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Grimdark Future/Tactics/Havoc Brothers
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==Disciplines== ===Disciples of War=== The Disciples of War are bluntly simple with their passions: ripping things up in close quarters. Furious is now available to the infantry (5 for most, destroyers cost 10) and Talon Raptors can even grab the extra-furious known as Frenzy. ====Rules==== *''Frenzy:'' Furious +1. Models with this rule (Talon Raptors and Frenzy Brothers) can make two extra attacks when making a charge. ====Unit Analysis==== *'''Lord of War:''' Your Dark Champion-alike comes with Furious and can grab the extra-cruel heavy cleaver with AP 1 Deadly 3. He lacks the Havoc Tactics or War Chant option, but gives you something well-worth the bonus: Blessing of War adds +1 to all melee attacks for nearby allies, which makes all of your choppy troops happy. Even better, this can synergize perfectly well with Havoc Tactics. *'''Berserker:''' Havoc Brothers with Furious. If you feel kind, you can pick up an energy sword to punch through armor. However, this comes at the cost of abandoning any pretense of shooting beyond pistols (or the odd plasma pistol). *'''Fury Brother:''' When you abandon all pretense of range and just want to kill. What's troubling is that they only have CCWs and Frenzy to swing with, meaning that you'll need something to support them or else see the investment go up in smoke. Don't even think about throwing this guy at battle brothers unless you have a death wish. *'''Slaughter Brother:''' See those berserkers? They now have heavy cleavers. These guys are clearly your elites, as these things are meant to drown drown elites with Deadly. ===Disciples of Change=== The Disciples of Change give you quite a few venues to getting psychic casting done. They also have the means of giving a lot of their units stealth, though it can become very costly depending on the unit. Stacked with their spells, this gives you some widespread ways to protect your forces from whatever can try to hit them. ====Psychic Spells==== *'''Breath of Change (4+):''' Friendly unit within 12" can now charge 3", giving you the means to control the flow of battle a bit. *'''Inferno (4+):''' Enemy unit within 12" takes 2 AP 2 hits. Somewhat equivalent to havoc blast, though it hits the entire unit. *'''Cursed Mutations (5+):''' Enemy unit within 18" takes -1 to hit, which can help since you have more squishy models. *'''Fire Storm (5+):''' Enemy unit within 12" must take a dangerous terrain test. *'''Blessed Mutation (6+):''' Friendly units within 12" gain a Regeneration save that passes on a 4+, a great save. *'''Bolt of Change (6+):''' Enemy unit within 12" take an AP 4 hit with Deadly 3. Rest assured that whoever you target, they will DIE. ====Units==== *'''Lord of Change:''' The Lord of Change isn't much different from the basic champion. What he gets, however, is the Blessing of Change, which gives his unit a protective aura. All enemies now take -1 to shoot them and their allies, giving you an easier time getting to combat. *'''Sorcerer of Change:''' This psychic isn't very different from his base counterpart aside from Stealth...except he can take a mount, gaining Fast, Strider and Impact (1). Strider pretty much gives you free reign to be annoying with your magic. *'''Birdman Sorcerer:''' Treat the birdmen as slightly stronger cultists. They're still much weaker than the brothers and this is the case with the sorcerer as well. His melee prospects are practically pointless with only a hexed staff, but he gives you a much cheaper means for magic. Keep him safe. *'''Change Brother:''' Your havoc brothers now have AP 1 on their rifles, giving them anti-infantry power. Your only options are a flamethrower or minigun for more firepower or a pistol (plain with AP 1 or flamethrower) + energy sword. You can also make them psychic, giving you one of several casting vectors. *'''Change Destroyer:''' These Destroyers will appreciate the protection alongside their innate tankiness. If the twin assault rifles aren't cutting it (because they sadly lack AP), you can instead buy a heavy flamethrower or reaper minigun or just go wild with a second energy sword. You could also buy a missile rack like the battle brothers if you want real long-range options. This model also lets you get a psychic caster. *'''Birdman:''' Your cultists but not as utterly weak. That said, they can't do much else besides chopping, especially if you replace their pistols with an extra CCW. *'''Birdman Disc Rider:''' Your cavalry is much more mobile than any bike, though at the cost of power. Though you could lean into the Impact provided by the mount by buying the hexed spear, you could instead buy a hexed bow so they can actually shoot at range while your more durable forces close in. ===Disciples of Plague=== The Disciples of Plague are a thematic opposite to the Disciples of Change. Where one focuses on avoiding getting hit at all with Stealth spam, Plague focuses on taking all blows with Regeneration being freely available while being able to give it back with Poison. This does come at a cost however, as Regeneration makes all units that take it very expensive. ====Special Rules==== *''Reaper:'' Any models with the reaper scythe can, instead of their normal attacks, make a single attack with Deadly 3. This gives you the power to trade-off when fighting heavy units or heroes. *''Undead:'' Your plague walkers and zombies are immune to morale, which is good because these guys will fold up faster than paper. However, in place of such a check, you need to roll a d6 for each model left and a 1 instantly kills one without regeneration saves. ====Psychic Spells==== *'''Blessed Plague (4+):''' Friendly unit within 12" gets stealth the next time they get shot at. Now you have protection before AND after you get shot. *'''Muscular Atrophy (4+):''' Enemy unit within 6" must take dangerous terrain test. *'''Toxic Blades (5+):''' Friendly unit within 12" gets +2 to the AP of all melee weapons for the next fight phase, making them super dangerous on heavy armor. *'''Deadly Poison (5+):''' Enemy unit within 12" takes an AP 4 hit with Deadly 3, making it a big sniping power. *'''Poison Wind (6+):''' Friendly unit within 12" immediately moves 6". Pretty much Havoc Warp. *'''Rot Wave (6+):''' Enemy unit within 12" takes 4 AP 2 hits, making this better for most small units. ====Units==== *'''Lord of Plague:''' This particular champion gets spoiled for choices considering how many melee weapons are available to you, including the Reaper Scythe. Many of them are also poisoned, which gives you the chance to deal a bit more damage. Instead of Havoc Tactics or War Chant, this unit can buy Blessing of Plague, which gives allies +1 to all regeneration rolls. You'll absolutely be wanting this on your tough boys. *'''Plague Bringer:''' Strangely limited to merely a plasma pistol and an A2 AP 1 Poison plague bell. Your only option is a good one: Ring the Bell gives the attached unit fast. Yeah, notice how most of your units actually don't suffer Slow. Now you can enjoy surprising people with mobile sacks of putrid flesh coming up to stab them with filthy shivs. *'''Plague Sprayer:''' Your shooty hero. His only claim to fame is his foul spray, which is like a flamethrower but with AP 2. He won't be much to command the army, so you'll want another hero to pull that role. *'''Plague Zombies:''' Unsurprisingly a little tougher than cultists with a 4+ defense. They're also slow, which limits their mobility without a plague bringer using his special ability. *'''Plague Walkers:''' For the same price as zombies, you can have literally naked cultists who move at normal speed. Pick what you're more willing to sacrifice: durability or speed. *'''Plague Brother:''' These guys pack a surprisingly well-rounded armory between some poisoned flamethrowers and missile launchers and the ability to replace the pistol (if you buy one) with either a plasma pistol or plasma rifle. If you feel like ignoring shooting, you could instead sacrifice their assault weapons for one of the more specialized plague weapons, which give you some additional pain to support the already-poisoned CCW. *'''Plague Destroyer:''' Destroyers are already hardy, so making them also have Regeneration makes them insanely powerful. Fortunately they can also pick up the plague flame thrower and launcher, but you could take the heavy plague flail if you need something in heavy melee. If you need more, just pick up... *'''Plague Bodyguard Destroyer:''' A truly dangerous bastard, armed with the Reaper Scythe and short-ranged flamethrower pistol. These are the guys you want to nail heavies, hordes and goons with equal measure. Interestingly enough, these guys are priced equal to the basic destroyer. ===Disciples of Lust=== Lust is all about speed. All of your troops are able to get Fast, though your non-hero units are paying out the nose for the opportunity. ====Special Rules==== *''Lust Speed:'' Fast v1.5. Bikers and Possessed get +3" to advance, but rush and charge actions get +6". Yeah, you know what you want. ====Psychic Spells==== *'''Twisted Esctasy (4+):''' Enemy unit within 12" suffers -1 to shoot on their next turn. Important since you're only protected by a mere 2+ save for the most part. *'''Seizure (4+):''' Enemy unit (range indeterminate) takes an AP 2 Deadly 3 hit. Another psychic sniping spell. *'''Pleasure (5+):''' Friendly unit within 12" gets Regeneration whenever they suffer wounds next. Awesome. *'''Pain (5+):''' Enemy unit within 12" takes 3 AP 2 hits. Not much, but it can soften up a bigger unit. *'''Frenzy (6+):''' Friendly unit within 12" immediately charges 6" and gets +1 to hit them that turn. Most spells just settle for moving you into combat, but this makes sure the charge actually takes. *'''Overload (6+):''' Enemy unit within 6" take a single wound for each model, making it way deadlier for hordes. ====Units==== *'''Lord of Lust:''' These particular champions get access to the noise rifles, giving you some volume of fire, and the lust whip for a bunch of melee attacks at AP 1. Their alternative to War Chant or Havoc Tactics is the Blessing of Lust, giving an entire unit the benefit of Lust Speed. *'''Noise Brother:''' These guys can buy a noise rifle, ramping up the firing rate considerably. If you need alternatives, you only have either the noise amplifier, the flamethrower based on noise, or the noise autocannon. *'''Agony Brother:''' Take the war berserkers and replace their murderboners for a speed habit. The agony brother's not only fast, but also act as an annoyance for anyone tied up in melee, since he makes enemies take a -1 to hit in combat. This makes one very annoying to leave alone, which might be enough to justify buying them. *'''Endless Brother:''' In case you wanted a gunner with Relentless, the endless brothers can help satisfy. Though he only owns a short-ranged carbine, it fires twice.
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