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Grimdark Future/Tactics/Havoc Brothers
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===Disciples of Change=== The Disciples of Change give you quite a few venues to getting psychic casting done. They also have the means of giving a lot of their units stealth, though it can become very costly depending on the unit. Stacked with their spells, this gives you some widespread ways to protect your forces from whatever can try to hit them. ====Rules==== *''Blessing of Change:'' The exact same bonus as Stealth, and stacks with it for total of -2 to shooting rolls if the unit has both. ====Psychic Spells==== *'''Breath of Change (4+):''' Friendly unit within 12" can now charge 3", giving you the means to control the flow of battle a bit. *'''Inferno (4+):''' Enemy unit within 12" takes 2 AP 2 hits. Somewhat equivalent to havoc blast, though it hits the entire unit. *'''Cursed Mutations (5+):''' Enemy unit within 18" takes -1 to hit, which can help since you have more squishy models. *'''Fire Storm (5+):''' Enemy unit within 12" must take a dangerous terrain test. *'''Blessed Mutation (6+):''' Friendly units within 12" gain a Regeneration save that passes on a 4+, a great save. *'''Bolt of Change (6+):''' Enemy unit within 12" take an AP 4 hit with Deadly 3. Rest assured that whoever you target, they will DIE. ====Units==== *'''Lord of Change:''' The Lord of Change isn't much different from the basic champion. What he gets, however, is the Blessing of Change, which gives his unit a protective aura. All enemies now take -1 to shoot them, giving you an easier time with combat. *'''Sorcerer of Change:''' This psychic isn't very different from his base counterpart aside from Stealth...except he can take a mount, gaining Fast, Strider and Impact (1). *'''Birdman Sorcerer:''' Treat the birdmen as slightly stronger cultists. They're still much weaker than the brothers and this is the case with the sorcerer as well. His melee prospects are practically pointless with only a hexed staff, but he can become a stronger psychic for cheaper than any other. Keep him safe. *'''Change Brothers:''' Your havoc brothers now have AP 1 on their rifles, giving them anti-infantry power. Your only options are a flamethrower for anyone, a single minigun for more firepower or a pistol (plain with AP 1 or flamethrower) + energy sword. You can also make one of the models psychic, giving you one of several casting vectors. *'''Change Destroyers:''' These Destroyers will appreciate the protection alongside their innate tankiness. If the twin assault rifles aren't cutting it (because they sadly lack AP), you can instead buy a heavy flamethrower or reaper minigun. You could also buy a missile rack like the battle brothers if you want real long-range options. This unit also lets you get a psychic caster. *'''Birdmen:''' Your cultists but not as utterly weak. That said, they can't do much else besides chopping, especially if you replace their pistols with an extra CCW. *'''Birdmen Disc Riders:''' Your cavalry is much more mobile than any bike, though at the cost of power. Though you could lean into the Impact provided by the mount by buying hexed spears, you could instead buy them hexed bows so they can actually shoot at range while your more durable forces close in.
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