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Grimdark Future/Tactics/Battle Brothers
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==Unit Analysis== ===Heroes=== *'''Captain:''' Your gold standard when it comes to Heroes. He's heavily customizable to fit out any mix of shooting (which you can milk out with Relentless granting extra shots) or melee without any issue. They can also grab Veteran Infantry and either Advanced Tactics to add +3" to the shooting and charging ranges of all allies within 12" or War Chant to give Furious and make charging deadlier. **Shooting: The basic assault rifle (or pistol) pretty much give you only one shot, nothing else. If you stick with the default assault rifle, you can buy it an attachment for a gravity rifle (for Rending), flamethrower (for a bunch of attacks), plasma rifle (for AP) or fusion rifle (for making something die a hard). If you instead go for a pistol, you can replace that with a gravity pistol (for Rending), a plasma pistol (for good AP) or a storm rifle if you just want a doubled-up assault rifle. If you're going all-in on melee, you can instead replace that with a Shield for Shield Wall. **Melee: If you just don't care about shooting or defense, you can buy either a heavy chainsaw sword for a bunch of attacks at AP 1 or twin energy claws for a good number of AP 1 Rending attacks. If you're taking the pistol, you can then replace that CCW with either an energy sword (AP 1 and Rending), energy fist (for tank-piercing AP 3), energy hammer (AP 1 and Deadly 3 so you can flatten elites) or chainsaw fist (energy fist but you're doing four attacks instead of 3) **Personal Upgrades: Battle Brother leaders are quite capable of going into multiple roles. The destroyer armor gives very blatant defensive boosts with +3 to Tough and Ambush so your captain won't immediately get shot up. The jetpack gives Flying and Ambush, especially useful since Firefight focuses more on verticality. The combat bike is more mobile in the traditional sense, as it grants Fast and Impact 1 (good for melee) while also carrying a twin assault rifle so you have some sort of shooting. *'''Champion:''' Take your Captain, chop off 10 points and Relentless and you get your Champion. They can be useful in plugging up any options that your captain didn't take or dedicate them to be the choppier since they don't have Relentless to incentivize shooting. *'''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+. This replaces the options for special rules captains get, but you can otherwise peruse their list of weapons and personal upgrades as you see fit. *'''Psychic:''' Your most expensive heroes, but they also provide you with your lone psychic casting. Alongside the other upgrade lists open to other heroes, you can also upgrade him to Psychic 2 for extra power. ===Infantry=== *'''Pathfinder:''' Your flimsiest model, so you need Strider to get to cover quickly. Alongside all the basic weapon upgrades they can also buy either Camo Cloaks for Stealth or Forward Sentries so they can Ambush enemies. They also have possession of a sniper rifle so they can pick off units at their leisure. *'''Battle Brother:''' The baseline for your force, meaning a walking tank, while also remaining as cheap as a pathfinder. Your brothers have the widest selection of weapons available, spreading almost any manner of weaponry. On top of this, you can also buy either a Banner for Fear or Medical Training for Regeneration. *'''Assault Brother:''' A battle brother with two CCW attacks and a pistol. These guys aren't as well-versed with their weaponry, but you can buy some extra melee weapons and some another plasma pistol. These brothers can also pick up jetpacks so they can get Ambush and fly as well, giving them good mobility to go with their punch. *'''Support Brother:''' This brother lacks the option for Veteran Training, but you do get Relentless and the option to pick a heavy weapon for only 5 points higher than the base brother. *'''Brother Biker:''' Each comes with Fast and Impact 1, so melee is a viable option. If you're going for shooty, you can buy a twin assault rifle for the bike or upgrade the base assault rifle for some of them with more interesting guns. *'''Pathfinder Biker:''' Take a bike, give it the Pathfinder's flimsy 4+ defense and add Scout. Though it lacks the sheer weight of options, you can still give the bike a twin assault rifle or grenade launcher. The grenade launcher in particular gives you the option for either Blast or Deadly depending on the situation, something that most guns cannot accomplish. *'''Support Bike:''' A bigger bike strapped with a a heavy flame thrower and a Tough and Impact value of 3. Honestly, you shouldn't be using this for close combat, because that means you can't be firing the big gun (and if flamethrowers aren't your deal, you can take a heavy machine gun for long range or the fusion rifle so you can have fun with Deadly). You also shouldn't be throwing around something so expensive like it's nothing.
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