Tactical Command
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arbites rules
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=59&t=11474
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Author:  samuelk2 [ Thu Jan 10, 2008 6:20 pm ]
Post subject:  arbites rules

i was thinking of making an arbites force ( the galaxies police force ). I know there are no rules for them ?so here are my own, they are based on the imperial guard infantry.

so here ?are the rules for the riot ?police

type: infantry ? ? ? ? ? ? speed: 15cm ? ? ? ? ? ? ? ?armour : 6 + ? ? cc: 5+ ? ? ? ? ? ? ? firefight: ?5+ ? ? weapons: shotgun (15cm small arms ) autocannon ?(45cm ap 5+ at 5+) ?power maul (assault weapon macro weapon )

notes : riot ?shield ( invulnerable save ) ?

i planning to use exodus wars perfect ?preicent ?heres a link; ? ?http://www.exoduswars.com/store/product_info.php?products_id=57                 ill be making more rules according to the feedback.





Author:  ragnarok [ Thu Jan 10, 2008 6:37 pm ]
Post subject:  arbites rules

I believe that there are rules for arbites and rioting mobs over at the SG site.

They were a fanatic online article (I think).

They add in all sorts of extra arbites units

Author:  Legion 4 [ Thu Jan 10, 2008 6:42 pm ]
Post subject:  arbites rules

Yes, I think that is what Tom had in mind, Perfects as Arbites ...  And BTW, There is an Exodus Wars forum/thread on this site too.  As well as DRM, Baccus etc., we got it all covered ! :D   And in the old OOP Firepower Mag #1, there is an article about Arbites using E40K rules.  So that might be of some help to you too.

Author:  samuelk2 [ Thu Jan 10, 2008 7:39 pm ]
Post subject:  arbites rules

so what sites could you find them on

Author:  ragnarok [ Thu Jan 10, 2008 11:27 pm ]
Post subject:  arbites rules

On the gamesworkshops specialist games site, under epic article.

here

Scroll down until you reach the article namd riot.  It has fan rules for rioting citizens and arbites armies.

Author:  The_Real_Chris [ Thu Jan 10, 2008 11:49 pm ]
Post subject:  arbites rules

I think maybe you are a bit heavy on the heavy weapons? Do police carry HMG? (Well appart from the brazilain police!)

Maybe make a support squad packing the heavy gear, call them something like a dispersion squad!

Author:  Ginger [ Fri Jan 11, 2008 1:39 am ]
Post subject:  arbites rules

I don't know - consider Judge Dredd, or the various Die Hard films. While you don't get cops wandering the streets with bazookas and armoured cars to start with, they seem to be available "round the corner". So here, you would only be able to deploy lightly armed riot police to start with, but would have the option to call in the "Heavy Mob".

As a gaming option, you could apply a penalty system for doing so. So for example the Rioting player ( :p ) get usual Victory Points for objectives etc, but only has limited forces at his disposal. The Arbites start with lightly armed troops, but give the Rioters 1 point for escalating to the use of the "Heavy Mob", and 2 points for even bigger guns. (of course it goes without saying that any Ork player commanding the Arbites will automatically lose  :p  :D )

Author:  zombocom [ Fri Jan 11, 2008 7:18 pm ]
Post subject:  arbites rules

In necromunda, enforcer squads (basically arbites) have access to heavy stubbers, so I'd give them one of them instead of an autocannon.

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