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.
Rules[edit | edit source]
- Riot Tactics: In an attempt to tier them to their job, this special rule gives Arbites a Ld test when charged. Passing strips the enemy of their bonus attacks, though against real choppy units, this is probably just an inconvenience.
Wargear[edit | edit source]
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[edit | edit source]
- 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[edit | edit source]
- 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[edit | edit source]
- 1 Leader
- 1-25 Core
- 0-5 Special
Leaders[edit | edit source]
- Proctor: 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 can also run special shotgun ammo, camo cloaks, bikes, and Riot Armour to become stronger against weak forces. This leader is probably best suited for the front-lines, though the humie statline means that you shouldn't be ignoring cover when available.
- 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[edit | edit source]
- Enforcer Squad: A squad of basic guardsmen rookies with shotties and -1Ld and better armor. One model can grab a flamer, plasma, melta, heavy stubber, webber, or a grenade launcher to outfit what the need is. They lack Riot Tactics, and are a little cheaper than the standard Arbitrator, so use them like a squad of slightly tougher Guardsmen.
- Arbitrator: A standard Dredd-Cop with a statline of a Guardsman Vet Sarge with -1W/Ld and more armor, 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.
- Cyber-Mastiff: Each Arbitrator can grab a Cyber-Mastiff, a cheap robodog that's like a Fenrisian Wolf with -1S/T and no armor, but +1I/Ld. since they can only maul things up-close and can't win honours, they're best used as disposable assets to distract a target.
Special[edit | edit source]
- Arbites Biker: An Arbitrator on a bike with +1 T. They can grab a Bolt Pistol for use in combat (where they'll inevitably arrive), though they can't grab stubbers or webbers. Use them for trickery and assault.
- Shock Trooper: The elite Veteran to the basic Arbitrator's Space Marine, these guys (who have a statline of a Commissar with -1 A/Ld for better armor) have access to all the guns as well as ammo, shields, pistols, armor and bombs. It's best advised to grab shields no matter what, because they have a special rule that forces a model that charges a group of shield-toting Shock Troopers in base contact as having Initiative 1. Truly frustrating for models without grenades, but this will set you back 16 points for each troop you use like this.
- Arbites Sentinel: A Scout Sentinel on loan from the Imperial Guard, this follows the same rules as their sentinel, only hardcapped at 0-2 and can grab a Searchlight and Smoke Launcher on top of everything else.
- Arbites Moriturge: A unique character, these guys are like discount Leaders but with access to snipers/Shock Troopers imitating Lone Wolves. They gain Preferred Enemy against any one model and won't be affected by Inspiring Leadership. Send them to their glorious deaths.
- Arbites Medic: A unique Arbitrator with FNP for 6" around him, he's not useful for combat. All he can use are either shotguns, bolt pistols, or bolters. Bolt Pistols are probably better served as you can at least use them in combat.