Arcturas Stronghold
[ TimH's Arbites ]
[ Wargear ]
[ Modelling ]
[ HQ ]
[ Elites ]
[ Troops ]
[ Fast Attack ]
[ Heavy Support ]
[ Summary ]

[ Codex:Daewar ]
[ Codex:Vermin ]
[ Epic 40k ]
[ Daewar Fluff ]
[ Squat Minis ]
[ Squat Links ]
[ Forum ]
[ Guestbook ]
[ Sign | View ]
[ RateMySite ]
[ Webrings ]
« ? Squats + »
« ? GW Webway »
« ? 40k U-niversal »
[ WarSeeker ]


Maximum Warhammer
Adeptus Australasia

Games Workshop Gateway




Forum by EZBoard
Labelled with ICRA


ARBITES SHOCK TEAM
Points WS BS S T W I A Ld Sv
Arbitrator 9 3 3 3 3 1 3 1 7 4+
Proctor +7 3 3 3 3 1 3 2 8 4+

Squad: The unit consists of between 5 and 10 Arbitrators. 

Weapons: Each member is armed with a Suppression Shield and Shock Maul.

Options: The entire unit may be armed with any of the following: Frag Grenades (+1 point per model), Krak Grenades (+2 points per model), Smoke/Blind Grenades (+2 points per model).

Character: One Arbitrator may be upgraded to a Proctor for +7 points, and may choose additional equipment from the Armoury except for special access items as noted.

Transport: The unit may be transported in a Chimera or Rhino (see Transport section for details). This will not count as a further selection for the army. 

 


 
ARBITES COMBAT TEAM
Points WS BS S T W I A Ld Sv
Arbitrator 9 3 3 3 3 1 3 1 7 4+
Proctor +7 3 3 3 3 1 3 2 8 4+

Squad: The unit consists of between 5 and 10 Arbitrators. 

Weapons: The entire unit is armed with either Arbite Shotguns or Boltguns.

Options: Up to two models can be issued one of the following: Flamer (+8 pts), Grenade Launcher (+10 pts), Heavy Stubber (+10 points).

The entire unit may be armed with Frag Grenades for +1 point per model.

One Combat Team per Arbites force may upgrade all members to Power Armour at +7 points per model. A Combat Team in Power Armour must be lead by a Proctor (see below).

Character: One Arbitrator may be upgraded to a Proctor for +7 points, and may choose additional equipment from the Armoury except for special access items as noted. If leading a Combat Team in Power Armour, the Proctor must also take Power Armour from the Armoury.

Transport: The unit may be transported in a Chimera or Rhino (see Transport section for details). This will not count as a further selection for the army. 


(0-1) ARBITES SNIPER SUPPORT SQUAD
Points WS BS S T W I A Ld Sv
Sniper Team 34 3 4 3 3 1 3 1 7 4+

Squad: The Squad consists of 1 to 3 two-man teams. Each team operates on its own, and counts as a separate unit for purposes of Victory Points. Sniper teams cannot claim board quarters. When deploying the squad, all teams are put on the board at the same time but do not have to be placed together (each team is its own two-man unit).

Weapons: One Arbite in each team (the Sniper) is armed with a Sniper Rifle and the other (who serves as Spotter) with a Shock Maul and Bolt Pistol.

SPECIAL RULES

Take out the Leader! Arbite Sniper Teams are specially trained to pick off Riot leaders or other members of importance, as this is usually the best way to quell any uprisings. As long as both members of the team are alive, when the Sniper rolls a 6 to hit he may apply the hit to any member of the target unit (within Line of Sight and weapon range) rather than allowing the enemy play to decide who is hit.

Superior Training:
Sniper Teams are supremely dedicated and specially trained to fight independently. They never need take a Morale Test for shooting casualties, and can always attempt to Regroup even if below 50% strength. They are also immune from Last Man Standing tests. 

Infiltrate:
Sniper Support Teams may set up via the Infiltrators rule, but only if the mission allows that scenario rule. Otherwise they must set up as normal.


All original concepts © Tim Huckelbery. Last modified 08-06-01. Disclaimer: This website is completely unofficial and in no way endorsed by Games Workshop Limited. Warhammer and Arbites are trademarks of Games Workshop Limited and are used without permission. No challenge to their status is intended.