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Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Arbites(8E)
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==Tactical Actions== *'''Call for Backup (2/3/4 TP)''': Considering that the Adeptus Arbites are just a bunch of spehss-cops, there should be a way to call in some reinforcements, right? Well, by using this action and paying the cost that gets higher the more you use it, you can take some Arbitrators/Enforcers that were already removed from play and redeploy them alongside 5 Wayward Juves to act as your team. Sure, they don't stay on your side after the game, but it's possible to turn the tides by throwing in a new wave of cops. *'''Tactical Redeployment (2 TP)''': You can now throw one model and up to 5 guys around him into a different location next to the table edge as a mock-scout move. If you can guarantee that you can prevent these guys from getting gunned down just as they get here, you'll have a good pincer maneuver. *'''Blind Barrage (1 TP)''': You can lay up some sight-obscuring smoke grenades with a 5" radius during the shooting phase, though they're prone to vanish after the turn. You can throw up to three grenades each turn, each one costs its own TP. *'''Flare (2 TP)''': You place a marker that lets your cops re-roll 1s to shoot anything near them, while allowing anyone next to a Marshal gets re-rolls to hit. You'll want to save this for a focus-fire against one enemy or a small cluster. *'''Informant (2 TP)''': Once the first player has been decided, you can throw up to three models into reserves. Kinda like Tactical Redeployment, only they're just entering the field.
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