Dwarf Guilds Warfleets Tactics

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Revision as of 19:28, 14 January 2024 by ThatOneXXX (talk | contribs) (Created page with "{{OPR-Faction |Faction = Dwarf Guilds |Image = Dwarf-guilds.webp |Setting = Grimdark Future |Games = Grimdark Future,<br>Grimdark Future: Firefight<br>Grimdark Future: Warfleets |Species = Dwarf |Version = 3.2.0 }} ==Why Play Dwarf Guilds== ==Heroes== *'''Advance Prospector:''' This ship can be deployed after everyone else has deployed. It can then move 6" in any direction, ignoring any terrain. *'''Greed I...")
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Dwarf Guilds
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Grimdark Future: Warfleets
Species: Dwarf
Version: v3.2.0

Why Play Dwarf Guilds

Heroes

  • Advance Prospector: This ship can be deployed after everyone else has deployed. It can then move 6" in any direction, ignoring any terrain.
  • Greed Incarnate: After this ship activate, you can target an objective within 18" and then yank it d6+1" closer. A decent little denial trick, especially if you have another ship ready to steal it for you.
  • Maw of Industry: Whenever this ship overlaps with a squadron, roll a d6 for each squadron. On a 4+, an enemy squadron would take 1 damage while a friendly can heal 1 damage.

Titles

  • Asteroid Cracker: A ramming-focused upgrade for heavy ships more than anyone else. If this ship has at least double the upgrades of the ship it is ramming, the enemy suffers 4 damage and gets shoved 2d6" away while this ship just suffers 1 damage.
  • Castle Doctrine: When this ship used the Hold action, enemies don't hit on a 2+.
  • Grip of Iron: Enemies that move within 4" of this ship have their movement halved. Excellent for heavy ships with big footprints.

Systems

  • Fortified Bow: Enemies take -1 to Strength when firing on this ship's front arc. Possibly useful if you plan on using this with Brawler's Delight.
  • Mag-Lock Array: When you activate this ship, three squadrons within 12" can immediately move d6+1" closer.
  • Maximum Lockdown: Whenever this ship uses a Hold action, it cannot shoot. However, any damage this ship takes is ignored on a 4+. Combine with Castle Doctrine to make this ship a giant roadblock.
  • Point Defense Systems: Some fleets get weapons to react to squadrons, you get a system. When this ship gets hit by enemy squadrons, you can then fire back with an Att3 Str0 weapon. Note that this can't work on anything else or be used as a regular gun.
  • Restoration Guilds: At the end of each activation, roll a number of dice equal to the damage on this ship. Each 5+ removes 1 point of damage.
  • Unbelievable Bulk: This ship counts as having +2 Upgrades. Combo with Asteroid Cracker for extra pain.

Weapons

Ships

Heavy Ships

Medium Ships

Light Ships

Squadrons

See Also

Dwarf Guilds
Overview - Tactics - Firefight Tactics - Warfleets Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies - Warfleets Quickplay Armies
Grimdark Future: Warfleets tactics
Universal Units & Upgrades - Special Rules
Alien Hives - Battle Brothers - Blessed Sisters - DAO Union - Dark Elf Raiders - Dwarf Guilds
Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force - Human Inquisition - Infected Colonies
Machine Cult - Orc Marauders - Ratmen Clans - Rebel Guerrillas - Robot Legions - Saurian Starhost