Editing
Tactics - Adeptus Arbites (8E)
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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. *'''Lord Marshal (3CP):''' Before the battle, you can upgrade a Marshal to a Lord Marshal, letting them re-roll all failed hit rolls instead of just one. *'''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 (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 changes or is changed, both take D3 Mortal wounds. Pretty much cements their role as kamikazes. *'''Magnetic Lockdown (2CP):''' 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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information