Ogryn Autocannon (3d model/concept)

Agrippina Pattern Mark IV Autocannon

Edit: Finally got full privlages so here are the full models now

I was a bit inspired after feeling underwhelmed by the heavy stubbers. We just dont really have a proper heavy weapon for ogryn. Dont get me wrong a heavy stubber is heavy for a human, but its basically just a auto gun relative to his size. So why not an autocannon? So I spent a few hours making a model for one and then realized I had literally no experience with Stingray and learning how to mod a engine I have never used would take weeks if it would even be possible to add a weapon mod for the single player mod, so have this post instead.

Concept

This would serve as the Ogryn’s bolter, but sufficiently more bulky and heavy hitting, damage and fire rate would be closer to the plasma gun but with much worse ammo economy. Able to one shot every standard enemy to the chest, blow a hole through a hoard and two shot crushers/reapers to the head (one shot with a crit), it would give ogryn the heavy fire power he deserves, and with the gun shield/bipod would allow for some interesting and unique traits on a gun we haven’t seen yet.

Secondary Action: Gun Shield

The most unique feature of this gun would be the gun shield. While hip firing the gun would be extremely inaccurate with extremely high recoil, however when ogryn aims, similar to the current heavy stubbers he would raise it up, holding it by the top of the gun shield and at a slight angle it would block most of his body from ranged attacks giving him a high ranged attack damage negation (around ~80%), and would act as blocking for melee attacks. With the special attack in this mode becoming a large shove with very high and wide stagger, letting him knock over and block hoards while he blasts away a reaper who is shooting at him or a crusher about to join the hoard.

Special Action: Bipod

When activating the special action Ogryn would kneel down and deploy the cannon restricting his ability to turn traverse side to side to +/-45 degrees and preventing all movement. However the cannon would then be switched to automatic mode having a fire rate similar to the bolter and reduced recoil along with a large reload speed bonus (as he simply knocks the current magazine out of the way as he slams in another one, not needing to clumsily support and fumble with the gun) the auto cannon would then act similarly to the current slab shield, blocking all ranged attacks however still using stamina to block melee attacks.

In this mode Ogryn would be able to act as essentially a heavy weapon’s team, sitting in a choke point and mowing down any who approach him from the front so long as his of course limited ammo lasts.

Stats

Rate of fire: 0.6/s (2/s while in Bipod)
Reload: 10s
Ammo: 12/60
Stamina: +2
Dodge Limit: 2
Dodge Distance: -30%
Sprint Speed: -0.15
Sprint Cost: 2/s

Damage: (Slightly higher then the current heavy stubber but also much better armor pen)

Type Body Weakspot/Crit Crit Weakspot
Unarmored/Infested 1400 1800 2200
Flak 1200 1600 1800
Unyielding 800 1200 1600
Carapace 500 800 1200

And it would have a APHE round, similar to bolter once penetrating around ~8 unarmored, 2 flak, 1 carapace or hitting the ground it would detonate doing a reasonably high stagger and roughly ~400 base damage explosion, enough to kill hoard enemies in a small AOE.

Also if it doesn’t deal enough damage to one shot it would explode. Essentially it would be able to penetrate through hoards and riflemen for a limited distance before exploding, and it would explode on impact with gunners/ragers/flamers and ogryn adding the +400 damage. So ideally it will always one shot ragers/gunners/flamers.

Maybe also a slightly special effect where it explodes after penetrating cover after a short distance (1m/3ft) so you could more easily kill enemies behind cover.

Available Blessings

Between the Eyes
Blaze Away
Cavalcade
Gloryhunter
Headhunter
Inspiring Barrage
No Respite
Opening Salvo
Puncture
Pinning Fire
Surgical

Closing

Just a rough concept I did over the last few hours, not sure if this would be balanced but I think it would at least be fun, if anyone has any comments or suggestions I would love to hear.

Also if anyone wants the model to do whatever with here it is. There is a fair amount of detail modeled that you probably cant see in the pictures, but no real battle damage/finishing touches.
Ogryn Auto Cannon.zip (4.4 MB)

And if anyone is curious this is mostly modeled off of a cross between the old and new imperial guard heavy weapon’s teams

And no don’t ask me where ogryn is supposed to keep this while using melee.

24 Likes

Sah! Out-stan-ding work, Sah!

10 Likes

What about thr Twin Stubber ?

Wouldn’t that role be better reserved for the Heavy Bolter (Only War, Shield of Humanity, Gunlugger with Bolt Training)

Autocannons are issued either 3 possible round types: Regular (unneeded as Heavy Bore exist), explosives (Heavy Bolter would take that one), and Piercing. Piercing would be a good way to have it work, making the Autocannon a heavier Revolver, quite precise, great cleave, somewhat slow rate of fire

Tbh I think the 80% damage reduction on hip holding is way to big, 25 would already be quite a lot.

As for the Bipod, I’m not really finding it interesting.

1 Like

I mean its still just a heavy stubber, its like if you ducktaped two auto guns together lol. Not really a proper heavy weapon.

Maybe but I chose to go for a autocannon because you can do more interesting things with it then just: bolter but more damage and less ammo

I’m mostly thinking of a APHE type round. Penetrates clean through lesser enemies but still explodes with a fair bit of power. Basically a cross between plasma and bolter on veteran, but y’know XL. Mostly the concept here is supposed to be meta or close to meta, at least comparable to the plasma gun in effectiveness but with some unique gimmicks.

That number is in context of havoc here, the gun would have basically no dodge and very bad mobility so having that ranged damage resistance would be needed if you want to stay alive, also gives it a much more unique vibe then just XL heavy stubber. I’m just trying to come up with something that feels like a mobile heavy weapons team rather then just a slightly higher damage normal gun like most of ogryn’s current options.

sounds fun!
it would be even better with a team reload feature like in HD2

Would be pretty cool, but would probably feel pretty awkward in first person. I’m honestly really surprised they managed to make that work as smoothly as it does in HD2.

1 Like

Lord plz gib autocannon :pray:

12/60 seems like a good ammo count, but I’d like even more damage for that much constraint.

Like 1300 - 1400 against unarmored, maniac, and flak minimum because I hate ranged elites and feel like they don’t deserve to be as tanky as they are.

1 Like

Well idea is that it’s enough to punch through lesser enemies (riflemen) and detonate on gunners (+400 damage from explosion). So plus perks it’s enough to kill gunners in one body shot. Though yeah I didn’t consider havoc, bumping some of these damages by about 25% so it’s always a 100% one shot on the first gunner you hit, wouldn’t be a bad idea.

Mostly my concern is that if the base damage is too high then plus heavy weight you would be able to completely delete bosses, and unyielding and flak damage is usually the same… But for balance splitting it here would make sense, I’ll edit with some (maybe) more balanced numbers.

1 Like

I don’t quite follow because unyielding and flak are different armors.

If I could give a personal opinion, I would be fine if the bolter stayed as the best boss killer as well as dealing with clusters of crushers better.

However, if an autocannon was less effective than bolters because of a slower firerate, but was guaranteed to gib groups of lesser elites, I think that would be OK by me. A weapon that’s just allowed to body-shot elites without also being the best crusher killer or needing severe breakpoint calculations doesn’t currently exist in game, right?

It honestly confused me a bit. I am not the most familiar with breakpoints myself as I mostly run zealot, psyker, and recon las veteran, but looking at some stats it seems like flak/unyielding/maniac are the same or nearly the same a lot for example the bolter here:

But then also sometimes weapons do more damage against unyielding and maniac such as plasma gun:

And finally you have the helbore that does more against maniac but the same on unyielding and flak:

Really I am not entirely sure what to do here and I imagine it mostly depends on break points. I could do the math to get perfect numbers. Consider the numbers more of a rough suggestion +/-10% to be tweaked towards balance, I just went with the idea of basing it off of the bolters damage profile.

But the intention is that it should almost always one shot all elites to the chest, maybe require headshot/bleed stacks/+25% flak and carapace damage to consistently kill scab ragers and scab gunners. I would want some decisions as to how you build the gun, at least when taking it into havoc 35+, just a flat always one-shot all enemies before any perks/blessings/talents/headshots is a little much.

Needing to decide if you want to take +25% on flak to one-shot scab elites, or +25% maniac to one-shot dreg ragers, or maybe +25% unarmored damage so your explosive kill hoards in a bigger radius, or maybe you can go for full stamina because your team’s auras give you enough damage bonus to one-shot scab gunners, or maybe you will accept that you just need to headshot gunners and build the gun to blow cannon ball sized holes through hoards. If it deals too much damage even for maxed out havoc 40 then there will only be one build for the gun +stamina and +unyielding.

I mean, that’s fine. We ain’t devs and I speak in hyperboles.

Your damage table was probably closer to reality before when accounting for all of the extra damage and blessings and added explosive damage.

Of course! Let me just list these guys out including specials (not that I would expect or want an autocannon to be snappy enough to be an anti-special weapon! Also, full disclosure, using gameslantern).

Sniper - 500
Bomber - 750
Trapper - 900
Tox bomber/Shotgunners - 1000
Scab gunner - 1200
Flamers/hound/burster/Dreg gunner - 1400

Ragers - 2000
Mauler - 3000
Crusher - 3600
Mutant/Reapers - 4000
Bulwark - 4800

Right so 1400 damage gibs only ranged enemies and dogs. Everything above that probably isn’t dying on crit headshot without a perk and a blessing or two.

Can go further. If the damage is actually split (say 1000 direct and 400 explosive), that’s probably fair. The only things that can die to a single AOE in its effective radius are Scab Shooters (375 hp), groaner (300), and pox walker (375). So shooting hordes probably not advisable.

Also haven’t accounted for damage fall-off and weird limb/weapon damage jankery. 1400 base damage would be only 1400 at effective range which ogryn always gets the shaft on. Also have to account for the stat bars.

So starting damage needs to actually be 1750 or something for when the 80% stat bar tax happens…

Yeah its kind of complicated when you account for range damage bonuses, all the talents and perks, team auras, not to mention havoc conditions like the +50% elite health and +30% hoard health, plus pus hardened skin and flak armored hoards. Without a lot of math or playtesting this is just estimates/general ideas.

Well I got bored and decided to just try texturing and rendering the thing properly. Turns out I cant edit anymore because I am still a second class citizen here. Oh well. This is at least a decent 5/10 lol.



Maybe in another week Ill figure out how to swap models in darktide (I know thats possible) and ill make this a replacement skin for the Achlys Mk II Heavy Stubber.

3 Likes

Would also like to see a lighter and more agile variant with a top magazine:

1 Like

The mod let you exchange parts of weapons for other parts from the whole library that FS, not yet import custom model parts.

Hm, i thought the weapon customization mod had custom assets. Where did they get the magnified scope from? Did they just pull it off the scab sniper?

Could be a fun project. Though if it’s impossible to import custom assets then that makes it much less fun. Would have been very fun to make some replacement models for some of the weapons. (Thunder hammer reskin for the pick axes would be very fun)

Either it’s not a scope (maybe barrel being repositioned), a scope from the element list that isn’t (yet) used, or yes, taken from an enemy.

I know one who posted a few cursed models had made a few with barrels and other weapon parts (one was a knife embedded in a gun iirc)

There was a mod that replaced TLHS with a multilaser. Not sure what part of it is custom made.

Hmm. You could probably jank together a model pretty similar to this one by re scaling and swapping around parts from the bolter and heavy stubbers. I’ll have to look into doing something like that.

Pretty weird how much you can mess with models, even to the point of re texturing cosmetics but adding a custom mesh is impossible?