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==== Shooty Weapons ==== These are all the range weapons for our Infantry models. This is NOT the Index Shooty Weapons List, which includes only the Shoota, Kustom Shoota, Kombi-Skorcha and Kombi-Rokkit and neither the Codex Shooty Weapons List which includes the same except for the Shoota. *'''Big Shoota''': An Assault 3 Heavy Stubber. Not as good as a Deathspitter anymore, but you can Advance and still shoot it. Range 36" Assault 3 S5 AP0 D1. *'''Blitz Missile''': Zagstruk Mini-Missile Launcher. Range 18" Assault 1 S6 AP-1 Dd3. *'''Burna''': The little brother of an actual flamer. Range 8" Assault d3 S4 AP0 D1. *'''Da Rippa''': Badrukk's big ass weapon. Range 24" Heavy 3 S7 AP-3 D2 or you can get +1 S and D but you risk a mortal wound on one or more hit rolls of 1. *'''Dakkagun''': This one is actually not for our Infantry models, but Bikes are not vehicles either, so here they are. Basically a Big Shoota with Range 18", all Warbikes come with two of these. *'''Deffgun''': Lootas' weapon. Range 48" Heavy d3 S7 AP-1 D2, use the same d3 roll for the entire unit. *'''Grot Blasta''': Gretchins's pistol. Range 12" Pistol 1 S3 AP0 D1. *'''Kombi-Rokkit''': A Kombi-Weapon made from a Shoota and a Rokkit Launcha. The new rules for Kombi-weapons allow these weapons to see a lot more use, as anyone who takes these doesn't have to be so tight-arsed about firing their anti-tank weaponry anymore. Unfortunate with Orky BS it is hard to justify the expense. **It's important to note that thanks to DakkaDakkaDakka!, extra shots generated with the Shoota can be used with the Rokkit Launcha profile. ***Needs confirmation after FAQ, since melee weapons need to use same profile with Goff kultur *'''Kombi-Skorcha''': New Kombi-Weapons rules help here too, especially since the auto-hitting Skorcha isn't affected by the -1 To Hit for firing both weapon profiles. Notably, you can Advance and still spray flames and bullets. Skorcha's profile: Range 8" Assault d6 S5 AP-1 D1. **DakkaDakkaDakka! works here too, as any 6 that you get from your Shootas can generate an extra hit from the Skorchas. ***Needs confirmation after FAQ, since melee weapons need to use same profile with Goff kultur *'''Kustom Mega-Blasta''': The Orky equivalent of Plasma Guns. Orks of course ''only'' fire on the maximum charge (sayf-dee, wotz dat?), so you'll always be taking Mortal Wounds on 1's to hit. S8 AP-3 Dd6 means this packs a fierce punch. *'''Kustom Mega-Slugga (Legends)''': A Plasma Pistol by any other name. As above, but Pistol-class (Range 12" and you can shoot it in melee). Spannas (Index only), Big Meks (Legends) and Meks only. *'''Kustom Shoota''': Essentially an Ork Storm Bolter. It is very cheap at 2 points and with 4 strength 4 shots you will usually hit at least once with Ork BS. Warbosses, Big Meks and Meganobz can use this. Nobz can use it too thanks to the Index, it's funny how the lore on page 35 says Nobz have them but GW forgot to include them in the Codex rules. *'''Rokkit Launcha''': One of the best weapon options at S8 AP-2 D3. Short range (24") compared to almost all other missile/rocket weapons in the game. Can blast holes in almost anything, but generally it's a single shot at BS5+. Tankbustas special rule to re-roll against Vehicles can make this a devastating weapon. *'''Mork's Roar''': Updated Ghazzy's personal gun. It is a quad heavy bolster, or a quad big shoota with an AP of -1, or 6 shootas with an extra strength and ap and 36" range. *'''Pair of Rokkit Pistols''': Only for Tankbustas. Basically 2 Rokkit Launchas with one less S and Range 12", but being Pistols you can shoot them in melee. *'''Shokk Attack Gun''': Still the same and still disappointing. Range 60" Heavy d6 S2d6 AP-5 Dd6. If the S roll is 11+ each hit causes d3 mortal wounds in addition to normal damage. *'''Shoota''': Basic Bolter-type gun. 18" Assault 2 S4 AP0, which means you can Advance and still shoot with a -1 to Hit penalty. Inferior to almost all other armies' basic rifle (see a trend here?), but massed fire can produce some results. Generally Slugga+Choppa is the preferable load-out for Boyz, but it's not bad on Evil Sunz or Bad Moons. *'''Slugga''': It's a Bolt Pistol. Always remember to shoot in CC. Hitting on 5+ is not that great, but those few free wounds are always a good thing. Doubling down on the buckets of S4 dice the enemy has to make saves against is critical to Orky success. Dubiously useful on Overwatch. *'''Snazzgun''': Flash Gitz' shiny weapons. Range 24" Heavy 3 S6 AP-2 D2. *'''Squig Bomb''': Tankbustas' kamikaze Squigs. Range 18" Assault 1 S8 AP-2 Dd6. Can not target models with FLY, after firing it the bearer (the Squig) is slain. *'''Stikkbomb''': Common grenade for almost every unit. Range 6" Grenade d6 S3 AP0 D1. *'''Tankbusta bomb''': Don't let its name fool you, this grenade is carried not only by Tankbustas but also Boyz and Kommandos have them. Range 6" Greande d3 S8 AP-2 Dd6. *'''Tellyport Blasta''': For Big Meks with Mega Armour. Range 12" Assault 3 S8 AP-2 D1. After an unsaved wound, if the target is still alive you roll a d6, if the roll is greater than the targets Wound Characteristic it's slain. *'''Twin Big Shoota''': Yes! You guessed it! a Big Shoota with double the shots and double the price.
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