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Last Stand - Mekboy
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==Weapons== *'''Slugga''' - ''Default'' **One-handed Ranged Weapon **1.1 DPS ***Similar to the Sorcerer (with the exception of DLC), the Mekboy has no way to replace his default gun, and he suffers like no other for it. Unlike the Sorcerer, however, he isn't stuck with it for a lot of his playstyles. *'''Choppa''' - ''Default'' **One-handed Melee Weapon **8.2 DPS ***Naff Choppa. Don't bother. *'''Big Shoota'''' - ''Level 1'' **Two-handed Ranged Weapon **44.0 DPS ***Don't be fooled by its ludicrously high DPS; the Big Shoota achieves that mostly through volume of fire, and neither has terribly great accuracy nor particularly high individual-shot damage, which means its potential drops off extremely quickly against armored targets. On the other hand, it's one of the Mekboy's longest-ranged weapons, is extremely reliable when fired from cover or a building, and can be fired on the move, all of which are good things for any Mek. *'''Burna''' - ''Level 1'' **Two-handed Ranged Weapon **6.0 DPS **Traits: Ignore Cover (Enemies cannot take cover to avoid damage from this weapon), Area of Effect (Damages enemies in an area around where this weapon fires) **Notes: This weapon has an undocumented Armor Piercing trait (Attacks with the Flamer ignore up to 20 Armor) ***The best weapon for early Mekboys, as the cover-ignoring damage coupled with the Teleporta gives you a major advantage over the Lord General's flamer before he gets Guardsmen to use it with him. Like many Flamers, it has a built-in hidden armor piercing trait, but only a minor one. *'''Big Choppa''' - ''Level 6'' **One-handed Melee Weapon **16.0 DPS **+2.0 Health Regeneration **Traits: Invigorating (When an enemy is killed in melee, Mekboy gains 5 Energy) ***More than just a good close-combat weapon; it's a great weapon for any Mekboy using high-energy toys like Roks or Mines, since every kill scored with it (and it's good at splattering lighter mooks) will give you a little bit of energy. In addition, it also makes you a bit more survivable via you having better Health regen, which is invariably a great thing. *'''Rokkit Launcha''' - ''Level 12'' **Two-handed Ranged Weapon **4.6 DPS **Traits: Knockdown (Knocks down enemies), Armor Piercing (Attacks with Rokkit Launcha ignore up to 140 Armor), Salvo (Mekboy fires 3 rokkits at once) **Notes: This weapon has an undocumented Area-of-Effect trait (attacks from this weapon cause damage in a small area) ***Don't go by its general appearance - this weapon is more of a shotgun than a dedicated anti-armor weapon, though it technically handles both roles quite well. It has a long delay between shots and its accuracy is relatively poor, but each rocket explodes in a pretty big way and it can deal serious harm at close range. It's ideally used to discourage close-combat attackers who would otherwise target friendlies; its powerful impact lets it knock entire squads on their ass. Its individual-rocket firepower is mediocre, but if all three hit, it adds up to solid damage, making it more useful against large targets. It's especially good when backing up a Shas'O Commander with a Command Chassis or a Sorcerer with Icon of Pain, where its damage quickly increases substantially. A risky weapon, but a lot of fun and quite effective. Its main drawback other than the aforementioned are that the Mekboy fires it low; it's generally incapable of firing over terrain obstacles, so fight with this in mind. *'''Dakka Deffgun''' - ''Level 16'' **Two-handed Ranged Weapon **26.0 DPS **Traits: Suppressive (Can suppress enemies attacked by this weapon), Heavy (Requires time for setup and teardown before firing) ***This weapon is a little unusual - in most respects it comes across as an inferior version of the Big Shoota with longer range, but a setup time before firing and lower damage. Unlike other weapons with a setup time (The Plasma Cannon on the Captain), the Dakka Deffgun is easy to use and the Mek readies it quite quickly, making it a good tactical option. In practice, it does more damage than the somewhat-comparable Burst Cannon from the Shas'O, hurling a ludicrous number of shots downrange and easily suppressing foes. Suffice to say it's great when backed by any armor that encourages the Mek to dig in and cut loose; the Electric Armor, Kustom Force Field, and Leaky Armor are all good choices, as is the 'Eavy Armor. When bolstered with the Bouncy Shield, the Mek can provide fire support to an entire squad, and even better, can do so from inside a building. Alternately it can be used with Teleportation to get around and into good shooting positions. Woe betide any enemy who gets in range of a Mekboy using this if he can get an attack power boost from Take Aim! or a passive ability from an ally. *'''Zzap Knife''' - ''Achievement Unlock: Achieve 350 Kills as the Mekboy'' **One-handed Melee Weapon **45.0 DPS **+2.0 Health Regen **Traits: Proactive Teleport (When attacked in melee, the Mekboy can teleport the enemy to a random location), Proactive Escape (When in melee, the Mekboy can teleport to a random location) ***Vicious. Odds are good that it'll have more of an effect bouncing you and the enemy around than it will doing damage (though its damage is quite high), but when paired with the Juiced-Up Tellyporta, it can create tons of explosions and result in relentless hilarity (make sure you have sturdy bitz if you're gonna use this). It has the same delicious health buff as the Big Choppa, too, so all in all, a good (and fun) weapon. *'''Pokkit Rokkit Launcha''' - ''DLC'' **One-handed Ranged Weapon **5.2 DPS **Traits: Knockdown, Armor Piercing (This weapon can ignore up to 140 Armor) **Notes: This weapon has an undocumented Area of Effect trait (this weapon does damage in a small area) ***This isn't a great weapon on its own, being somewhat-comparable to the Plasma Pistol of the Space Marine Captain, but it's an unbelievably useful boon to any Mekboy who's using a Choppa, since it's the only alternative he has to a basic Slugga. The knockback capability can help keep threats away, whilst the armor-piercing trait gives you a bit of punch against the errant tougher foe.
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