Grimdark Future/Tactics/Havoc Brothers: Difference between revisions

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The Havoc Brothers are the dark mirror to the Battle Brothers. You get most of the same tricks as they do, but you get some better focus on melee.
The Havoc Brothers are the dark mirror to the Battle Brothers. You get most of the same tricks as they do, but you get some better focus on melee.


<tabs>
<tab name="Grimdark Future">
===Pros===
===Pros===
* The majority of your army is with great defense
* The majority of your army is with great defense
* A high amount of customization when including the specialized Disciplines.
* A high amount of customization when including the specialized Disciplines.
* Your entire army is Fearless.


===Cons===
===Cons===
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==Unit Analysis==
==Unit Analysis==
===Heroes===
===Heroes===
*'''Dark Lord:''' A Captain with an edgy paintjob. He's heavily customizable to fit out any mix of shooting (which you can milk out with Relentless granting extra shots) or melee, or even give them extra toughness (with the Destroyer Armor granting Tough 6) or mobility with either the bike with Fast and Impact 1 or the jetpack with flight. They can also grab either Havoc Tactics to add +3" to their unit's shooting and charging ranges or War Chant to give Furious and make charging deadlier.
*'''Dark Lord:''' A Captain with an edgy paintjob. He's heavily customizable to fit out any mix of shooting (which you can milk out with Relentless granting extra shots) or melee as well as any manner of mobility. They can also grab either Havoc Tactics to add +3" to their unit's shooting and charging ranges or War Chant to give Furious and make charging deadlier.
**Shooting: Havoc brothers suffer quite a bit with shooting, and the lord is no different. Your stock assault rifle can grab any manner of attachments, but that's about it. If you go for the pistol, you could grab either a twin assault rifle for two shots or the plasma pistol. You're pretty hosed if you're looking for any better.
**Melee: If you're planning to go all=out with offense , then you can sacrifice everything for a pair of energy claws, dumping four AP 1 attacks - you'd be wasting Relentless though. If you grab the pistol, you can swap your CCW for either the energy sword (AP 1 and Rending), energy fist (AP 3) or energy hammer (AP 1 Deadly 3).
**Personal Upgrades: First off, you have access to Chosen Veteran, making you even better in combat. Aside from that, you have all the same options as the normal captain: the destroyer armor gives ambush and Tough 6 if you want to be a tank, the jetpack gives you mobility by being airborne, and the bike gives speed and a twin assault rifle, a good option if you want to maintain Relentless.


*'''Dark Champion:''' Take your Dark Lord, chop off 10 points and Relentless and you get your Champion. They can be useful in plugging up any options that your lord didn't take or dedicate them to be the choppier since they don't have Relentless to incentivize shooting.
*'''Dark Champion:''' Take your Dark Lord, chop off 10 points and Relentless and you get your Champion. They can be useful in plugging up any options that your lord didn't take or dedicate them to be the choppier since they don't have Relentless to incentivize shooting.
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*'''Dark Psychic:''' A costly hero, but they also provide you with psychic casting. Alongside the other upgrade lists, you can also upgrade it to Psychic 2 for extra power.
*'''Dark Psychic:''' A costly hero, but they also provide you with psychic casting. Alongside the other upgrade lists, you can also upgrade it to Psychic 2 for extra power.


*'''Cultist Champion:''' Your super-cheap hero, though it's at the cost of being your worst. That Tough 3 won't account for much with a 5+ defense and 4+ quality makes him crumble quickly. However, he is valuable as one of your most varied shooters among your heroes.
*'''Cultist Champion:''' Your super-cheap hero, though it's at the cost of being your worst. That Tough 3 won't account for much with a 5+ defense and 4+ quality makes him crumble quickly. However, he is valuable as one of your most varied shooters among your heroes(e.g. sniper rifle with legs for 55pts).


*'''Daemon Champion:''' Insanely expensive, but absolutely powerful. A 2+ on both quality and defense, 6 AP 2 attacks with the daemon sword and Fear make this hero incredibly strong, especially with Tough 6. To top it all off, you can also make them a Psychic with a rating of 1 to 3, which will ratchet up that cost even higher. This guy won't need much in the way of bodyguards, in fact they'll just be a bit of a hinderance compared to the untouchable.
*'''Daemon Champion:''' Insanely expensive, but absolutely powerful. A 2+ on both quality and defense, 6 AP 2 attacks with the daemon sword and Fear make this hero incredibly strong, especially with Tough 6. To top it all off, you can also make them a Psychic with a rating of 1 to 3, which will ratchet up that cost even higher. This guy won't need much in the way of bodyguards, in fact they'll just be a bit of a hinderance compared to the untouchable.
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*'''Forge Dragon:''' Your lone aircraft is plenty durable thanks to regeneration, but its role is tightly constrained to two roles: burninating all the peoples with its stock flamer or dogfighting and anti-vehicle with the forge cannon.
*'''Forge Dragon:''' Your lone aircraft is plenty durable thanks to regeneration, but its role is tightly constrained to two roles: burninating all the peoples with its stock flamer or dogfighting and anti-vehicle with the forge cannon.


==Detachments==
==Disciplines==
===Blood Brothers===
===Disciples of War===
The Blood Brothers are remarkably choppy and fast, with Furious being available for only 5 points for most of your troops.
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====
====Rules====
*''Very Fast:'' Fast +1. Your units now move 12" and can run or charge 24", making them incredibly mobile. You can buy this on all of your tanks for a modest 10 points.
*''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 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 the entire unit, which makes all of your choppy troops happy. Even better, this can synergize perfectly well with Havoc Tactics.
 
 
*'''Berserkers:''' Havoc Brothers with Furious. If you feel kind, you can pick up energy swords for any of them to punch through armor. However, this comes at the cost of abandoning any pretense of shooting beyond pistols (or the odd plasma pistol).
*'''Fury Brothers:''' 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.
*'''Slaughter Brothers:''' See those berserkers? They now have heavy cleavers. These guys are clearly your elites, as these things are meant to drown drown small units 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.
 
====Rules====
*''Blessing of Change:'' The exact same bonus as Stealth, and stacks with it for total of -2 to shooting rolls if the unit has both.


====Psychic Spells====
====Psychic Spells====
*'''Fear (4+):''' Enemy unit within 12" suffers a loss of 3" to its next movement. It's trading off Cursed Earth's range for a penalty that's always on.
*'''Breath of Change (4+):''' Friendly unit within 12" can now charge 3", giving you the means to control the flow of battle a bit.
*'''Lance (4+):''' Enemy model within 12" takes an AP 2 hit. Compare with Psychic Blast.
*'''Inferno (4+):''' Enemy unit within 12" takes 2 AP 2 hits. Somewhat equivalent to havoc blast, though it hits the entire unit.
*'''Quickness (5+):''' Friendly model within 12" may immediately charge up to 6", making this a godsend when you get it off on that pack of very angry death brothers.
*'''Cursed Mutations (5+):''' Enemy unit within 18" takes -1 to hit, which can help since you have more squishy models.
*'''Blood Curse (5+):''' Two enemy units within 6" take 6 hits each. Essentially Lightning Fog.
*'''Fire Storm (5+):''' Enemy unit within 12" must take a dangerous terrain test.
*'''Break Shields (6+):''' Enemy unit within 12" takes a -2 to their next defense roll, giving an extra AP 2 to any attacks you make. Especially useful if you want to guarantee death.
*'''Blessed Mutation (6+):''' Friendly units within 12" gain a Regeneration save that passes on a 4+, a great save.
*'''Rage Burst (6+):''' Enemy unit within 12" takes 3 AP 3 hits. It's essentially a focus-fire Cerebral Trauma.
*'''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.


====Unit Analysis====
====Units====
*'''Blood Priest:''' Your stand-in for the Champion with Furious applied. In exchange however, you can't buy Battle Rites or War Chant, instead being limited to the Holy Chalice. This is tailor-made for your build, as it's adding +1 to any unit's melee attack and regeneration rolls.
*'''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, giving you an easier time with 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).
*'''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 can become a stronger psychic for cheaper than any other. Keep him safe.




*'''Death Brothers:''' A serious price jump when compared to base battle brothers, but you get Regeneration and Furious, making them ideal company for the Blood Priest. Other than that, you can just consider them seriously angry assault brothers. If you have a prime hero guiding them instead, Battle Rites or an ancient's banner are the only options you should consider.
*'''Change Brothers:''' Your havoc brothers now have AP 1 on their rifles, giving them anti-infantry power. Your only options are a flamethrower for anyone, a single minigun for more firepower or a pistol (plain with AP 1 or flamethrower) + energy sword. You can also make one of the models psychic, giving you one of several casting vectors.
*'''Guardian Brothers:''' Even more expensive assault brothers with jetpacks and furious built in. They come with plasma pistols available at no cost, but you're very limited otherwise. Your only weapon options are the fusion pistol, energy sword, or energy fist. You could also grab a banner if you want to throw Fear in as well.
*'''Change Destroyers:''' 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. You could also buy a missile rack like the battle brothers if you want real long-range options. This unit also lets you get a psychic caster.
*'''Birdmen:''' 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.
*'''Birdmen Disc Riders:''' 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 hexed spears, you could instead buy them hexed bows 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.


*'''Blood Tank:''' A battle tank with a flamethrower cannon (or twin miniguns). Other than that it's pretty much identical to the base tank including the option for Very Fast with the exception that you have flamethrowers instead of laser cannons as add-ons.
====Special Rules====
*'''Blood Walker:''' See that battle brother walker? It now has two fists, Fear and Furious. If you want Rending in place of high AP you can instead slap on Blood Fists for free. You can also buy a frag launcher for an extra weapon, but the standout here is Psychic. Yes, you can add another Psychic model and make it a towering walker of death.
*''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.


===Guardian Brothers===
*''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.
The Guardians are incredibly hardy, with a lot of units packing Regeneration on top of their saves. However, this drives up the costs of all your units considerably and making your generic units like them is going to seriously limit what you can field. This is especially worrisome as prime brothers already have steep prices when compared to their normal brothers. However, you also get another perk: The Sisters, whom can all block psychic powers despite not casting at all. The sisters are weaker than any of your units, which limits their viability.


====Rules====
====Psychic Spells====
*'''Anti-Psychic:''' Your sisters can all buy the option to block psychic powers despite not casting. It's a very advisable buy if you want to take down a psychic-heavy army.
*'''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====
====Units====
*'''Custodian Captain:''' A very durable hero on par with the grave captain with a dual-purpose spear-rifle that's more effective than a mere CCW and pistol. If that's not your style you can instead grab a sword-rifle for shorter-range shooting but Rending melee, an axe-rifle for poisoned melee attacks or an energy lance for pure melee with Impact 1. You can also grab a shield for extra defense, a jetbike for mobility and another source of Impact or Destroyer armor for extra tanky. Be wary that this all comes at the cost of being able to actually synergize with your other forces, so you need to make sure they won't be relying on anything while in the thick of battle.
*'''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 a unit +1 to all regeneration rolls. You'll absolutely be wanting this on your tough boys.
*'''Great Sister:''' A flimsier hero, but more than capable of synergizing where the Custodian Captain cannot. However, she also has to dedicate between melee with her energy sword (which makes Furious a desirable buy) or shooting with either flamethrower of prosecution rifle with a CCW (thus making Relentless a good pick). In either case, you can instead grab Scout for advance movement instead of Relentless or Furious. On top of that, you can also buy for a unit bonus of +1 to either melee attacks or shooting attacks...or buy both at the appropriate price.
*'''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.




*'''Custodian Brothers:''' Incredibly expensive, but very durable. The unit also has the option of spear-rifles, sword-rifles or axe-rifles like the Captain, and can grab shields for protection and a battle standard for Fear on top of your really strong weapons. You'll be wanting that protection badly, since you cannot afford to lose any models.
*'''Plague Zombies:''' Unsurprisingly a little tougher than cultists. They're also slow, which limits their mobility without a plague bringer using his special ability.  
*'''Custodian Destroyers:''' Custodians in destroyer armor make them obscenely expensive, but Tough 3 and Regeneration is a hard combination to deny. While you're limited to only spears and axes and lack shields, you can grab wrist-mounted grenade launchers to mitigate mobs and you can equip a standard of your own. You absolutely want to make use of Ambush so you can get right into the mix with your fabulous weapons.
*'''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: bodies or speed.
*'''Custodian Jetbikers:''' These bikes have strider, and are therefore better. However, you're trapped with only energy lances unless you pony up for assault rifle arrays (which can become fusion missiles for even more points). You'll be wanting to make use of the combined impact values if you decide to spring for bone stock.
*'''Plague Brothers:''' These guys pack a surprisingly well-rounded armory between some poisoned flamethrowers and missile launchers. 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.
*'''Vigilant Sisters:''' All come armed with energy swords, and therefore are Furious. Don't let them get hit, toss them into an APC.
*'''Plague Destroyers:''' 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...
*'''Prosecution Sisters:''' Sisters with Prosecution rifles and Relentless. Don't keep on the front lines, especially without cover.
*'''Plague Bodyguard Destroyers:''' Truly dangerous bastards, each with Reaper Scythes and short-ranged flame thrower pistols. These are the guys you want to nail heavies like monsters and tanks, hordes and squads with equal measure. Interestingly enough, these guys are even cheaper than the basic destroyer.  
*'''Hunter Sisters:''' These sisters have flamethrowers and Scouts, so you want them to make sure their flamethrowers hit the enemy at the worst possible time.


*'''Plague Hauler:''' While the quality of this tank isn't quite strong and is about as durable as an APC, you haul around a gun for any occasion. Need long-range? You got an anti-tank launcher. Need to nail tanks? Well, you've also got a heavy fusion rifle. Enemies too close? Toxic spurt gives you a blast.
*'''Plague Drone:''' A surprisingly zippy thing made for mulching mobs up close. At default, you have your rather modest bloat probe and your choice of either bloat spitters (for double flamethrowing fun) or the meat grinder (so you can be even deadlier in melee). If neither of those suits your needs, you can instead buy a plague launcher to make good ranged anti-mob. Since this unit has Fast and Strider, you can reasonably pick up any of these roles without an issue.
*'''Mortar Tank:''' Unlike the other vehicles, this one's actually as accurate as your default tanks. And you'll need it because you have a mortar for long-range bombardments. As a reminder, this weapon is inaccurate, so you probably shouldn't be moving while firing it. Besides that, you have a basic machine gun (which you can swap for a rot machine gun for shorter range but AP 1). You can also equip bloat spitters or cannons depending on what you don't want to be close to this thing when it shoots.


*'''Custodian Walker:''' A Tough 12 walker with heavy minigun and fist, putting it on par with your light walker. Sadly, the only thing you can do is make that minigun into a heavy fusion rifle, which makes buying this suspect when you can just take a light walker for cheaper or slap your anti-armor on tanks.
===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.


===Dark Brothers===
The Dark Brothers don't specialize in any particular form of combat, but instead focus on holding on no matter the odds. They will not break as easily.
====Special Rules====
====Special Rules====
*''Dark Assault:'' This adds onto Ambush by making you able to deploy them on any round you wish, adding to your strategic game of dropping in troops. However, this is only available to base captain, jetpack and suppression squads, limiting its value.
*''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.


*''Grim:'' This unit isn't only Fearless, it's so fearless that if it fails a morale check you can roll another d6 to make it pass instead on a 4+. Unlike the prior rule, this is more widely available to your forces.
====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====
====Units====
*'''Interrogator:''' Make an Champion and replace their option for Battle Rites or War Chant with Grim. This is essentially what they're good for.
*'''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 Brothers:''' Each of 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 Brothers:''' Take the war berserkers and replace their murderboners for a speed habit. They're not only fast, but also act as an annoyance for anyone tied up in melee, since they make enemies take a -1 to hit in combat. This makes them very annoying to leave alone, which might be enough to justify buying them.
*'''Endless Brothers:''' In case you wanted a gunline with Relentless, the endless brothers can help satisfy. Though they have short-ranged carbines, each one still fires twice.
 
==Army Building==
 
===Starter Armies===
 
===General Advice===
 
===Tactics===
</tab>
 
<tab name="Firefight">
 
===Pros===
* The majority of your army is with great defense
* A high amount of customization when including the specialized Disciplines.
 
===Cons===
* Your forces are expensive.
* Your troops lack Tough, so heavy weapons can very easily wipe out a unit of Brothers.
* You only have one Psychic model. Some forces add more, but you'll be paying a pretty penny for that.
* You lack the variety of weapons the base Brothers do.
 
==Special Rules==
*'''Chosen Veteran:''' You can take this on a few weapons, though it's very costly. It adds +1 to all attack rolls, making them better at fighting.
 
*'''Mutations:''' When a model with this rule fights in melee, you roll one die and apply one bonus:
** 1-2: Unit gets AP(+1)
** 3-4: Unit gets +1 attack
** 5-6: Enemies get -1 to hit


==Psychic Spells==
*'''Dark Sight (4+):''' One enemy unit within 12" takes -1 to hit with shooting. Vital for protecting your troops from heavy weaponry of any kind.
*'''Havoc Terror (4+):''' One enemy unit within 12" takes 2 AP 2 hits.
*'''Cursed Sludge (5+):''' An enemy unit within 18" that attempts a charge loses 6" to their charge distance next time they charge. Note that this won't save anyone from a charge if they're too close, but it will prevent any long-range gambits.
*'''Havoc Trauma (5+):''' One enemy model within 12" takes a single AP 3 hit. Pretty much all you can ask for when sniping a hero or heavy weapon.
*'''Warp Passage (6+):''' One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
*'''Demon Fog (6+):''' Two enemy units within 6" take 8 hits each, making this hell for mobs of grunts.


*'''Dark Destroyers:''' Quite expensive compared to the base destroyers, but you get both Grim and Dark Assault, allowing them to pop in wherever and whenever you want. They also have access to plasma cannons, giving them an answer to any Brother-tier squads out there. This lets them specialize for whatever you need, whereas the aggros are locked in their loadouts.
==Unit Analysis==
*'''Destroyer Knights:''' These Destroyers have shields and wicked maces with rending, meaning that they need an avenue of delivery. If you feel keen on charging, you'll be wanting to take a heavy flail for Impact 3.
===Heroes===
*'''Black Bikers:''' See those bikes? They're now Grim. They also have the option for twin plasma carbines or grenade launchers, both quite handy though you can't grab the other guns. In exchange, you also get to buy some stronger melee weapons.
*'''Dark Lord:''' A Captain with an edgy paintjob. He's heavily customizable to fit out any mix of shooting (which you can milk out with Relentless granting extra shots) or melee as well as any manner of mobility. They can also grab either Havoc Tactics to add +3" to their allies' shooting and charging ranges or War Chant to give Furious and make charging deadlier.
**Shooting: Havoc brothers suffer quite a bit with shooting, and the lord is no different. Your stock assault rifle can grab any manner of attachments, but that's about it. If you go for the pistol, you could grab either a twin assault rifle for two shots or the plasma pistol. You're pretty hosed if you're looking for any better.
**Melee: If you're planning to go all=out with offense , then you can sacrifice everything for a pair of energy claws, dumping four AP 1 attacks - you'd be wasting Relentless though. If you grab the pistol, you can swap your CCW for either the energy sword (AP 1 and Rending), energy fist (AP 3) or energy hammer (AP 1 Deadly 3).
**Personal Upgrades: First off, you have access to Chosen Veteran, making you even better in combat. Aside from that, you have all the same options as the normal captain: the destroyer armor gives ambush and Tough 6 if you want to be a tank, the jetpack gives you mobility by being airborne, and the bike gives speed and a twin assault rifle, a good option if you want to maintain Relentless.


*'''Dark Champion:''' Take your Dark Lord, chop off 10 points and Relentless and you get your Champion. They can be useful in plugging up any options that your lord didn't take or dedicate them to be the choppier since they don't have Relentless to incentivize shooting.


*'''Shroud Speeder:''' A speeder traded off a weapon for Grim and Stealth. You also can swap that heavy machine gun for a minigun if you so please. The lone upgrade here is the Dark Shroud, which gives two friendly units within 6" Stealth when they're shot next, and considering how your men are made for hanging on rather than killing, you want that protection.
*'''Dark Engineer:''' Don't be fooled by the name; these guys are your medics for any tough units you drag along, including other Heroes and Destroyers. You should be wary of the limits of the Repair ability, as it only heals a single wound on a single Tough unit within 2" on a 4+.
*'''Vengeance Speeder:''' This speeder has a plasma cannon and Grim, making it better for artillery made for countering armor. Oh, and you still have either the heavy machine gun or minigun for more massed enemies.
 
*'''Dark Gunship:''' Superheavy weapons ship over here. Its two exclusive weapons are both blasts with AP1, ideal for chunking lower-tier mobs with disdain. If you feel like ruining someone's day even further, may I introduce you to the twin assault rifle array, dishing out 12 hits on top of everything else.
*'''Dark Psychic:''' A costly hero, but they also provide you with psychic casting. Alongside the other upgrade lists, you can also upgrade it to Psychic 2 for extra power.
*'''Angel Jet:''' A dogfighter with some light weaponry. Without upgrades, it only has AP 1 for all its guns, though you could also buy a twin laser cannon so it can punch more heavily-armored foes.
 
*'''Cultist Champion:''' Your super-cheap hero, though it's at the cost of being your worst. That Tough 3 won't account for much with a 5+ defense and 4+ quality makes him crumble quickly. However, he is valuable as one of your most varied shooters among your heroes (e.g. sniper rifle with legs for 55pts).
 
===Infantry===
*'''Cultists:''' Absolutely trash-tier, on level with the conscripts. To somewhat offset this, the cultists are one of the very few models that you can take as a unit of three models. The edge these guys have over conscripts is that conscripts don't get to pick out a variety of guns, all for cheaper than the havoc brothers.


===Knight Brothers===
*'''Havoc Brother:''' The baseline for your force, meaning a walking tank. Your brothers have the widest selection of weapons available, spreading almost any manner of weaponry. Of note among the weapons are the cheap shred rifle, giving short-range A2 Shredding, and the autocannon, which gives long-range anti-infantry.  
While the Guardian Brothers have to rely on auxilia sisters to block off spells, the Knight Brothers can pull it off themselves without such an absurd price hike, while your exclusive choices also come with storm rifles. This also comes with the perk of being able cast by themselves, which gives you some well-needed support on casting.


====Special Rules====
*'''Havoc Support:''' You lack the option for Veteran Training, but you do get Relentless and the option to pick any heavy weapon you want. Of note is the option for the reaper cannon and autocannon, both giving long-range anti-armor options that battle brothers don't get.
*''Aegis:'' Your entire army can block powers as if they were psychic. In the case of Psychics, they instead get a +1 to block. This is available to all your infantry choices.
 
*'''Possessed Brother:''' You want dedicated murderous melee prowess? You'll be looking up these guys. Possessed have Fast (with an option for flight) and more attacks in melee, but have absolutely no shooting power. Their other major feature is their mutations, which you roll up for each model whenever they fight (-1 AP, +1 attack or enemies take -1 to hit them). Though very expensive, you'll be getting your mileage out of them.
 
*'''Mutated Possessed:''' Possessed except better. These guys now drown enemies with 8 attacks each and Tough 3 lets them tank a few blows for a serious premium. In exchange, however, they'll never be fly. Hope you'll get some use out of that extra 80 points.
 
*'''Talon Raptor:''' If you don't want to go all-in on assault, then the raptors give you havoc brothers with jetpacks. While they can take most of the lighter weapons from the base brothers, you can also strap them with energy claws if you feel so inclined.
 
*'''Havoc Destroyer:''' Destroyers are your big slabs of meat with Tough 3 as well as heavy weapons platforms. Sure, you could just give them energy claws and be done with it, but they also can switch their twin assault rifles for assault rifles with a special weapon as an attachment or for a heavy flamethrower or reaper cannon for some more mob-wiping.


====Psychic Spells====
*'''Mutated Destroyers:''' Take a Destroyer and make them even more uncomfortably swole. Alongside being Tough 6 now, mutated destroyers also take Slow, random mutations, and come with AP 2 claws by defaultFortunately their shooting aspects aren't totally shot as they can grab special guns with 24" A2 AP 2 Rending.
*'''Ward (4+):''' Enemy unit within 12" suffers -1 to hit with melee on their next turn. Important since you're only protected by a mere 2+ save for the most part.
*'''Cleanse (4+):''' Enemy unit within 12" takes 2 AP 2 hitsSomewhat equivalent to psychic blast, though it hits the entire unit.
*'''Warp (5+):''' Enemy unit within 12" takes -1 to defense, which you'll want if you're struggling to turn the tide.
*'''Doom (5+):''' Enemy model within 12" takes an AP 3 hit, making this a prime sniping spell.
*'''Strike (6+):''' Friendly unit within 12" can immediately shoot.
*'''Purge (6+):''' Two enemy units within 6" take 2 AP 1 hits each, making it comparable to Lightning Cloud.


====Units====
*'''Havoc Biker:''' Each comes with Fast and Impact 1, so melee is a viable option. If you're going for shooty, you can get a twin assault rifle or upgrade some of them with more interesting guns.
*'''Knight Champion:''' A very costly hero, but you get quite a bit. Alongside Aegis and Psychic 1, you also get Combat Master, which gives you one of four different styles each round you're in melee (+1 to hit, AP +1, Rending or Impact 1). This champion is a through and through beatstick with psychic powers. If you want support, pick the generic heroes.


*'''Daemon Spawn:''' A big freaky monster for melee purposes. It's not very strong with Tough 6 but a 4+ Defense, though mutations gives it a chance to get protection. It's more focused on getting stuck in and smashing with Strider and Fear to compliment its A3 AP 1 claws.


*'''Knight Brothers:''' Each of these boys has a storm rifle, an energy sword and Aegis, which is plenty worth the price hike. They have a very unique selection of weapons. Their guns are now an incinerator (a flamer with AP 1), a psychic silencer (a minigun-lite with 6 shots) or the psychic cannon (AP 2  and rending). In melee, they can swap their energy sword for an energy staff (less attacks but it's poisoned), the halberd (less attacks but AP 2), twin energy falchions (Rending) and daemon hammer (2 attacks, but now AP 4 and Deadly 3). You can also grant them Impact 1, Ambush or Teleport (so you can jump 6" anywhere without regard for terrain and isn't the same as ambush for some reason). Oh, and these guys can be psychic too, so joy.
==Disciplines==
*'''Purgation Brothers:''' Knights with Relentless. They now have free reign of the special weapons but can't specialize in melee. They can also be psychic too.
===Disciples of War===
*'''Knight Destroyers:''' Destroyers are already dangerous, so you know for sure that stacking all the benefits of Knights makes them deadlier as well as obscenely more expensive. Their weapon choices mirror the base knights, but they can also grab a standard (for Fear) and Regeneration as well as the ability to give everyone Impact 3.
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.


*'''Knight Walker:''' This walker lacks its guns. However, it is Tough 18 and psychic, making it a tank in both a physical and mental sense. You can grant heavy guns that won't replace your fists and then take either an energy great sword or daemon hammer for extra punch. You can also grant it Teleport to surprise enemies or Regeneration if you want to drive it deep into battle.
====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.


===Watch Brothers===
The Watch Brothers are for those who are super spoiled for choice. Your basic brothers all have an obscene number of weapons available


====Special Rules====
*'''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).
*''Tactical Master:'' Your Captains, Death Watchers, Lieutenants and Ancients can buy an upgrade for additional ammo for their pistols, assault rifles and storm rifles. Each turn, you can pick between +1 to hit, Rending, +6" to range or AP 1, giving you a wide choice of options for them. This bites a little harder for prime heroes though, as RAW this ammo can only be thrown onto their pistols.
*'''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.


====Units====
===Disciples of Change===
*'''Death Watcher:''' Essentially a Captain for all intents and purposes. Aside from the frankly obscene number of guns available to the basic watch brothers, you can also grab a guardian brother's spear-rifle and the choice of either a jetpack or destroyer armor. If you pick up Tactical Master for special ammo, do be wary that the number of weapons you can use it with is very slim. Don't grab it unless you are absolutely planning to use it because 30 points is not cheap.
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.


*'''Watch Brothers:''' Your base troops are given practically free reign on weapons. Whatever you want, wherever you want them, you can buy some and drop them wherever. You can also grab shields if you want to protect the force.
====Units====
*'''Watch Vanguard:''' Take assault brothers with jetpacks and make them FAST. While the firearms are limited to pistols, the melee weapons aren't. With this includes shields, meaning you can have a very mobile and hard to hit squad of mofos with heavy hammers and claws.
*'''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.
*'''Watch Destroyers:''' Destroyers are already expensive, so why take these? Because these bastards can slap extra guns (Gravity, Fusion, Plasma or Flamethrower) on top of your energy fists. And this is on top of the rest of the guns a squad of destroyers can grab.
*'''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.




*'''Watch Star Jet:''' Tough 6 and that 2+ defense make the Watch Star a tough nut. It also comes with some good long range weapons including anti-air missiles and short-range bombs. If aircraft aren't in play, pick those 5 points to take Storm Missiles with Deadly. The twin minigun can also be replaced with twin laser cannons for more deadly at a great range. And on top of all this, you can make it a transport for 11 models.
*'''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.


===Wolf Brothers===
===Disciples of Plague===
Where the Blood Brothers are for getting stuck in quickly, the Wolf Brothers are for getting as many attacks as possible. Between their spells and their loadouts, you should be sure to get all the attacks you want in any situation.
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====
====Special Rules====
*''Counter:'' When this unit is charged, you can give one melee weapon an extra attack. All of your infantry can pick it up so you can make your army quite defensive.
*''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====
====Psychic Spells====
*'''Fury (4+):''' Friendly unit within 12" gains Furious. You definitely want to set this off whenever possible.
*'''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.
*'''Hurricane (4+):''' Two enemy units within 6" take 4 hits, making it a diet Lightning Cloud.
*'''Muscular Atrophy (4+):''' Enemy unit within 6" must take dangerous terrain test.
*'''Storm (5+):''' Enemy unit within 18" takes -1 to their next shooting rolls. You absolutely want this to protect a vulnerable unit as they make their attack.
*'''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.
*'''Thunder (5+):''' Enemy unit within 12" takes 3 AP 2 hits, making it better for punching big boys.
*'''Deadly Poison (5+):''' Enemy unit within 12" takes an AP 4 hit with Deadly 3, making it a big sniping power.
*'''Wrath (6+):''' Enemy unit within 12" can be thrown 6" in any direction, leaving them out of a weak unit's hair or right in the sights of a charging mob.
*'''Poison Wind (6+):''' Friendly unit within 12" immediately moves 6". Pretty much Havoc Warp.
*'''Lightning (6+):''' Enemy unit within 12" takes 2 AP 3 hits. The inverse of Thunder, making it for blasting vehicles.
*'''Rot Wave (6+):''' Enemy unit within 12" takes 4 AP 2 hits, making this better for most small units.


====Units====
====Units====
*'''Lone Wolf:''' A genuine beatstick of a hero that's cheaper than the grave captain. Perhaps most remarkable is its option for pet guard wolves (for bonus attacks) as well as a great wolf mount instead of a bike, thereby granting the rider extra melee weapons as well as Impact 3.
*'''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.


*'''Wolf Rookies:''' Take pathfinders and toss them into basic brother armor. Their quality won't be as good, but you'll be able to buy them weapons that would normally be impossible.
====Psychic Spells====
*'''Wolf Brothers:''' Your basic battle brothers, though their weapons lack anything with heavy punch. You can also give them jetpacks or bikes to fill in a hole you want - ones that could normally be filled with the appropriate base units.
*'''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.
*'''Werewolves:''' While more expensive with a 3+ defense, these guys are genuine melee monsters with Fast and Regeneration. While normally without any shooting, you can give them backpack grenade launchers to give at least a cursory effort at softening up crowds before ripping into them with the variety of evil implements at their disposal.
*'''Seizure (4+):''' Enemy unit (range indeterminate) takes an AP 2 Deadly 3 hit.  Another psychic sniping spell.
*'''Wolf Destroyers:''' What makes these guys different from the stock destroyers? It's their ability to replace their storm rifles with base assault rifles (at a discount of 5 points even!) and then buy an attachment that's normally only for champions and captains.
*'''Pleasure (5+):''' Friendly unit within 12" gets Regeneration whenever they suffer wounds next. Awesome.
*'''Wolf Riders:''' Take bikers and replace their bikes with angry wolves with Impact 3 and 3 AP 1 attacks to add to the frenzy. Almost all their options focus in on that, though you could also be a square and grab a plasma pistol or assault rifle for some variety.
*'''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.


*'''Wolf Walker:''' It comes stock with a pretty fierce blast weapon, but it's capable of taking just about any other weapon the walker could normally take. If you want a melee focus, you could either make its fists claws with Rending or take a big axe with AP 4 Deadly 3 and a shield to make sure it's not focused on too much.
 
*'''Fang Gunship:''' This ship is strapped with a devastating cannon tailor-made to wipe off mobs with ease and missiles to kill single targets. This can be added on to with extra guns as well as room to carry 11 models.
*'''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.
*'''Wolf Jet:''' The less focus-firing equivalent of the Fang with slightly less evil twin frost cannons and twin laser cannons. Aside from that, they can carry the same upgrades as the Fang aside from the one replacing missiles.
*'''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.


==Army Building==
==Army Building==
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===Tactics===
===Tactics===
 
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Latest revision as of 09:36, 21 June 2023

Why play Havocs Brothers?[edit]

The Havoc Brothers are the dark mirror to the Battle Brothers. You get most of the same tricks as they do, but you get some better focus on melee.

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Pros[edit]

  • The majority of your army is with great defense
  • A high amount of customization when including the specialized Disciplines.

Cons[edit]

  • Your forces are expensive.
  • Your troops lack Tough, so heavy weapons can very easily wipe out a unit of Brothers.
  • You only have one Psychic model. Some forces add more, but you'll be paying a pretty penny for that.
  • You lack the variety of weapons the base Brothers do.

Special Rules[edit]

  • Chosen Veteran: You can take this on a few weapons, though it's very costly. It adds +1 to all attack rolls, making them better at fighting.
  • Mutations: When a model with this rule fights in melee, you roll one die and apply one bonus:
    • 1-2: Unit gets AP(+1)
    • 3-4: Unit gets +1 attack
    • 5-6: Enemies get -1 to hit

Psychic Spells[edit]

  • Dark Sight (4+): One enemy unit within 12" takes -1 to hit with shooting. Vital for protecting your troops from heavy weaponry of any kind.
  • Havoc Terror (4+): One enemy unit within 12" takes 2 AP 2 hits.
  • Cursed Sludge (5+): An enemy unit within 18" that attempts a charge loses 6" to their charge distance next time they charge. Note that this won't save anyone from a charge if they're too close, but it will prevent any long-range gambits.
  • Havoc Trauma (5+): One enemy model within 12" takes a single AP 3 hit. Pretty much all you can ask for when sniping a hero or heavy weapon.
  • Warp Passage (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
  • Demon Fog (6+): Two enemy units within 6" take 8 hits each, making this hell for mobs of grunts.

Unit Analysis[edit]

Heroes[edit]

  • Dark Lord: A Captain with an edgy paintjob. He's heavily customizable to fit out any mix of shooting (which you can milk out with Relentless granting extra shots) or melee as well as any manner of mobility. They can also grab either Havoc Tactics to add +3" to their unit's shooting and charging ranges or War Chant to give Furious and make charging deadlier.
    • Shooting: Havoc brothers suffer quite a bit with shooting, and the lord is no different. Your stock assault rifle can grab any manner of attachments, but that's about it. If you go for the pistol, you could grab either a twin assault rifle for two shots or the plasma pistol. You're pretty hosed if you're looking for any better.
    • Melee: If you're planning to go all=out with offense , then you can sacrifice everything for a pair of energy claws, dumping four AP 1 attacks - you'd be wasting Relentless though. If you grab the pistol, you can swap your CCW for either the energy sword (AP 1 and Rending), energy fist (AP 3) or energy hammer (AP 1 Deadly 3).
    • Personal Upgrades: First off, you have access to Chosen Veteran, making you even better in combat. Aside from that, you have all the same options as the normal captain: the destroyer armor gives ambush and Tough 6 if you want to be a tank, the jetpack gives you mobility by being airborne, and the bike gives speed and a twin assault rifle, a good option if you want to maintain Relentless.
  • Dark Champion: Take your Dark Lord, chop off 10 points and Relentless and you get your Champion. They can be useful in plugging up any options that your lord didn't take or dedicate them to be the choppier since they don't have Relentless to incentivize shooting.
  • Dark Engineer: Don't be fooled by the name; these guys are your medics for any tough units you drag along, including other Heroes and Destroyers. You should be wary of the limits of the Repair ability, as it only heals a single wound on a single Tough unit within 2" on a 4+.
  • Dark Psychic: A costly hero, but they also provide you with psychic casting. Alongside the other upgrade lists, you can also upgrade it to Psychic 2 for extra power.
  • Cultist Champion: Your super-cheap hero, though it's at the cost of being your worst. That Tough 3 won't account for much with a 5+ defense and 4+ quality makes him crumble quickly. However, he is valuable as one of your most varied shooters among your heroes(e.g. sniper rifle with legs for 55pts).
  • Daemon Champion: Insanely expensive, but absolutely powerful. A 2+ on both quality and defense, 6 AP 2 attacks with the daemon sword and Fear make this hero incredibly strong, especially with Tough 6. To top it all off, you can also make them a Psychic with a rating of 1 to 3, which will ratchet up that cost even higher. This guy won't need much in the way of bodyguards, in fact they'll just be a bit of a hinderance compared to the untouchable.

Infantry[edit]

  • Cultists: Absolutely trash-tier, on level with the conscripts. However, conscripts don't get to pick out a variety of guns, all for cheaper than the havoc brothers.
  • Havoc Brothers: The baseline for your force, meaning a walking tank. Your brothers have the widest selection of weapons available, spreading almost any manner of weaponry. Of note among the weapons are the cheap shred rifle, giving short-range A2 Shredding, and the autocannon, which gives long-range anti-infantry.
  • Havoc Support: These brothers lack the option for Veteran Training, but you do get Relentless (gaining an extra attack for every 6 you roll to hit while shooting) and the option to pick any heavy weapon you want.
  • Possessed Brothers: You want dedicated murderous melee prowess? You'll be looking up these guys. Possessed have Fast (with an option for flight) and more attacks in melee, but have absolutely no shooting power. Their other major feature is their mutations, which you roll up for each model whenever they fight (-1 AP, +1 attack or enemies take -1 to hit them). Though very expensive, you'll be getting your mileage out of them.
  • Mutated Possessed: Possessed except better. Though fewer, these guys now drown enemies with 8 attacks each and Tough 3 lets them tank a few blows. In exchange, however, they'll never be fly. Hope you'll get some use out of that extra 80 points.
  • Talon Raptors: If you don't want to go all-in on assault, then the raptors give you havoc brothers with jetpacks. While they can take most of the lighter weapons from the base brothers, you can also strap every one of them with energy claws if you feel so inclined.
  • Havoc Destroyers: Destroyers are your big slabs of meat with Tough 3 as well as heavy weapons platforms. Sure, you could just give them all energy claws, but they also can switch their twin assault rifles for assault rifles with a special weapon as an attachment or for a heavy flamethrower or reaper cannon for some more mob-wiping.
  • Mutated Destroyers: Take a Destroyer and make them even more uncomfortably swole. Alongside being Tough 6 now, mutated destroyers also take Slow, random mutations, and come with AP 2 claws by default. Fortunately their shooting aspects aren't totally shot as they can grab special guns with 24" A2 AP 2 Rending.
  • Havoc Bikers: Cheaper than Battle Brothers, but also in a smaller unit size. Each comes with Fast and Impact 1, so melee is a viable option. If you're going for shooty, you can give an extra attack to your assault rifles or upgrade some of them with more interesting guns.
  • Daemon Spawn: A big freaky monster for melee purposes. It's not very strong with Tough 6 but a 4+ Defense, though mutations gives it a chance to get protection. It's more focused on getting stuck in and smashing with Strider and Fear to compliment its A3 AP 1 claws.

Vehicles[edit]

  • Havoc APC: A nimble yet tough tank with a 2+ defense and Tough 6 to protect its cargo of 11 models. For a mere 5 points you can add Strider to it so you can cover more ground. Though it has Impact 6 (with an option to make it Impact 12 with the spiked ram) and a storm rifle, combat is not something you should be blowing this on.
  • Havoc Tank: Tough 12 and a 2+ Defense means that this thing won't be going anywhere, which it should for the price point. It comes with one autocannon, but you can give it one of a variety of heavy cannons to add to the punch. If you're looking for just extra guns, you only have heavy machine guns or laser cannons and both ramp up the cost considerably.
  • Havoc Heavy Tank: The Battle Tank now has a heavy machine gun and two laser cannons as well as a transport capacity of 11, Tough 18 and an obscene price tag. That's where the similarities end however, as this tank can't carry a heavy cannon. Indeed, its only other weapon option is getting either another twin assault rifle or an assault rifle with an add-on.
  • Infernal Brute: Big and tough, but it's not fast and lacks Impact. What it has, especially in comparison to the base brothers attack walker, is a variety of melee weapons. Indeed, alongside some of the basic guns the walker could grab (including a flamethrower or twin assault rifle on the fists), you can also grab either a hammer for Deadly 3 or a free flail for 4 AP 1 attacks. This beast will absolutely want protection on the field since it lacks any sort of delivery mechanism. However, you can be perfectly happy with giving it heavy guns and sending it off, since not many other vehicles have such a variety of guns.
  • Infernal Stalker: A big mean beast with a bit more flexibility between punching and shooting. This is especially prevalent in melee, where it has four different weapons and especially the high-AP maul-cutter and the high-quantity chainsaw-glaive. It has a short-ranged bane flamethrower (or an autocannon), which is offset by the stalker having Strider. This thing is tailor-made to mess up anything in close combat, which gives it a good advantage against anything it comes against.
  • Havoc Fiend: The mega-tank. Not only is it Tough 12 and 2+ Defense, but it also comes with Regeneration, giving you a second shot to just nope out of any damage. By default it comes with some powerful melee weapons, but you could also replace everything with ecto-cannons or forge cannons, turning it into a mid-range artillery platform.
  • Spider Walker: The spider walker, while well-rounded, lacks the punch of the other units. While it has Strider to make it more mobile, all of its weapons are AP 2. While by no means bad, do know that it is the same price as a naked havoc fiend, which can already do heavy melee carnage.
  • Crab Walker: Another walker very capable of artillery thanks to its battle cannon. On top of that, you can also buy an additional heavy ranged weapon in exchange for one of its three fists (yes, it has three. Don't ask.) and more missiles in place of its flail. Even if you keep all the melee weapons, you're taking a mobile artillery platform more than capable of defending itself and capable of tanking blows thanks to Regeneration.
  • Forge Dragon: Your lone aircraft is plenty durable thanks to regeneration, but its role is tightly constrained to two roles: burninating all the peoples with its stock flamer or dogfighting and anti-vehicle with the forge cannon.

Disciplines[edit]

Disciples of War[edit]

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[edit]

  • Frenzy: Furious +1. Models with this rule (Talon Raptors and Frenzy Brothers) can make two extra attacks when making a charge.

Unit Analysis[edit]

  • Lord of War: Your Dark Champion-alike comes with Furious and can grab the extra-cruel heavy cleaver with 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 the entire unit, which makes all of your choppy troops happy. Even better, this can synergize perfectly well with Havoc Tactics.


  • Berserkers: Havoc Brothers with Furious. If you feel kind, you can pick up energy swords for any of them to punch through armor. However, this comes at the cost of abandoning any pretense of shooting beyond pistols (or the odd plasma pistol).
  • Fury Brothers: 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.
  • Slaughter Brothers: See those berserkers? They now have heavy cleavers. These guys are clearly your elites, as these things are meant to drown drown small units with Deadly.

Disciples of Change[edit]

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.

Rules[edit]

  • Blessing of Change: The exact same bonus as Stealth, and stacks with it for total of -2 to shooting rolls if the unit has both.

Psychic Spells[edit]

  • 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[edit]

  • 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, giving you an easier time with 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).
  • 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 can become a stronger psychic for cheaper than any other. Keep him safe.


  • Change Brothers: Your havoc brothers now have AP 1 on their rifles, giving them anti-infantry power. Your only options are a flamethrower for anyone, a single minigun for more firepower or a pistol (plain with AP 1 or flamethrower) + energy sword. You can also make one of the models psychic, giving you one of several casting vectors.
  • Change Destroyers: 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. You could also buy a missile rack like the battle brothers if you want real long-range options. This unit also lets you get a psychic caster.
  • Birdmen: 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.
  • Birdmen Disc Riders: 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 hexed spears, you could instead buy them hexed bows so they can actually shoot at range while your more durable forces close in.

Disciples of Plague[edit]

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[edit]

  • 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[edit]

  • 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[edit]

  • 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 a unit +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. 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: bodies or speed.
  • Plague Brothers: These guys pack a surprisingly well-rounded armory between some poisoned flamethrowers and missile launchers. 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 Destroyers: 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 Destroyers: Truly dangerous bastards, each with Reaper Scythes and short-ranged flame thrower pistols. These are the guys you want to nail heavies like monsters and tanks, hordes and squads with equal measure. Interestingly enough, these guys are even cheaper than the basic destroyer.
  • Plague Hauler: While the quality of this tank isn't quite strong and is about as durable as an APC, you haul around a gun for any occasion. Need long-range? You got an anti-tank launcher. Need to nail tanks? Well, you've also got a heavy fusion rifle. Enemies too close? Toxic spurt gives you a blast.
  • Plague Drone: A surprisingly zippy thing made for mulching mobs up close. At default, you have your rather modest bloat probe and your choice of either bloat spitters (for double flamethrowing fun) or the meat grinder (so you can be even deadlier in melee). If neither of those suits your needs, you can instead buy a plague launcher to make good ranged anti-mob. Since this unit has Fast and Strider, you can reasonably pick up any of these roles without an issue.
  • Mortar Tank: Unlike the other vehicles, this one's actually as accurate as your default tanks. And you'll need it because you have a mortar for long-range bombardments. As a reminder, this weapon is inaccurate, so you probably shouldn't be moving while firing it. Besides that, you have a basic machine gun (which you can swap for a rot machine gun for shorter range but AP 1). You can also equip bloat spitters or cannons depending on what you don't want to be close to this thing when it shoots.

Disciples of Lust[edit]

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[edit]

  • 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[edit]

  • 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[edit]

  • 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 Brothers: Each of 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 Brothers: Take the war berserkers and replace their murderboners for a speed habit. They're not only fast, but also act as an annoyance for anyone tied up in melee, since they make enemies take a -1 to hit in combat. This makes them very annoying to leave alone, which might be enough to justify buying them.
  • Endless Brothers: In case you wanted a gunline with Relentless, the endless brothers can help satisfy. Though they have short-ranged carbines, each one still fires twice.

Army Building[edit]

Starter Armies[edit]

General Advice[edit]

Tactics[edit]

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Pros[edit]

  • The majority of your army is with great defense
  • A high amount of customization when including the specialized Disciplines.

Cons[edit]

  • Your forces are expensive.
  • Your troops lack Tough, so heavy weapons can very easily wipe out a unit of Brothers.
  • You only have one Psychic model. Some forces add more, but you'll be paying a pretty penny for that.
  • You lack the variety of weapons the base Brothers do.

Special Rules[edit]

  • Chosen Veteran: You can take this on a few weapons, though it's very costly. It adds +1 to all attack rolls, making them better at fighting.
  • Mutations: When a model with this rule fights in melee, you roll one die and apply one bonus:
    • 1-2: Unit gets AP(+1)
    • 3-4: Unit gets +1 attack
    • 5-6: Enemies get -1 to hit

Psychic Spells[edit]

  • Dark Sight (4+): One enemy unit within 12" takes -1 to hit with shooting. Vital for protecting your troops from heavy weaponry of any kind.
  • Havoc Terror (4+): One enemy unit within 12" takes 2 AP 2 hits.
  • Cursed Sludge (5+): An enemy unit within 18" that attempts a charge loses 6" to their charge distance next time they charge. Note that this won't save anyone from a charge if they're too close, but it will prevent any long-range gambits.
  • Havoc Trauma (5+): One enemy model within 12" takes a single AP 3 hit. Pretty much all you can ask for when sniping a hero or heavy weapon.
  • Warp Passage (6+): One friendly unit within 12" can immediately move 6". This gives you a desperate escape button or possibly an easier charge.
  • Demon Fog (6+): Two enemy units within 6" take 8 hits each, making this hell for mobs of grunts.

Unit Analysis[edit]

Heroes[edit]

  • Dark Lord: A Captain with an edgy paintjob. He's heavily customizable to fit out any mix of shooting (which you can milk out with Relentless granting extra shots) or melee as well as any manner of mobility. They can also grab either Havoc Tactics to add +3" to their allies' shooting and charging ranges or War Chant to give Furious and make charging deadlier.
    • Shooting: Havoc brothers suffer quite a bit with shooting, and the lord is no different. Your stock assault rifle can grab any manner of attachments, but that's about it. If you go for the pistol, you could grab either a twin assault rifle for two shots or the plasma pistol. You're pretty hosed if you're looking for any better.
    • Melee: If you're planning to go all=out with offense , then you can sacrifice everything for a pair of energy claws, dumping four AP 1 attacks - you'd be wasting Relentless though. If you grab the pistol, you can swap your CCW for either the energy sword (AP 1 and Rending), energy fist (AP 3) or energy hammer (AP 1 Deadly 3).
    • Personal Upgrades: First off, you have access to Chosen Veteran, making you even better in combat. Aside from that, you have all the same options as the normal captain: the destroyer armor gives ambush and Tough 6 if you want to be a tank, the jetpack gives you mobility by being airborne, and the bike gives speed and a twin assault rifle, a good option if you want to maintain Relentless.
  • Dark Champion: Take your Dark Lord, chop off 10 points and Relentless and you get your Champion. They can be useful in plugging up any options that your lord didn't take or dedicate them to be the choppier since they don't have Relentless to incentivize shooting.
  • Dark Engineer: Don't be fooled by the name; these guys are your medics for any tough units you drag along, including other Heroes and Destroyers. You should be wary of the limits of the Repair ability, as it only heals a single wound on a single Tough unit within 2" on a 4+.
  • Dark Psychic: A costly hero, but they also provide you with psychic casting. Alongside the other upgrade lists, you can also upgrade it to Psychic 2 for extra power.
  • Cultist Champion: Your super-cheap hero, though it's at the cost of being your worst. That Tough 3 won't account for much with a 5+ defense and 4+ quality makes him crumble quickly. However, he is valuable as one of your most varied shooters among your heroes (e.g. sniper rifle with legs for 55pts).

Infantry[edit]

  • Cultists: Absolutely trash-tier, on level with the conscripts. To somewhat offset this, the cultists are one of the very few models that you can take as a unit of three models. The edge these guys have over conscripts is that conscripts don't get to pick out a variety of guns, all for cheaper than the havoc brothers.
  • Havoc Brother: The baseline for your force, meaning a walking tank. Your brothers have the widest selection of weapons available, spreading almost any manner of weaponry. Of note among the weapons are the cheap shred rifle, giving short-range A2 Shredding, and the autocannon, which gives long-range anti-infantry.
  • Havoc Support: You lack the option for Veteran Training, but you do get Relentless and the option to pick any heavy weapon you want. Of note is the option for the reaper cannon and autocannon, both giving long-range anti-armor options that battle brothers don't get.
  • Possessed Brother: You want dedicated murderous melee prowess? You'll be looking up these guys. Possessed have Fast (with an option for flight) and more attacks in melee, but have absolutely no shooting power. Their other major feature is their mutations, which you roll up for each model whenever they fight (-1 AP, +1 attack or enemies take -1 to hit them). Though very expensive, you'll be getting your mileage out of them.
  • Mutated Possessed: Possessed except better. These guys now drown enemies with 8 attacks each and Tough 3 lets them tank a few blows for a serious premium. In exchange, however, they'll never be fly. Hope you'll get some use out of that extra 80 points.
  • Talon Raptor: If you don't want to go all-in on assault, then the raptors give you havoc brothers with jetpacks. While they can take most of the lighter weapons from the base brothers, you can also strap them with energy claws if you feel so inclined.
  • Havoc Destroyer: Destroyers are your big slabs of meat with Tough 3 as well as heavy weapons platforms. Sure, you could just give them energy claws and be done with it, but they also can switch their twin assault rifles for assault rifles with a special weapon as an attachment or for a heavy flamethrower or reaper cannon for some more mob-wiping.
  • Mutated Destroyers: Take a Destroyer and make them even more uncomfortably swole. Alongside being Tough 6 now, mutated destroyers also take Slow, random mutations, and come with AP 2 claws by default. Fortunately their shooting aspects aren't totally shot as they can grab special guns with 24" A2 AP 2 Rending.
  • Havoc Biker: Each comes with Fast and Impact 1, so melee is a viable option. If you're going for shooty, you can get a twin assault rifle or upgrade some of them with more interesting guns.
  • Daemon Spawn: A big freaky monster for melee purposes. It's not very strong with Tough 6 but a 4+ Defense, though mutations gives it a chance to get protection. It's more focused on getting stuck in and smashing with Strider and Fear to compliment its A3 AP 1 claws.

Disciplines[edit]

Disciples of War[edit]

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[edit]

  • Frenzy: Furious +1. Models with this rule (Talon Raptors and Frenzy Brothers) can make two extra attacks when making a charge.

Unit Analysis[edit]

  • 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[edit]

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[edit]

  • 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[edit]

  • 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[edit]

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[edit]

  • 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[edit]

  • 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[edit]

  • 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[edit]

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[edit]

  • 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[edit]

  • 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[edit]

  • 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.

Army Building[edit]

Starter Armies[edit]

General Advice[edit]

Tactics[edit]

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Grimdark Future Tactics Articles
General: General Tactics
Alien Hives: Alien Hives - Soul-Snatcher Cults
Aliens: Dwarf Guilds - Eternal Dynasty - Jackals - Orc Marauders
Robot Legions - Saurian Starhost - TAO Coalition
Battle Brothers: Battle Brothers - Custodian Brothers - Prime Brothers
Elves: Dark Elf Raiders - Elven Jesters - High Elf Fleets
Havoc: Havoc Brothers - Machine Cult Defilers - Wormhole Daemons
Humans: Battle Sisters - Feudal Guard - Gangs of Hive City
Human Defense Force - Human Inquisition - Infected Colonies
Machine Cult - Titan Lords - Rebel Guerillas
Ratmen: Ratmen Clans - Vile Rattus Cult