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Tactics - Adeptus Arbites (9E)
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==Units== ===HQ=== Both Judges and Marshal have {{W40kKeyword|AGENT OF THE IMPERIUM}}, making a JUDGE a cheap beatstick in any army. *'''Judge:''' Your beat stick character and HQ who debuffs enemies during the Morale phase. This makes him good in melee, but he can also be optimized for ranged combat. Can be accompanied by a cyber-mastiff to take wounds for him. should always have at least one or two with a power fist/Ram in a transport to mess up vehicles. **'''Judge on Bike:''' As above, but faster and +1T. Perfect to lead your Rapid Pursuit Teams. Can't have a power ram, so put a Power fist on him and send him Vehicle hunting. *'''Marshal:''' A support-based and the cheapest HQ. Friendly {{W40kKeyword|<PRECINCT> core}} units reroll hit rolls of 1, but he's not as good in melee as Judges. Judges are for dueling Characters and vehicles, Marshal has the more important meta duty of making sure most of your army are rerolling their 1s. ===Troops=== *'''Patrol Team: Core''' Standard Arbites squad, being more elite Enforcer Cadre. Also starts with Arbites shotguns, but can instead be outfitted with boltguns for more range or shields and Maul for melee. The proctor can also swap his weapon for a power weapon or a Combi-gun. *'''Enforcer Cadre:''' Basic local enforcers. Guardsmen with a wider and better selection of melee/Shotgun/bolter options. At the start of your movement phase, you can split the squad into two units in case you no longer need to maximize Stratagems for the unit and need to split enemy fire. *'''Penal Legionnaires:''' Back at it again! Similar role to Guardsmen Conscripts but better in a vacuum. At the start of the game, you can improve them on a D6 table similar to Dark Eldar Combat Drugs. Best when accompanied by a Penal Custodian for their morale problem. Good way to field a ton of cheap lasguns. ===Transport=== *'''Arbites Rhino:''' Your cheapest transport, gets your Footsloggers quickly in for melee or to claim objectives. *'''Arbites Chimera:''' Rhino, but doubles as a light tank. *'''Arbites Repressor:''' Rhino with better guns and firing ports. Fill with melta guns, move 9+12+D6 inches, and shoot them at point-blank range. ===Elites=== *'''Penal Custodian: Core''' Arbitrator whose job it is to [[Commissar|blow the heads off of the Penal Troopers who try to run]]. Penal Legionnaires that fail a morale test within 3" of this guy take d6 mortal wounds instead of taking Combat Attrition tests, likely saving more models. *'''Execution Team: Core''' Arbitrator Special Weapons Squad. Wanna drown the enemy in an ocean of tear gas? This is how. Remember you can mix Special weapons and keep them near marshals for better accuracy. *'''Shock Team: Core''' Arbitrator Melee Squad. Armed with shields and shock mauls, can upgrade to better shields and power mauls. Can also take melta bombs. *'''Mortiurge:''' Arbites-trained Assassin, can shoot at enemy {{Template:W40kKeyword|CHARACTERS}} ignoring the Look Out, Sir rule. Has access to needle weapons. Good at eliminating support leaders. *'''Cyber-Mastiffs:''' Angry Cyborg Dogs who love nothing more than chewing up criminals! Mastiffs Are fast movers that can rip apart GEU and MEU with three S4 attacks per model. Stick a cyber-construct handler next to them for an extra attack. Mastiffs also can also act as a bodyguard for a nearby infantry unit, taking a mortal wound when your Judge takes a power fist to the face. They can replace their Teeth with Chainteeth, losing one attack to better maul Ogryns and Primaris Marines. One in three can be upgraded with a twin bolter. *'''Suppression Servitors:''' What happens to the guys who incite riots? They help crush the next riot that comes along! Better Servitors that act as your heavy weapon squads. Use their grenade cannons to debuff enemy accuracy or slow the enemy's vehicles to a crawl. *'''Cyber-Construct Handler:''' Tech-Priest assigned to the Arbites to watch over their servitors and cyber-mastiffs. Makes them even scarier in melee and can help fix them up when they start getting shot/chopped up. *'''Arbites Chirurgeon:''' Just a field medic. Nothing special. Helps top off your characters or get back a slain special weapon. ====Named characters==== *'''Godwyn Fischig:''' The most popular Adeptus Arbites character ever! Rules so you can have him pal around with Eisenhorn if you wish! Can take wounds for Eisenhorn on a 2+ and fire overwatch on Eisenhorn's behalf. ===Fast Attack=== *'''Rapid Pursuit Team: Core''' Arbitrators on bikes. For when some moron decides to play Grand Theft Auto in the hive city. Can go mobile shooting with twin bolters and one special weapon per three bikers. Alternatively, give 'em shock mauls and one melee weapon per three bikers. Proctor still gets his melee/combi-weapons *'''Arbites Sentinels:''' Act as a fusion of the best qualities of Armored and Scout IG Sentinels. Operates as a fast-moving turret. with Rapid Response and + M8", you can cover up to 17" by your first turn. **Multi-laser: Cheap anti-GEU **Autocannon: Anti-MEU, TEU and light vehicles. **Missile Launcher: When you can't decide between an anti-GEU or VEU. not the best of either. **Grenade Cannon: Mix of an anti-infantry grenade launcher or an Autocannon shot that slows a vehicle. **Heavy Flamer: Lets you chew through infantry before going melee. With the movement range, you could get within Flamer range and tie down some shooty SM with a Squad. Remember, Sentinels, do have S5 and WS3+. **Lascannon: only efficient platform you have that has a true anti-vehicle weapon. Should always take a few to take out tanks. **Plasma Cannon: a Lascannon cheap. Better at blasting TEU and Light vehicles. Remember to hold still near a Marshal when Overcharging. ===Heavy Support=== *'''Arbites Tarantula:''' Stationary defenses to be activated in case of a riot. Can take grenade cannons in addition to the usual heavy bolters and lascannons. Must shoot the closes unit appropriate to its weapon type. *'''Arbites Chimadon:''' Back from 2nd Edition! A light tank variant of the Chimera armed with a 48" battle cannon, Twin grenade Cannon, or Prosecution Flamer for the main weapon instead of a multilaser. If within half range you can double the number of shots made by its turret weapon. Can you say 4D6 Heavy Flamer shots? ===Flyer=== *'''Arbites Valkyrie:''' The original badass of the skies can hold 12 {{W40Kkeyword|ADEPTUS ARBITES Infantry}} or {{W40Kkeyword|Beasts}}. Any infantry with the {{W40Kkeyword|ADEPTUS ARBITES}} keyword (and Inquisitorial models with the '''Authority of the Inquisition''' trait) count. Even better, Grav-Chute Deployment allows you to put anybody it can carry 9" away from the enemy...'' after'' the Valkyrie's 20" minimum move. Can you say 'turn 1 charge with Shock Team?' [https://www.youtube.com/watch?v=5pEmavnrUBU&list=PLyLLeKcxw24WZC5-7PV926uahcT96p7Jl Cue the music!] **''Note:'' On the firepower side of things, hellstrike missiles are no longer one-use only (but you can fire only 1 per turn). In addition, the codex added the ''Roving Gunship'' rule, which adds 1 to hit rolls if you're in Hover mode. When standing still, you hit on 2s. Between the multilaser, rocket pods, and heavy bolters, that's a LOT of infantry mulching! Although infantry is about all the Valkyrie is decent at dealing with. While taking the Lascannon and Hellstrikes essentially turns you into a flying Vanquisher, there are far better things your Valkyries should be doing (although swapping out the Multilaser for a Lascannon only costs 10 points, and gives you some anti-tank punch to go with your hosepipe of S5 Ap-1 shots). **''Note:'' The Grav-Chute deployment still only counts as a disembark from a transport, allowing you your normal movement afterward with your melta Execution Team. ===Precincts=== ====[[Necromunda]]==== Classic Justice by Shotgunning all dissent. Get close and start shooting. *'''Retribution Teams:''' When within half a weapon's range, generate an additional shoot on a 6+(can't generate more). Makes your scary shotguns and boltguns even scarier. *'''Warlord Trait - ''Urban Suppression Expert''''': Add +1 to the Warlord's attack characteristic and gives +1 to wound in the Fight phase. A pretty hefty boost to a melee boss. *'''Relic- Shield of Bellarya:''' {{W40kKeyword|Necromunda}} model with Riot Shield only. This still gives the 4++ save, but if you roll a 6 on that save, you also deal a Mortal Wound on whoever made that attack. A decent gotcha if you pull it off, and a fine invuln if you don't. *'''Strategems - Execution Protocol (3CP):''' After a {{W40kKeyword|Necromunda}} unit shoots and wounds a enemy. all other {{W40kKeyword|Necromunda}} units gain +1 to wound against that enemy. Great for picking out the one or two linchpins in your enemy's army and taking them down. ====Scintilla==== Arbites from Arbites City. Despite teeming with Arbitrators, the city still crawls with corruption. Specialize in selecting a Specific faction and bring the hurt on them. *'''Bastion of Purity:''' Get DTTFE against non-{{W40kKeyword|IMPERIUM}} units, getting an extra attack in the fight phase on a 6+ to hit. *'''Warlord Trait - ''With Highest Honor'''''': Gives a once per game re-roll of a hit, wound, damage, or save roll. You also gain CP if your army's battle-forged. *'''Relic - Sword of Justice:''' {{W40kKeyword|Scintilla}} model with power sword only. Gives you a +1 to Strength and Damage, but the real killer here is the fact that this sword bypasses all Invulns ever. Goodbye Terminators, goodbye Chaos Lords! *'''Strategems - Verispex Agents (2CP):''' at start of game, Select one {{W40kKeyword|Scintilla}} unit and a Faction keyword (not {{W40kKeyword|IMPERIUM}}, {{W40kKeyword|CHAOS}}, or {{W40kKeyword|AELDARI}}) reroll wound rolls of 1 against enemies with that keyword. *'''named character:''' '''Luthir Goreman:''' Lord Marshal of the Calixis Sector, Luthir Goreman is a {{Template:W40kKeyword|SCINTILLA}} leads his Arbitrators from the front! Can Deny the Witch and has a badass upgraded psyber-eagle Grapplehawk. [[Commissar|Also really hates cowards]] may take more casualty then worth it depending on the size of the unit (worth it on a 20-15 man). ====[[Hydraphur]]==== Often act as bodyguards, They will defend their charge to the death. *'''Security Detail:''' When a friendly {{W40kKeyword|CHARACTER}} is wounded, any {{W40kKeyword|HYDRAPHUR INFANTRY}} model can take a mortal wound instead on a 2+. Works on any {{W40kKeyword|CHARACTER}}, so they can protect your allies as well. *'''Warlord Trait - ''Dogged Survivor''''': Nothing wounds your Warlord on a 3 or lower, which makes you pretty tough for a T3/4 model. *'''Relic - Purifier:''' {{W40kKeyword|Hydraphur}} model with Arbites shotgun only. This thing's damn scary with S5 AP-1 D2, and against Daemons and Psykers, you can re-roll your wound rolls. *'''Strategems - Vengeance in Death! (1CP):''' When a {{W40kKeyword|Hydraphur}} unit is slain in the Fight phase, roll a D6. On a 3+, the slaying unit takes D3 mortal wounds. * '''Elite character - Shira Calpurnia:''' The (other) most popular Adeptus Arbites character ever! Rules so she can lead a squad or two of Arbites into combat. Pretty good against enemy {{Template:W40kKeyword|CHARACTERS}}. ====Mandos==== Prison Guards that produce the most loyal of penal legions. *'''Shock and Awe:''' +1 on Morale test for enemies within 6" of a model with this doctrine. Used with Judges to for enemyes to make Attrition tests. *'''Warlord Trait - ''Face of Justice''''': Forces enemies within 3" to roll an extra die on morale tests and pick the highest result. making sure they take that Attrition test. Catarina Igazi takes this. *'''Relic- Backbreaker Grenades:''' {{W40kKeyword|Mandos}} model with grenade launcher only. Add +1 to wound rolls, altogether meh. *'''Strategems - Terrorism Drill (1CP):''' {{W40kKeyword|Mandos}} Penal Custodians can use their Duty Unto Death ability twice per turn. With Igazi and one Custodian, you can keep an eye on 4 Penal Legions. *'''Named character - Caterina Igazi:''' Warden of a Penal Colony {{W40kKeyword|Mandos}}, who runs into combat with a bigass shield. Buffs nearby lockshields so they get their full cover bonus regardless of how far the moved and allow nearby units to perform Heroic Interventions. Also a better [[Commissar|Penel Custodian]] so {{W40kKeyword|penal Legionnnaires}} so they take fewer losses if they fail a morale test. ====Triton==== Operating on a Frontier Station, they're spread thin but specialize in espionage. *'''Advance Intelligence:''' After deployment, redeploy d3 {{W40kKeyword|TRITON}} units before the first turn. Great way to redeploy your big guns against your opponent's scary shit. *'''Warlord Trait - ''Know Thine Enemy''''': Gives you a chance to gain another CP whenever your enemy uses a Stratagem, which is pretty decent when it comes up. *'''Relic - Helm of the Canis-Alpha:''' {{W40kKeyword|Triton}} only. Gives a 3" aura that adds +1 to hit for all Cyber Mastiffs. Really only worthwhile if you spam them. *'''Strategems - Detective-Espionists (1CP):''' Auspex Scan. When an enemy arrives within 12" of a {{W40kKeyword|Triton}} unit, you can shoot it with a -1 to hit. *'''Named Character - Stanley Bartlett:''' A cowboy judge sent to preside over the last stop between the Imperium and the <s>Wild West</s> Expanse from {{Template:W40kKeyword|triton}}. Fights with [[hallucinogenic grenades]](inflicts D3 MM if beat their Ld value), basically a powerfist, and his giant pet cyber-mastiff. At close range, enemies add +1 to their morale test and below Half-strength when taking Combat Attrition tests. ====Solomon==== Built on the ruins of an Arbites failure, the new guard is incredibly devoted and fanatical to the Law. *'''Unwavering Loyalty:''' Roll an extra die and discard the highest result for Morale tests. *'''Warlord Trait - ''In the Name of the Law!:''''': Reroll melee hits when he makes a charge move, was charged or performed a Heroic Intervention. *'''Relic - Schiendlin's Judgement:''' {{W40kKeyword|Solomon}} model with power maul only. Pretty meaty with S+2 AP-2 Dd3, and you can force one enemy within 6" to add +1 to any Morale rolls they make. *'''Strategems - Instruments of the Law (1CP):''' When a {{W40kKeyword|Solomon Infantry}} or {{W40kKeyword|Biker}} is selected to shoot or fight, you can reroll all hit rolls of 1 for the phase. If they're within 6" of a {{W40kKeyword|SOLOMON Character}}, reroll all hits instead.
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