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

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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.

Your common keywords are Imperium, Adeptus Arbites. There is also the Handler keyword scattered about, which are used for the Cyber-Mastiffs.

Rules

  • 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

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 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.
  • 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 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.

FOC

  • 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.
  • 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.

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 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.