N18 Always had an issue with all this plasma but no ogryn ripper gun

Vonvilkee

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Jan 7, 2018
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So I'm putting a post it note in my copy of house of chains!

Opinions?

Ripper guns are built almost more as a club than a gun and issued en mass to the ogryn of the imperial guard. Necromunda as a major factory must have innumerable amounts of these automatic shotguns not even a Goliath can use. Some particularly astute ogryn bosses have occasionally managed to "knock some off the back of a cargo 8".

Profiles:
Ranged: short 9" +2, long 18" +1
Strength 5, AP -1, damage 2, ammo 5+
Traits: Counting is hard, rapid fire 2, plentiful

Melee: long E, no accuracy, strength +1, AP +1, damage 2 just melee for traits

Counting is hard: always treated as rolling the single hit/ ammo check on one of the ammo dice (owning players choice).

Not known for their attention to detail, ogryn rarely focus on proper gun care and reloading. Rippers are fortunately designed for this. In the hands of an intrepid ogryn boss they rarely have a full clip even with plenty of ammo around and their rugged large scale construction.

I'm totally off the cuff thinking 120 credits.
 
i really like this, i think there could be 2 versions, usually ripper guns have a fire limiter on to stop ogryns from just dumping the whole mag straight away, you could have rapid fire 1 version that represents the more common version with its limiter built in that rolls 2 ammo dice and discards the highest for a much cheaper cost, then have a second as you described or perhaps a piece of weapon equipment that removes the limiter and haves it work like you described.
 
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easiest conversion: use a ripper gun but with the rules of a storm welder

melee: I wouldn't give it versatile, but it feels like an ok profile for an ogryn
ranged: I like the counting is hard rule ^^

I would limit the weapon to ogryns (to avoid van saar misuse) and depending on the accessories available;
lasprojector, scopes, ammo, you could limit or boost the price?
 
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i really like this, i think there could be 2 versions, usually ripper guns have a fire limiter on to stop ogryns from just dumping the whole mag straight away, you could have rapid fire 1 version that represents the more common version with its limiter built in that rolls 2 ammo dice and discards the highest for a much cheaper cost, then have a second as you described or perhaps a piece of weapon equipment that removes the limiter and haves it work like you described.
I went with a good profile and want the cost up there. Ogryn gangs have almost no access to ranged guns so I'm very hesitant to offer reduced costs. I also added rivet cannons from the Goliath list. So the cheaper ranged weapon is still around.

I went with plentiful so while the ripper will regularly run out of ammo, there are plenty of clips around. This was to prevent aim and fire being an option (barring skills). If it could be more reliable as a rapid fire I'd want to see it cost more.

Also I don't see any ogryn that is savvy enough to obtain these wanting anything to do with the limiter!
 
easiest conversion: use a ripper gun but with the rules of a storm welder

melee: I wouldn't give it versatile, but it feels like an ok profile for an ogryn
ranged: I like the counting is hard rule ^^

I would limit the weapon to ogryns (to avoid van saar misuse) and depending on the accessories available;
lasprojector, scopes, ammo, you could limit or boost the price?
I made it (E) for exclusive taking a page from the wash waste nomads. Instead of rarity locking it i figure the cost will keep it rare enough in the list. It is a "hand weapon" in with the slave ogryn list, but not available to lobos. I also added krumper rivet cannons (with side arm lol "pistol" str4 no accuracy modifier -1ap damage 2 ammo 3+ rending with sidearm) and a "large frames" rule to ogryns (they ignore the * on weapons allowing them to carry three no matter what, they do not ignore unwieldy but can buy suspensors at 20 for hand weapons)

Please note that the ripper gun is not "versatile" melee is shown as a long range of "E"" for engaged. Also that melee stat line is totally just the basic club and is not good improving your target's save typically reduces effectiveness of attacks but damage two and the fluff of the ripper gun demanded it also be a club.
 
er... I read it a bit too fast earlier.

thank you for the correction/clarification.
Totally happens! Besides I'm most proud of the counting is hard rule, just feels good for them to fire a bunch of shells and picking the one to count as the ammo check felt good. Little bit better than grenades always check and gives it a good spread of shots 2-4 while avoiding having to note that the one hit and ammo check is the "lowest" result.

As far as weapon attachments go it is an ogryn "hand weapon" so I don't think it qualifies for any but if it does it does <shrugs>
 
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I went with a good profile and want the cost up there. Ogryn gangs have almost no access to ranged guns so I'm very hesitant to offer reduced costs. I also added rivet cannons from the Goliath list. So the cheaper ranged weapon is still around.

I went with plentiful so while the ripper will regularly run out of ammo, there are plenty of clips around. This was to prevent aim and fire being an option (barring skills). If it could be more reliable as a rapid fire I'd want to see it cost more.

Also I don't see any ogryn that is savvy enough to obtain these wanting anything to do with the limiter!
the point is ripper guns come with a limiter being standard out the factory to stop the trigger happy ogryns from just unloading the clip in one trigger pull, my idea was to have a cheaper much worse version that maybe fires only 1 shot, no rapid fire, its generally only bone'ead or iquisitorial kill team ogryns who get them without the limiter, so any ripper you would find on average trading post would have a limiter.

at bs5+ to start i dont think its really a concern to make the worse version like 90ish credits.

then you buy a weapon accessory called limiter removal that has it work properly as your original concept say 30ish creds rare (9).

id probably drop the long range bonus to hit, but with cover being really easily granted from obstacles and terrain, in my experince even aiming and shooting with bs5+ in most cases will still result in a 5+/6+ to hit.
 
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FWIW the 2nd Edition 40k stats, which convert directly into Necromunda stats are:

Short Range: 6"
Long Range: 12"
Short Range to-hit: Auto-hits(!)
Long Range to-hit: -2
S: 4
AP: 0
D: 1
Traits: Rapid Fire (2)
 
FWIW the 2nd Edition 40k stats, which convert directly into Necromunda stats are:

Short Range: 6"
Long Range: 12"
Short Range to-hit: Auto-hits(!)
Long Range to-hit: -2
S: 4
AP: 0
D: 1
Traits: Rapid Fire (2)
The stats from second converted straight into the 90s Necromunda for sure. The rules changes now drastically change how the game works so straight ports aren't as useful. Picking advances means certain stats are more or less useful than they were.

Overwatch back then was something everyone could do and auto hitting is a problem. Also you got to roll to hit for each shot generated from the rapid fire instead of just once. This fact was why I changed the to hit modifiers coupled with looking at current 40k.

Another thing back in the 90s pinning could be avoided by having friendlies close by it was a thing <shrugs>.

Ultimately I added the Krumper rivet cannon as the more "basic" weapon and wanted the ripper to be more like the special weapon. In my head cannon the limiter station is the counting spot the few that find the black market don't get that far!
 
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the point is ripper guns come with a limiter being standard out the factory to stop the trigger happy ogryns from just unloading the clip in one trigger pull, my idea was to have a cheaper much worse version that maybe fires only 1 shot, no rapid fire, its generally only bone'ead or iquisitorial kill team ogryns who get them without the limiter, so any ripper you would find on average trading post would have a limiter.

at bs5+ to start i dont think its really a concern to make the worse version like 90ish credits.

then you buy a weapon accessory called limiter removal that has it work properly as your original concept say 30ish creds rare (9).

id probably drop the long range bonus to hit, but with cover being really easily granted from obstacles and terrain, in my experince even aiming and shooting with bs5+ in most cases will still result in a 5+/6+ to hit.
I had the same thought but just gave the ogryns access to the Krumper rivet cannon as that cheaper more limited shooting option.
 
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