Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Arbites(8E): Difference between revisions

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With [[Necromunda]] announcing and releasing the Enforcers as a gang, the next step would be to ask how they'd fare against forces that're more than just a bunch of drugged-up gangers. Well, the jolly HoR crew made rules for the [[Adeptus Arbites]] back in 6/7E, it'd only do to make updated 8E rules. You still have a bunch of men in t-shirts with guns below flashlights in the lethality spectrum, but you've got more focus on close-quarters combat.
With [[Necromunda]] announcing and releasing the Enforcers as a gang, the next step would be to ask how they'd fare against forces that're more than just a bunch of drugged-up gangers. Well, the jolly HoR crew made rules for the [[Adeptus Arbites]] back in 6/7E, it'd only do to make updated 8E rules. You still have a bunch of men in t-shirts with guns below flashlights in the lethality spectrum, but you've got more focus on close-quarters combat.


Your common keywords are {{W40kKeyword|Imperium, Adeptus Arbites}}. There is also the {{W40kKeyword|Handler}} keyword scattered about, which are used for the Cyber-Mastiffs.
Your common keywords are {{W40kKeyword|Imperium, Adeptus Arbites}}. There is also the {{W40kKeyword|Handler}} keyword scattered about, which are you slap onto one model per five for the Cyber-Mastiffs.


==Rules==
==Rules==
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==Wargear==
==Wargear==
Being a new army, they have plenty of unique gear, owing to their street-level brawling.
Being an original army, they have plenty of unique gear, owing to their street-level brawling.
*'''Riot Armour''': Basic 4+ armor.  Against anything with S3 or lower, you get a re-roll, which makes it best against...boyz, grots, cultists, and Guardsmen with flashlights.  Yep, Necromunda base.
*'''Carapace Armour''': A plain 4+.
*'''Power Armour''': The basic 3+ Save.
*'''Suppression Shield''': Grants the wielder a 5++, but it blocks them from Sweeping Advance.  In addition, they can charge and get S4 HoW.
*'''Arbites Bike''': It's a basic bike with no guns.  Use it for those guys you feel confident in arming for the job.  If you ever make these and model them on segways, send us a picture of the list.  We'll give you something...maybe.  No, it's not our lulz.
*'''Shock Maul''': A basic melee weapon with S+1 AP- and Concussive.  Pretty nice for charging, but shields will bar them from chasing down anyone.
*'''Combat Shotgun''': The basic shotgun, it's pretty much standard for everyone.
**'''Specialist Shells''': The Arbites use these relatively crap shotguns for a reason: Chief guys get special shells to fire: Executioner Shells allow you to ignore LOS to hit the guy, which is a nice gift to pressure someone; Man-Stopper Shells are S4 AP4 with Pinning so you can set up a target or two for a surprise assault; Inferno Shells pretty much turn your Shotgun into a Shotgun-Flamer.  Tool up as the situation demands.
*'''Arbites Grenade Launcher''': While similar to the Grenade Launchers used by the [[Imperial Guard]], these ones come with two extra sorts of grenades to fire: A Gas Grenade with S1 AP- Blast and Poisoned (4+), which makes it...rather mediocre.  Stun Grenades are also S1 AP-, but only Blind, which doesn't need to hit in order to affect someone.
*'''Webber''': A trapping weapon, this Template weapon has S3 AP-, Assault 1 and Strikedown, making sure that anyone they hit stays stuck for another round of hurt.  Especially useful for Shield-bearing coppers.


*'''Master-Crafted Weapon''': A Basic MC weapon.  Use on melee, pistols, webbers, and shotties.
===Ranged Weapons===
*'''Smoke Grenade''': A harmless tool, but the Large Blast it uses allows anyone inside it to get 5+ CoverTotally useful for your men.
*'''Arbites Shotgun''': The basic shotgun at S4, it's pretty much standard for everyone.
*'''Shock Grenade''': Another harmless grenade, this time blinding anyone in the Large Blast.
**'''Specialist Shells''': The Arbites use these relatively crap shotguns for a reason: certain guys get special shells to fire: Tempest Shells let you shoot after advancing without penalty and at double the rate in exchange for the range bonus; Scorch Shells give you a shotgun-shaped flamer; Body-Blower Shells are AP-1 and have the chance of dealing d3 damage on a 6 to wound; Bolt Slugs double the shotgun's rangeTool up as the situation demands.
*'''Auspex''': Same as the Marines, unit gives up shooting, enemy within 12" loses -1 on Cover.
*'''Grapplehawk''': Your pet birdies give you a second shooting attack you can use to stop enemies from advancing or falling back. While not quite as strong as the mastiffs, they aren't prone to getting shot.
*'''Bionics''': Cheap 6+ FNP. Definitely welcome, especially on the Riot Armour.
*'''Arbites Grenade Launcher''': While similar to the Grenade Launchers used by the [[Imperial Guard]]
*'''Targeter''': A cheap tool that allows models who don't move to re-roll 1's when shooting.
**'''Specialist Grenades''': These ones come with extra sorts of grenades to fire: Plasma Grenades are just S4 frags; Gas Grenades are AP-2 and only wound non-vehicles on a 2+. Fragstorm and Krakstorm grenades are essentially double grenades that only your bikes can shoot.
*'''Net Gun''': A trapping weapon, this weapon shoots d6 S4 hits that act like the grapple hawks, only it's available to the foot infantry at a high premium.


===Leaders Only===
*'''Riot Club''': Another fancy name for a CCW.
*'''Lawgiver''': A super-special Bolt Pistol with 3 special modes of firing: A basic S6 AP4 pistol, an S4 AP3 plasma pistol with Gets Hot!, an S3 AP5 Blast Pistol, and an S5 AP4 pistol that, if it fails to wound, can bounce to someone else within 6" on a roll of 4+.  A very utility tool for those who want the freedom.
*'''Shock Maul''': A basic melee weapon with S+1 AP-1
*'''Badge of Office''': A basic 5++ Refactor Field under a new name.  Always okay to grab.
*'''Bionic Eye''': Night Vision and re-rolls on 1's to-hit while shooting.  A good snag, especially with your limited number of shots.


===Judge Only===
===Armoury===
*'''Book of Law''': Similar to the [[Ordo Hereticus]]' Liber Heresius, this gives a model within 12" either Crusader, Hatred, or Rage for a turn.  Crusader and Rage tend to be the more recommended of the three.
*'''Digital Weapon''': An extra attack in the fight phase is plenty welcome considering your limited loadout of clubs or mauls.
*'''Smoke Grenade''': A harmless tool, but the zone it uses allows anyone inside it to get hide from shooting.  Totally useful for your men.
*'''Shock Grenade''': Another harmless grenade, this time potentially robbing enemies of overwatch.
*'''Suppression Shield''': That 2+ save is monstrous, but it's not a cheap buy, especially for the non-core models.


==FOC==
===Relics===
*'''The Pursuader''': You get a freakishly strong S+4 power maul, capable of smashing even Astartes with ease.
*'''Lex Imperia''': During the start of a shooting or fight phase, you can open this book up and give everyone within 12" re-rolls to hit. You really want to save this for a pivotal turn.
 
==Philosophies==
*''The Shield'': +3 TP for exclusively using Arbites Tactical Actions.
*''Hunter'': +2 TP, but you have to kill one designated model by the end of the mission or else lose d3 VP.
*''Law and Order'': +2 TP for not having more Core than non-Core models in a team, which shouldn't be too hard to grab. Wayward Juves don't count towards this philosophy.
 
==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.
 
==Aequitas Discipline==
This is the Psi-Marshal's unique discipline, which is very support-heavy.
#'''Word of the Emperor (WC 7)''': Pick 1d6 models within 12" of the marshal. These models can all strike back if they are killed before they could normally attack.
#'''Deliverer of Justice (WC 6)''': One model within 12" of the marshal now has the {{W40kKeyword|Fly}} keyword and adds +4" to their movement. If the model fell back, they can also shoot or assault as normal, which gives you a decent backup.
#'''The Emperor's Key (WC 5)''': One wall within 18" no longer exists, meaning that your cops can all shoot through it as if it never existed and they can bumrush anyone behind it with impunity.
 
==Unit Analysis==
Your FOC is as follows:
*1 Leader
*1 Leader
*1-30 Core
*1-30 Core
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===Leaders===
===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.
*'''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.
**'''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. Instead of the Riot Tactics the Proctor gets, the Judge gets two new rules: one gives everyone under Inspiring Presence Stubborn, and the other allows re-rolls to-hit and to-wound against one single enemy, which makes it more reasonable to keep away from combat so that you can have your men supporting you as you pick off that one leader.
*'''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==
===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.
*'''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.
*'''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.
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*'''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.
*'''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==
===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.
*'''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 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.

Latest revision as of 03:25, 24 June 2023

With Necromunda announcing and releasing the Enforcers as a gang, the next step would be to ask how they'd fare against forces that're more than just a bunch of drugged-up gangers. Well, the jolly HoR crew made rules for the Adeptus Arbites back in 6/7E, it'd only do to make updated 8E rules. You still have a bunch of men in t-shirts with guns below flashlights in the lethality spectrum, but you've got more focus on close-quarters combat.

Your common keywords are Imperium, Adeptus Arbites. There is also the Handler keyword scattered about, which are you slap onto one model per five for the Cyber-Mastiffs.

Rules[edit | edit source]

  • Voice of the Law: The Arbites take a book from the Guard and have their own orders"\
    • Sieze Ground! - You make a few models give up shooting in order to make them advance a little forward into cover or to cap an objective.
    • Regroup! - Your models can shoot, even if they fell back.
    • Suppression Line, Forward! Instead of shooting, this makes your models pile into a nearby model and punch them.

Wargear[edit | edit source]

Being an original army, they have plenty of unique gear, owing to their street-level brawling.

Ranged Weapons[edit | edit source]

  • Arbites Shotgun: The basic shotgun at S4, it's pretty much standard for everyone.
    • Specialist Shells: The Arbites use these relatively crap shotguns for a reason: certain guys get special shells to fire: Tempest Shells let you shoot after advancing without penalty and at double the rate in exchange for the range bonus; Scorch Shells give you a shotgun-shaped flamer; Body-Blower Shells are AP-1 and have the chance of dealing d3 damage on a 6 to wound; Bolt Slugs double the shotgun's range. Tool up as the situation demands.
  • Grapplehawk: Your pet birdies give you a second shooting attack you can use to stop enemies from advancing or falling back. While not quite as strong as the mastiffs, they aren't prone to getting shot.
  • Arbites Grenade Launcher: While similar to the Grenade Launchers used by the Imperial Guard
    • Specialist Grenades: These ones come with extra sorts of grenades to fire: Plasma Grenades are just S4 frags; Gas Grenades are AP-2 and only wound non-vehicles on a 2+. Fragstorm and Krakstorm grenades are essentially double grenades that only your bikes can shoot.
  • Net Gun: A trapping weapon, this weapon shoots d6 S4 hits that act like the grapple hawks, only it's available to the foot infantry at a high premium.
  • Riot Club: Another fancy name for a CCW.
  • Shock Maul: A basic melee weapon with S+1 AP-1

Armoury[edit | edit source]

  • Digital Weapon: An extra attack in the fight phase is plenty welcome considering your limited loadout of clubs or mauls.
  • Smoke Grenade: A harmless tool, but the zone it uses allows anyone inside it to get hide from shooting. Totally useful for your men.
  • Shock Grenade: Another harmless grenade, this time potentially robbing enemies of overwatch.
  • Suppression Shield: That 2+ save is monstrous, but it's not a cheap buy, especially for the non-core models.

Relics[edit | edit source]

  • The Pursuader: You get a freakishly strong S+4 power maul, capable of smashing even Astartes with ease.
  • Lex Imperia: During the start of a shooting or fight phase, you can open this book up and give everyone within 12" re-rolls to hit. You really want to save this for a pivotal turn.

Philosophies[edit | edit source]

  • The Shield: +3 TP for exclusively using Arbites Tactical Actions.
  • Hunter: +2 TP, but you have to kill one designated model by the end of the mission or else lose d3 VP.
  • Law and Order: +2 TP for not having more Core than non-Core models in a team, which shouldn't be too hard to grab. Wayward Juves don't count towards this philosophy.

Tactical Actions[edit | edit source]

  • 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.

Aequitas Discipline[edit | edit source]

This is the Psi-Marshal's unique discipline, which is very support-heavy.

  1. Word of the Emperor (WC 7): Pick 1d6 models within 12" of the marshal. These models can all strike back if they are killed before they could normally attack.
  2. Deliverer of Justice (WC 6): One model within 12" of the marshal now has the Fly keyword and adds +4" to their movement. If the model fell back, they can also shoot or assault as normal, which gives you a decent backup.
  3. The Emperor's Key (WC 5): One wall within 18" no longer exists, meaning that your cops can all shoot through it as if it never existed and they can bumrush anyone behind it with impunity.

Unit Analysis[edit | edit source]

Your FOC is as follows:

  • 1 Leader
  • 1-30 Core
  • 0-5 Special

Leaders[edit | edit source]

  • 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[edit | edit source]

  • 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 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[edit | edit source]

  • 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.