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==Unit Analysis== ===Heroes=== *'''Brood Mothers:''' Considerably different from their RC kindred, chiefly by their diminished role in leading. That is not to say that they are useless. While practically defenseless, she owns Scout as well as a Tac-Console, allowing a friendly unit within 12" to move 6". This makes her way more useful in coordinating an army. Never take her alone if you do, grab some brood guards. *'''Brood Guard:''' Very strong and very tanky. Shame that they only have energy halberds. These are your dedicated protectors, being able to soak wounds for any heroes within 6" - very useful. Aside from that, your options are limited - either a rat familiar, tail blade (these two give two attacks and either AP 1 or Rending) or a jetpack for flying. *'''Warren Lord:''' A very budget hero. He's fairly flimsy for a hero, and he gets the options available to a brood guard and then some. He can also ride a wolf rat for some major mobility or use a rat ogre palanquin, a much tankier mobile weapons platform. *'''Shockvermin Chief:''' A brood guard without bodyguard and a slightly poorer defense. If you're eyeing the brood guard's power but not so keen on the protecting, then you'll be better served by this one. *'''Tunnel Leader:''' Your dedicated sniper hero, about as effective as a warren lord. Strangely has access to Impact 1, which really doesn't make sense. *'''Warlock:''' Your basic psychic, with access to the same upgrades as the shockvermin chief and poorer defense in exchange for a poison melee weapon. Fortunately, this wizard can actually improve their power a bit. *'''Mutagenic Moulder:''' This hero gives their unit a random buff each turn they fight in melee (AP +1, an extra attack or enemies take -1 to hit), though they only have a AP 3 Deadly 3 weapon that hits on a 5+. Not to say that this is bad or anything, but it shouldn't be what you rely upon to save the day. *'''Brood Banner:''' This flimsy hero provides their unit Furious and Regeneration. This makes them way more important for a melee unit and can even synergize well with the moulder. *'''Noxis Assassin:''' Your sneaky hero with Stealth. The burst pistol gives more shots than a normal pistol, but that range is just pitiful. The poison blade gives you yet another tool for melee (even if you bought a tail blade or rat familiar) and the sniper rifle gives you the means to be a better-protected sniper than the tunnel leader. *'''Cult Engineer:''' Another hero with access to Repair, which heals Tough units within 2". Unique among the heroes is that this guy gets three pistol shots, each with AP 1. *'''Slave Overseer:''' The Megaphone gives the overseer's unit Fast, which is way more direct than the brood mother. ===Infantry=== *'''Slaves:''' Slaves are pitiful. Like HDF conscript pitiful, but you only get three of them. If you're intent on making use of their rifles' very long range, consider at least grabbing a brood banner so they can actually tank something. *'''Wolf Rat:''' Wolf rats have Fast and Strider so they can go wherever they need to. This is necessary because all they have are two melee attacks and with their stats, they need to reach combat ASAP before they get shot down. *'''Claw Warrior:''' The closest thing you have to slugga rats. Unlike the ratmen's version, these guys have quite a few choices of melee weaponry to pick from, including giving everyone tail blades. As for shooting, you're stuck with pistols with options for either a flamethrower pistol or an AT bomb to pop a hole in a tank. Jetpacks are also a solid choice because of how miserable their shooting is. *'''Vermin:''' Shoota rats. You have quite a broad choice of weapons to equip in place of a carbine, with some standouts being the quake cannon (perfect for nailing elites) and the mining laser (because tanks deserve death). Even better is that you can grab jetpacks and make them even more mobile. *'''Weapons Team:''' Because you needed heavy guns. Not only can the rattus gunners grab jetpacks to follow the vermin, but they also have access to a sniper rifle, which is crazy good. Just make sure they're not at risk of getting popped. *'''Shockvermin:''' Slightly better with 4+ to quality and defense as well as some dangerous energy halberds. They're melee only though, so you'll need to protect them before they get in range. Their lone options are tail weapons and jetpacks. *'''Bomb Rat:''' Literal kamikazes. If they ever enter melee, they blow up and deal 3 wounds to their enemies. Thus, you need to make sure they don't get popped early (though morale is never an issue). A brood mother would do wonders for this instance. *'''Rat Swarm:''' Just as miserable as slaves, though slaves don't have Tough 3 and Fearless. If pressed between the two, remember that slaves have shockingly long-ranged rifles. *'''Terror Beast:''' Tanky and dangerous beasts, each comes with 3 AP 1 attacks and Tough 3, making them better at punching. *'''Rat Ogre:''' Big beefy bruisers, though not nearly as terrifying as their RC kin. What you get, however, is Furious and a carbine machine gun, giving you the advantage of range. *'''Wolf Rat Riders:''' See those wolf rats? They now have a clawpack on top of them. All the same upgrades available on the clawpack apply here, meaning you now have super-speedy choppy rats. *'''Tunnel Rider:''' Essentially your bikes, all quite zippy to ensure that their shotguns can shoot something. AT bombs give you an additional set of shorter-ranged shooting, but something that will make brutes shudder in fear. *'''Heavy Tunnel Rider:''' A pretty mobile vehicle with Strider. You only got three weapons for this: The base heavy flamethrower, so you can spread the hurt, the heavy machinegun for ranged dakka, or the mining laser, made to punch holes in any tanks.
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