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Grimdark Future/Tactics/Battle Brothers
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===Vehicles/Monsters=== *'''APC:''' The old reliable [[METAL BOXES|Metal Box]], you know it, you love it. While your cheapest vehicle, it's far from defenseless. Q3+, D2+, and Tough 6 makes it fairly survivable, and combined with the stock Storm Rifle, you can also buy another Storm Rifle and Hunter Missiles (for a not insignificant cost), and the Dozer Blade gives you Strider to run through obstacles. Transport 11 gives it enough space for two five-man squads (or one combined big one) along with an attendant hero. Especially useful for delivering high-damage fragile units like Support Brothers, or melee units that need protection and faster movement. Being Fast and lightly armed means you can Rush without feeling too guilty of wasting its firepower. *'''Attack APC:''' Slightly more expensive than the APC, this tank trades some space (Transport(6) instead of 11) for Twin Flamethrowers that you can swap out for either Twin Heavy Machineguns for AP(1) at long range, a rapid-fire Twin Minigun with more shots at slightly shorter range, a Laser Cannon and Twin Plasma Rifle for all anti-armor issues, or a Twin Laser Cannon for long-range tank-popping. An ideal transport for Support Brothers or even Destroyers, if you don't want to shell out for a Heavy Tank. *'''Drop Pod:''' While Immobile, it also has Ambush just so you can just dump your squads into the thick of it. While it is cheaper than even the APC, it's hard to call this a vehicle as its use as a transport immediately ends the moment the troops exit. At that point, it's a Tough(6) piece of terrain with either a Death Launcher turret for blasting mobs or a Storm Rifle to handle some other infantry. Land near an objective to make your opponent waste firepower to remove it, since it still counts as scoring. *'''Battle Tank:''' Combining the Predator, Vindicator, Whirlwind, Stalker, and Hunter all in one unit, a Battle tank can be built to fill just about any role you want, from AA and artillery, to infantry munching and tank hunting. It also comes stock with Twin Heavy Machine Gun sponsons and can upgrade those to Twin Laser Cannons no matter what main gun you choose, which can make for some interesting possibilities if you're building a tank specifically to make use of UPR rules rather than porting an existing one over that was built for 40k. *'''Heavy Tank:''' The BIG Metal Box. Your most expensive tank, but this thing's a monster with Tough(18) and Transport(11) to handle multiple roles at once as well as the basic APC options, including an optional Heavy Fusion Rifle. This comes with Twin Heavy Machineguns like the Battle Tank, but these can only be replaced with a Twin Minigun to better wipe out mobs. It also comes with Twin Flamethrower Cannons to handle crowds, which you can replace with either Twin Heavy Rifle Arrays or Twin Laser Cannons depending on what you plan on sending it against. *'''Artillery Gun:''' While ostensibly an equivalent to the 40k Thunderfire Cannon, a Battle Brother Artillery Gun plays quite a bit differently. It comes stock with a heavy flak cannon for AA (which the Thunderfire doesn't get at all), and instead of swapping between different ammo types mid-battle, you pick which gun type you want as an upgrade and you're stuck with it after that, so choose wisely. Also bear in mind that your engineer crewman (Who counts as a weapon rather than a separately useable or targetable model) has no gun of his own, only being able to punch in melee. Granted, with A3 and AP2 that's some pretty beefy punching if push comes to shove. *'''Attack Speeder:''' While more nimble with Ambush and Strider to get wherever you need it, the attack speeder is just as durable as your APCs. You can even give it Transport(6), allowing you to make it for a lightweight carrier to bring a squad over before letting loose. **Taken stock, the speeder comes with a pair of Heavy Flamethrowers to take care of any crowds it encounters. One of these can be swapped out for a Twin Typhoon Missiles, letting you take care of armored enemies with Lock-On to avoid cover. However, either flamethrower can be exchanged for a Heavy Machinegun or Minigun for long-range firepower or the Heavy Fusion Rifle to destroy tanks. *'''Heavy Exo-Suits:''' Superheavy infantry, packed with Slow and twin flamethrowers for an insane 12 attacks. Its other weapon options are a mix of either massive attacks or deadly attacks and you can buy either an assault rifle array (for 6 extra shots) or a grenade launcher for extra punch. If you're dead-set on melee, you could also buy combat drills for AP 4. *'''Attack Walker:''' The bigger and badder version of the Exo-Suit, capable of doing a bit more with a more variable loadout. Even if it cannot shoot by default, its fists can rip apart armor alongside its more modest stomps. It also has its own Veteran Walker upgrade, giving it the equally powerful 2+ to hit. **Fist Add-Ons: For your cheapest means of shooting, you can strap on guns to your walker's fists so you can maintain its melee proficiency. Each fist can grab either a tank-busting Fusion Rifle, a horde-burning Flamethrower, or a Storm Rifle for anything in between. **Fist Replacements: While the add-ons can give you some decent firepower, you can only get some truly powerful guns by replacing the walker's fists. One fist can get you either a Missile Array with Lock-On to negate cover and harass aircraft or a Twin Autocannon for costly long-ranged heavy fire. The other fist can instead be used for a wider set of weapons. The Heavy Fusion Rifle provides you a more reliable means to destroy tanks at mid-range. The Heavy Flamethrower gives you enough shots to drown most hordes. The Heavy Rifle Array and Heavy Minigun let the walker shred infantry with armor. The Plasma Cannon gives you anti-armor and crowd-control power perfectly suited for dealing with Battle Brother-like armies. The Laser Cannon, while expensive, gives you extreme range anti-vehicle power.
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