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Tactics - Adeptus Arbites (9E)
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===Ranged weapon=== *'''Lasgun:''' on your expendable troops, gives the cheapest of mass guns. *'''Boltgun/Bolt pistol:'''1pts. Lasgun +1S. Swap them out for Arbites Shotgun for longer range shooting. Good at dealing with GEU. *'''Shotgun:''' base Shotgun found on Enforcer Cadre, (Assault 2 12" S3 and gains +1S when within 6"). *'''Arbites Shotgun:''' 1pts. The standard Arbites weapon, (12" Assault 2 S4 Ap-0 D1, +1Str when within half range). being an assault 2 weapon + Rapid response you can quickly run up on the enemy and shotgun them, decimating Guardsmen squads. Space marines are a more difficult story as they have better protection and are better in melee(don't engage a MEU in CC with a shotgun). *'''Mortiurge Shotgun:''' an assassins shotgun with a normal Arbites Shotgun mode or an assault 1 S5 Ap-1 mode. *'''GrappleHawk:''' 5pts. (24" Assult D6 S4 Ap-0 1) An Assult D6 bolter that doesn't need line of sight. Can take on Judges and Cyber-Construct Handler. '''Special Weapon''' *'''Flamer:''' An assault 1d6 S4 that autohits from 12" away. Being an assault weapon that always hits, there's no penalty for advancing and firing, especially since you get an extra 9" move at the start of the game. It's also pretty useful insurance against charges as it always auto-hits during Overwatch. *'''Concussion carbine:''' 5pts. 18" Assault D3, Blast gun that reduces enemy's Move characteristic by D3β until the start of your next Shooting phase. *'''Plasma gun:''' 10pts. Cheaper Melta only for light Vehicles and MEU. Keep around a Marshal so they don't explode. *'''Heavy Stubber:''' 5pts. 36" Heavy 3 bolter, cheap way to increase firepower. *'''Sniper rifle:''' 2pts. the weapon used to take out characters. All your HQs can take one, so if you plan on keeping them in the back, give them a rifle. *'''Meltagun:''' 10pts. Good against anything with lots of wounds, not just vehicles. 12" Assault allows it to be fired even if you ran. S8 AP-4 D1d6 makes it more powerful than supercharged plasma and is safe. If you manage to get to within 6" and fire it, you +2 more damage. *'''Subjugation grenade launcher:''' 5pts. a variant of the Granade launcher with frag becomes Choke, and Krak missile becomes Lockdown which is a Krak grenade that reduces vehicle movement by 6d". '''Ranged Weapons''' your character and Proctor weapon list. *'''Plasma Pistol:''' 5pts. Fight MEU at close range *'''Storm bolter:''' 3pts. double the number of bolter fire. *'''Combi-Weapon:''' Bolter + another gun. can fire both at a -1BS penalty. **'''Flamer:''' clears out chaff and discourage close charges. Ignores BS penalty. **'''Meltagun:''' how to put an Ant-Vehicle weapon on a character. **'''Plasma gun:''' anti-MEU, Overchearrg when on or near a marshal. '''Choke weapons:''' Tear gas in the 41st millennium. Wounds units on a 4+ but {{W40Kkeyword|vehicle}} or {{W40Kkeyword|Titanic}} on a 6+, but if a unit suffers an unsaved wound, they're at a -1 to all hit rolls until the start of your next turn. They have a good chance to wound infantry and bikes but it has no AP. if you do wound, the enemy becomes less of a threat. Comes in hand grenade, grenade launcher, and grenade Cannon form. *'''Choke Grenade:''' A Shorter range Frag Grenade (6" Grenade D6 S* Ap-0 1 Blast Choke weapon). *'''Subjugation Grenade Launcher:''' a variant of the Granade launcher with frag becomes Choke, and Krak missile becomes Lockdown which is a Krak grenade that reduces vehicle movement by 6d". *'''Grenade Cannon:''' the bigger variant that shoots a chock grenade that also hits enemies near the targes and the Lockdown has +1 more Strength. '''Needler Weapons:''' Mortiurge weapons, everything wounds on a 2+(except vehicles, S1) and deal D3 damage, still have to overcome Armour. *'''Firesprite Needler:''' pistol 3. *'''Combi-needler:''' Bolter with an Assult Needler. *'''Needle rifle:''' Sniper rife that always wounds characters on 2+.
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