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===Infantry=== * '''Grunt:''' Your core shooty infantry, these guys hit hard no matter what you give them. By default they have Pulse Shotguns, which are great weapons if you plan on putting them in a transport. Otherwise, it's worth giving them Carbines for an all-rounder unit or Rifles for a support unit. One of them can be upgraded with some melee weapons, but even still they're pretty pathetic in melee. They can also be given a Spotter Drone, a Gun Drone, or a Shield Drone. With a Shield Drone their price starts to go up, but it does make them surprisingly tough with D4+ and Regeneration. * '''Spotter:''' At first glance they're just Grunts with Scout and Carbines, but their upgrades are what make them unique. Besides the normal Drone upgrades, they can get a Spotting Laser, special weapons, and one special drone type, either Inhibitor, Accelerator, or Recon (which gives Beacon and an extra 4 AP(1) attacks at 18"). ** Scoped Rifle: A very long (30") range Sniper. ** Ion Rifle: 30" AP(2) Blast(3) for 15pts. A little risky with only a 4+ to hit, but you can't argue with the range. ** Rail Rifle: Probably the most useful of the three, a 30" AP(4) Deadly(3) gun. Still only hitting on a 4+, but this will scare any vehicles on the table. Even if you don't hit, it gives you table control which can be quite valuable. If you take these an Inhibitor Drone may be a good investment, because your opponent will want to take this squad out. * '''Stealth Suit:''' Though they are essentially grunt-sized suits, they're still fairly tough with Tough 3. Stealth and Ambush allows them to strike wherever they want with some protection. However, they have some pretty short-ranged guns, with the only upgrades being fusion carbines (for Deadly 6 and higher AP), a Spotting Laser, or a beacon if you plan on throwing in other suits. * '''Battle Suit:''' Ambushing, flying, tough as nails gun-toting mechas. They're not cheap, but they're hard to put down (arguably harder to kill than vehicles even due to Deadly(6) weapons being less effective against them). They start out without any real weapons, but they're able to pick up up to 3 guns in any combination, melee upgrades if you should so wish, and a buttload of Drones. Their Drone options are the typical ones (including Shield Drones for 80pts if you want them to be absurdly tough), and their melee upgrades basically boil down to adding Rending or AP(2) to their base A2 AP(1) weapons. Their guns on the other hand include a lot of options. ** Plasma Rifle: Cheap filler, works okay against any target. ** Flamethrower: Horde-killer, filler for short-range builds. ** Burst Carbine: A good all-round gun, especially for shooting infantry. ** Ion Carbine: An alright choice, basically equivalent to 3 Plasma Rifles but riskier to shoot. It won't be as reliable as on the Captain, so this is more of one to take if you're almost full up on slots already. ** Frag Pod: Again, a weird situational one due to Indirect. It's really only useful against hordes which you cannot see. ** Missile Pod: Nice for backline support or board control, but not very cost effective. ** Fusion Carbine: An expensive vehicle killer, it will melt if it hits but again it's more reliable on a Captain. * '''Sniper Drone:''' You've got a flying pulse rifle for a cost cheaper than equipping grunts with them. Since they are incredibly flimsy to the point that combat is a literal death sentence for them, they'll definitely be making good on that range. The only way to make that better is if you slap on a drone controller and grant those flying rifles Sniper, thus making them even more scary. * '''Gun Drone:''' Sniper drones are for precision, gun drones are for heavy fire. Sadly, these drones lack any upgrades and suck super-bad in melee, so you'll absolutely be needing someone to block off any potential aggressors. * '''Jackal:''' Cheap chaff if unupgraded, although also unremarkable. One model can get some extra melee upgrades and a Pulse weapon, although Pulse guns are probably not worth it with only Q5+. What they are nice for though, beyond being chaff, is the possibility of cheap Snipers. * '''Jackal Hound:''' Pure melee chaff, they're cheap, can move through terrain, and have Scout so turn 1 charges are easy to get. They don't do much though, so they're mostly there to distract or hit squishy units. They can get Poison and Furious for 5 pts each, with Poison being almost an auto-take due to their A3. * '''Jackal Cavalry:''' Wow, a melee unit that can actually do some damage! While they only have Q5+, they're actually decently tough and have lots of attacks on top of Impact 3 in addition to Fast, Scout, and Strider. They can also take some heavy weapons, but that's not the main utility of this unit. * '''Locusts''' These little flyers are about as accurate as most heroes while also being super mobile with Ambush. This makes them quite adept at either melee or short-ranged firefights, though their base neutron carbines leave a bit to be desired. Fortunately you can buy a special weapon for the sake of it.
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