Warhammer 40,000: Kill Team (HoR)/Tactics/Adeptus Arbites(7E)

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While probably impossible to run in a regular scale game of 40K without being part of another army or becoming a support-only army like the Legion of the Damned, the Adeptus Arbites manage to play in a style reminiscent to the Sisters of Battle (Fairly squishy humies in armor somewhat better than cardboard), but also remaining unique with their dedication to combat, tying up enemies so they cannot retaliate against another shooter. In fact, it's probably smart to play them a bit like you're in Necromunda, but with less survivability and less likelihood of things going utterly tits-up.

Wargear

Being a new 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: 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.
  • 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: Senior Officers 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.
  • 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 Shields.
  • Master-Crafted Weapon: A Basic MC weapon. Use on melee, pistols, webbers, and shotties.
  • Smoke Grenade: A harmless tool, but the Large Blast it uses allows anyone inside it to get 5+ Cover. Totally useful for your men.
  • Shock Grenade: Another harmless grenade, this time blinding anyone in the LArge Blast.
  • Auspex: Same as the Marines, unit gives up shooting, enemy within 12" loses -1 on Cover.
  • Bionics: Cheap 6+ FNP. Definitely welcome, especially on the Riot Armour.
  • Targeter: A cheap tool that allows models who don't move to re-roll 1's when shooting.

Leaders Only

  • 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.
  • 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

  • Book of Law: Similar to the tools like 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.