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===Heroes=== * '''Battlesuit Captain:''' A flexible tough combat hero who can function pretty well either on his own or with a unit of Battlesuits. He has a ridiculous number of weapon upgrades, so let's cover them one by one. Unlike normal suits, Captains can take up to four of these guns in any combination. In addition there are the typical drone upgrades. Gun Drones are an option in larger games where you really want ''even more dakka'', while a Mini-Shield Drone is a good choice for a Solo Captain. Spotter Drones on the other hand are only good if you're really desperate for more lasers. You're taking this Hero because of his shooting, why take that away? ** Flamethrower: Cheap, lots of attacks, but maybe a waste with his Q3+. A good choice to fill out weapon slots or on a melee build. ** Plasma Rifle: Again, cheap filler for a long-mid range build. AP(2) makes it a decent choice against armor. ** Burst Carbine: Twice the price of a Plasma Rifle, shorter range, but 4x the attacks at AP(1). A decent all-round choice, but getting expensive. ** Ion Carbine: One of my favorite choices for a mid-range build, you get one shot at 18" with AP(2) Blast(3). It's not as reliable as the Burst Carbine, but with Q3+ you'll be hitting most of the time, and it's more cost effective than Plasma Rifles. ** Frag Pod: A bit of an odd one. Since this is Indirect, you'll be less accurate when moving, and it's 25pts. This may be situationally useful, but isn't going to be a typical choice. ** Missile Pod: Take this if you want to hit back-line units or just generally across the table. Against another gunline army this could be nice. ** Rapid Burst Carbine: Probably the most cost effective option, but oh it is expensive. 35pts for 8 shots with AP(1). That will melt most infantry and has a good chance of doing some damage to vehicles too. ** Fusion Carbine: Your dedicated tank killer gun, only one shot but it's AP(4) Deadly(6) so whatever it hits will die. ** Melee upgrades: Here you have two choices, you can add Rending to your melee for 5pts, or add Rending and Tough(+3) for 85pts. If you're planning on Ambushing, the Rending upgrade might be handy, while the Tough(+3) is mostly only worth it if you plan on running your Captain solo. * '''Grunt Captain:''' A support Hero intended for Grunt units, this Captain doesn’t have much actual power. He shoots as well as a standard Grunt, with the same armor, and much of the same weapon choices. What he adds, besides a morale boost, is the possibility to add two extra drones to a Grunt squad, and the Volley Fire ability (thus granting the unit's pulse shotgun/carbine/rifle another shot) for an extra 25pts. He also has some melee upgrades if that’s a thing you want to do. Generally speaking, the only way you will want to run him is with Volley Fire in a 10-man Grunt Squad with rifles, as with rifles you have the range to Hold most often and get the benefit from his ability. Otherwise, take a Sage instead. * '''Jackal Veteran:''' A cheap Hero for your Jackal units, this one is mostly there to add a little extra firepower and boost morale. He can take all the usual Pulse weapons, as well as a Sniper rifle or a couple small melee upgrades. Keep him cheap, with maybe a Pulse Carbine and/or a melee upgrade and stick him in a unit of Jackals if you want them to hit a little harder. The Sniper is a bit wasted on him since you're already paying more for the Quality upgrade, but on the other hand he is likely to be the last one alive so it keeps it protected. * '''Sage:''' The TAO’s only access to Psychic, as well as a very useful support ability. For 10pts cheaper than the Grunt Captain’s Volley Fire, Sages can take Elemental Power (Essentially identical to the HDF Commander ability) which has more flexibility, on top of granting an even greater morale boost due to Q4+ with Fearless. Sages are squishy, but if you put them in a 10-man unit you’ll have a fair amount of protection for them, and you’ll get the most utility from Elemental Power. They can also take Psychic - most of the TAO powers have only a 12” range, so Psychic 2 is only really worth it when facing armies that are likely to get close or in a shotgun squad. Against shooty armies Psychic 1 can be useful though, since it means you can get temporary Stealth each turn on a 3+.
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