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Grimdark Future/Tactics/Battle Brothers
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==Detachments== ===Blood Brothers=== The Blood Brothers are remarkably choppy, with Furious being available for only 5 points for most of your troops (10 for destroyers). That said, the loss of vehicles doe mean that they aren't any faster now. ====Psychic Spells==== *'''Fear (4+):''' Enemy unit within 12" suffers -3" to its next movement. It's trading off Cursed Earth's range for a penalty that's always on. *'''Lance (4+):''' Enemy model within 12" takes an AP 2 hit. Compare with Psychic Blast. *'''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. *'''Blood Curse (5+):''' Two enemy units within 6" take 6 hits each. Essentially Lightning Fog. *'''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. *'''Rage Burst (6+):''' Enemy unit within 12" takes 3 AP 3 hits. It's essentially a focus-fire Cerebral Trauma. ====Unit Analysis==== *'''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. *'''Death Brother:''' A bit of a price jump when compared to base 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 captain guiding them instead, Battle Rites is a far more useful buy. *'''Guardian Brother:''' 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. ===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==== *''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 Destroyers and Heroes, limiting its value. *''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. ====Units==== *'''Interrogator:''' Make an Champion and replace their option for Battle Rites or War Chant with Fear and Grim. Though they won't be able to support your forces as directly as a base captain, you can use a melee-tooled interrogator to help tip melee battles.. *'''Dark Destroyer:''' Insanely expensive compared to the base destroyer, but you get both Grim and Dark Assault, allowing him to pop in wherever and whenever you want. Dark destroyers also have access to plasma cannons, giving them an answer to any Brother-tier squads out there. *'''Destroyer Knight:''' These Destroyers have shields and wicked maces with rending, meaning that they need to rely on Dark Assault if you don't want them to die early. If you feel keen on charging, you'll be wanting to take a heavy flail for Impact 3. *'''Black Biker:''' 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 either an energy sword or energy hammer. ===Knight Brothers=== 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. Your exclusive choices also come with storm rifles and the perk of being able cast by themselves, which gives you some well-needed support on casting. ====Special Rules==== *''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. ====Psychic Spells==== *'''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 hits. Somewhat 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==== *'''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. *'''Knight Brother:''' Each of these boys has a storm rifle, an energy sword and Aegis, which is plenty worth the price hike. Each brother has 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. *'''Purgation Brother:''' Knight with Relentless. He now has free reign of the special weapons but can't specialize in melee. He can also be psychic too. *'''Knight Destroyer:''' 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 for allies within 12" as well as Impact 3. ===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==== *''Tactical Master:'' Your Captains, Death Watchers and Champions 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. ====Units==== *'''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. *'''Watch Brother:''' Your base troop has free reign on what guns they want. 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. *'''Watch Vanguard:''' Take an assault brother with jetpack and make him 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 mofo with serious weapons. *'''Watch Destroyer:''' Destroyers are already expensive, so why take these? Because a watch destroyer can slap an extra gun (Gravity, Fusion, Plasma or Flamethrower) on top of his energy fist. And this is on top of the rest of the guns a destroyer can grab. ===Wolf Brothers=== 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. ====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. ====Psychic Spells==== *'''Fury (4+):''' Friendly unit within 12" gains Furious. You definitely want to set this off whenever possible. *'''Hurricane (4+):''' Two enemy units within 6" take 4 hits, making it a diet Lightning Cloud. *'''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. *'''Thunder (5+):''' Enemy unit within 12" takes 3 AP 2 hits, making it better for punching big boys. *'''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. *'''Lightning (6+):''' Enemy unit within 12" takes 2 AP 3 hits. The inverse of Thunder, making it for blasting vehicles. ====Units==== *'''Lone Wolf:''' A genuine beatstick of a hero that sacrifices his ability to benefit allies. 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. *'''Wolf Rookie:''' Take a pathfinder and toss him into basic brother armor. The quality won't be as good, but you'll be able to buy weapons that would normally be impossible. *'''Wolf Brother:''' Your basic battle brother, though the weapon selection lacks anything with heavy punch. You can also give him a jetpack or bike to fill in a hole you want - ones that could normally be filled with the appropriate base units. *'''Werewolf:''' While more expensive with a 3+ defense, you get yourself a genuine melee monster with Fast and Regeneration. While normally without any shooting, you can buy a backpack grenade launcher to give at least a cursory effort at softening up crowds before ripping into them with the variety of evil implements at your disposal. *'''Wolf Destroyer:''' 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 base brothers. In exchange, each one starts off with an energy sword instead of a fist. *'''Wolf:''' This wolf is even more poorly defended than a pathfinder, but they're quite swift with Fast and Strider and give you a good number of attacks. If you're really worried about their survivability, you can buy the lone upgrade available and grant a wolf a 4+ defense. *'''Wolf Rider:''' Take a biker and replace his bike with an angry wolf with Impact 3 and 3 AP 1 attacks to add to the frenzy. Your ranged options are very limited to just pistol, assault rifle or plasma pistol. If you're planning to go all in on melee, you can instead replace the rider's weapons with energy claws.
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