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Last Stand - Captain
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==Weapons== *'''Bolt Pistol''' - ''Default'' **One-handed Ranged Weapon. **4.8 DPS ***As there are multiple pistol replacements, one being another bolt pistol, there's no reason to keep this, ever. Why would you? *'''Chainsword''' - ''Default'' **Melee Weapon **7.6 DPS ***Like the bolt pistol, there are multiple melee weapon replacements, including another chainsword. Replace this immediately. *'''Bolter''' - ''Level 1'' **Two-handed Ranged Weapon **21.8 DPS ** +0.3 Energy Regeneration. **Ability: Blind Grenade (10 Energy; throws a grenade that stuns a cluster of enemy targets upon impact.) ***An often overlooked weapon that is deceptively powerful. Despite what the DPS says, it really only excels against lighter targets, like Imperial Guardsmen, Eldar Guardians, and Gaunts. Its attack against heavier targets is resoundingly ''mediocre'' and a great example of why judging wargear purely by listed DPS is often a bad idea; with only 50% accuracy and poor per-shot damage, the Bolter is notorious for missing and failing to do damage either to mobs or to armored targets. Suffice to say, the blind grenades and energy regeneration bonus on this weapon, however, give it plenty of value, giving a tactically-minded Captain a great way to control mobs and high priority targets [such as the dopplegangers] as they're stunned for a few seconds, especially at its cheap energy cost. You won't get many kills with this weapon, but you ''can'' change how a battle is faring, which in many ways can be much more valuable. *'''Master-Crafted Bolt Pistol''' - ''Level 1'' **One-handed Ranged Weapon **4.8 DPS ** +1.5 Health Regeneration ***Though completely unremarkable in power, to the point of forgetting its even doing damage sometimes, the additional health regeneration makes the bolt pistol useful in some builds, especially where it may be lacking otherwise. Has an unlisted effect to slow enemies on hit not really useful but annoying when a clone slows your ass enough to not get away from the mob on wave 20. *'''Master-Crafted Chainsword''' - ''Level 1'' **Melee Weapon **12.3 DPS **Traits: Zealous (Every melee attack the Captain does gives him back 10 health.) ***The starting melee weapon for the Captain is respectable. Though its damage is low, its attack speed is respectable, and the 10 health back per swing can allow a Captain to stay in melee combat for an extended period of time. This can, therefore, be looked at purely as a tanking item, allowing the already tough Captain to soak up damage all day and keep standing, as long as can keep swinging at something. *'''Plasma Pistol''' - ''Level 3'' **One-Handed Ranged Weapon **3.5 DPS **Traits: Corroding (Targets hit by the plasma pistol have reduced armor for a short period of time), Combat Expert (30% damage buff to melee and ranged attacks.) ***Combat Expert ''alone'' justifies the use of the Plasma Pistol, as its damage buff makes the Power Axe or Lightning Claw all the more terrifying and makes all of the Captain's special attacks that much stronger. Corrosive and decent damage atop this is just gravy. *'''Power Axe''' - ''Level 7'' **Melee Weapon **19 DPS **Traits: Armor Piercing (The power axe ignores armour values up to 100.) ***Though the power axe swings slow, leaving the Captain vulnerable at points, it swings HARD, especially when combined with the Plasma Pistol and Sacred Relic armor. Taking one makes the Captain very, very good at taking out single, tough targets. The power claw is far better against squads but isn't ''quite'' as painful as the axe against heavier enemies (especially when combined with the plasma pistol) but the axe's slow attack speed means it handles hordes poorly and renders zealous leadership a waste of a good slot. However, combined with sacred relic armour makes it able to deal reliable damage to all targets so long as you can say in the fight. *'''Plasma Gun''' - ''Level 11'' **Two-Handed Ranged Weapon **22.6 DPS **Traits: Armor Piercing (The plasma gun ignores armor values up to 100.) **Abilities: Hellfire Grenade (15 Energy: Throws a grenade that, after 1.5 seconds from impact, does low-medium damage evenly across a pretty wide area, ignoring some armor.) ***An incredibly useful weapon, and hard to go wrong with. The Hellfire Grenades are very useful for wiping out blobs of weaker enemies, and the plasma gun itself is an effective tool at plinking off tougher targets, especially with its Armor Piercing trait. Its only real weakness is the complete lack of any melee power without the use of Oath of Merciless Rage, and its somewhat sluggish fire rate. Arguably the best ranged weapon the Captain gets, since it has both armor piercing, relatively high damage, and can be used with a Jump Pack. *'''Plasma Cannon''' - ''Level 16'' **Two-handed Ranged Weapon **10.5 DPS **Traits: Knockback (Blasts from the plasma cannon will knock down infantry.), Heavy (The Plasma Cannon requires a setup time to fire, and a teardown time to move again.), Area of Effect (The Plasma Cannon's blasts deal damage over a wide area.) ** ''Incompatible with Jump Pack!'' ***This thing is the grand mother bull moose of mixed blessings. It looks like crap on paper - it has teardown and setup time, it has a slow fire rate, its accuracy is, at best, barely tolerable, and it cannot be used with the Jump Pack on account of coming with a plasma storage backpack - all things that would largely exclude it from use by sane players. On the other hand, this thing's devastating firepower lets it flat-out obliterate entire squads with a single lucky shot and punch gaping wounds and smoking holes in vehicles and monstrous creatures alike, and doing it from a massive range to boot. Its long range and setup time also makes it one of the best weapons to use from cover (assuming your dreadnought didn't step on it). To get the most out of this weapon, it's critical you kit out to make up for its shortcomings - carry Terror of Xenos for control, and, ideally, a teammate with more crowd-control abilities, such as the likes of Orb of Vengeance (Sorcerer), Bouncy Shield (Mek), or Toxic Miasma (Tyrant). The weapon itself has a bad reputation, and for good reason - not only is it very hard to use, but it's a go-to weapon for glitchers and exploiters, even after the patches removed the ability of a player to shoot themselves off the map. It can be quite powerful ''when used right'', but often under-achieves if used on a team that isn't designed to back it up. *'''Lightning Claw''' - ''Achievement - "The Warrior Born" [Achieve 350 kills in a single match with the Space Marine Captain.]'' **Melee Weapon **10.0 DPS **Traits: Lightning Damage (Strikes from the Lightning Claw do additional damage to a squad over time and ignores armor) ***A terrifying blob-killer with respectable anti-heavy power, this is perhaps the Captain's most versatile melee option. The fastest attack speed of any of his melee weapons combines with ''frighteningly'' high damage-over-time to ''murder'' crowds of light units, despite its on-paper DPS being the lowest of any of his melee weapons. And, unlike traditional area-effect attacks, it applies the lightning to the entire squad, no matter where they are. The Captain can slap a Cultist or Guardsman with this three times and walk off, and the whole squad will BZZZT to death all by itself. While its blob-killing power makes this an option worth using on its own, the lightning damage completely ignores armor and stacks with itself, and the fast attacks will stack it very quickly, so it still kills heavier foes like tanks with little trouble. Because of its high attack speed, it also gets the most mileage out of Litanies of Zeal; combining these two makes it a somewhat safer option for tanking and spanking superheavies than the Power Axe, as its faster attacks are less likely to be interrupted...or get him squished because he was stuck in an attack animation when he needed to move. In summation, the Lightning Claw is quite a lot like the Hive Tyrant's Venom Cannon or the Tau Commander's Plasma Rifle: good for quite a few things, at least decent for everything else; no Captain ever made a mistake by bringing this to the party. *'''Thunder Hammer''' - ''Achievement - "Fury of the Primarchs" [Kill 2,500 enemies as the Space Marine Captain.] **Two-handed Melee Weapon. **15.0 DPS **Traits: Vehicle Stun, Knockback (Both are self-explanitory.) ***A hard sell, and more of an acquired taste. You know how the Power Axe swings slow, but swings hard? The Thunder Hammer is like that, only 2-handed and slightly slower. It actually does less damage per hit and you can not equip the plasma pistol with it. So its DPS trails far behind it due to the Axe's swing speed, even further behind against armoured opponents since it has no armour penetration. With this in mind, one wonders why to take this weapon. To it's credit, the Thunder Hammer has a small, short ranged and undocumented splash damage, and it reliably stuns vehicles, potentially indefinitely if you can keep up the attacks - handy for later waves, especially on Anvil of Khorne, where a Captain with this thing can render the likes of the Baneblade, Land Raider, or Battlewagon a complete joke and provide massive support to the team against other vehicles, assuming you survive that far with it (your team will wish you brought the axe the rest of the time), you may think the AOE makes it effective against packs but you are still going to need to hit each target at least once which takes longer than you might think. It's not that great on paper, but used wisely, it can work. It's highly recommended that if you use this weapon, you consider taking the Oath of Merciless Rage (for the added AOE punch) and/or Sacred Relic Armor (for AOE and damage buffing). It is worth noting that the you do not get zeal from the splash damage, combined with the painfully slow attack speed and having to equip sacred armour just to deal effective damage, it will render the captain very weak to attacks. *'''Inscribed Combat Shield''' - ''DLC'' ** Shield (uses the one-handed Ranged slot) ** +25 Armor Rating, +25 Health **Traits: Shield Block (reduces incoming ranged damage by 25%.) ***The Combat Shield is a useful piece of wargear, especially for weaker armors such as the Sacred Relic Armor, protection-wise. Its buffed armor rating, health, and ranged damage reduction are all small buffs that add up pretty nicely. The sheer insane amount of punishment a Captain can shrug off can become laughable, when he's equipped with the Combat Shield, Armor of Vengeance, Larraman's Blessing, and Rites of Fortitude and/or Parable of the Stalwart Brother. Worth considering.
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