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Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Arbites(8E)
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==Unit Analysis== Your FOC is as follows: *1 Leader *1-30 Core *0-5 Special ===Leaders=== *'''Marshal''': A statline of a Platoon Commander with an extra Wound and a 4+, the Proctor is the cheap utility leader, with options for a multitude of guns, power weapons, a Fist, and a Suppression Shield. They also come with an aura to re-roll 1s to hit, which makes them a bit tricky to field with orders. This leader is probably best suited for the front-lines, though the humie statline means that you shouldn't be ignoring cover when available. **'''Psi-Marshal''': For 10 points less, you can make your judge...a psyker? They can only grab a force stave now and lose access to a bunch of guns, but you now have a psyker who can foil Tactical Actions and has their own discipline. *'''Judge''': Although similar to the Proctor's statline with a +1 Ld and capable of taking a lot of the same upgrades, their role is a lot more support based. If you only intend to command your forces, you should settle for the Judge. ===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. ===Special=== *'''High Threat Response Trooper''': The elite Veteran to the basic Arbitrator's Space Marine, these guys (who have a statline of a Regulator with a 3+/5++ save for 5" movement and a bonus wound) have access to all the guns as well as ammo, shields, pistols, armor and bombs. They're pretty much shock troops with aerial insertion and the ability to shoot heavy weapons without penalty, so make the most out of it. *'''Arbites Quad''': An Arbitrator on an ATV with +1 T and extra wounds. You have plenty of bolters to shoot with,but the heavy bolter can be used another heavy weapon, which is something you'll definitely need. *'''Arbites Biker''': You can pick either an Enforcer or Arbitrator to ride this, increasing their WS or BS respectively to 3+. They maintain a decent selection of Arbites guns and can opt to buy shields to mount on. Whichever way you swing, you make sure that these guys only go to fighting when you need them to and not a second before. *'''0-1 Arbites Medic''': A unique Arbitrator with a narthecium's saving powers. All he can use are either shotguns, bolt pistols, or bolters. In whatever case, he's not someone you want in combat. *'''0-1 Arbites Sentinel''': A Sentinel on loan from the Imperial Guard, this follows the same rules as their sentinel, only with an aerial drop and Smoke Launcher on top of everything else. *'''Arbites Moriturge''': A unique character, these guys are like Shock Troopers imitating Lone Wolves. They re-roll wounds against any one model and score a VP if they kill, but they won't be affected by Inspiring Leadership or orders and never count for the Rout tests. If you decide to kit them out as a sniper, then you just robbed the bastard of any cover or other similar penalties, while keeping their pistols lets them double-tap. In either case, send them to their glorious deaths. [[Category: Warhammer 40,000 Tactics/Kill Team (HoR)]]
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