Warhammer 40.000

Autres règles, pour une armée de l'Adeptus Arbites.





Mise à jour : 25/1/02 20:00



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ADEPTUS ARBITES ARMY LIST

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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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HQ
JUDGE (45 PTS)

WS
BS
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Judge
4
4
3
3
3
4
3
9
4+

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.



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ELITES
ARBITES COMBAT TEAM (8 PTS/model)

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BS
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Arbitrator
3
3
3
3
1
3
1
7
4+
Proctor
3
3
3
3
1
3
2
8
4+

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)

WS
BS
S
T
W
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A
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Arbitrator
3
3
3
3
1
3
1
7
4+
Proctor
3
3
3
3
1
3
2
8
4+

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



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TROOP
ARBITES PATROL TEAM (8 PTS/model)

WS
BS
S
T
W
I
A
Ld
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Arbitrator
3
3
3
3
1
3
1
7
4+
Proctor
3
3
3
3
1
3
2
8
4+

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



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FAST ATTACK
ARBITES PURSUIT TEAMS (25 PTS/model)

WS
BS
S
T
W
I
A
Ld
Svg
Arbitrator
3
3
3
3
1
3
1
7
4+
Proctor
3
3
3
3
1
3
2
8
4+

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

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