Manstoppers or Executioner Shells, but only marginally in most cases - which is exactly what I have been shooting for (no pun intended).

- Updated Shock Weapons to more closely resemble Power Weapons of the same classification. (i.e. dropped the Poisoned rule, added Strength bonuses and better AP). Now they are basically "Power Maul Light" and "Power Lance Light". After much consideration, I realised they really didn't fit the fluff since they basically became more effective the higher the Toughness of the foe. Now they do very good damage against low-Toughness low-Save models, but struggle against high-Toughness and/or high-Save models, but are less effective than their Power Weapon versions in all respects. Points costs were adjusted (including making the lances the same cost as the mauls as they are actually inferior against many targets, but advantageous against some - especially those with 4+ and 5+ armour saves).

- Added Grav-Pistols and Grav-Guns as fairly restricted options. The Judge can take a Grav-Pistol, and each Response Team may take a single Grav-Gun.

- Added the Auspex and Signum as new wargear items. The Auspex is an option for Judges and Investigators, while the Signum is an option for Combat Team and Response Team Proctors.

- Reduced the cost of the Forensus for Judges from 15 points to 10 points.

- Added the option for Pursuit Team Proctors and mounted Judges to take a Power Lance.

- Clarified that Fire Support Team Missile Launchers come standard with frag & krak missiles, and added the option for flakk missiles. The astute will note that the Spotting Scope already allows Skyfire - but of course taking flakk Missiles would allow the Spotting Scope to instead apply Monster Hunters, Tank Hunters or Twin-Linked to the same shot.

- Gave Detective Gotham Breaching Charges.

- Re-worked Detective Gotham's "The Right Tool for the Job" rule so that he can only use one of the provided rules during a given player turn. This won't actually have much practical effect except in rare circumstances, but it makes him just a little less rules-packed.

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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I guess that Suppression has no effect on units without a Ld score, but maybe that should be spelled out.

   
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Fort Wayne, IN, USA

Good point. I'll look to clarifying that in the next release.

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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Brigadier General





The new Sick Man of Europe

Wayne Gotham should have preferred enemy against Harlequinns.

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Fort Wayne, IN, USA

LOL - Joker reference! I love it. I might just do that if I can think of a characterful way of adding in a reference to repeated encounters with them.

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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Fort Wayne, IN, USA

New version uploaded (see first post)

Change Log:

- Updated the Auspex to refer to "A model with an auspex..." rather than "An Investigator with an auspex...", as a Judge can take one as well.

- Updated the Suppression Power to note that "Units without a Ld value are unaffected" thanks to a tip from "Perfect Organism" on DakkaDakka.

- Added the option to upgrade a Sentinel Pursuit Team to Apprehender Pattern Sentinels equipped with Webbers, Mancatchers and a new Ballistic Shield which grants them a 5+ invulnerable save against glancing hits. Also gave them an option to replace either the webber or the mancatcher with a Shock Claw (which is unique to the Apprehender). YOu have to choose between the +1 Attack for you and -1 Attack for your opponent provided by the Mancatcher, or the shooting damage provided by the webber.

The Apprehender is an old idea of mine that I had made a nod to with the Mancatcher option in previous iterations, but I decided I really wanted the ability to go total close-ranged assault with the Sentinels, and figured the Ballistic Shield would help them get there, and the mancatcher, shock claw and webber would allow them to do something once they did. Proper placement of Sentinels could potentially bring down the Attacks of any power-fist-armed or similarly-armed models in the enemy unit, limiting the damage received in return, allowing them to form a useful tarpit unit, since many models will struggle to scratch their armour and those that do may be mitigated by the Ballistic Shield if they only cause glancing hits.

- Added the "Harlequin Enmity" rule to Detective Gotham based on a suggestion from "sing your life" on DakkaDakka. It adds a nice nod to Batman's greatest enemy, The Joker.
(Thanks sing your life !)

This message was edited 1 time. Last update was at 2013/10/25 17:10:56


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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Been Around the Block




i would play this army just to have space robocop and space batman fighting against zombie robots from hell (War in Heaven is pretty close to hell)
   
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Fort Wayne, IN, USA

Thanks! I like the way you think. I am in the planning stages for my Arco-Judge and Detective Gotham conversions and I agree, they are really fun characters.

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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Fort Wayne, IN, USA

New version uploaded (see first post)

Change Log:

- Added the option for the Judge, Arbitor General, Detective, Response Team Proctors and Combat Team Proctors to take Plasma Pistols.

- Added the Rampage rule to Detective Gotham, representing his ability to use his enemy's numbers against them. Since he will often be on his own in close combat, he will quite often receive bonus Attacks from this rule.

- Added the Uncanny Reflexes special rule to Detective Gotham, giving him a 5+ Invulnerable Save. As a loner-type character, he just needed a bit more survivability.

- Gave Detective Gotham's Throwing Blades the Poisoned (4+) & Pinning rules, representing some form of paralytic toxin. I want them to be a real threat, which the Poisoned (4+) rule allows. In addition, the Pinning rule provides some utility and emphasises the theme of paralytic poison.

- Increased Detective Gotham's cost by 10 points to account for the above changes.

- Improved the Ballistic Shield to provide a 5+ Invulnerable Save to both Glancing AND Penetrating hits, but disallowed its effect when it is hit in the rear.

- Changed the stats on Apprehender pattern Sentinels, giving them WS4, BS3, A2 and a Front Armour of 11. They should now be just a bit more useful in an Assault.

- Removed the option for an Apprehender pattern Sentinel to carry both a Mancatcher and a Shock Claw.

- Updated the Pre-fab Barricade Line and Arbites Sector House to bring them in line with Stronghold Assault.

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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Clarksville, TN

I just wanted to let you know I love this codex! You've done a bang up job. Thanks to your inspiration I'm building an Arbites force to use as allies with my Iron Hands army. Please, keep up the awesome work.

".....and they shall know no fear." 
   
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Fort Wayne, IN, USA

Thanks - I appreciate it.

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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Temple Prime

What ideas do you have for relic wargear?

 Midnightdeathblade wrote:
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