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Made in nl
Longtime Dakkanaut






There must be more things out there then the options are currently in our small codex armoury so what is missing. What ork weapons do have a mention in the fluff and are not in the rules part of the codex.

This message was edited 1 time. Last update was at 2016/07/13 08:41:46


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I imagined Roks like ork drop pods

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I don't actually know what's in the Ork codex, but I do believe that in the fluff, orks are known to steal/loot weapons from other races, and then make them orky so that they can use them.

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The strange thing about orks is that they are the only army that has all sorts of cool close combat weapons that have a "model" but don't have rules for them and are instead grouped together for no good reason.

like the harpoon gun arm. ( I don't even know what to use it as)





Automatically Appended Next Post:
Also this is a choppa.



and this is a big choppa



Then why isn't this a power axe ? It sure is something else as a choppa or the thing above. It might be a big choppa but if this is a big choppa then what would that thing above be ?





Automatically Appended Next Post:
And if this is a powerklaw



Then what is this ?

This message was edited 11 times. Last update was at 2016/07/14 10:11:13


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Not sure that is strange really. Orks are supposed to be very slap dash in their feel. uniformanity would honestly feel out of palce with the Orks. ideally no weapon among the orks should be exactly alike.

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Not so much in the fluff but in other games, ork shotguns have been in Gorkamorka and in the Dawn of War series, single shot weapons like handheld kannons and harpoon guns (as well as larger vehicle mounted versions of the latter) were also in gorkamorka and in the rogue trader RPG ork weapons had access to a ton of kustomizations including zappy and sparky bitz for melee weapons (which made them stunning and power weapons respectively).

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 oldzoggy wrote:
The strange thing about orks is that they are the only army that has all sorts of cool close combat weapons that have a "model" but don't have rules for them and are instead grouped together for no good reason.


There is a good reason. Orks do not have standardization in their production and in practice a big choppa works similarly to other big choppas even if it looks very different.

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BrianDavion wrote:
Not sure that is strange really. Orks are supposed to be very slap dash in their feel. uniformanity would honestly feel out of palce with the Orks. ideally no weapon among the orks should be exactly alike.


I am totally for this non uniform kustom stuff. But why is it so badly represented in the rules ?

Warbosses and nobz can now choose between:
Choppa -> Close combat weapon
Big choppa-> +2S Ap5
Pwer Klaw -> unieldy powerfist
Notice the lack of no ap4 or ap3 non unwieldy weapons or other fancy things with strange rules that any ork player would love to use.

Ork warbosses have now less close combat weapon options then an IG infantry platoon sarg :\

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 oldzoggy wrote:
BrianDavion wrote:
Not sure that is strange really. Orks are supposed to be very slap dash in their feel. uniformanity would honestly feel out of palce with the Orks. ideally no weapon among the orks should be exactly alike.


I am totally for this non uniform kustom stuff. But why is it so badly represented in the rules ?

Warbosses and nobz can now choose between:
Choppa -> Close combat weapon
Big choppa-> +2S Ap5
Pwer Klaw -> unieldy powerfist
Notice the lack of no ap4 or ap3 non unwieldy weapons or other fancy things with strange rules that any ork player would love to use.

Ork warbosses have now less close combat weapon options then an IG infantry platoon sarg :\


Yeah...that's always been a long-held peeve of mine regarding Orks in their CC options, since it really seems weird that a race so fundamentally based around klobberin each other and enemy factions to have such a deficit in CC weapon variety.

I think if they at least made burnas more widely accessible it would help address our lack of AP3 non-unwieldy weapons, giving boyz squads more teeth without always having to rely on the PK Nob (especially if they gave burnas back armourbane as they were previously stated to cut through and weld metal). Or just give a "kustom choppa" upgrade that is a +1S AP3 Choppa. Make the Big Choppa AP4 with rending and I think we have some more gradient on our CC weapon roster.
   
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 Grimskul wrote:
 oldzoggy wrote:
BrianDavion wrote:
Not sure that is strange really. Orks are supposed to be very slap dash in their feel. uniformanity would honestly feel out of palce with the Orks. ideally no weapon among the orks should be exactly alike.


I am totally for this non uniform kustom stuff. But why is it so badly represented in the rules ?

Warbosses and nobz can now choose between:
Choppa -> Close combat weapon
Big choppa-> +2S Ap5
Pwer Klaw -> unieldy powerfist
Notice the lack of no ap4 or ap3 non unwieldy weapons or other fancy things with strange rules that any ork player would love to use.

Ork warbosses have now less close combat weapon options then an IG infantry platoon sarg :\


Yeah...that's always been a long-held peeve of mine regarding Orks in their CC options, since it really seems weird that a race so fundamentally based around klobberin each other and enemy factions to have such a deficit in CC weapon variety.

I think if they at least made burnas more widely accessible it would help address our lack of AP3 non-unwieldy weapons, giving boyz squads more teeth without always having to rely on the PK Nob (especially if they gave burnas back armourbane as they were previously stated to cut through and weld metal). Or just give a "kustom choppa" upgrade that is a +1S AP3 Choppa. Make the Big Choppa AP4 with rending and I think we have some more gradient on our CC weapon roster.


I don't play the game anymore, but that may just push Orks on the verge of being a bit too... ridiculous. Personally playing Orks I didn't care about AP; drowning your foe in attacks was more important than the power of said attacks. Besides, Orks were never meant to have the superior tekiology

That's off topic though. I'll throw my hat in and say that Goff Rockers don't have rules anymore - did their guitars count as "weapons" outside of the game? Whatever way, I want them back!

G.A

This message was edited 1 time. Last update was at 2016/07/16 21:06:31


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 General Annoyance wrote:

That's off topic though. I'll throw my hat in and say that Goff Rockers don't have rules anymore - did their guitars count as "weapons" outside of the game? Whatever way, I want them back!

G.A

I dug out the old RT rules for Goff Rokkers and posted some possible new rules for them here - http://www.dakkadakka.com/dakkaforum/posts/list/669691.page

Didn't get much feedback though

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 Whittlesey40k wrote:
 General Annoyance wrote:

That's off topic though. I'll throw my hat in and say that Goff Rockers don't have rules anymore - did their guitars count as "weapons" outside of the game? Whatever way, I want them back!

G.A

I dug out the old RT rules for Goff Rokkers and posted some possible new rules for them here - http://www.dakkadakka.com/dakkaforum/posts/list/669691.page

Didn't get much feedback though


I just checked your thread now. That's a depressing number of replies

Never owned Goff Rockers myself, but wish I do own them; I don't play 40k anymore cos I think it's a total mess, but I hope you have some Rockers of your own and houseruled that Orky goodness it's only other people who are missing out!

G.A

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 oldzoggy wrote:


I am totally for this non uniform kustom stuff. But why is it so badly represented in the rules ?

Warbosses and nobz can now choose between:
Choppa -> Close combat weapon
Big choppa-> +2S Ap5
Pwer Klaw -> unieldy powerfist
Notice the lack of no ap4 or ap3 non unwieldy weapons or other fancy things with strange rules that any ork player would love to use.

Ork warbosses have now less close combat weapon options then an IG infantry platoon sarg :\


If GW hired me to do Ork special weapons, here is what I would do.

You get to choose a clan for each mob or model (unsure what would work best) for about 10-15pts per model and each one would exchange the nob's choppa with a special clan weapon. These are intended to be special things, not something you see every clan Nob run around with, but in game terms you can equip it on everything (you can have an all Terminator army after all!)

The weapons would be as follows:

Evil Suns: Rokkit Hammer
S: +2, AP5. +2 initiative, two-handed

Snakebites: Squiggoth-Hide Bladewhip
S: User, AP-, Fleshbane, Specialist Weapon

Bad Moons: Supa-Shiny Zzappstick
S: User, AP4, master-crafted, concussive, shred

Blood Axes: Gitsnikka Stab-Knifes
S: User, AP-, +1 attack, two-handed, Rending

Goffs: Ova-Charged Chainchoppa
S: +1, AP3, two-handed

Fluffy? Not sure, but fun!

This message was edited 6 times. Last update was at 2016/07/17 01:51:47


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Oi, you forgot da deffksullz, ya grot!

But I would love rokks. Give us assault drop pods that can drop on the enemy like a blast template or something. Y'know, something other than massed battlewagons to get in quick.

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 Grimskul wrote:
 oldzoggy wrote:
BrianDavion wrote:
Not sure that is strange really. Orks are supposed to be very slap dash in their feel. uniformanity would honestly feel out of palce with the Orks. ideally no weapon among the orks should be exactly alike.


I am totally for this non uniform kustom stuff. But why is it so badly represented in the rules ?

Warbosses and nobz can now choose between:
Choppa -> Close combat weapon
Big choppa-> +2S Ap5
Pwer Klaw -> unieldy powerfist
Notice the lack of no ap4 or ap3 non unwieldy weapons or other fancy things with strange rules that any ork player would love to use.

Ork warbosses have now less close combat weapon options then an IG infantry platoon sarg :\


Yeah...that's always been a long-held peeve of mine regarding Orks in their CC options, since it really seems weird that a race so fundamentally based around klobberin each other and enemy factions to have such a deficit in CC weapon variety.

I think if they at least made burnas more widely accessible it would help address our lack of AP3 non-unwieldy weapons, giving boyz squads more teeth without always having to rely on the PK Nob (especially if they gave burnas back armourbane as they were previously stated to cut through and weld metal). Or just give a "kustom choppa" upgrade that is a +1S AP3 Choppa. Make the Big Choppa AP4 with rending and I think we have some more gradient on our CC weapon roster.


in an IDEAL world Orks would have a small number of wargear, and could then "kustomize" it for points. such as adding AP to it for x points etc. but that'd get bloaty and confusing fast

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 General Annoyance wrote:

I just checked your thread now. That's a depressing number of replies

Never owned Goff Rockers myself, but wish I do own them; I don't play 40k anymore cos I think it's a total mess, but I hope you have some Rockers of your own and houseruled that Orky goodness it's only other people who are missing out!

G.A


GW still sell the original metal Goff Rokkers. I got my bro a pack last year. Haven't got round to playing with them yet though

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 Ashiraya wrote:
 oldzoggy wrote:


I am totally for this non uniform kustom stuff. But why is it so badly represented in the rules ?

Warbosses and nobz can now choose between:
Choppa -> Close combat weapon
Big choppa-> +2S Ap5
Pwer Klaw -> unieldy powerfist
Notice the lack of no ap4 or ap3 non unwieldy weapons or other fancy things with strange rules that any ork player would love to use.

Ork warbosses have now less close combat weapon options then an IG infantry platoon sarg :\


If GW hired me to do Ork special weapons, here is what I would do.

You get to choose a clan for each mob or model (unsure what would work best) for about 10-15pts per model and each one would exchange the nob's choppa with a special clan weapon. These are intended to be special things, not something you see every clan Nob run around with, but in game terms you can equip it on everything (you can have an all Terminator army after all!)

The weapons would be as follows:

Evil Suns: Rokkit Hammer
S: +2, AP5. +2 initiative, two-handed

Snakebites: Squiggoth-Hide Bladewhip
S: User, AP-, Fleshbane, Specialist Weapon

Bad Moons: Supa-Shiny Zzappstick
S: User, AP4, master-crafted, concussive, shred

Blood Axes: Gitsnikka Stab-Knifes
S: User, AP-, +1 attack, two-handed, Rending

Goffs: Ova-Charged Chainchoppa
S: +1, AP3, two-handed

Fluffy? Not sure, but fun!


This reminds me almost of the doctrine system that existed in the old editions of the game. Good times they were

I still oppose the existence of AP3 weapons for basic Ork units like Boyz and Nobz, on the other hand I always thought chain weapons needed AP5 as standard.

How's this for an idea - Ork characters can pay a points fee to roll on a series of tables to generate a random weapon with random attributes; that sounds Orky!

Also have we all forgotten Tankbusta Rokkit Hammers?

G.A

This message was edited 1 time. Last update was at 2016/07/17 09:06:23


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I still oppose the existence of AP3 weapons for basic Ork units like Boyz and Nobz, on the other hand I always thought chain weapons needed AP5 as standard.


The special weapons I listed are for Nobz+ only.

Also have we all forgotten Tankbusta Rokkit Hammers?

G.A


Tankhammers are just a rocket on a stick. They explode on impact as anti-tank weapons. The Rokkit Hammer is a jet-boosted hammer, but it still deals its damage through blunt force.

 Vitali Advenil wrote:
Oi, you forgot da deffksullz, ya grot!


Oops. Well, they'd probably steal the Bad Moon one anyway...

This message was edited 1 time. Last update was at 2016/07/17 12:13:24


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The possibilities for Ork weaponry are immense, to the point that "think of it, now add more guns to it and maybe a chainblade and give it a crude aesthetic" is the general rule for coming up with an Ork weapon.

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Missing weapons from old-times fluff:

• Lifta-droppas: Kin to the traktor kannon, does the bouncing ferret trick without turning them into ferrets first.

• Pulsa Rokkits: In true Orky style, a weaponised forcefield, pinning and/or crushing anyone within its (huge) area of effect

• Bubble-Chukkas: A mekboy weapon, covers the target in an inverted forcefield that reflects their own fire back onto themselves.

• The Hop-Splat Gun: Halfway between a mortar and a pogo stick, fires … ammunition, for lack of a better word, consisting of am old-school cannon ball chained to a bunch of small rockets that fire in sequence causing it to hop around randomly, scything through the enemy.

• Buzzer-squig catapult: An honest to goodness torsion-spring catapult. Made actually effective by the ammunition; clay pots full of (by the time they are release on impact) extremely pissed off orkoid insects that can chew through nearly anything.

• Weirdboy Towers: A rare kind of Battlewagon full of weirdboys and mek-gubbinz to get me all to do the same thing at once, most of the time anyway, making the effect truly terrifying (when it works right).

• Finally, who can forget the Cyboar and the Squiggoth? Both sorely missed artefacts of happier times.

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 Grimskul wrote:
 oldzoggy wrote:
BrianDavion wrote:
Not sure that is strange really. Orks are supposed to be very slap dash in their feel. uniformanity would honestly feel out of palce with the Orks. ideally no weapon among the orks should be exactly alike.


I am totally for this non uniform kustom stuff. But why is it so badly represented in the rules ?

Warbosses and nobz can now choose between:
Choppa -> Close combat weapon
Big choppa-> +2S Ap5
Pwer Klaw -> unieldy powerfist
Notice the lack of no ap4 or ap3 non unwieldy weapons or other fancy things with strange rules that any ork player would love to use.

Ork warbosses have now less close combat weapon options then an IG infantry platoon sarg :\


Yeah...that's always been a long-held peeve of mine regarding Orks in their CC options, since it really seems weird that a race so fundamentally based around klobberin each other and enemy factions to have such a deficit in CC weapon variety.

I think if they at least made burnas more widely accessible it would help address our lack of AP3 non-unwieldy weapons, giving boyz squads more teeth without always having to rely on the PK Nob (especially if they gave burnas back armourbane as they were previously stated to cut through and weld metal). Or just give a "kustom choppa" upgrade that is a +1S AP3 Choppa. Make the Big Choppa AP4 with rending and I think we have some more gradient on our CC weapon roster.


Not really, the weapons seem to really fit. They have their choppas. Standard. Then they need to have a bigger choppa cuz bigger is better, rightz? Then the got the Klaw, which krumps everyfing, so they don't need no midget klaw see?

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 Deadshot wrote:

Not really, the weapons seem to really fit. They have their choppas. Standard. Then they need to have a bigger choppa cuz bigger is better, rightz? Then the got the Klaw, which krumps everyfing, so they don't need no midget klaw see?


Do you really like this to be your only close combat weapon options for a close combat army.

Weapon A: Free close combat weapon -> It can't really hurt MEQ and most monsters
Weapon B: Cheap close combat weapon at +2 STR for the cost of 1 Attack. But still cant hurt MEQ's
Weapon C: EXPENSIVE.close combat weapon gives you high str ap 2 attacks at the cost of -1 attack and guaranteeing the opponent to always strike you first while you don't have any save at all vs all conventional close combat weapons and only having 2-3 wounds.

Now look at any other army that isn't tau and tell me that this is a good deal.


Automatically Appended Next Post:
Lol what did the Hop splat field gun do ?

This message was edited 3 times. Last update was at 2016/07/27 06:09:03


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 oldzoggy wrote:

Automatically Appended Next Post:
Lol what did the Hop splat field gun do ?

 Mr_Rose wrote:
• The Hop-Splat Gun: Halfway between a mortar and a pogo stick, fires … ammunition, for lack of a better word, consisting of am old-school cannon ball chained to a bunch of small rockets that fire in sequence causing it to hop around randomly, scything through the enemy.


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 oldzoggy wrote:

Then why isn't this a power axe ? It sure is something else as a choppa or the thing above. It might be a big choppa but if this is a big choppa then what would that thing above be ?


Big choppa?

Not every weapon needs to have special snowflake rules. Especially with orks where such uniformity would be even downright oddity.

Big 2 handed melee weapon=big choppa.

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 oldzoggy wrote:
 Deadshot wrote:

Not really, the weapons seem to really fit. They have their choppas. Standard. Then they need to have a bigger choppa cuz bigger is better, rightz? Then the got the Klaw, which krumps everyfing, so they don't need no midget klaw see?


Do you really like this to be your only close combat weapon options for a close combat army.

Weapon A: Free close combat weapon -> It can't really hurt MEQ and most monsters
Weapon B: Cheap close combat weapon at +2 STR for the cost of 1 Attack. But still cant hurt MEQ's
Weapon C: EXPENSIVE.close combat weapon gives you high str ap 2 attacks at the cost of -1 attack and guaranteeing the opponent to always strike you first while you don't have any save at all vs all conventional close combat weapons and only having 2-3 wounds.

Now look at any other army that isn't tau and tell me that this is a good deal.


Automatically Appended Next Post:
Lol what did the Hop splat field gun do ?


Weapon A: a basic choppy fing that chops stufz. Its not really designed to hurt heavily armoured infantry and 15ft insects. The equivilent of a football hooligan with a broken bottle or brick.
Weapon B: a big choppy fing for chopping stuff propa. But again not really a can opener. The equivalent of a football hooligan with a cricket bat or golf club.
Weapon C: A zoggin' huge hydraulic claw for opening kanz. Don't need nothing else really.

Also, this is the background forum, the point I'm making is there is no room in the fluff for a mid-strength, AP4-3 weapon, as any Ork worth his teef to have a "'Uge Choppa" at Str+3 AP 3, can probably get his hands on a propa Klaw, which is better cuz its bigger and killier.

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 Deadshot wrote:

Not really, the weapons seem to really fit. They have their choppas. Standard. Then they need to have a bigger choppa cuz bigger is better, rightz? Then the got the Klaw, which krumps everyfing, so they don't need no midget klaw see?


I agree. The 3rd ed simplification of Ork firearms to 'shoota' encompassing bolters, autoguns, shotguns and light plasmaguns(!) was done so players could continue using models that had those weapons- but also to speed up weapon recognition, while allowing units to be armed with whatever. OrK-47's, looted ultramarine bolters, tacticool shotguns and blunderbusses- if it wasn't a heavy weapon, rocket launcher or flame thrower, it was a shoota.
likewise with choppa- any bladed hand weapon (unless huge) whether chain-axe or cleaver or pole axe etc.

This was also the reasoning for 'power weapon' being abstracted to 'ignores armour saves' whether sword, axe or spear.

I'd be open to 'Smashas'- bludgeoning type weapons like maces,hammers and lead pipes/crow bars/lengths of steel bar. A 'Uge Smasha could be a thunder hammer equivalent.
The issue is that a power mace style option would become the new default and you'd never see a choppa again.


Automatically Appended Next Post:
 Deadshot wrote:

Not really, the weapons seem to really fit. They have their choppas. Standard. Then they need to have a bigger choppa cuz bigger is better, rightz? Then the got the Klaw, which krumps everyfing, so they don't need no midget klaw see?


I agree. The 3rd ed simplification of Ork firearms to 'shoota' encompassing bolters, autoguns, shotguns and light plasmaguns(!) was done so players could continue using models that had those weapons- but also to speed up weapon recognition, while allowing units to be armed with whatever. OrK-47's, looted ultramarine bolters, tacticool shotguns and blunderbusses- if it wasn't a heavy weapon, rocket launcher or flame thrower, it was a shoota.
likewise with choppa- any bladed hand weapon (unless huge) whether chain-axe or cleaver or pole axe etc.

This was also the reasoning for 'power weapon' being abstracted to 'ignores armour saves' whether sword, axe or spear.

I'd be open to 'Smashas'- bludgeoning type weapons like maces,hammers and lead pipes/crow bars/lengths of steel bar. A 'Uge Smasha could be a thunder hammer equivalent.
The issue is that a power mace style option would become the new default and you'd never see a choppa again.

This message was edited 1 time. Last update was at 2016/07/27 08:56:28


 
   
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I'm glad you guys all seem to love simplification lets also do that for all SM's.

Their armoury consists now out of

Ranged weapons
Pistols: Bolt pistol
Guns: Bolter
Heavy guns: Lascannon
Combi weapon : Combi flamer

Close combat weapons.
Small weapons: S user ap- .
Powerfists: S user 2x, Ap2, unwieldy

And remove the rest of the options just to simplifiy things. No need for those snowflake weapons like lightningclaws, Stormshields, grav cannons or whatever those space wolves are modelled with.
If we are on it why not remove chapter tactics all together and just make it Codex Ultramarine with some suggestions to paint them other colours.

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Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

 oldzoggy wrote:
I'm glad you guys all seem to love simplification lets also do that for all SM's.

Their armoury consists now out of

Ranged weapons
Pistols: Bolt pistol
Guns: Bolter
Heavy guns: Lascannon
Combi weapon : Combi flamer

Close combat weapons.
Small weapons: S user ap- .
Powerfists: S user 2x, Ap2, unwieldy

And remove the rest of the options just to simplifiy things. No need for those snowflake weapons like lightningclaws, Stormshields, grav cannons or whatever those space wolves are modelled with.
If we are on it why not remove chapter tactics all together and just make it Codex Ultramarine with some suggestions to paint them other colours.




Or lets go the other way

Shoota (ramshackle OrK-47 version)
Shoota (less ramshackle OrK-74 version)
Shoota (version A1.01)
Shoota (version A1.02)
Shoota (5.56mm version)
Shoota (5.56 extra loud version)
Shoota (5.56 tracer round version)
Shoota (7.62mm version)
Shoota (modified .308 version)
Shoota (shiny)
Shoota (not so shiny)
Shoota (super shiny worth a lot of teef)
Shoota (super-duper-killy version)
Shoota (Zoggy's favourite shoota)
Shoota (Oi that's mine ya git! version)
Slugga (Baretta lookalike)
Slugga ("Not a bolt pistol")
Slugga ("I said it's not a zoggin' humie gun!")
Slugga (.44 Magnum revolver version)
Slugga (.44 Magnum revolver but only loaded with 5 rounds cuz who knows)
Choppa (version 1.0001a)
Choppa (chainsaw variant)
Choppa (Bigger than yours!)
Big Choppa (with spinny blades)
Big Choppa (with grinder bitz)
Big choppa (Zog off 'uge axe)
Big Choppa (Da boss's favourite choppa)



Get the picture? There are hundreds of Boltgun patterns and variants, none of them have their own rules. Shoota is a term given to any weapon carried by the Ork approximately the size of an assault rifle held with two hands. They have slight differences and may use different ammo types and have different scopes, butts, sights, grips, barrel length, magazine capacity, etc, but they all have a fairly similar range and damage output enough that trying to distinguish becomes impossible AS NO TWO ORK WEAPONS ARE EXACTLY THE SAME.

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