HIS Magnum // Cloning facility
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The Bolter Tactics
Xunlei t100 centered build, with a side of explosives in form of Devastation Tactics. Since 12.7 is a rare and expensive rounds to carry, this build makes sure that every bullet counts.
Yep, this is build for a one-trick-pony, and the very expensive one in terms of money and time invested. But this is hell of a NICE trick.
Is it practical? Not at all. Is it cool? Hell yeah!
Main weapon: Xunlei t100 - the unique specimen. It's a SMG with optic sight, so it's optimal range shifted to 4 tiles forward, creating 4 tile wide area of blind zone around you. To counteract this, we are going to use...
Secondary weapon: Law - tube-fed 12.7 pistol with laser sight and guarantied penetration. This is our way to kill stragglers, "demonic spider"-type enemies, like drones, flying heads and, well, *spiders*.
The build is aimed to conserve precious 12.7 ammo with some cunning tricks like enchanced bleeding from Enemy Anatomy and stun from Shock and Awe: generally, everything that survives the oppening barrage should just bleed to death after cascade of explosions and pierced wounds.
Side note: why Tongcong of all classes? Well, no particular reason. It's just the least usefull class on my note, filling no role, ready to be remolded in anything you want.
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Auberon is kinda mid in terms of accuracy and has second lowest dodge (on par with Priya and just above Percy), but I personally consider switching perks as an abomination so... deal with it.
When using explosive bullets, accuracy isn't particularly important. Even if the bullet hits the wall around the target, damage will still be inflicted.
Scatter on the other hand is a different story.
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The explosive damage resistance is a really nice bonus, as we'll be using explosives a lot. Yes, 27 self-damage with the Devastation Tactic and Grenadier isn't much, especially after armor damage reduction, but there will be a LOT of explosions.
The third weapon slot allows us to install the robotic Judge ABC minigun for additional scatter reduction, while still maintaining enough weapon slots for greater versatility.
Perks · showing Legend rank
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Every time an explosive bullet penetrates an enemy, it causes an explosion and travels further. And if it hits the next enemy, it causes ANOTHER explosion. And if it penetrates again, it can hit even more enemies! Infinitely. So, a single bullet can cause more explosions than originally intended.
Our primary weapon will be the Xunlei T100, with a 70% chance to penetrate, giving us an additional 30% overflow penetration chance. I have no idea if this will have any real impact on gameplay.
The best way to exploit this is to force enemies into a "conga line" in corridors and narrow passages.
Bonus: phasing Quasimorphs will no longer absorb all your bullets after the first victim in the line eccollapses.
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What could be better than an explosion? TWO explosions! More explosions = more damage, more damage = a higher chance to wound (if not kill) enemies and let Enemy Anatomy finish them off.
This is a completely separate source of damage, so you can deal two wounds with a single round.
27 damage (with the bonus from Grenadier) doesn't seem like much, but it's still there, and it's a one-tile area of effect. This means even more wounding potential per round.
As a bonus: an additional chance to knock back an enemy.
Also, it can't be the *real* bolter if it's round not explod, amrite?
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Anything that survives your barrage will die at the start of its next turn. And there will be a LOT of wounds, thanks to the synergy between Heavy Fire and explosive rounds. Ammo economy, yay.
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Your explosions do more damage. Simple. Effective.
Yeah, we have to get rid of Combat Focus for this build, but this is the way of the true Bolter Chad.
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Ideally, anything that survives the barrage will be stunned by the cascading explosions from the 12.7 FlaK, Devastation Tactic, and the penetrating damage from Heavy Fire. Then, Enemy Anatomy and bleeding will finish them off.
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You want your very expensive (and dangerous) explosive bullets to fly straight out of the barrel where they're aimed, not into the nearest doorframe (or your knee).
Pact
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Pick whatever you want, honestly.
Any explosion pact is solid pick. My personal choice is Marduk's Blazing Charge, simply because infinite plasma grenade is cool. Same goes for general surviability pacts (teleports, force fields, etc).
Shinar’s Endless Armory feels redundant because this build uses Enemy Anatomy (which directly helps conserve ammo, also everything most likely will be dead from the first barrage) but SEA allows you to completely stop worrying about ammo. It also makes Heavy Fire obsolete (who needs penetration when you can just fire nonstop?) and CQC-Specialist (low accuracy and wide spread? Just shoot more!). But it IS powerfull af, and will help you to overcome deficit of 12.7 FlaK. Just make sure to carry regular 12.7 to kill loners and stragglers, and couple of firearm repair kits. Side note: it's 50% for *ammo only* hit, not following explosion.
Af course you always could pick game-breacking pacts, like Cataclysm or Mujtahid’s Fast, but where is the fun? This build is all about big guns with big explosions, so try to have some restraint.
If you feel particulary lasy, just pick Faris Tempo. Boring and banal as it is, but it's just like Flextape: plugs holes in any meme build.