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Grimdark Future/Tactics/Rebel Guerillas
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==Unit Analysis== ===Heroes=== *'''Commander:''' Your commander is slightly better than the basic goon. Hell, they don't even have a good selection of weaponry, since your choice in guns is mostly pistols and your alternatives to the CCW are either energy sword or fist. What you do have is a couple of unique upgrades: stealth, wings for flight and Ambush, or a bike. You could also buy Guerilla Tactics, Ambush (if you wanted your whole unit to do it) or Scavenger, which adds +1 AP to your unit's weapons for each kill in melee. *'''Bounty Hunter:''' A more combat-focused commander, strapped with two CCWs (which you can swap out for two pistols for no cost) and Scout for early mobility. You have access to actual guns instead of merely pistols, and this includes a sniper rifle, which is incredibly powerful. As for the CCWs, the only real upgrade you have is making them energy swords. *'''Simian Champion:''' Pretty much a solo simian. 6 AP 1 punches with Furious and the option to buy Rending give him a sole focus on melee. His lone protection is a 4+ save and Tough 3, so do keep him protected. *'''Rebel Psychic:''' Your lone source of casting and a rather cheap one at that. Compared to practically anything in another army, you're kind of a laughing stock. Most other psychics, even those just as flimsy, could at least upgrade their proficiency while you're stuck as-is. ===Infantry=== *'''Rebels:''' Your humble frontliner is no different than any equivalent force of soldier-men. Flimsy as hell, but you've got them for cheap. You've got a modest variety in guns and you even have access to a gun drone for more shots. You also have some interesting rules between Regeneration, Stealth and wings for flight and Ambush. both the wings and Regen almost double the cost of this squad, so you should only be considering them if you have a plan in mind that requires them. *'''Strikers:''' Rebels but with pistols. Your lone options for guns are the shorter-ranged burst pistol or the shotgun, but you could just sacrifice that pistol for another CCW. Your CCW options pretty much revolve around forking over 5 points for AP 1 and the option of either Rending or Poison. While you don't have as many options as the rebels, you can buy them bikes to give them the speed they need to hit the enemy before dying. *'''Sniper Squad:''' Whatever you do, DON'T LET THEM STOP SNIPING. These guys were actually even worse than conscripts outside of sniping. Make use of their Scout and Stealth rules and move to the best position possible. *'''Veteran Squad:''' 4+ quality makes your vets a little bit more valuable. These guys also gain access to a second special weapon, with the list expanded to include the short-range shotgun and heavy flamethrower. You can also give the squad one of four different upgrades (Rending in melee, +1 to defense, Scout or Stealth) that can shift around just how these guys work. Since they can also grab a Standard, Field Radio or Regeneration on top of all that, you can make a pretty good HQ bunker. *'''Storm Troopers:''' Your elite troops. Each of them comes with 4+ to quality and defense as well as Ambush and Strider. Their base rifles and pistols also get AP 1, so they can take on infantry. Like the veterans, you can buy up to two special weapons, and while they can take the guns most soldiers can, they can also grab the heavy volley rifle - a 24" A3 AP 1 gun to give you some more attacks. Like the regulars, they can also grab a Standard, Field Radio or Regeneration - particularly useful if you grab a storm trooper commander. *'''Simians:''' Big chunky walls of meat equipped with Furious. Your only option for them is making their fists Rending, so you absolutely need to find ways to protect them. *'''Chelonians:''' Your most elite units, with 3+ in both quality and defense. They're a short-range combat unit, coming stock with wrist blades with 3 AP 1 attacks and Tough 3 to ensure their survival. Their only options are wrist-mounted flamethrowers or grenade launchers for close-quarters combat. ===Vehicles=== *'''Jeep:''' Fast and Strider give this truck a some good mobility, especially if you opt to buy it a Transport capacity for 6 models. Its lone weapon is the heavy flamethrower, which you can replace with a heavy fusion rifle for anti-tank or a machinegun for full ranged combat. *'''Assault Vehicle:''' The closest you have to the HDF armored truck, though this is focused on assault. Your lone weapon is a flamethrower cannon, though you can replace it guns with better range and blasting potential. Also available are two heavy machine guns, which can compliment your firepower at a serious cost. *'''Light Walker:''' This walker as-is is pretty trash at melee. Unless you spring for the chainsaw+heavy flamethrower package, then you'll have to rely on the heavy firepower to get your use out of it. By stock, it's got either a laser machinegun or plasma cannon depending on what you plan on destroying, but you could also buy a heavy fusion rifle so you can guarantee that your enemy will die. *'''Light Dropship:''' This ship is actually an incredibly cheap transport, being about on tier with a jeep with storage. Even better, this thing's able to carry 11 models to the field. Of course, this comes with drawbacks and that is it's lone armament. If that minigun won't be enough for you, then you have to trade it out for either a missile pod or a laser cannon.
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