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Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Arbites(8E)
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===Core=== *'''Enforcer''': A squad of basic guardsmen rookies with a 3+ WS. They still have a good list of guns available, but their chief use is to slap on shields and maybe mauls to be the tough wall. *'''Arbitrator''': A standard Dredd-Cop with a statline of a Guardsman Vet Sarge with better armour, these guys get the standard maul and shotgun with the option to instead grab bolters. They get all the same options as the rookies for 1 per 5 Arbitrators. **'''Regulator''': Taken for every 5 Arbitrators/Enforcers. These are pretty much the best of both cops and get an aura that grants an extra attack for the first round of combat. If you intend on using a Judge, then these guys can make do to fill in the gap the lack of a Marshal makes. *'''Cyber-Mastiff''': Your cheap robodog that's like a Fenrisian Wolf with armour. You need to have at least one model with the {{W40kKeyword|Handler}} keyword in order to make the best of them, as this ups their WS to 3+ and lets them move like a normal unit. Though they can't be affected by your orders, they are invaluable for tying up units with their bites and only a select few units exceed S7 without weapons in order to pull away from them. *'''Wayward Juves''': You have disposable meatshields! They're dirt-cheap and can grab two clubs, but they can't benefit from orders and their shooting starts and ends with an autogun or autopistol.
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