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Tactics - Adeptus Arbites (9E)
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==Rules== *'''Rapid Responder''': All of your units that have a Movement characteristic get a free 9" move at the start of the game, before the first turn. Very needed for the faction focused on melee and short-ranged weapons. *'''Guardians of the Law''': Objective Secured, Arbites Style! *'''Choke weapon:''' Tear gas in the 41st millennium. A weapon with this trait Wounds units on a 4+ but {{W40kKeyword|VEHICLE}} or {{W40kKeyword|TITANIC}} unit on a 6+. If a unit suffers an unsaved wound, they're at a -1 to all hit rolls until the start of your next turn. ===Lord Marshal=== like a chapter master, you can upgrade a Marshal to a lord. gains the ability to pick a <precint> core or character unit within 6" during the command phase and let it reroll all hit roll until your next command phase. '''Warlord Trait - Incintestable Commander:''' during command phase pick a ADEPTUS ARBITES or ASTRA MILITARUM INFANTRY unit within 6" of this warlord, they add +1 to hit. '''Relic - Armor of the Aquila:''' SV+2 and +1 to Strength and Toughness. ===Warlord Traits=== #'''Voice of the Law:''' +3" on all Aura abilities on Warlord's Datasheet. Does not stack with the Command Truncheon. #'''Force of Action:''' Warlord Always fights first in the Fight phase. You rather have a support ability but useful on a class cannon judge during smaller games. #'''Implacable Advance:''' Arbites units within 6" can reroll advance rolls. Godwyn Fischig has this one. #'''Bringer of Judgement:''' -1 Leadership to enemies within 3". Fun to stack on a Judge with Scare Gas. #'''Unbreakable Will:''' Roll a dice when a model within Arbites that 6" of the warlord flees in the Morale phase. On a 5+ they don't flee. #'''Adamantium Faith:''' Can attempt to deny one psychic power a turn. ===Arbites Relics=== *'''Maxim Pistol:''' Replaces a Judge's bolt pistol with an [https://youtu.be/5VY12pMTyEo?t=145 archeotech pistol] with three different sorts of ammo: A hyperactive pistol that shoots 5 rounds but is as strong as a laspistol, a d3 pistol with rounds as strong as a normal bolter, and a single-shot pistol with S5 AP-1 and D2. Gives you a lot more versatility on how you use your pistol, but you have no means to combi-fire this gun, so be wary how you use it. *'''Book of Precepts:''' Marshal/Lord Marshal only. Gives you a chance to regain a CP on a 5+ after using a Stratagem. *'''Bulwark of Adamantium:''' Pretty freaking badass, as this gives you a 3+ save and lets you regain a wound each round. The only drawback is that this is only for {{W40kKeyword|INFANTRY}}, so transportation is needed. *'''Gavel of the Court:''' Replaces a Power Ram with something [https://1d4chan.org/wiki/Power_weapon#Thunder_Hammer a touch stronger] with AP-3 and 3 Damage. Adding to this is the 6" aura that lets other Arbites models use the bearer's Leadership, which is nifty. *'''Bindings of the Chastener:''' Robs an attack from an enemy character within 6", which might be game-changing for anything below a beatstick. It also gives an incentive by granting +d3 VP if the bearer takes down the warlord. *'''Firestarter:''' A pretty great bike. Lets your guy treat Rapid Fire weapons as Assault, which you'd absolutely want when Advancing this much. Also lets you charge after Advancing. ===Stratagems=== Everything from conscripting your Arbitrators into the [[Inquisition]] to turning your Penal Legions into Suicide Bombers! *'''Artifacts of Righteousness (1/3CP):''' The generic "Get more Artifacts" stratagem. Remember that each artifact must be given to a different character. *'''Wanted! (1CP):''' At the start of battle, you can select an enemy {{W40kKeyword|INFANTRY CHARACTER}} to focus on. They gain +1 Attack, but your entire army can now re-roll failed hit rolls against them in the fight phase and Cyber-Mastiffs can re-roll failed charges against them. *'''Executioner Shell (1CP):''' when a {{W40kKeyword|<PRECINCT>}} Character uses an Arbites shotgun, make a single hit roll that deals d3 mortal wounds. *'''Firestorm shell (1CP):''' A model with an Arbites shotgun transforms it into a flamer for the shooting phase. You'll absolutely find a use for this against mobs. *'''Stun grenades (1CP):''' Use before attacking with a Choke Weapon during the shooting phase. If your model hits, the target doesn't take damage but they can't fire overwatch and still suffer -1 to hit until your next turn. *'''Scare Gas Grenades(1CP):''' Use before attacking with a Choke Weapon. If you wound the target, they must roll 2 dice and drop the lowest during the next morale phase. *'''Water Cannon (1CP):''' Select an enemy {{W40kKeyword|INFANTRY}} unit within 16" Arbites Repressor during the shooting phase and roll a D6. If your roll is higher then the unit's average Toughness, then you halve their movement, Advance, and Charge distances, stopping them from easily charging you or keeping them from running away from your Shock Teams. *'''Human Bombs (1CP):''' When a Penal Legionnaires unit successfully charges or is charged, both take D3 Mortal wounds. Pretty much cements their role as kamikazes. *'''Magnetic Lockdown (1CP):''' Use before a cyber-mastiff unit attacks in the fight phase. If they wound an enemy unit, the enemy can't fall back. Great for keeping shooty units tied down. *'''Hot Pursuit (1CP):''' Whenever a {{W40kKeyword|BIKER}} unit advances, they can still shoot and charge on this turn. Useful if you want your team to follow your HQ on that relic bike. *'''Advancing Fire Drill (1CP):''' After a {{W40kKeyword|<PRECINCT> INFANTRY}} unit shoots, they can immediately walk forward 6" (Not advancing, they flat-out say as much). This forbids them charging as well, so be wary who you pull this against and how protected your unit is. Helpful for retreating from an enemy that's too close for comfort. *'''Defensive Fire Drill (1CP):''' Right before one of your {{W40kKeyword|<Precinct>}} units fires in Overwatch, you can make a friendly {{W40kKeyword|Adeptus Arbites}} unit within 6" fire overwatch before them. Just like the blueberries, but now you're a CP poorer. *'''Shield Wall Drill (1CP):''' Select one {{W40kKeyword|<Precinct>}} model that has at least five models using shields during the fight phase. Your enemy must now take -1 to all wound rolls against them. Absolutely useful to make them a strongpoint, though it's no use against any dakka. *'''Inquisitorial Cooperation (1CP):''' You can only use this if you have an allied Inquisitor in your army. One lucky {{W40kKeyword|<Precinct> Infantry}} or {{W40kKeyword|Biker}} unit now gains the Inquisitor's {{W40kKeyword|Inquisition, <Ordo>}} keywords as well as the Inquisitor's Quarry ability and access to any allied transports. If you feel like your cops really lack something and you ally them in with the Inquisition and another army, this is gonna make synergy a touch easier. ===Tactical Objectives=== *'''Take them Alive:''' 1VP if an {{W40kKeyword|INFANTRY}} unit destroys an enemy in the fight phase, D3 if a Judge or Marshal did it. *'''Sentenced to Death:''' 1VP if all enemy {{W40kKeyword|CHARACTERS}} are removed. *'''Make an Example:''' When generated, pick the enemy model on the field with the highest Power. When this unit is slain, gain 1VP. if it was a {{W40kKeyword|CHARACTER}}, gain d3 instead. *'''Purge the Unclean:''' Score 1 VP when you destroy a {{W40kKeyword|PSYKER}} this turn, D3 if it was 3 to 5 {{W40kKeyword|PSYKERS}}, and D3+3 if it was 6 or more. *'''Shrouded Advance:''' Score 1 VP if 3 enemies suffer from being it by choke weapons. *'''Suppression Tactics:''' 1VP if an enemy is Destroyed or fail a Morale test. D3 instead if three or more units are destroyed or fail Morale tests. ===Precinct Doctrines=== This is the Adeptus Arbites equivalent of Regimental Doctrines, giving your cops more flavor based on which {{Template:W40kKeyword|<PRECINCT>}} your forces originate from. Enforcer Cadre and Penal Legionnaires don't bar you from these, but they can't benefit.
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