Editing
Last Stand - Lord General
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Weapons== *'''Sniper Rifle''' - ''Default'' **Ranged Weapon **8.0 DPS *** A Default Weapon, but this one is actually fairly powerful. It still sucks compared to what's available even at the start however. *'''Laspistol''' - ''Default'' **Ranged Weapon **0.50 DPS *** This default weapon is only used by the Lord General if you use the Inspired Power Sword or Protective Power Sword. It does reasonable damage and has half-decent range, but fires only once every 10 seconds and has middling accuracy. *'''Deadly Sniper Rifle''' - ''Level 1'' **Ranged Weapon **12.0 DPS **+1 Energy regen **Ability: High-Powered Shot (20 Energy, Shoot a long-range, high damage, armor piercing shot) *** This weapon is terrifying both for its meaty regen rate, massive damage per shot, phenomenal range, and ability that lets it fire off a very powerful round for high damage against a single target. It's very useful early on, can be fired very effectively from inside buildings, and has excellent precision - all factors that conspire to make it one of the best weapons the Lord General gets. Unfortunately, the Sniper Rifle has a horrid fire rate, so it leaves the Lord General incredibly vulnerable to being overrun. *'''Bolter''' - ''Level 1'' **Ranged Weapon **9.0 DPS **Traits: Zealous (Any attacks the Lord General makes recovers health up to 25% of the damage caused), Wargear Package (Any weapon specialist retinue will equip this weapon alongside the Lord General) *** The Bolter is a mediocre ranged weapon that can give some survivability via the weapon's Zealous trait, since each shot you land heals the Lord General slightly. It also gives Bolters to any attached Guardsman Squad, and though the actual damage this gives the squad is only a slight upgrade, it's still better than their base lasguns. Overall, a good early-game choice that tends to slide into irrelevance as better becomes available. *'''Flamer''' - ''Level 1'' **Ranged Weapon **6.0 DPS **Traits: Ignore Cover (Attacks with flamer cannot take cover from damage), Area of Effect (Flamer attacks in large radius), Wargear Package (Any weapon specialist retinue will equip this weapon alongside the Lord General) *** You're not taking this weapon for its use on the Lord General, though his position often means it's a fun option. The main reason you're taking this is to back it up with Guardsman squads, who will also get these weapons, and thus will allow you to triple-stack flamers in order to quickly melt through packs of oncoming mooks. Flamers are an excellent early option and one that retains its effectiveness throughout the Lord General's career, and are one of the more reliable special weapons as well, making them definitely worth using. *'''Inspiring Power Sword''' - ''Level 1'' **Melee Weapon **19.0 DPS **Traits: Inspiring (Attacks with power sword increase damage and speed of nearby allies), Armor Piercing (Attacks with the power sword can ignore armor values up to 100), Melee Charge (Any charges towards an enemy knocks the enemy down) *** Melee Lord General builds are rare, but this weapon and the other Power Sword exist to make good use of them. Backed with the Medallion Crimson and Duelist Honors, the Inspiring Power Sword can actually inflict an ungodly amount of damage - almost as much as a kitted-out Space Marine Captain, in fact. Pair yourself with strong melee allies that will get stuck in alongside you (such as a Hive Tyrant's minions or your own Ogryns), and this weapon will quickly show you how powerful it can be if used right. *'''Protective Power Sword''' - ''Level 6'' **Melee Weapon **10.0 DPS **+50 Armor **Ability: Clear Out (25 Energy, strike ground to cause radial damage and knockdown. **Traits: Armor Piercing (Attacks with the power sword can ignore armor values up to 100), Melee Charge (Any charges towards an enemy knocks the enemy down) ***Whereas the Inspiring Sword is the powerful melee weapon, the Protective is a versatile one. It's still quite strong, and has armor-piercing, but has no special attack chance. Instead, the Protective Sword can use a tiny AOE melee ability that throws enemies around, and gives a meaty defense bonus. Paired with the Black Plate, this can give the Lord General remarkable survivability against enemies that would otherwise be threatening, such as Banshees and Hormagaunts. *'''Grenade Launcher''' - ''Level 13'' **Ranged Weapon **5.5 DPS **Ability: Blind Grenade Volley (20 Energy, fires a volley of Blind Grenades, stunning nearby enemies) **Traits: Knockdown (Attacks with Grenade Launcher knock down enemies), Area of Effect (Grenade Launcher attacks in large radius), Wargear Package (Any weapon specialist retinue will equip this weapon alongside the Lord General) *** Easily the best Guardsman Wargear Package weapon, the Grenade Launcher boasts a host of useful advantages: Indirect fire, knockdown power, and blast effects just to name a few. Even better, it gives the use of a special attack in Blind Grenade Volley, which can be a godsend when it comes to helping allies in the field, and gives the General a weapon with Wargear Package that's actually worth taking on its own merits. When you need a weapon that can knock down, cause AOE damage, and fire over obstacles, you've got something of a winner, and its long range atop this is just gravy. Absolutely worth using, especially alongside the Heavy Bolter Turret Armor. *'''Plasma Gun''' - ''Level 18'' **Ranged Weapon **7.3 DPS **Traits: Armor Piercing (Plasma Gun attacks ignore armor ratings up to 100), Wargear Package (Any weapon specialist retinue will equip this weapon alongside the Lord General) ***At a glance, the prospect of a Plasma Gun for the General seems awesome. Unfortunately, the one for Last Stand isn't all that great. It has no special abilities attached, isn't that good a standalone weapon, and is generally an extremely poor weapon outside of its element (attacking heavy infantry and vehicles). Against almost anything else, every weapon the General has that isn't his basic Laspistol will do more damage - a fact true for the Guardsman variant as well. Whilst this weapon absolutely rocks for later waves in Bloodied Coliseum and late-game Anvil of Khorne in general, the bulk of the levels it's more of a hindrance than an advantage, though it can be ''extremely'' effective should you stack damage boosting abilities (Medallion Crimson, Take Aim!, Commissar). *'''Ornate Vostroyan Shotgun''' - ''DLC'' **Ranged Weapon **10.5 DPS **Ability: Solid Slug (25 Energy, fires a monstrously powerful solid slug at the target, causing huge damage to the target and knockback). Has a small area-of-effect which inflicts knockback. **Traits: Area of Effect (Shotgun attacks in large radius) ***Fantastic weapon, and one of the best alternatives, at the endgame phase, to the Deadly Sniper Rifle. Though this weapon is weaker per-shot, does not improve energy regen and has a much shorter range, it has a stronger special attack, fires more frequently and has AOE damage. The Solid Slug, when combined with "Take Aim" can almost one shot the force commander in Bloodied Colosseum, further combined with the "Medallion Crimson" it can take out a Wraithlord. All of these conspire to make it one of the nicer weapons for use with non-guardsmen.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information