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Grimdark Future/Tactics/Prime Brothers
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==Unit Analysis== ===Heroes=== *'''Captain:''' Compared to prior iterations, this captain is has become perhaps the most important addition to your army. Hyper customizable to fit out any mix of shooting or melee, which becomes rather odd since if you spring for a better gun you also need to grab a pistol (at a discount) and get also gives you four CCW attacks. **Shooting: The base auto-rifle gives you the best mix of firing rate and range, though it lacks AP. If you're looking for better range, you can instead grab a rifle or precision rifle (and both come as options to replace the pistol so fun discount over there). Aside from those you also have the shard pistol (for another shot and Rending), the plasma pistol (AP 2), a heavy carbine (Rending at slightly better range) and the flamethrower pistol (lots of shots). **Melee: You've got quite a lot of attacks to rely on, especially if you grab the pistol. If you're looking for more punch, your options are rather limited to either the energy sword (Rending), energy fist (AP 3) or energy hammer (AP 1 Deadly 3). If you plan on going all in with melee, then you can go buy a fist and pistol in tandem with a fist-mounted pistol (12" A3) for all the best in punching. *'''Wargear Upgrades:''' The Captain has three separate options for this. The cheapest is the camo cloak, which provides. Scout and Stealth, thus providing the option to nab early objectives. The shield gives Shield Wall, which doesn't eat up a weapon slot. The bike gives you Fast, Impact 1 and a twin rifle to add on top of everything else. The last is the Grave Armor, a destroyer armor equivalent that only provides Tough 6. *'''Personal Upgrades:''' They can also grab either Advanced Tactics to add +3" to allied shooting and charging ranges or War Chant for an extra attack on the charge, both available to their basic brethren. They can also get the Engineer's Repair ability, the Ancient's Banner for Fear, or Precision Shots to add +1 AP to his unit's shooting. *'''Judge:''' Another veritable beatstick, though this one is more focused on melee with their awesome relic sword. Seriously, this sword is capable of dropping pretty much any other hero in a straight-up fight. While they can hold their own a bit against enemy fire and grab a pistol, you still need people to clear the path to the ideal weapons. Fortunately, these guys can get the same wargear the captain gets, which gives the judge a much-needed boost of versatility. *'''Psychic:''' Slightly more expensive than the captain, but they also provide you with your lone psychic casting. Alongside the weapon and wargear upgrades available to your heroes, you can also upgrade to Psychic 2 for extra power. ===Infantry=== *'''Prime Brother:''' Your basic unit will describe the basis of how your army operates, and it's none clearer than here. You've only got guns to pick from with only one of the pack selecting a melee weapon of some sort. Fortunately, a lot of the guns you can pick from are free if you stick with the auto-rifle. If you're worried about survival, you can also buy Medical Training so they give allies Regeneration. Grave Armor is also an option for Tough 3, but you're paying out the nose for that option. **Auto Rifles are pretty much for making sure you cut down enemies in a hail of bullets. These are also the only type that can equip grenade launchers so you can deal with crowds, though it's limited to one model. **Rifles lose an attack at A2, but you're now able to shoot from a greater distance. **Precision Rifles, despite their name, aren't really good at sniping heroes. Indeed, their guns only have AP 1, making them more suited for picking off a soft unit. *'''Assault Brother:''' These prime brothers are all given pistols and CCWs, which give you a cheaper melee force. However, you can tell how bare-bones it is, since your only options is Medical Training and a plasma pistol. If you're looking for something more anti-elite, then you'll need another unit. *'''Blaster Brother:''' Same cost as a base Prime Brother, but these guys have absolutely no business in close quarters. Indeed, their only options are Medical Training and another sort of plasma gun. **Heavy Plasma Rifles give you a pretty good range to deliver AP 2, though it's only at one shot. **Light Plasma Cannons only give you a boost in range, which is a bit appreciated so you can stand a little further back in the field. **Plasma Auto-Rifles are your only option for rapid fire. Though your range is at 24" and your guns are knocked to AP 1, you can now fire twice each turn. *'''Guard Brother:''' In the event that you need a wall, these guys have you covered. Each of them comes with a shield and energy sword and aren't much costlier than any other prime brother, so they can give a durable melee unit when you combine that with Prime. *'''Raider Brother:''' Short-range specialists. If you stick with the default loadout, you get AP 1 on your pistols and 3 melee attacks and Furious, which is a fair bit more than most (and lets you slap on Battle Rites easily). You can even buy an energy weapon in order to make them hurt more. If you don't plan on being so close, you can just buy an assault rifle. However, these assault rifles will lack any AP. On top of this, you can give them Medical Training, Strider (which is quite useful for covering ground) and Ambush (if you feel like ruining the enemy's day). *'''Infiltration Brother:''' These are your a sort of middle ground between basic Prime Brothers and actual snipers. Scout makes sure they get into position early and their heavy carbines give them Rending for a bit of a punch, but lack any dedicated precision fire. *'''Elimination Brother:''' Your actual sniper. Unlike any of your precision rifles, these guys carry actual sniper rifles with the actual Sniper rule and AP 1. He has both scout and stealth, making sure that he makes the most out of his protected position. If you feel like killing the enemy even faster, you can buy a laser rifle for AP 3 and Deadly 3, capable of wiping any heavy armor, but you're sacrificing Sniper it. *'''Eradication Brother:''' Your prime brothers now have a unit singularly dedicated to firing fusion rifles. Sure, they're shorter range compared to most weapons, but this has all the prime rules and Relentless, all to eradicate any brutes you gind. Under no circumstances are you allowed to waste them on piddly grunts - if you've got no tanks, then fire at the elites. *'''Aggro Brother:''' The Prime answer to destroyers. Your shooting to firing ratio is more balanced between having two fist-carbines pumping three shots each (or buy fist-flamethrowers for even more shots) and two energy fists with AP 3 each. If you're planning on doing light mob control, then you can toss grenade launchers on for Blast 3. This is pretty much your only option, so you'll absolutely want make sure these guys are protected if you bring them in. *'''Jetpack Brother:''' Each of your models comes with a jetpack and two plasma carbines so you can pump out AP 2 at a little faster than most, though this is at a very short range. If you feel like shooting more, then you can grab assault carbines for extra shots with no AP. The drawback is that short range leaves him vulnerable to any counter-attacking and from here, only their CCWs and 2+ defense with Prime will save them. *'''Suppression Brother:''' So you see the jetpack squad and ask "What if I want more dakka?" Well, that's what this boy's here for. This autocannon can shoot anti-armor rounds from a long range, making vehicles and heavy infantry alike relent. That said, he also lacks the ability to defend himself well in close quarters. *'''Prime Biker:''' About the same as base brother bikers, with Fast and Impact 1, though more focused on melee out of the box. So far, the only upgrade is the option for twin rifles if you feel the need to get shooty bikes.
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