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Warhammer 40,000/10th Edition Tactics/Imperial Agents
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====Adeptus Arbites==== *'''Exaction Squad:''' The specialists of the Arbites. They mark one enemy unit at the start of the game and gain a +1 to hit that enemy. While the squad's loadout is pretty much identical to the Vigilant Squad, you also get access to special operatives via wargear. The Excruciator Maul pretty much gives you a power weapon that won't sacrifice the shotgun, the Medi-kit grants the squad a 5+++ for extra protection, and the Soulguilt Scanner gives the squad's guns '''Ignores Cover''', which you'll totally be wanting. *'''Subductor Squad:''' The riot cops, blessed with a 3+/4++ save thanks to their shields. Their sole purpose is to wade through the fire in order to get into the fight with their shock batons - while they're not the most powerful weapon, your cops can still use them after dying, gaining the ability to fight one last time before going down because these guys are just hardcore. Taking the Cyber-Mastiff for these is a bit iffy since the dog gets no Invulnerable and thus is more vulnerable to anything that hits them. *'''Vigilant Squad:''' Your S4 shotgunners, the only perk being a +1 to wound enemies below half-strength. Two guys can at least grab some special weapons, with the Executioner Shotgun letting you snipe enemies, the grenade launcher for some flexible firing, a heavy stubber for tons of shots with ''[Rapid Fire 3]'' and the Webber for a puny flamer which relies on ''[Devastating Wounds]'' to be of any use.
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