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Grimdark Future/Tactics/Dwarf Guilds
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==Unit Analysis== ===Heroes=== * '''Guild Lord:''' While not the most powerful of heroes, he is without a doubt the most flexible. You should note that his shooting power isn't very good, as most of his options beyond the stock assault rifle are pistols or the storm rifle. If you're not looking at shooting, then you can replace his gun with a shield. He instead totes plenty of hammers to make it hurt in combat. He also has the option for either a jetpack (flying at a not-Slow speed and Ambush), a combat bike (for Fast and extra guns) or a power suit (for Tough 6 and Ambush). If you're looking to support a unit, then you have good reason to pick either Battle Lore or Guild Defender for a +1 to nearby allied fighting or shooting rolls. * '''Berserker Lord:''' The batshit insane hero. He's got no guns, but that's how he likes it. With his twin A3 AP 1 axes, Furious and Slayer, he's got all he needs to show most tanks and heavy infantry why they should fear him. This however comes at the cost of a poorer defense score. You'll definitely want people around him so he can actually kill something of value. * '''Engineer:''' While slightly cheaper than the guild lord, he's no less important for trikes, power suits and tanks. His Repair rule, though really limited in reach, lets you restore wounds. The issue with using him is that he's as Slow as the rest of the infantry. Luckily, he has access to all the mobility options afforded to the guild lord - a very handy way to resolve things. * '''Rune Master:''' Your lone psychic caster stands just as strong as any other hero. Besides the option for +1 to his psychic score, he's just as capable of handling melee as the guild lord and can move around with the same sets of gear. ===Infantry=== * '''Dwarf Warrior:''' Your core infantry unit. You can equip him with a free shotguns, but this will make getting close a priority, and stubby legs can only carry him so far. While most of the gun options aren't too weird, he does get to carry a laser cannon or missile launcher, weapons that most armies can't carry around all willy-nilly. *'''Dwarf Support:''' Your warrior is now Relentless, making shooting more of an incentive. He also can pick whatever guns he wants from the heavy weapons list, making them way deadlier than just carting the same guns as the warriors. * '''Jetpack Warrior:''' A dwarf free from the curse of Slow, but stuck to pistols. Even then, their option li is trimmed down to only the plasma pistol, shotgun and flamethrower and extra melee weapon. * '''Berserker:''' A very angry dwarf with two AP 1 axes, Fearless, Furious and Slayer. They are very bent on melee, but in doing so suffer defensively. Never throw one at an enemy without a means to draw fire away from them. * '''Miner:''' Less protected, but you have Ambush to make sure that you're in range to open fire because all you have are pistols. Fortunately, you have access to the fusion rifle so popping brutes is a quicker task, but you could also buy a drill platform, a big gun that's essentially a longer ranged fusion rifle with 36" A1 AP 4 and Deadly 6. This will absolutely spell the end of anything you get the drop on. * '''Veteran:''' Your dwarf is a good bit better with a 3+ on quality and defense. They're essentially supports that sacrificed their Relentless for better stats, and they also swapped the option for a laser cannon for the option for a heavy fusion rifle. * '''Elite:''' Melee veteran. They sacrificed their guns for A2 AP 1 hammer and Fearless. They now have free reign of the melee armory in exchange, which might be useful for flattening whatever they go against. They can act as a more defensive retinue for a berserker lord, since he has weak defense, while a guild lord with Battle Lore and a shield can help ward off a few blows and grant some melee boosts. * '''Power Suit:''' If you've seen the destroyers used by the battle brothers, these might feel familiar. You've essentially got Elites with pistols and give them Tough 3 and Ambush so they don't have to struggle so hard to get within whacking distance. While they're free to pick out melee weapons, their options for guns aren't so. Whether you pick plasma pistols, storm rifles or shields, you have to commit for the entire team. From there, you can then make one unit instead carry a heavy machine gun or heavy fusion rifle so you aren't so stoned on shooting, and then slap on a missile launcher for long-range. * '''Sniper:''' Essentially what happens if you give a miner a sniper rifle. This means that they aren't useless the moment they're in combat, but Stealth offers a modicum of protection against shooting. * '''Weapons Team:''' Three dwarves with heavy guns, offsetting the lack of the Veterans' 3+ with Tough 3. Each lugs around a heavy machinegun. Uniquely, these guys can carry autocannons for long-range AP 2 and mortars, giving you even better range, Blast 3 and Indirect. You're slow, after all. Movement's not much of your thing. * '''Dwarf Biker:''' Fast is a very strong drug for a sluggish army. While it has most of the same equipment as a base warrior, it also has the ability to buy a twin assault rifles or grenade launcher for extra shooting. * '''Dwarf Trike:''' The heavy weapons bike. You've got Tough 3 and a heavy flamethrower, so you're more keen to be closer to the field. This is your platform for fast heavy weapons, something you otherwise lack entirely. You can also give this trike an explosive keg for Impact 6, though you're not really advised to because of your heavy gun.
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