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==Robot Freelancers== ''Kickstart The Wasteland'' added a number of Robot freelancers that can take either an Elite or a Freelancer slot. ''Absolutely Dangerous'' tacks on even more freelancers, and some special rules which give Robots much of the same flexibility as Mutants in exchange for their universal weakness to EMPs and unique Medical requirements. All Robots start with +2 DEF but cannot purchase armor later. Robots are also immune to gas and poison (but not Radiation), which is very situational until someone decides to start popping off Fear Gas grenades on top of Objectives. '''Depend-o-Bot''' - Wanna robot? Can't be arsed to buy the supplements? This guy is pretty.. [[Fallout|Handy]]. An utterly generic robot, with bonuses to its combat abilities. Cannot be taken in an Elite slot. * Equipment: Up to one Integral weapon doesn't count against the Upgrade limit. * Skills and Upgrades: Starts with two slots, and the generic Marksmanship/Melee/Survival combination. * Usage Notes: This guy is up to you - there's no particularly compelling reason to take him, but there's no reason ''not'' to as long as you have the cash and you want a basic humanoid robot. '''B-Ho1der''' - Enclave Eyebot proxy. A cheap, fast, hovering little bastard, the Beholder is very good at dropping templates into places other people don't want them to be. Keeps the standard 6+2 Defense that most Robots have, making it exceptionally difficult to kill on the way in. And to cap it off, they only cost 2 BS in the Upkeep phase. * Equipment: 30 BS cap, and can take an Integral Flamethrower for just 15 BS. Other gear depends on whether or not you want to pay for upgrades. * Skills and Upgrades: One slot, chosen from Quickness, Melee, or Marksmanship. Note that the Leap skill is pointless on a Hover unit, and Range Finder, Steady Hands and Called Shot likewise conflict with a flamethrower loadout. The Armless upgrade is free, fits the original proxy intent, and gives the model +1 Move. Alternately, give it some beef with an Armor upgrade, though that's going to hurt your initial budget. If you don't feel like Upgrades, a mix of Quick Charge and close combat weapons gives you a tough little brawler with a massive threat bubble to pin down enemies until its big brothers show up. * Usage Notes: In a Robot band, consider carefully whether this guy is worth it compared to a Hovering Kill-Bot or Observer. The Preserver's Drones lose armor, freedom of movement, and Upgrade access in return for better ranged skills, Relic access, and Shoot and Scoot. Raiders get the Broiler; as a Human model it's substantially cheaper albeit without the free robot armor and has a better skirmishing skill list. '''Tank-R''' - Tank-bots can take Support weapons and start with a tougher-than-sin Def 7(9) and 2 Wounds. Also has Trekker, so it's worth buying off Ungainly in the future if you don't buy one with Treads. The Tank-R is an ungodly expensive choice that will take a long-ass time to pay off. Despite their poor mobility and neutered skill-tree (limited to Marksmanship and Survival), a TANK-R is great at straight-up deleting enemy models. * Equipment: 40 BS cap. An integral Missile Launcher, cheap backup melee weapon and a pistol is good if you want to make powered armor go away. You can give it other backups later. * Skills and Upgrades: No standard Upgrade slots, one free Integral. Called Shot mixes well with Missiles if you're sick of enemy powered armor or heavy robots. * Usage Notes: If you're a Robot player and really want a tank, go for the Kill-Bot with a Warbot upgrade. Otherwise, this is as good as you get. At 115+ points, a TANK-R is a Hell of an investment for something that straight-up locks up for two turns when you roll a "1" to activate it.. '''Mister Coteau''' - An absolutely brutal close combat specialist, packing the Brawn, Melee, and Quickness trees. If it can take a model out of action in melee, it pays its own Upkeep for the game as well. * Equipment: 30 BS cap, one Integral for free. You start with a whopping 7 Melee, so paired weapons aren't as useful as making sure you have the raw Strength to drop opponents quickly. A Masterwork Heavy Weapon costs 10 BS and a Mauler only 16, leaving plenty for a backup gun. War Totems, and similar hardware. * Skills and Upgrades: Starts with Against All Odds and Flurry, but no generic Upgrade slots. The Hover mobility type is good on most melee combatants, and combines well with Spring-Heeled if it Malfs. Quick Charge will get the model into CC faster (especially combined with Recon), and Flurry means it will still get multiple attack rolls when it does. If you're feeling particularly lucky, tack on Blitzer for an essentially guaranteed kill.. as long as you can hit. Opportunist is always useful when taking on enemy CC units, while Brute makes a 2-handed CCW even more effective. * Usage Notes: Needs to get and stay in Close Combat to pay its way. The model is extremely expensive, but a very nasty surprise if you otherwise have poor melee options. '''Mad Roboticist''' - A Robot Medic. That's pretty much it, though Roboticists start with ''Clever'' instead of the Sawbones' ''Survivalist'' - better at healing, more-likely to die if they get taken out. [[Category:This is Not a Test Tactics|Freelancers]]
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