Arcturas Stronghold
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Maximum Warhammer
Adeptus Australasia

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ARBITES PATROL TEAM
Points WS BS S T W I A Ld Sv
Arbitrator 7 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 20 Arbitrators. 

Weapons: Each member is armed with an Arbites Shotgun.

Options: One model may upgrade to a Grenade Launcher (+6 points) or Bolt Gun (free).

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.

 


 
PENAL LEGION UNIT
Points WS BS S T W I A Ld Sv
Penal Legionnaire 4 3 2 3 3 1 3 1 5 -
Warden 15 3 3 3 3 1 3 1 8 4+

Squad: The unit consists of one Warden leading 10-20 scum of the galaxy, each prisoner hoping to live through the combat and possibly be rewarded with a parole. You may not field more Penal Legion units than you have Arbite Patrol Teams in your army, and no other character will ever join the unit. Penal Legion units cannot be transported.

Weapons: Penal Legionnaires are armed with lasguns, each weapon fitted a special IFF system so that they cannot fire upon anyone set as “friendly” by the Precinct commanders. Many instead carry an assortment of crude close combat weapons. In game terms, each model will either be armed with a lasgun, or two close-combat weapons. You are free to mix weaponry in the unit as desired.

Character: The Penal Legion is lead by an Arbite Warden, armed with a Bolt Pistol and the collar controls. He may choose additional equipment from the Armoury except for special access items as noted.

SPECIAL RULES

Penal Legion Collars - Frenzon: Once per game at any time, the Warden can activate special Frenzon chemical injectors in the collars. This gives the Legionnaires +1 Initiative for the rest of the turn.

Explosive: If the unit fails any Morale or Pinning Tests (or has automatically fails such a test), the Warden may detonate one explosive collar, instantly (and messily) killing one cowardly legionnaire of his choice. The unit may then re-take the test, using the Warden’s base Leadership of 8. No negative modifiers are used, due to the highly inspirational nature of the collar detonation! This may only be done once per test however – if they fail again, they fail. 
If the Warden is ever killed, at the end of the turn the unit must take a Morale test. If they pass, they fight on with newly instilled faith in their Emperor. If they fail, the unit disperses from play as the cowards run for freedom!


ARBITES CADET TEAM
Points WS BS S T W I A Ld Sv
Cadet 5 3 3 3 3 1 3 1 6 5+
Proctor 15 3 3 3 3 1 3 2 8 4+

Squad: The unit consists of one Arbite Proctor and between 5-10 Cadets.

Weapons: Cadets are wear Flak Armour (5+ Armour Save) and are armed with a Close Combat Weapon and Autopistol.

Options: One Cadet may substitute his Autopistol for a Bolt Pistol (+3 points), or exchange both of his weapons for a Boltgun (+3 points) or Arbites Shotgun (+3 points).

Character: The Proctor wears Carapace Armour (4+ Armour Save) and is armed with a Bolt Pistol. He may choose additional equipment from the Armoury except for special access items as noted.


(0-1) KAYNINEZ TEAM
Points WS BS S T W I A Ld Sv
Kayninez 5 3 0 3 4 1 4 2 5 -
Handler 15 3 3 3 3 1 3 2 8 4+

Squad: The unit consists of 2-10 Kayninez plus a Handler. It cannot be transported.

Weapons:
Teeth and claws!

Character:
The team is lead by an Arbite Handler, armed with a Bolt Pistol. He may choose additional equipment from the Armoury except for special access items as noted. No other characters may join a Kayninez unit.

SPECIAL RULES

Kayninez: Kayninez are genetically enhanced dogs, specially bread and trained for Arbite use in crowd control. They Move 6”, and can Assault 12” (if assaulting through Difficult Terrain, roll 2D6 and double the highest for their Assault movement). This often means they will run ahead of their Handler to engage the enemy. If more than 2” from their Handler, both Handler and dogs must attempt to regain unit coherency in their Movement Phase if possible; they are still considered to be a single unit however. The bloodthirsty nature of the Kayninez means they will always Pursue if their enemy Falls Back in an Assault however, unless they can restrain themselves by passing a Leadership Test.

Handler: When separated by more than 6”, the Handler is considered an Independent Character for enemy targeting purposes. If the Handler is killed, the pack is removed from play at the end of the turn. Otherwise, they can always use his Leadership, no matter how far away they are from him.


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.