Editing
Grimdark Future/Tactics/Prime Brothers
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===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.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information