So, GW mentioned at the Nova Open that Arbites are on their "wish list" in adding them to the wargame.
How could they be implemented without feeling too redundant, especially in the wake of so many Imperial factions already in the game?
Presumably, they'd be a mini-faction, since Arbites aren't meant to fight full-on wars. I doubt they'd be much more than Sisters of Silence or Custodes; ie, basically a few unique units and a transport. Likely part of the Imperial Agents codex.
But what would their role be?
I feel the best in-flavor use for them would be close combat horde for Imperium, we don't have that yet. Something like BS5+, WS5+, 3T/3S, 1A, 1W, 4+ save. Give them all CCW. Take them in units of 10-20.
On top of that maybe give them an Elite choice of swat units. Aggressive, short-range, units with a CCW. give them 4+ BS/WS, maybe a 2nd attack (probably not). Equip them with Shotguns and a CCW and give them some special weapons, like flamers and meltas.
I think they should use Taurox or something as a ground transport and maybe a new unique drop ship.
This way they can fuffill the role of cheap close combat units which Imperium doesn't have yet.
>>55274762
I would expect them to be focused around Necromunda, similar to all the gang factions. I don't think the gang factions will get full 40k rules and neither will arbites.
Stormtroopers with Shotguns and Stormshields instead of Hotshot Volley Guns.
Yay, GW can now can sell a $49.99 codex.