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Grimdark Future/Tactics/Battle Sisters
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==Unit Analysis== ===Heroes=== *'''High Sister:''' Your more well-rounded leader. She's got a few choices to work with, though shooting finds your options limited by either range or by effectiveness, though Relentless can help. In melee, you have either the basic energy sword or fist (which provide you shooting) or the heavy chainsaw sword, which gives a flurry of attacks but no shooting. Her upgrades are plenty: a jetpack for flying, a bike for fast and extra shooting, destroyer armor for tanky and the holy ant-grav pulpit for a mix of the others with Tough 9, Strider and a super-flamethrower. You also have two upgrades to pick up: Celestial Infantry gives her a 2+ to hit and Blind Faith gives her nearby allies one of four boosts per turn (+3" movement, +1 AP in either shooting or melee, -1 to get hit in melee). *'''Champion Sister:''' A High Sister lacking Relentless and thus 10 points cheaper. This sister's slightly better inclined to go into melee and can be used to cover any gaps your high sister leaves open. *'''Psychic Sister:''' Your psychic is actually as strong as your other heroes and isn't suffering for options. In truth, all they don't have is Blind Faith, but you have psychic powers anyways. Though your powers give you a mix of offense and defense, your support spells are what you need more. *'''Priest:''' The priest is pretty measly, but they're also very cheap. They can tote any of the weapons available to the other heroes, which gives them quite a bit of punch, but melee is where you want them. War Hymns gives an attached unit AP +1 as well as a bonus attack in melee, so even a mere CCW and pistol can become quite the threat. Just make sure they actually survive to get there. ===Infantry=== *'''Battle Sister:''' Your workhorse infantry are quite flexible. Aside from the rather generous list of weapons they can pick up, they can also select Celestial Infantry to improve their effectiveness as well as one out of three other upgrades: The Canticle Megaphone for Fearless (worthwhile considering how easy it is to make you test morale), the Sacred Banner for Fear and Medical Training for giving allies Regeneration. *'''Support Sister:''' Your sisters have Relentless. Their choices are now restricted to only heavy flamethrowers, heavy machineguns, or heavy fusion rifles. Each of these cost quite a bit so you should be sure you're going to make the best use of them. *'''Vanguard Sister:''' Sisters with Scout. Though they lack Relentless, Aside from the base flamethrower, fusion rifle, or storm carbine, they can also grab a flamethrower sniper rifle, a fairly short-range Sniper weapon that gets off multiple shots in exchange. *'''Fanatic Sister:''' These sisters sacrifice protection to go all in. That 5+ defense is pretty measly, but Fearless at least gives them a chance to still keep it together before they get there. The charge is where they want to be, as each of them only has a heavy chainsaw sword to swing. If you feel inclined, you can make them grab two shock whips for Rending for no cost, or spend 5 to give either plasma whips for AP 2 or poison whips for Deadly 3. *'''Pistoleer Sister:''' Surprisingly higher quality than the normal sisters, though they're stuck with jetpacks and dual pistols. Though they're mobile, this leaves two glaring issues: They're quite short-ranged (and grabbing other pistols shortens that range even further) and their melee game isn't too hot. Sure, you can give one a CCW or power sword, but that won't give much more than another attack. *'''Assault Sister:''' Pistoleers who turned in a pistol for energy swords, making them much deadlier in combat for a considerably modest price. Your melee now has more bite, though you're stuck with only a plasma pistol as an option. *'''Destroyer Sister:''' These sisters have Ambush and Tough 3, making them quite beefy. Each of them totes a storm rifle and energy sword, but you have quite a few options above that. If you're fully committed to melee, then you can slap them all with energy claws. If you're looking to retain shooting, the heavy flamethrower or fusion rifle give you some more punch on shooting while the energy fist and heavy chainsaw sword improve punching. *'''Biker Sister:''' These sisters on bikes remain very flexible. Granting them all twin assault rifles gives them a lot of shooting on top of their options for two guns while giving everyone CCWs provides some additional offense on top of Impact. *'''Biker Fanatic:''' Fanatics benefit a lot from grabbing bikes. Not only do they get Fast and Impact (both incredibly good for getting them stuck in), but they also gain access to twin assault rifles so they can actually shoot. *'''Crusader:''' Big tanky bunker. Shield Wall makes them harder to hit, making them great for closing the gap to combat. *'''Flagellant:''' Glass cannons bar none. 3+ quality and AP 1 flails make them very dangerous, but they're relying on Regeneration to last. *'''Cult Assassin:''' Essentially slightly improved flagellants. Their weapons have Rending on top of AP 1, while their defense is now up to...5+.
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