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WEAPONS & WARGEAR

Arbite Characters can requisition weapons and wargear as per the Armoury list in Codex: Imperial Guard. Only Judges and Marshals may choose as Officers/Commissars, and a Judge counts as a Colonel for wargear selection options. All Arbites characters may also choose from the Arbites Armoury list below.


WEAPONS

Arbites Shotgun: This can fire a regular shotgun shell or special Executioner rounds (R18”, S4, AP5, Assault 1). Executioner shots may re-roll a miss (just as if it was a linked weapon). Like a regular Shotgun, it counts as a two-handed weapon. 4 points.

Power Maul: Counts as a Single-handed Power Weapon. 10 points.

Shock Maul: Counts as a Single-handed Close Combat Weapon. The powerful electrical surge it generates on impact can often overcome even the toughest enemy though. Roll to hit as normal, but when rolling to wound each result of a 6 will automatically cause a wound and ignore armour saves. All other results are resolved as normal. 3 points.

Suppression Shield: Gives user +2 to their Armor Save in Close Combat (this cannot take their Armor Save to better than a 2+ however). Although a Suppression Shield is not a Weapon as such, it counts as a single-handed weapon because nothing else can be used by the arm carrying the shield. 

Arbites are specially trained to use these large shields in conjunction with their Mauls, and in their hands a Suppression Shield will count as an additional close combat weapon, giving the user +1 Attack. 7 points.


WARGEAR

Arbites Bike: Independent Characters only. This functions exactly as a regular Space Marine bike from Codex: Space Marines, and is armed with a linked Boltgun.
30 points.

Arbites Riding Beast: Independent Characters only. This gives the user movement as per the Cavalry special rules, plus the special Trot ability (see Rapid Pursuit Team rules below). 15 points.

Book of Law: Judge or Marshal only. All Arbite units within 6” of the model may always test to Regroup, even if below 50% Strength, out of unit coherency, or within 6” of the enemy.
15 points.

Power Armour: Each precinct usually has a few precious suits of this highly valued armour for their higher ranking officers and elite units. Power Armour gives the user an Armour Save of 3+, but due to the weight cannot be taken by models on horseback. 15 points.


NEW WEAPON OPTIONS

Arbite Grenade Launchers can fire Frag and Krak rounds as normal, plus two new rounds designed specifically for Riot/Crowd Control. These new rounds can only effect living creatures, so Vehicles, Demons, Necrons, Thousand Sons, Avatars, Wraithguard, etc. are not effected. Both use standard Blast weapon rules for determining placement and coverage of the weapon template. Note that if a Combi Bolter-Grenade Launcher is chosen as an Armoury selection it can still only fire Krak or Grag rounds, and neither of the special rounds below.

Take-Down: This releases a concentrated mix incapacitating gases designed to seep into skin and irritate eyes. When the round explodes it also sends out subsonic pulses and broadband ultrasonics, overwhelming hearing and severely disorientating the enemy. 

Weapon Range Strength AP Type
Grenade Launcher (Take-Down) 24" 3 - Assault 1 Blast

If the target unit is suffers any wounds no-one is actually removed as a casualty but the unit is Pinned as they become incapacitated; units immune to Pinning are still unaffected however. Open-topped vehicles are effected with a D3 result on the Glancing Hit table on a D6 roll of 6.

Sunburst: When it detonates this round ignites like a small star, blinding any models nearby as well as blistering exposed skin. The intense multi-spectral light is enough to usually overload any vision protection systems.

Weapon Range Strength AP Type
Grenade Launcher (Sunburst) 24" - - Assault 1 Blast

All models hit must make their saving throw (Armour, Cover, Invulnerable, or any others they might have) or the unit must take a test for Pinning. Units immune to Pinning are unaffected. Open-topped vehicles are effected with a Crew Shaken result on a D6 roll of 6.


NEW VEHICLE WEAPONRY

Heavy Webber: A common Imperial crowd control device that sprays out a sticky liquid that forms solid webbing on contact with the air. Victims often suffocate or choke to death if not released quickly. Arbitrators can easily subjugate even the most hostile of gatherings with the mere threat of the extremely unpleasant and often lethal strangulating webbing.

Heavy Webbers use the flamer template with a Strength of 5. Instead of testing against their Toughness though, models test against their own Strength to see if they can break free. Models with special close combat weaponry may count any strength bonuses normally allowed in assaults. Vehicles without a Strength value and Big Gunz/Support Weapons that are hit count as having a Strength of 6.

Units that take any casualties must test for Pinning as they struggle to get out of the webbing, even if immune from Pinning (use a Ld 10 if the unit has no Ld value). All vehicles effected must take a Difficult Terrain Test (Open-Topped Vehicles must take two tests due to their exposed nature), and Big Gunz/Support Weapons cannot fire in the following turn.

Water Cannon: Standard crowd control device, cheap and ideal for non-lethal crowd dispersal during such routine events as food riots or suspicious gatherings.

Weapon Range Strength AP Type
Water Cannon 12" 4 6 Heavy 3

Any model “wounded” is actually only knocked down by the high-pressure jets, and the unit must take a Pinning test even if immune to Pinning (use a Ld 10 if the unit has no Ld value). Roll a D6 for each hit against an Open-topped vehicle; on a roll of 1 they take a D3 result on the Glancing Hit table.


 

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.