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Grimdark Future/Tactics/Orc Marauders
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==Unit Analysis== ===Heroes=== *'''Warlord:''' This is your genuine beatstick of a hero. Your shooting is rather meager between the base pistol, a carbine (with heavy flamethrower or rocket launcher add-ons) or twin carbine, but your shooting sucks anyways. Instead, you can focus more on the choppy, including buying up to two attack pets. The unique rules for the warlord are either WAR!, which grants allies a +3" for movement and a +6" for rush/charge, or SHOOT!, which gives them Relentless. **Melee: yes, you got quite a list of melee weapons if you don't feel like relying on a base CCW. Instead, you could grab the ultra drill (6 attacks), ultra axe (rending), ultra claw (AP 2) or ultra sawblade (Deadly 3). On top of this, you can also buy up to two attack beasts for three AP 1 attacks each - These alone can add a lot more to your combat potential. **Upgrades: The Warlord has five options for special wargear, the most of any hero. Heavy Armor gives a 3+ defense, a pretty cheap benefit. Cyborg Body gives Regeneration. Ultra Armor gives a beastly 2+ defense but also Slow. The attack bike gives Fast and a twin mini-machineguns, giving a good bundle of shots. The jetpack grants Ambush and Flying, making you capable of covering more ground. *'''Mechanic:''' While not quite as good in melee as the warlord, the mechanic has the power to repair nearby Tough units while also being able to use most of the same upgrades. The mechanic can buy a Precision Monocle for Good Shot, making use of their expanded array of guns. In this instance, it might be a good idea to spring for a bike to get those shots as well. However, if you dislike shooting, you can instead replace their gun with a Energy Field for unit-wide Stealth. *'''Shaman:''' Generally the same as a mechanic, but replace the repair power for Psychic. Aside from that, they share the same upgrades as the warlord or mechanic, but instead of better guns, you can buy an additional level of Psychic. You're better served with a unit to take your blows, especially if you're not on the front lines. ===Infantry=== *'''Goblin Herd:''' A literal mob of tissue paper, so they're bought in groups of 5 for the price of two orcs. These guys are practically useless, but they are the only unit with Good Shot. If you're intent on throwing to their death with zeal, then you can buy a Goblin Herder and confer Fearless, Furious and Relentless - pretty much a flat upgrade. You can also buy a special gun, but it's mostly pistols. *'''Orc:''' Your most populous unit of orcs since they're the cheapest. These guys can select a rather decent list of weapons, but Bad Shot will make shooting difficult. For non-weapon upgrades, you can buy either a Mad Doctor for Regeneration and Heavy Armor for a 4+ defense. *'''Jetpack Orc:''' An orc with Flying and Ambush for +10 points. These guys can carry more special melee weapons than other units, but are trapped with only pistols for special weapons. This is quite powerful since you now have a pack of flying bruisers. *'''Commando:''' An orc with Scout, Stealth and Strider for the same price of a jetpack orc. They can grab the special guns available to the base orcs, though they have the option to also replace their base guns for either shotguns or carbines depending on how short-range they want to be. One commando can also buy a sniper carbine - a bit of a modest help since you can try to snipe out heroes and heavy weapons here. *'''Specialist Orc:''' An orc toting a flamethrower with Relentless. Unlike most specialist units, these guys have a limited selection of weapons, being either this or the rocket launchers or the long-range railguns. While they can replace their CCWs for blowtorches with AP 2, if you buy rocket launchers you can replace it instead with bomb hammers for a single devastating swing. You can also buy a bomb beast, giving a small blast as an additional gun. *'''Orc Pirate:''' The beefy pirates surprisingly have better pistols, each firing three AP 1 shots as well as Tough 3 and Relentless. You can replace their pistol with a double-ranged boarding gun and buy an AP 1 cutlass. This alongside their 3+ quality makes them a step ahead of other orcs, letting them drown infantry with lots of dice. *'''Boss:''' A genuinely ded 'ard orc with 3+ quality and Tough 3. They can not only buy special melee weapons, but also replace their guns with carbines (either lone carbines with addons or twin carbines). You can also buy them a 4+ defense, but it's more expensive for them than it is for the base orcs. *'''Ultra Boss:''' The equivalent of destroyers in the battle-brothers. The ultra bosses may have the epic 2+ defense, but are stuck with foot-slogging and do so with Slow. While you can keep their carbine so you can slap on a rocket launcher or heavy flamethrower, you can also replace it with a dual carbine. If you intend on going full melee, you can instead replace their weapons with ultra sawblades for Deadly 3, making them able to chop elites into shreds. *'''Orc Biker:''' Your troops are now Fast and have Impact 1 in order to give some better charges, a welcome idea considering how orcs are. Alongside the carbine and melee weapon, they can also buy twin carbines or twin mini-machineguns, giving a bunch of shots from mid-range. *'''Boss Biker:''' Your biker now has the Tough 3 of bosses. Their loadout options are about the same as the base bikers.
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