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Grimdark Future/Tactics/Prime Brothers
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===Infantry=== *'''Prime Brothers:''' Your basic unit will describe the basis of how your army operates, and it's none clearer than here. You've only got guns to pick from with only one of the pack selecting a melee weapon of some sort. Fortunately, a lot of the guns you can pick from are free and swap the auto rifles for their equivalents in any equivalents. If you're worried about survival, you can also buy Medical Training so they gain Regeneration or Grave Armor for Tough 3 (though this seriously ramps up their cost). **Auto Rifles are pretty much for making sure you cut down enemies in a hail of bullets. These are also the only type that can equip grenade launchers so you can deal with crowds, though it's limited to one model. **Rifles lose an attack at A2, but you're now able to shoot from a greater distance. **Precision Rifles, despite their name, aren't really good at sniping heroes. Indeed, their guns only have AP 1, making them more suited for picking off a soft unit. *'''Assault Squad:''' These prime brothers are all given pistols and CCWs, which give you a cheaper melee force. However, you can tell how bare-bones it is, since your only options is Regeneration and one plasma pistol. If you're looking for something more anti-elite, then you'll need another unit. *'''Blaster Squad:''' Somehow cheaper than the base Prime Brothers, but these guys have absolutely no business in close quarters. Indeed, their only options are Regeneration and another sort of plasma gun, which just puts them at the same price as the Primes. **Heavy Plasma Rifles give you a pretty good range to deliver AP 2, though it's only at one shot. **Light Plasma Cannons only give you a boost in range, which is a bit appreciated so you can stand a little further back in the field. **Plasma Auto-Rifles are your only option for rapid fire. Though your range is at 24" and your guns are knocked to AP 1, you can now fire twice each turn. *'''Raider Squad:''' Short-range specialists. If you stick with the default loadout, you get AP 1 on your pistols and 3 melee attacks and Furious, which is a fair bit more than most (and lets you slap on Battle Rites easily). You can even buy an energy weapon in order to make them hurt more. If you don't plan on being so close, you can just buy them all assault rifles. However, these assault rifles will lack any AP. On top of this, you can give them Medical Training, Strider (which is quite useful for covering ground) and Ambush (if you feel like ruining the enemy's day). *'''Infiltration Squad:''' These are your a sort of middle ground between basic Prime Brothers and actual snipers. Scout makes sure they get into position early and their heavy carbines give them Rending for a bit of a punch, but lack any dedicated precision fire. *'''Guard Squad:''' Your elite bodyguards, each equipped with energy swords and shields. Though they lack any additional options, they won't need any more to carry out their purpose. Their shields grant Shield Wall, and that's enough to help protect your heroes. *'''Elimination Squad:''' Your actual snipers. Unlike any of your precision rifles, these guys carry actual sniper rifles with the actual Sniper rule and AP 1. They have both scout and stealth, making sure that they make the most out of their protected position. If you feel like killing the enemy even faster, you can buy a laser rifle for AP 3 and Deadly 3, capable of wiping any heavy armor hero and denting vehicles. *'''Eradication Squad:''' Your prime brothers now have a unit singularly dedicated to firing fusion rifles. Sure, they're shorter range compared to most weapons, but this is a pack of five with all the prime rules and Relentless, meaning that they could likely level tanks with a good shooting turn. Under no circumstances are you allowed to waste them on piddly grunts - if you've got no tanks, then fire at the elites. *'''Aggro Squad:''' The Prime answer to destroyers. Your shooting to firing ratio is more balanced between having two fist-carbines pumping three shots each (or buy fist-flamethrowers for even more shots) and two energy fists with AP 3 each. This is pretty much your only option, so you'll absolutely want make sure these guys are protected if you bring them in. *'''Jetpack Squad:''' Each of your models comes with a jetpack and two plasma carbines so you can pump out AP 2 at a little faster than most, though this is at a very short range. If you feel like shooting more, then you can grab assault carbines for extra shots with no AP. The drawback is that short range leaves them vulnerable to any counter-attacking and from here, only their CCWs and 2+ defense will save them. *'''Suppression Squad:''' So you see the jetpack squad and ask "What if I want more dakka?" Well, that's what this squad's here for. These guys have autocannons so they can shoot anti-armor rounds from a long range, making vehicles and heavy infantry alike relent. That said, they also lack the ability to defend themselves much in close quarters. *'''Prime Bikers:''' And now they are here. About the same as base brother bikers, with Fast and Impact 1, though they are focused on melee out of the box. So far, their only upgrade is the option for twin rifles if you feel the need to get shooty bikes. *'''Prime ATV:''' You can pretty much call these as the equivalent of the attack bike, but you're getting a lot more for this. Right off the bat, Strider lets it cover more ground than any bike and it comes pack with more guns between the twin auto rifles and the gatling gun. It also has the heavy fusion rifle option instead of the gatling gun in the event that you need something to pop a tank but can't afford a tank.
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