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Last Stand - Mekboy
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==Accessories== *'''Booby Traps''' - ''Level 1'' **Ability: Booby Traps (25 Energy, lays down mines that can reduce the accuracy and speed of enemies who run into them) ***It's like the Tau Commander's snare mines only with smaller radii, shorter duration, and the ability to lay down 3-4 at once. In general, it's superior due to the fact that you can lay down like an entire field of the things for the same energy it would take a Tau Commander to fire off like 3. Quite useful for slowing enemies down, but it doesn't do anything other than that, so be ready to take advantage of the slowdown, either to get away or finish enemies off! *'''Battery Pack''' - ''Level 1'' **Ability: 'Ave a Taste! (30 Energy, heals a nearby ally) ***It's a useful thing for assist-focused Mekboy, as it will give a good bit of health, but it won't heal you. An absolute bitch to take since your Clones will abuse it with impunity. *'''Mega Rumblah''' - ''Level 2'' **Ability: Mega Rumblah (35 Energy, knocks down enemy infantry in a large radius around the Mekboy) ***Early on, Mega Rumblah can save your life. It has a long setup time, and it roots you to one spot whilst it goes off, but it stuns absolutely every ground-based enemy remotely near the Mekboy's position - so unless the enemy is knockdown-immune or a vehicle, Mega Rumblah can take a lot of foes out of the fight for a short time, rendering them easy for your teammates to finish off. Beware foes with immunity or long ranged weapons, because they will cheerfully beat on you whilst you're not able to move. It tends to lose its luster within a few levels since you get better offensive options, but it's a damned fine panic button. *'''Speshul Tools''' - ''Level 4'' **+25 energy ***Gives you one more use of Booby Traps or Proximity Mines, or another chance for the Battery Pack. Can also let you Teleport, drop Roks, and Teleport back out. Suffice to say, quite useful on casting-heavy builds - definitely has it's uses. *'''Cybork Parts''' - ''Level 7'' **+66 Armor ***Teleporta-centric builds and Electric Armor users will definitely benefit from this, as the armor is naturally pretty flimsy. It's ironically also quite good on 'Eavy Armor builds since it significantly bolsters your already-meaty damage reduction further. A just plain useful and straightforward option that isn't flashy, but can help make any build that much better. *'''Sturdy Bitz''' - ''Level 8'' **Traits: Unshakable (Immune to knockback) ***This is a mandatory choice if you ''ever'' plan on using the Juiced-up Tellyporta, as it gives you the ability to actually walk while exploding. It's also a godsend on builds using the Dakka Deffgun since you no longer need to worry about being forced out of firing mode. Other builds just benefit from the Unshakable trait as well. As is the case for many Mekboy options, this is simple, straightforward, and useful as hell. *'''Boom Time!''' - ''Level 11'' **Traits: Boom Time (Powerful explosives detonate when the Mekboy is incapacitated) ***The core of any Suicide Mekboy build and even better, hinders your clone in Bloody Colosseum since he'll explode if he dies, killing his buddies! This ability is a giant, flaming, explosive middle finger directed at any horde wave that decides to give you trouble. Do bear in mind, however, that the suicide bomb is extremely indiscriminate and will cheerfully blow up your own teammates as well. This is important because if you do go down, being revived re-arms the explosives, so you can potentially quickly kill your allies if you go down again because of your reduced health! *'''Dok's Tools''' - ''Level 13'' **Traits: Reactive Zeal (When hit, there's a chance that the Mekboy can heal all nearby allies for 10 Health) ***Absolutely great for squad support, especially with a Dakka Deffgun or Big Shoota. Bunker down with teammates and any time you take a hit, there's a chance your nearby buddies will heal up a bit. With Kustom Force Field, this can actually be extremely helpful, since you can activate it and charge into a crowd - potentially saving nearby allies swamped in close-combat in the process. Deceptively useful. *'''Bouncy Shield''' - ''Level 15'' **Ability: Bouncy Shield (20 Energy, builds a force field that bounces back any nearby infantry) ***This amazing little wargear option is one of the best ones the Mekboy gets - and surprisingly so! This barrier will hurl back anyone who gets too close to the bearer for its duration. As such, this is an absolute godsend for any shooty Mek and has hilarious implications for your team-mates and your minions, who you can also buff in this capacity. Cast it on a Shas'O to remind those pesky Banshees that the Tau doesn't like to be touched, or bolster your Lord General's Guardsmen to keep them safe from angry predators. It also provides a bit of zero-risk trolling when cast on melee-focused Sorcerers and Captains; these units can still do damage, but they'll have to run around chasing their knocked-down prey. *'''Proximity Mines''' - ''Level 17'' **Ability: Proximity Mines (25 Energy, throws mines in an area. Enemies that step on them get knocked back in a large radius) ***Significantly better than Booby Traps tactically, and somehow stolen from [[Cyrus]]. Proxy mines are similar to booby traps, except they knock back instead of slow down - and unlike Booby Traps, they actually ''cause damage''. This alone makes them worth taking, since you can use this to whittle down enemies that otherwise would chase you across no-man's land. An impressive piece of wargear with a lot of utility. *''''Uge Bombz''' - ''Level 19'' **Ability: 'Uge Kaboom! (35 Energy, places a huge bomb at the targeted location. Click to explode.) ***Absolutely amazing. One of the best abilities the Mekboy gets. Plant a big fricking bomb that you can then detonate when you feel the mood. You can place as many as you want, and though they aren't very strong (each one is about as powerful as a Frag Grenade), you can set them up any way you want (including chaining them if you place a few really close together). The uses for this are legion; set up nasty surprises for pursuing enemies, help Shas'O players get ''that'' fucking achievement, and demolishing entire hordes as only an Ork would. Easily one of the best options for raw destruction you get, despite the relatively modest firepower. *'''Juiced-Up Tellyporta''' - ''DLC'' **Traits: Ported!! (When an enemy or the Mekboy get teleported, they will explode, dealing area of effect damage and knockback) ***This may sound nice when you start out, but beware this beginner's trap; the knockback applies to you as well, and whilst it can be useful at the outset, it also means that you'll be vulnerable for a short time each time you teleport unless you equip Sturdy Bitz. Additionally, the blasts, whether caused by you (Your own teleports) or the enemy (via Zzap Knife and/or Mad Teleporta Pack) will cause friendly fire damage. Early on, this is one of the best abilities for helping the Mek score kills - as time goes on, this item loses some of its appeal since enemy health going higher makes it less and less likely to kill on its own, though the knockdown remains as valuable as ever. An wargear option that entire strategies can be built around, this one is not to be ignored.
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