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The most broken weapon in the game, the Shokk Attack Gun

31.7K views· 1,820 likes· 6:36· Aug 7, 2023

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About This Video

I’ve got a tinfoil-hat theory about Warhammer 40,000: the designers invented the Shokk Attack Gun first, then reverse-engineered an entire game just to justify firing snotlings through the Warp. It’s not true (Rogue Trader hit in 1987 and the Shokk Attack Gun shows up four years later), but once you see how absurdly over-detailed its early rules were, you’ll understand why I’m suspicious. We’re talking nine pages of rules in an era where you basically needed a third-party GM to tell you what counted as cover. I start in 2nd edition, where the Shokk Attack Gun is still wild but at least “tidied up” into something you can run without needing a legal team. I break down the points costs, the snotling-as-ammo mechanic, and the different hit tables for foot troops, vehicles, bunkers, and the really hard targets—plus the glorious nonsense of lucky sixes causing instant kills or random-direction mayhem. Then I go back to Rogue Trader, where it becomes a full-on fever dream: entrance and exit templates, ranging shots, and missed snotlings that stay on the board and can literally glue entire Ork units in place for the rest of the game. And then, because fun is illegal, I cover how 3rd edition basically erased the Shokk Attack Gun for a decade—part of that grim “serious combat” phase—until it finally crawled back into the light in 2008, and 40K was better for it.

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