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Made in us
Ragin' Ork Dreadnought





Deep in the Outer Boroughs of NYC

Placeholder for Stub-Type Weapons

Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign. 
   
Made in us
Ragin' Ork Dreadnought





Deep in the Outer Boroughs of NYC

Placeholder for Weapon Emplacements

Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign. 
   
Made in us
Ragin' Ork Dreadnought





Deep in the Outer Boroughs of NYC

Placeholder for Xenotech Weapons

I adjusted the Thresholds and Costs of all the Melta-type Weapons down. Now the true cost of these weapons is reflected in its ammunition.

This message was edited 1 time. Last update was at 2025/03/11 19:23:01


Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign. 
   
Made in us
Ragin' Ork Dreadnought





Deep in the Outer Boroughs of NYC

THIS LIST IS A WORK IN PROGRESS
Master List of Weapon Attachment Wargear
Ammo Source Enhancements
Ammo Feed:

Auto Loader: the first time this weapon's magazine is depleted, this wargear automatically reloads the weapon with its next highest shot ammo source the model is equipped with. If this device is connected to an individually loaded ammo source, such as a manually loaded Missile Launcher, it reloads the next available Ammunition from the predesignated order established during the Arming Phase after every shot. In the case of a model with multiple Shooting Phases, this wargear negates the required Phase for reloading otherwise necessary for [bHeavy[/b] weapons.

Auxiliary Feed: the presence of this Weapon mod allows a Grav Weapon to be hooked up to a Backpack Ammo Supply. If the weapon does not also have an Autoloader mod, changing Ammunition sources from the Auxiliary Feed to a Grav Catalyst requires 1 full Movement Phase or 1 full Shooting Phase from the model in order to do so, controlling player's choice.

Box Mag (+1):

Catalytic Regenerator: Grav-type weapons only. This wargear is actually applied to the equipped Grav Catalysts carried by the model. It adds +6 to each of those Ammo Source's total Magazine. This means that each Grav Catalyst equipped by this model will have 16 Ammunition instead of the normal 10. As long as this wargear is part of the weapon's Integral Wargear, it does not modify the Threshold or Cost of the Ammo Sources.

Compartmented Mags (+1):

Drum Mags (+1):

Grav-Core: Grav-type weapons only. When this wargear is a part of the weapon's Integral Wargear, it adds +10 Shots to any Ammo Sources loaded into that weapon. This wargear has additional effects when added to a weapon that doesn't have it built in.

Integral Ammo Source: Non-Bolt-type or Stub-type weapons only. A weapon with this wargear is loaded with an additional Ammo Source built directly into its framework. This Ammo Source cannot be reloaded during a Mission, but can be loaded with a different Ammunition type as that loaded into their other Ammo Sources. Switching between these Ammo types is a non-action, but it cannot be done in the middle of a Shooting Attack. A player must choose which Ammo type they want to Shoot with before making their hit rolls.

Light Weight Drum Mags:

Supplemental Magazines:

Twin Power Ports: Flamer-type, Grav-Type, Laser-type, Melta-type, and Plasma-type weapons only. An energy weapon with this wargear may load 2 Auxiliary Ammo Feeds, Discharge Generators, Grav-Catalysts, Melta Cannisters, Melta Chargers, Plasma Flasks, or Power Packs at the same time, effectively doubling its ammo. Reloading this weapon requires double the normal time.

Relic Ammo Source Enhancements:
Regenerating Ammunition: at the start of the Shooting Phase of the model equipped with a weapon with this wargear, if this weapon's currently loaded ammo source has fewer than its starting magazine shots in it, this model's controlling player may roll a D3 and refund that many shots to their magazine. This effect cannot restore more shots than the magazine started the Mission with.


Arrays & Relays
Auto-Targeting System:

Bolt Collimator Array: if a model armed with a weapon with this wargear does not Move or Advance, it and any allied model also armed with the same Type Weapon within Cohesion gain +12" Range and +1 to hit.

Catechist Array:

IR Relay:

Noospheric Relay: a weapon with this wargear can fire at targets out of line of sight of the model equipped with it, as long as those targets are within Range and line of sight to another model on the table with the <Admech>, <Heretek>, <Iron Father>, <Iron Hands>, <Iron Priest>, <Knights Amethyst>, <Primaris Techmarine>, <Sons of Medusa>, <Techmarine>, or <Warp Smith> keyword.

Occulus-Targeting Array: if a model armed with a weapon with this wargear does not Move or Advance, it and any allied model also armed with the same -Type Weapon within Cohesion gain the Reduces Cover (-1) and Deadly Aim Qualities. If a weapon already has a version of the Reduces Cover Quality, these effects stack.

Optical Array: if a model armed with a weapon with this wargear does not Move or Advance, it and any allied model also armed with the same -Type Weapon within Cohesion gain +4D6" Range.

Rapid-Tracking Array:

Reciprocating Target Array:

Savant-Lock Array:

Targeting Array: a model armed with a weapon with this wargear grants itself, and any allied model also armed with the same -Type Weapon within Cohesion, +1 to hit with the very first shot each affected model takes on their Turn.

Relic Arrays & Relays:
Helical Targeting Array:

Oracle Array:


Optics
Augur Lens: if the model equipped with a weapon with this Sight does not Move or Advance, their controlling player may opt to add any 3 of the following options to the weapon's profile until the end of this Phase: add +4" to the weapon's Range, add +5" to the weapon's Range, add +6" to the weapon's Range, add the Accurate Quality, add the Heavy Quality, add the Reduces Cover (-2) Quality, add the Target Selection Quality.

Close-Range Optics:

Darkeye Nightscope: in areas of total darkness, a weapon equipped with this wargear grants +12" visual range to the model equipped with it, if that model does not Move or Advance in their Movement Phase.

Darkeye Scope: in areas of dim light or total darkness, a weapon equipped with this wargear grants +6" visual range to the model equipped with it, if that model does not Move or Advance in their Movement Phase.

Eliminator Scope: when Shooting at targets within 24", this wargear inflicts +1 Damage on an unmodified hit roll of a 6.

Executioner's Scope:

Independent Targeter:

Infra-Targetter: a weapon with this wargear increases its user's Visual Range by +12" in conditions of darkness. In addition, it grants the model equipped with this weapon +1 to hit for the very first shot it makes on its Turn.

Long-Range Optics: if a model armed with a weapon with this wargear does not Move or Advance, it gains +1 to hit when Shooting at targets at least 24" distant.

Low-Light Infrascope: a weapon with this wargear increases its user's Visual Range by +8" in conditions of darkness. In addition, it grants the model equipped with this weapon +1 to hit when Shooting in Precision or Standard Firing Mode.

Marksman's Scope: if the model equipped with a weapon with this Opyic does not Move or Advance, their controlling player may re-roll their failed Wound rolls during their own Shooting Phase. In addition, when using this wargear with the Take Aim Action, any unmodified hit roll of a 6 grants +1 to this model's Wound rolls.

Marksman's Target Tracker:

Motion-Predictor: when a model equipped with a weapon with this wargear Shoots at a target that Moved, Advanced, or Charged on the target's own Turn, it gains +1 to hit with up to 3 of its shots.

Multi-Focal Auto-Filter:

Photoscope:

Range-Finder Scope: if a model armed with a weapon with this wargear does not Move or Advance, it gains +6" Range in Precision and Standard Firing Modes.

Rapid-Tracking Optics:

Sky-Fire Optics:

Tank-Killer Optics: a weapon equipped with this wargear gains +1 to hit versus targets with the <Vehicle> or <Titanic> keyword.

Targetter: a weapon equipped with this wargear gains +1 to hit with the very first shot a model takes on their Turn.

Telescopic Scope: if a model armed with a weapon with this wargear does not Move or Advance, it gains +3D6" Range in Precision and Standard Firing Modes until the end of this model's Shooting Phase.

Thermal Optics:

Relic Optics:
Hagioscope:

Oscillascope:

Sanctified Optics: this wargear grants the model equipped with a weapon with this attachment +1 to hit any target with the <Chaos>, <Daemon>, or <Heretic> keyword.

Spectranima:

Tech Arcana Condensator:

Tainted & Xenotech Optics:
Multispectral Optics:


Sights
Arcane Sight: this wargear grants the model equipped with it the ability to do two things. First, if the model has the Psychic Sense Skill, its controlling player may roll a D6 after using one of their Ratings from that Skill. On a 6+ that spent Rating is refunded. And second, if the model does not Move or Advance in their Movement Phase, this wargear grants +1 to hit and Wound targets with the <Psyker> or <Daemon> keyword.

Enhanced Sight: this wargear adds +4" to the Standard and Autofire Fire Modes of the weapon it is attached to, if the model equipped with it does not Move or Advance in its Movement Phase. It also adds +2" to the Standard and Burst Fire Modes of the weapon it is attached to, if the model equipped with it Moves, but doesn't Advance in its Movement Phase.

Laser Sight:

Pinpoint Target Sight:

Precision Sight:

Prey-Sense Sight: a weapon with this wargear ignores the penalties to hit inflicted by Smoke and Chaff when Shooting at targets within half their weapon's maximum range.

Red Dot Laser Sight: this wargear refunds 1 Ammo per Shooting Phase if the player that controls the Shooting model rolls at least one 6 when rolling to Wound.

Siege Sight: a weapon equipped with this wargear allows the model armed with it to target models and Blips it cannot see, provided that target is in Range, the weapon being used to Shoot with has an AP-3 or better, and there are no more than 3 walls, doors, or other terrain features between the Shooter and that target. Using the weapon in this way worsens its AP by 3 and provides the target with Heavy Cover. This Attack may only be made in Precision or Standard Firing Mode.

Zeroed Sights: once per Mission, while using the Aim action, this Sight allows the controlling player to re-roll one hit roll.

Relic Sights:
Blessed Iron Sights:


Functionality Modifying Wargear
Bipod: whenever a model armed with a weapon with this wargear is within 1" of a Terrain Feature, they may negate the Inaccurate Quality associated with the weapon this is attached to.

Bolt Compensator: Bolt-type weapons only. A weapon equipped with this wargear reduces its Recoil Quality by 1. Recoil (5+) becomes Recoil (4+), Recoil (4+) becomes Recoil (3+), and so on. In addition, if the model equipped with a weapon with this wargear Advances during their Movement Phase, it allows that model's controlling player to re-roll missed hit rolls with up to half its total shots this Turn, rounding down.

Chem Injector: Flame-type weapons only. this wargear introduces a chemical agent to the Promethium mix that causes an automatic secondary hit each time a model is Wounded by this weapon. The effects of this hit are detailed in each of the Chems themselves and can vary from a weaker injury to a neurological effect. Chem Injectors also have an additional effect on the weapon they are equipped to. Each time a weapon with a Chem Injector would expend 2 or more Ammo on a single Shot, roll a D6. On a 5+, one of those expended Ammunition is refunded.

Cluster Munitions: when a model equipped with a weapon with this wargear Shoots, regardless of the number of shots fired, all hits must be allocated to models within 2" of the first one hit.

Dipolar Lock: a weapon or item equipped with this wargear cannot be Disarmed. If an effect would knock the weapon or wargear from the character's hands, it instead locks to that character's hip. If an effect would knock the weapon or wargear from the character's hip, it instead locks to that character's leg armor. If the weapon or wargear is already on the ground, an allied model is within 6" of it, and that model can draw line of sight to the object, the character may activate the Dipolar Lock to instantly summon it to their hands.

Extended Barrel: a weapon equipped with this wargear may re-roll an unmodified 1 rolled to hit, but only when using the weapon to Shoot a single shot.

Folding Stock: if a model armed with a weapon with this wargear does not Advance in their Movement Phase, their controlling player may re-roll one failed Wound roll when they Shoot with this weapon in their Shooting Phase. However, using this ability reduces this weapon's Rate of Fire by 1 in any Fire Mode it is used for. If this would reduce a weapon's Rate of Fire to zero, the weapon cannot take advantage of this wargear in that Fire Mode.

Force Compressor: a weapon with this wargear doubles its Strength. This doubling happens after all other modifiers to the weapon's Strength have been calculated.

Gene-Grip: the weapon with this wargear gains the Very Reliable Quality in Standard and Precision Firing Mode, if the model equipped with a weapon with this wargear does not Move or Advance in their Movement Phase. This weapon gains the Jams Quality if any other model attempts to use it.

Grav-Amp: Grav-type weapons only. When this wargear is a part of the weapon's Integral Wargear, it adds +1 to that weapon's Strength. This wargear has additional effects when added to a weapon that doesn't have it built in.

Gunshield: against the first Wounding hit this model suffers in each Battleround, this wargear provides the model equipped with it a +1 bonus to its Armor Save.

Heat-Inhibiting Design: Flame-Type, Melta-Type, and Plasma-Type weapons only. A weapon with this wargear reduces its Strength by -1, but also removes any Dangerous to Use, Deadly to Use and/or Inefficient Heat Dissipation Qualities the weapon might have.

Implosion Reactor: Grav-type weapons only. This is an integral component of every Grav-Type Weapon, allowing it to do the destruction it does. In addition, at the start of every new Battleround, this wargear regenerates 1 previously expended Shot, up to the maximum total Capacity of that Ammo Source.

Improved Reactor: Grav-type weapons only. When this wargear is a part of the weapon's Integral Wargear, it adds +1 to that weapon's Damage. This wargear has additional effects when added to a weapon that doesn't have it built in.

Induction Blast-Charger: a weapon with this wargear allows the Shooting model to voluntarily take a -1 to hit and -12" Range to add the Blast and Supplants Rate of Fire (D6) Qualities to its Standard Firing Mode.

Integral Power Source: an energy weapon with this wargear both doesn't need and cannot equip external Ammo Sources. It cannot be reloaded during a Mission.

Mass-Ramp: Grav-type weapons only. When this wargear is a part of the weapon's Integral Wargear, it improves that weapon's AP by +2. This wargear has additional effects when added to a weapon that doesn't have it built in.

Neural-Link: this weapon does not require hands to Shoot. A model equipped with a weapon with this wargear may Shoot with this weapon in addition to another Rifle or Pistol, although both weapons must be fired at the same target.

Pintle Mount: a weapon with this wargear may be braced against any Terrain Feature or a purpose built Mount to negate the Cumbersome, Two-Handed, and Inaccurate Qualities inherent in the weapon. To brace, a model must be in base to base contact with the Terrain Feature or Pintle Mount. In addition, a model so braced increases the base Rate of Fire of their weapon by +1 in all Firing Modes available to it. A braced model cannot Move or Advance. Some Talents may also interact with Pintle Mounts.

Reinforced Energy Transfer Capacitors: a model armed with an energy weapon with this wargear may voluntarily take a -1 to hit to increase its Rate of Fire of by +2 in any Firing Mode except Precision.

Shielded Rad-Chamber: this wargear protects the model equipped with it from any Irradiated Quality effects the weapon would otherwise have (such as Rad-Saturated Bolter Shells).

Single Use Under Barrel Grenade Launcher: this is a special, single shot combi-weapon Attachment. It is loaded with a Krak Grenade Round by default, but a model may swap this out for any other single Grenade Round for which they qualify and can afford. This weapon attachment cannot be reloaded during the course of a Mission; it is only ever reloaded during the Arming Phase.

Suspensor-Pad (-1): a weapon equipped with this wargear reduces its Weight by 1. If this is Integral Wargear, these adjustments have already been factored into the weapon's profile.

Suspensor-Rig (-2): a weapon equipped with this wargear reduces its Weight by 2. If this is Integral Wargear, these adjustments have already been factored into the weapon's profile.

Suspensor-Web (-3): a weapon equipped with this wargear reduces its Weight by 3. If this is Integral Wargear, these adjustments have already been factored into the weapon's profile.

*****Trifurcated Projector: Flame-type, Melta-type, and Plasma-type weapons only. A weapon equipped with this wargear may select Targets that are up to 8" apart, instead of following the normal rules for target priority.*****

Under Barrel Grenade Launcher: this is a special combi-weapon Attachment. It has an Ammo capacity of 3 Grenade Rounds, which must be purchased separately. The Ammo Source for this Attachment is considered a Breach. Individual Grenade Rounds may be reloaded into this weapon's Breach at any time, but if they are different types, a player must make a notation of the order they are loaded in.

*****Underslung Exterminator: this is a special, single use combi-weapon Attachment. It is loaded with just enough Prometheum for 1 shot, but otherwise counts as a blah-Pattern Flamer that cannot be reloaded during the course of a Mission. This weapon attachment can only ever be reloaded in the Arming Phase.*****

Vacuum-Fire Control: if a model armed with a weapon with this wargear is Shooting in an environment subject to the rules for Hard Vacuum, it retains its ability to fire. The weapon also gains +2D6" range and the ability to re-roll unmodified hit rolls of 1.

Vambrace Support: a weapon with this wargear takes up a Vambrace Slot until the model carrying it either drops it or has it Disarmed.

Volumizing Projector: Flame-type and Melta-type weapons only. This wargear increases the Strength of the weapon it is attached to by +1. If this would bring the weapon's Strength to 7 or more, it also adds the Dangerous to Use Quality to all of its Firing Modes.

Relic Functionality Modifying Wargear
Darkfire Fuel Amp: Flame-type weapons only. This device is a relic of the Dark Ages and a proscribed artifact. Using one draws the scrutiny of the Inquisition, meaning each time a model or Squad would gain Esteem with any Inquisitorial Faction on a Mission where this wargear is also present, they gain -D3 less. If this takes their Esteem "gain" to less than 0, that Squad instead loses that amount of Esteem instead of gaining any. A Darkfire Fuel Amp adds +2 Strength, improves the AP by 2, and adds +1 Damage to any Flame-type Weapon it is attached to. In addition, this weapon gains the Tainted Artifice Quality.

Dragon's Maw (+1): this is a Hand Flamer combi-weapon Attachment that automatically Shoots in the Shooting Phase whenever the model equipped with it is in range of enemy models. It comes equipped with a separate Hand Tank - the source of the added Weight. Additional Hand Tanks must be purchased separately. Reloading this weapon attachment follows the normal rules for reloading Combi-Weapons.

Relic Iconography: once per Mission, if an effect or weapon would reduce this model to 0 Wounds or less, this wargear allows that model's controlling player to roll a D6 before the model is removed as a casualty. If this roll is an unmodified 6, ignore all the Damage inflicted by that effect or weapon and add +1 Wound Token to that model instead.


Melee Weapon Attachments
Bayonet: if a model armed with a weapon with this wargear Charges or is Charged, it gains +1 Attack until the end of the Fight Phase that triggered this effect. In addition, although this Melee Weapon Attachment has no special qualities, the model using it doesn't count as only being armed with their bare fists.

Branding Bayonet: Melta-type weapons only. This wargear is an additive cowling surrounding the end of a Melta-type weapon's muzzle. When the weapon is fired it superheats this cowling, adding a dangerous branding implement to the front of the gun. A model equipped with a weapon with this wargear gains +1 Attack in the Fight Phase, resolved at Strength3, AP-1, and Damage D2. If the model using this Attack Charged this Battleround, this extra Attack gains +1 Strength until the start of the next Battleround. In addition, although this Melee Weapon Attachment has no special qualities, the model using it doesn't count as only being armed with their bare fists.

Chain Bayonet: if a model armed with a weapon with this wargear Charges or is Charged, it gains +1 Attack until the end of the Fight Phase that triggered this effect. In addition, this Melee Weapon Attachment has the Mauling Quality and the model using it doesn't count as only being armed with their bare fists.

Envenomed Bayonet: if a model armed with a weapon with this wargear Charges or is Charged, it gains +1 Attack until the end of the Fight Phase that triggered this effect. In addition, this Melee Weapon Attachment has the Poisoned (3+) Quality and the model using it doesn't count as only being armed with their bare fists.

Relic Melee Weapon Attachments:
Sarissa: if a model armed with a weapon with this wargear Charges or is Charged, it gains +1 Attack until the end of the Fight Phase that triggered this effect. In addition, this Melee Weapon Attachment has the Sanctified Strikes Quality and the model using it doesn't count as only being armed with their bare fists.

This message was edited 3 times. Last update was at 2025/04/28 05:57:09


Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign. 
   
Made in us
Ragin' Ork Dreadnought





Deep in the Outer Boroughs of NYC

Placeholder for Compiled Weapon Qualities

This message was edited 1 time. Last update was at 2025/03/23 06:27:27


Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign. 
   
Made in us
Ragin' Ork Dreadnought





Deep in the Outer Boroughs of NYC

I am currently working on the Bolt-type Weapons list, refining it, making it more legible, and filling in all the bolters, relics, and miscellany I missed with my first go around. I am also using the opportunity to create room for 2 new weapon categories: Archaic Weapons and Macro Weapons. I hope to have the refined bolter lists up by this coming Friday. Fingers crossed, there's a lot of writing (but it's mostly copypasting and redoing the math).

Edit: there's so many bolters. Bolters for days. Last night I reorganized the Bolter section and it took hours. I know its my own fault for setting this absurd task for myself, but still. It's so much. Pistols and carbines are mostly done, but there's Sniper Bolters and stormbolters and bolt rifles and heavy bolters yet. Not to mention the integrated wargear, the mods, and all the bullets, too. I'll post up what I can tomorrow, but it's such a huge task. I don't think it will be complete by Friday.

This message was edited 2 times. Last update was at 2025/03/27 15:35:15


Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign. 
   
Made in us
Ragin' Ork Dreadnought





Deep in the Outer Boroughs of NYC

Okay, here's my update. I went back and looked at the Arsenal as a whole and realized there are a lot of discrepancies. The ammo intro for ranged weapons doesn't match the information posted with each -Type Category any more and that needs to change. There's also a huge amount of info that I'm assuming players already know, but it isn't explicit. I encountered that especially with rewriting the rules for the Singularity and Vortex Qualities. That confusion is rampant in this blog. To that end I have been busy writing outlines for what needs to be edited and clarified. It's a lot.

The entire Arsenal needs an overhaul. The Introduction, the Overview, the Definitions, the Format, and the Categorizations of all of it. In addition to the Bolt-Type Weapon rewrite, the Melee Weapon list needs organization. The how, what, and why of Relics and Tainted Relics needs clarity. Load-bearing Gear needs better definition, as well as the meaning and application of Capacity and Weight and its effect on Movement. I need to clarify the difference between Carrying and Dragging, & I need to clearly define how items can be Damaged or Destroyed and what that even means for a model's Renown or a Squad's Esteem.

So, now I come to what I have done already. Later today I will post up the Archaic-Type Weapon rules and list (it's short). I will also post the revised Bolt-Type Weapon introduction that includes Bolt Pistols. In the coming days, I will post the Bolt Carbines, Bolter, Bolt Rifle, Sniper Bolter, Storm- and Combi-Bolter, and Heavy Bolter lists. There may or may not be an Uncategorized Bolt Weapon post; it might not be necessary. After all of that is up, I will make a separate post for Integral Wargear Explained and Specialty Ammunition. Then another post for Modding Bolt-type Weapons and a temporary list of Qualities. I say temporary because I intend to compile all of the wargear Qualities in a separate, massive post at the beginning of this Arsenal "thread".

After weapons are finally complete I will tackle Sights, Optics, and Arrays and other Weapon-specific Attachments, followed by Armor, Shields, and Fields, Armor Mods and Sockets, Scanners, Honorifics, Implants, and all remaining, uncategorized Wargear.

After those massive endeavors, I will address Vehicles and Insertion/Extraction Methods. And then introduce a new concept: Downtime Activities. Then it's on to a Talents overhaul. And then I'll start posting rules for extending the Campaign with new Ships and Factions. I'll still be at this for some time. Hopefully you all will stick with me till the end. Thanks for reading all of this. Have an awesome rest of your day!

This message was edited 3 times. Last update was at 2025/03/28 23:38:19


Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign. 
   
Made in us
Ragin' Ork Dreadnought





Deep in the Outer Boroughs of NYC

Okay, I work weekends and got home really late last night. Bolt pistols and introduction will go up tonight.

Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign. 
   
Made in us
Ragin' Ork Dreadnought





Deep in the Outer Boroughs of NYC

Clearly the end of the bolters list needs editing, but I wanted to get the document posted before Saturday. I'll continue working to edit it until it is completed. Next category will be Bolt Rifles and its variants, followed by bolt sniper weapons, stormbolters, and then heavy bolters. Well on my way to having a way more comprehensive arsenal.

Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign. 
   
Made in us
Ragin' Ork Dreadnought





Deep in the Outer Boroughs of NYC

Forgive me for the multitude of edits. I am unsatisfied with the arrangement of categories of weapons. I am going to go back and reorder them as:
Mundane Arsenal
Chapter Variants
Relics
Tainted Weapons

And then Recoverable categories in that same order. Hopefully this will make this section read better. The work continues.

Waaazag da Kan't Stoppable (ORKS) ~6,000 points
Orks-in-Progress, Finished Orks.
Terrain I'm making.
The Darion Sector War Campaign.
Into the Jaws of Hell 40k campaign. 
   
 
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