Autres règles, pour une armée de l'Adeptus Arbites.
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1/2/02 15:33
ADEPTUS ARBITES ARMY LIST
QG ELITE TROUPES ATTAQUE RAPIDE
The Adeptus Arbites is responsible for the
enforcement of Imperial Law. This is the mandates and decrees passed from Terra
itself, which is quite often separate from local laws and customs. Nobody is
above or below their power, from the most humble peasant to Imperial Commanders.
The Judges are authorised to dispense judgement as laid down in the volumes
of the Dictates Imperialis, from infractions as diverse as disturbing the Emperor’s
peace through failure to meet tithe requirements and riots and insurrection.
The Arbites are well armed and armoured, able to deal with any small scale threat
with the warriors from the Precincts which they occupy on nearly every Imperial
world. They are often an early defence against planetary invasion, as well as
quelling rebellious cults, Chaos covens and alien infestations.
THE ROLES OF THE TASK TEAMS
Together, the Task-Teams can deal with any aspect of lawlessness from full scale
rioting to poor time keeping. The roles of the different Task-Teams are too
varied and complex to discuss in detail, but a general description will help
to form an impression of the range of the Adeptus Arbites’ power.
Judge Patrol Teams are a common sight on Earth
and throughout the more heavily populated arts of the Imperium.They are the
patrolling Judges who must be ready to deal with any emergency or to report
any suspected offence.
Judge Combat Teams are deployed when facing armed
insurrection and only understand one order – ‘Shoot to Kill!’
Judge Shocktroop Teams wear their special helmet
and carry a Suppression Shield and Power Maul. They are deployed to meet special
threats such as food riots and queue wars (In the Imperium, queues in front
of governmental offices can stretch for miles. Queues often take months to reach
the end. The inevitable frustration caused can lead to vicious battles).
Execution Teams deal with the routine task of rounding
up and eliminating known criminals. As all but the most petty crimes are punishable
by death, the Execution Teams are a relatively familiar site.
Support Teams carry or have access to a wide variety
of unusual or heavy weapons and other gear. The Patrol Teams rely upon the back-up
provided by the Support Teams when they come up against armed resistance.
Investigative Teams are rarely seen in public,
they spend most of their time sifting through the holo-records of unsolved crimes
or tracking wrong-doers through the computer matrix of the Administratum. They
are specially trained in logic and deduction.
Pursuit Teams are equipped to pursue criminals
through a twisting Underhive, amongst dense jungles or across arid wastes,depending
on their location. They are equipped with powerful surveyors to detect their
prey (in many Imperial societies, citizens from a criminal genealogy have beacons
implanted at birth so that they can be monitored at all times).
Technical Teams provide the scientific back-up
needed to solve unwitnessed crimes. From evidence as flimsy as gene-prints,
molecular fragments and thermal residues the Judges can quickly reconstruct
even the most complex crimes.
Medical Teams are an important part of the Arbites
Organization. The medical facilities of the Imperium are so monumentally inefficient
and bureaucratic that in most life or death situations the last rites are the
only service on offer. The Patrol Teams risk injury and death constantly, so
the Adeptus Arbites runs its own hospital and medical service. The job of the
Medical Teams is to recover Judges that have been hurt or killed.
Retrieval Teams are deployed to combat kidnapping,
hostage and blockade crime, where innocent citizens are in danger from law breakers.
In fact, they are normally used only where the innocent citizen in question
is reasonably important; little effort is made to rescue ordinary citizens as
they are easily replaced (it should be borne in mind that allowing oneself to
be held hostage or taken by force is a crime under the irresponsibility laws).
ARBITES WEAPONS LIST
Additional Hand Weapon – 1 Point
Boltgun – 2 Points
Lasgun – 1 Point
Arbites Shotgun – 2 Points
Plasma Pistol – 5 Points
Power Sword/Axe – 10 Points
Power Fist – 15 Points
Combi-Weapons:
Bolter-Flamer – 8 Points
Stormbolter – 5 Points
Bolter-Meltagun – 12 Points
Bolter-Plasma Gun – 8 Points
Arbites Shotgun: Arbites make use of specially-designed shotgun shells known
as Executioner rounds. These have a tiny artificial brain that allows them to
unerringly locate their target through dense terrain and any conditions.An Arbites
model with a Combat Shotgun may fire it as either an ordinary Shotgun or an
Executioner round. An Executioner round has the following profile and allows
the model to re-roll any misses once per shot.
Range Str AP Type
18” 4 5 Assault 1
THE ADEPTUS
ARBITES ARMY LIST
Any Space Marine, Imperial Guard or Sisters of Battle army may include choices
from the Adeptus Arbites Army List and take up to one choice from the appropriate
section of the Force Organization chart. Alternatively, you can field an entire
Adeptus Arbites army, in which case treat any Heavy Support choices on the Force
Organization as Elites choices instead.
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Weapons: Bolt Pistol
Options: The Judge may be given up to two choices from the Arbites Weapon List.
Independent Character: A Judge is an Independent Character but may not join
squads of Space Marines.
ELITES
ARBITES COMBAT TEAM (8 PTS/model)
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Proctor |
3
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8
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4+
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Squad: The squad consists of between 5 and
10 Arbitrators.
Weapons: Boltguns
Options: Up to one member of the squad may replace his Boltgun with a Grenade
Launcher at an additional cost of +10 Points.
Character: One Arbitrator may be upgraded to a Proctor at an additional cost
of +7 Points. The Proctor may be given up to one choice from the Arbites Weapon
List.
Transport: The Arbitrators may be mounted in a vehicle. The design of this vehicle
varies depending on the availability of local materials. However, it is most
commonly a Rhino or Chimera.
Chimera – 95 Points
Rhino – 50 Points
ARBITES SHOCK TEAM (12 PTS/model)
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Proctor |
3
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3
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3
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3
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1
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3
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2
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8
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4+
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Squad: The squad consists of between 5 and
10 Arbitrators.
Weapons: Shock Mauls (close combat weapon) and Suppression Shield (gives 2+
armour save in close combat).
Character: One Arbitrator may be upgraded to a Proctor at an additional cost
of +7 Points. The Proctor may be given up to one choice from the Arbites Weapon
List.
Transport: The Arbitrators may be mounted in a vehicle. The design of this vehicle
varies depending on the availability of local materials. However, it is most
commonly a Rhino or Chimera.
Chimera – 95 Points
Rhino – 50 Points
TROOP
ARBITES PATROL TEAM (8 PTS/model)
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Arbitrator
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1
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7
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4+
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Proctor |
3
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3
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3
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3
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1
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3
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2
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8
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4+
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Squad: The squad consists of between 5 and
10 Arbitrators.
Weapons: Combat Shotguns with Executioner rounds.
Options: Up to one member of the squad may replace his Shotgun with a Grenade
Launcher at an additional cost of +10 Points.
Character: One Arbitrator may be upgraded to a Proctor at an additional cost
of +7 Points. The Proctor may be given up to one choice from the Arbites Weapon
List.
Transport: The Arbitrators may be mounted in a vehicle. The design of this vehicle
varies depending on the availability of local materials. However, it is most
commonly a Rhino or Chimera.
Chimera – 95 Points
Rhino – 50 Points
FAST
ATTACK
ARBITES PURSUIT TEAMS (25 PTS/model)
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7
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Proctor |
3
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3
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3
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3
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1
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3
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2
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8
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4+
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Squad: The squad consists of between 3 and
10 Arbitrators mounted on bikes.
Weapons: Bike mounted Twin Bolter.
Character: One Arbitrator may be upgraded to a Proctor at an additional cost
of +7 Points. The Proctor may be given up to one choice from the Arbites Weapon
List.
Source-Citadel Journal 28
Ceci n'est
pas de mon invention, je tiens à le préciser.
Régle
Soeurs de Bataille
Règle
Armée de Khorne
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