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Grimdark Future/Tactics/Prime Brothers
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==Unit Analysis== ===Heroes=== *'''Captain:''' Compared to prior iterations, this captain is has become perhaps the most important addition to your army. Hyper customizable to fit out any mix of shooting or melee, which becomes rather odd since if you spring for a better gun you also need to grab a pistol (at a discount) and get also gives you four CCW attacks. **Shooting: The base auto-rifle gives you the best mix of firing rate and range, though it lacks AP. If you're looking for better range, you can instead grab a rifle or precision rifle (and both come as options to replace the pistol so fun discount over there). Aside from those you also have the shard pistol (for another shot and Rending), the plasma pistol (AP 2), a heavy carbine (Rending at slightly better range) and the flamethrower pistol (lots of shots). **Melee: You've got quite a lot of attacks to rely on, especially if you grab the pistol. If you're looking for more punch, your options are rather limited to either the energy sword (Rending), energy fist (AP 3) or energy hammer (AP 1 Deadly 3). If you plan on going all in with melee, then you can go buy a fist and pistol in tandem with a fist-mounted pistol (12" A3) for all the best in punching. *'''Wargear Upgrades:''' The Captain has three separate options for this. The cheapest is the camo cloak, which provides. Scout and Stealth, thus providing the option to nab early objectives. The shield gives Shield Wall, which doesn't eat up a weapon slot. The bike gives you Fast, Impact 1 and a twin rifle to add on top of everything else. The last is the Grave Armor, a destroyer armor equivalent that only provides Tough 6. *'''Personal Upgrades:''' They can also grab either Advanced Tactics to add +3" to allied shooting and charging ranges or War Chant for an extra attack on the charge, both available to their basic brethren. They can also get the Engineer's Repair ability, the Ancient's Banner for Fear, or Precision Shots to add +1 AP to his unit's shooting. *'''Judge:''' Another veritable beatstick, though this one is more focused on melee with their awesome relic sword. Seriously, this sword is capable of dropping pretty much any other hero in a straight-up fight. While they can hold their own a bit against enemy fire and grab a pistol, you still need people to clear the path to the ideal weapons. Fortunately, these guys can get the same wargear the captain gets, which gives the judge a much-needed boost of versatility. *'''Psychic:''' Slightly more expensive than the captain, but they also provide you with your lone psychic casting. Alongside the weapon and wargear upgrades available to your heroes, you can also upgrade to Psychic 2 for extra power. ===Infantry=== *'''Prime Brothers:''' Your basic unit will describe the basis of how your army operates, and it's none clearer than here. You've only got guns to pick from with only one of the pack selecting a melee weapon of some sort. Fortunately, a lot of the guns you can pick from are free and swap the auto rifles for their equivalents in any equivalents. If you're worried about survival, you can also buy Medical Training so they gain Regeneration or Grave Armor for Tough 3 (though this seriously ramps up their cost). **Auto Rifles are pretty much for making sure you cut down enemies in a hail of bullets. These are also the only type that can equip grenade launchers so you can deal with crowds, though it's limited to one model. **Rifles lose an attack at A2, but you're now able to shoot from a greater distance. **Precision Rifles, despite their name, aren't really good at sniping heroes. Indeed, their guns only have AP 1, making them more suited for picking off a soft unit. *'''Assault Squad:''' These prime brothers are all given pistols and CCWs, which give you a cheaper melee force. However, you can tell how bare-bones it is, since your only options is Regeneration and one plasma pistol. If you're looking for something more anti-elite, then you'll need another unit. *'''Blaster Squad:''' Somehow cheaper than the base Prime Brothers, but these guys have absolutely no business in close quarters. Indeed, their only options are Regeneration and another sort of plasma gun, which just puts them at the same price as the Primes. **Heavy Plasma Rifles give you a pretty good range to deliver AP 2, though it's only at one shot. **Light Plasma Cannons only give you a boost in range, which is a bit appreciated so you can stand a little further back in the field. **Plasma Auto-Rifles are your only option for rapid fire. Though your range is at 24" and your guns are knocked to AP 1, you can now fire twice each turn. *'''Raider Squad:''' Short-range specialists. If you stick with the default loadout, you get AP 1 on your pistols and 3 melee attacks and Furious, which is a fair bit more than most (and lets you slap on Battle Rites easily). You can even buy an energy weapon in order to make them hurt more. If you don't plan on being so close, you can just buy them all assault rifles. However, these assault rifles will lack any AP. On top of this, you can give them Medical Training, Strider (which is quite useful for covering ground) and Ambush (if you feel like ruining the enemy's day). *'''Infiltration Squad:''' These are your a sort of middle ground between basic Prime Brothers and actual snipers. Scout makes sure they get into position early and their heavy carbines give them Rending for a bit of a punch, but lack any dedicated precision fire. *'''Guard Squad:''' Your elite bodyguards, each equipped with energy swords and shields. Though they lack any additional options, they won't need any more to carry out their purpose. Their shields grant Shield Wall, and that's enough to help protect your heroes. *'''Elimination Squad:''' Your actual snipers. Unlike any of your precision rifles, these guys carry actual sniper rifles with the actual Sniper rule and AP 1. They have both scout and stealth, making sure that they make the most out of their protected position. If you feel like killing the enemy even faster, you can buy a laser rifle for AP 3 and Deadly 3, capable of wiping any heavy armor hero and denting vehicles. *'''Eradication Squad:''' Your prime brothers now have a unit singularly dedicated to firing fusion rifles. Sure, they're shorter range compared to most weapons, but this is a pack of five with all the prime rules and Relentless, meaning that they could likely level tanks with a good shooting turn. Under no circumstances are you allowed to waste them on piddly grunts - if you've got no tanks, then fire at the elites. *'''Aggro Squad:''' The Prime answer to destroyers. Your shooting to firing ratio is more balanced between having two fist-carbines pumping three shots each (or buy fist-flamethrowers for even more shots) and two energy fists with AP 3 each. This is pretty much your only option, so you'll absolutely want make sure these guys are protected if you bring them in. *'''Jetpack Squad:''' Each of your models comes with a jetpack and two plasma carbines so you can pump out AP 2 at a little faster than most, though this is at a very short range. If you feel like shooting more, then you can grab assault carbines for extra shots with no AP. The drawback is that short range leaves them vulnerable to any counter-attacking and from here, only their CCWs and 2+ defense will save them. *'''Suppression Squad:''' So you see the jetpack squad and ask "What if I want more dakka?" Well, that's what this squad's here for. These guys have autocannons so they can shoot anti-armor rounds from a long range, making vehicles and heavy infantry alike relent. That said, they also lack the ability to defend themselves much in close quarters. *'''Prime Bikers:''' And now they are here. About the same as base brother bikers, with Fast and Impact 1, though they are focused on melee out of the box. So far, their only upgrade is the option for twin rifles if you feel the need to get shooty bikes. *'''Prime ATV:''' You can pretty much call these as the equivalent of the attack bike, but you're getting a lot more for this. Right off the bat, Strider lets it cover more ground than any bike and it comes pack with more guns between the twin auto rifles and the gatling gun. It also has the heavy fusion rifle option instead of the gatling gun in the event that you need something to pop a tank but can't afford a tank. ===Vehicles=== *'''Anti-Grav APC:''' Your APCs have Strider, which you'll absolutely need since you're gonna need to transport your 11 models. Fortunately, your loadout is also a bit more robust than just storm rifles; if you want, you can grab some HR missiles for some crowd control since you're otherwise limited on that front. You can still grab a machine gun in any case to complement your fire as it is, then buy one of the following: **Twin Anti-Air Machine Gun gives you one of your precious few anti-air options, opting more for shooting a lot over anything with punch. **Artillery Relay gives you real long-range blasting for more effective crowd management. **Shield Projector grants Regeneration. Very much necessary for a transport. **Missile Array gives a shorter range blast with smaller coverage, but it's more of it and has AP 2 so you can smash light armor. *'''Anti-Grav Tank:''' Sacrifice the transport capacity for twice the Tough value and a twin laser talon on top of the storm rifles (now effectively doubled instead of being twinned). Simply put, this is your battletank. Both of its guns have options that allow it to take on any foe and it can still equip an AA missile pod and machine gun to give additional venues for combat. *'''Heavy Anti-Grav Transport Tank:''' So what would be worth gaining 11 Transport capacity? Truth be told, your weapons are the only things tanking a hit, as you're no longer tanking the heavy cannons made to decimate units. That isn't to say that this is some unarmed APC however, as you get a potent laser talon and the machinegun. Fortunately, you've got plenty more options to mount additional weapons, considerably more than the Destroyer. *'''Heavy Anti-Grav Destroyer Tank:''' Now you're sacrificing transport capacity, but considering you're hauling a literal heavy plasma cannon, it's worth it. Indeed, your weapons make this more like an artillery transport with some other guns that cover slightly more close-range affairs. Since this won't be wanting to move much, you'll be needing to pick a more shooty unit to transport, since they'll be needing to move less as well. You should be extremely aware that this will be hogging up a lot of your points allotment, even if you buy nothing. *'''Prime Speeder:''' A super-mobile weapons platform, equipped with both Strider and Ambush so it can appear wherever it wants. Fortunately, it's also not much more expensive than an anti-grav APC starting out, though that does come with the condition that you don't go all-out with weapons. *'''Prime Light Walker:''' While tough and with Scout, it's somewhat limited in armaments with only a fist and incendiary cannon (replace with iron cannon if you want better range and AP). You can grab a few more weapons to bolster your shooting, but you're still going to be staying within mid-range. *'''Prime Attack Walker:''' Big and tough, having Tough 15 over the Light Walker's 12. This is where your big guns lie, like your heavy gatling gun (which you can replace with a heavy plasma cannon at a steep discount if you hate mobs) and stronger walker fist with AP 4. This one also has an option for Anti-Air missiles, which is welcome considering how few of those you have. *'''Support Turret:''' A bit unexpected to see a literal sentry turret. It's utterly unable to move, but its twin heavy autocannon has a great enough range to render the issue with mobility not very relevant. If you go for the twin laser cannon option, then you'll need to worry a bit more about distance.
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