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Maximum Warhammer
Adeptus Australasia

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(0-1) JUDGE
Points WS BS S T W I A Ld Sv
Judge 45 4 4 3 3 3 4 3 10 4+

Weapons: Bolt Pistol

Options: Judges may choose additional equipment from the Armoury as normal. 

Bodyguard: A Judge may be accompanied by an Escort Squad; see the entry below for details. Note that the Judge and Escort Squad count as a single HQ choice.

SPECIAL RULES

Independent Character: Unless accompanied by an Escort (see below), a Judge is an Independent Character and follows all normal rules for Independent Characters from the Warhammer 40,00 Rulebook.

Inspired Leadership: Any Arbites unit within 6” of a Judge may make all Morale and Pinning tests using his Leadership.

 


 
MARSHALL
Points WS BS S T W I A Ld Sv
Marshal 25 4 4 3 3 2 3 2 9 4+

Weapons: Bolt Pistol

Options: Marshals may choose additional equipment from the Armoury as normal. 

Bodyguard: A Marshal may be accompanied by an Escort Squad; see the entry below for details. Note that the Marshal and Escort Squad count as a single HQ choice.

SPECIAL RULES

Independent Character: Unless accompanied by an Escort (see below), a Marshal is an Independent Character and follows all normal rules for Independent Characters from the Warhammer 40,00 Rulebook.

 


 
ESCORT SQUAD

Judges and Marshalls (only if not part of a Huntsman vehicle!) may select one Arbite unit from the list below as an Escort Squad. The team chosen has all normal options.

  • Combat Team
  • Patrol Team
  • Reaction Team

Note – if the Combat Team is in Power Armour, the Judge/Marshall must also take Power Armour.

Options: One member of an Escort Team may be upgraded to Precinct Color Guard Bearer for +10 points, using the rules for Standard Bearers from Codex: Imperial Guard. He may choose either a Holy Relic or Regimental Standard, again using the rules and points values from that codex.


DETECTIVE
Points WS BS S T W I A Ld Sv
Detective 20 3 3 3 3 1 3 2 8 4+

Weapons: Bolt Pistol

Options: Detectives may choose additional equipment from the Armoury as normal.

SPECIAL RULES

Independent Character: A Detective is an Independent Character and follows all normal rules for Independent Characters from the Warhammer 40,00 Rulebook.

Word on the Street says… Detectives are specially trained to infiltrate suspect organizations and gather intelligence on possible enemy actions. They also use a wide network of informants and spies, all designed to keep the Precinct aware of any possible anti-Imperial activities or alien incursions. This helps ensure that while the Arbites may not be on the offensive in the attack, at the least they are not taken unawares. To represent this, if the Arbite force contains a Detective then it may re-roll it’s dice roll for deciding who goes first. If both sides can re-roll, then the special abilities cancel out. Against foes that will always go first the Detective’s ability has no effect – even he is caught unawares!


 
(0-1) HUNTSMAN COMMAND AND CONTROL VEHICLE
  Points Armour BS
Front Side Rear
Huntsman 135 12 10 10 3

Type: Tank, Open Topped

Crew: Arbitrators. A special 5 man squad is also carried by the Huntsman, consisting of a Marshal and a 5 man Arbite Patrol Team. The Marshal acts as tank commander while the Arbitrators serve as a defensive firebase. They function as a normal transported squad – they can target independently of the vehicle at another target unit, and all can fire as the vehicle is Open-Topped. 

The squad can only leave the Huntsman if the vehicle is destroyed. Surviving models are considered to be below half strength for purposes of morale checks, claming table edges, etc. They are worth zero victory points on their own but their vehicle counts only as being damaged for victory point purposes while the crew lives.

The Marshal may choose weapons and wargear from the Armoury as normal, and the Arbitrators may take any normal upgrades and options any additional items available to their Patrol Team. All will add to the overall points cost for the Huntsman. 

Weapons: A single hull mounted Heavy Webber and two sponson mounted Heavy Webbers. 

Options: The Huntsman may take the following vehicle upgrades from Codex: Imperial Guard:
Pintle-Mounted Storm Bolter, Searchlight, Mine Sweeper, Smoke Launchers, Track Guards, Extra Armour, Rough Terrain Modifications.

SPECIAL RULES

Command and Control: The Huntsman also serves as a mobile targeting control centre for the Arbite force. It carries an array of command & control equipment, with multiple video systems displaying the gathered data for the Marshal. He can then relay this information to fellow Arbite units. The Huntsman counts as having the vehicle upgrade Improved Comms (see Codex: Imperial Guard for details, but note it will only effect other Adeptus Arbites units for Reserve rolling). 

Automatic Riot Control Targeting: All three Heavy Webbers on the Huntsman are linked to sophisticated motion detection and IFF sensors. This information is then networked into an onboard firing computer, a primitive version of the more sophisticated Machine Spirit systems commonly found on Adeptus Astartes vehicles. At slow speeds this system automatically targets the largest enemy masses in each weapon’s fire arc, without the need for direct crew control. This allows the Huntsman to fire all weapons even if it has moved, as long as it does not move more than 6” in that turn. If it moves more than 6”, it can only fire one Heavy Webber.


All original concepts © Tim Huckleberry. 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.