Miscellaneous Weapons
- – Viggo Tarasov, John Wick
Miscellaneous Weapons are weapons that do not fit one particular category or another. These weapons are either obscure or behave differently by function. All of them aren't what you call standard issue firearms and the majority of them are some sort of melee weapon, thrown weapon or a combination of both.
Imperium Ranged Weapons[edit]
Bolas[edit]
A primitive thrown and restraining weapon. Bolas are normally non-lethal (Doesn't mean they can't be changed into spike balls or explosive pellets) and as such are usually employed by bounty hunters or local law enforcement members, where the swirling balls can entangle a target with heavy cords of wire. They can be found all over the galaxy and some styles use up to eight balls.
Due to its mundane nature and utility, bolas never get to be seen in actual military engagements because the likelihood of you successfully restraining a important target in the middle of a war zone is as likely as you getting chosen to become part of the Adeptus Custodes. Even in terms of law enforcement, there are much better weapons at restraining a target such as the Webbers and certain Arc Weapons whose charge has been set to stun. Thus, bolas are only seen being wielded by the most desperate or primitive of societies.
Sling[edit]
A Sling is a primitive weapon that makes Bows and Arrows look advance and sophisticated by comparison. Slings are used primarily on feral or primitive worlds. They can be made with any piece of material or leather and simply require momentum provided by the user to launch the projectile. It is commonly used during riots and demonstrations and the ammunition can range anywhere from rocks picked off the ground to specialized metallic balls or even grenades.
Furthermore, slings have a completely different and some may say overly-complicated way of shooting/throwing the projectile. Unlike bows and firearms, slings depends on the momentum a person swings this weapon overhead in either a clockwise or anti-clockwise motion, before launching the projectile in a forward motion akin to throwing a grenade or your arms acting like a catapult. As you can imagine, accuracy and aiming this thing is a pain in the ass, but when this thing hits, it hits hard for something of such a humble technological background.
Snare Gun[edit]
A Snare Gun is somewhat similar to the Net Gun (Which can be read directly below), except actually sanctioned by the Imperium and used by the Sisters of Silence to deny key ground to more heavily armed foes that the Sisterhood is otherwise ill-equipped to counter.
Like the Net Gun and Webber, the Snare Gun is a 'non-lethal' weapon meant to capture the target rather than outright killing it. Unlike the Webber, the Snare Gun fires a rapidly hardening fibro-plastic net to entangle the target akin to a Bola rather than a string of sticky filaments.
The snare gun is therefore a simple, yet effective weapon. The ability to fire a spool of thin adamantine cable, ending in a snare, to lasso a foe is considered far more easier to handle than the specialized equipment needed to dissolve a Webber's solidified filaments. The entangled victim can then be reeled in, alive and relatively unharmed. Should the quarry become too much for the user to restrain, the spool has a quick release to allow the user to retain the weapon. This gun is often utilised by those who wish to capture a target alive but cannot access more sophisticated weapons (such as the aforementioned webbers).
Flare Gun[edit]
A utilitarian and civilian weapon.
The Flare Gun has remained unchanged throughout the millennia owing to its important survival function. Flare Guns are large, breach-loaded, single-shot, tubical pistols meant exclusively to fire signal flares. Said flares are usually made from bright, highly flammable but slow-burning materials like white phospherous or magnesium. The flares are bright enough to light up a small section in the air, making the user more visible to rescue teams. Flares usually last around several seconds, which is more than enough for identification.
Whilst one can turn the Flare Gun into a improvised weapon by firing directly at a target (After all, you are firing a tube of ridiculously hot and flammable white phosphorous/magnesium that can set people or things on fire), it is first and foremost, a survival tool. So it is not really recommended unless it is of the most dire of circumstances. Being set alight by a Flare Gun still sucks though, as, although it isn't a true Flamer per say, it will incinerate a single target in the process.
Nevertheless, no one said they couldn't turn the Flare Gun into a makeshift Shotgun Pistol. After all, the barrel is big enough to house a buckshot at the very least.
Curiously enough, despite their importance, only a few Imperial models holds Flare Guns, which are the 9th Ed. Heavy Weapons Squad models and the Comms Veteran. It also doesn't have rules despite having a model, which again, most likely alludes to its civilian nature.
Net Gun[edit]
A Net Gun is a curious looking ranged weapon that seem to be designed/modified from a Webber gun. Whilst both are design as a 'non-lethal' restraining weapon, they differ in that unlike the Webber which fires filaments of extremely sticky and restrictive 'webs', the Net Gun fires a more simplistic net that has been electrified to stun and entrapped the target.
Whilst it lacks the near cement-hardening charactersitics of a Webber, the Net Gun is cheaper to produce, maintain and restock, making them quite popular among extremely primitive or assbackawards planets. After firing its shot, the gun needs to be reloaded with a new net in front of the barrel. The electrified net would continue zapping the target unless it has been forcefully removed from an outside force. They seem to be very, very popular with Chaos Cultists and most of them seem to be made from these guys rather than being officially sanctioned weapons.
They appeared in Darktide as the primary weapon of the Scab Trapper. They are among the most annoying weapons to deal with due to the immobilising effects.
Chimera Pistol Sword[edit]
A very strange and unique weapon.
Chimera Pistol Swords are an exotic type of Imperial weapons. Essentially a Power Sword with an attached single-shot pistol, these are used by Imperial Navy officers to allow for fast paced personal combat aboard vessels.
Because of its unique nature, the Chimera Pistol Sword couldn't really be considered a true Combi-weapon as it does not have two different ranged weapon firing separately and the Pistol Sword has placed more emphasis on Sword than Gun. Neither can it be considered a pistol with a comically oversized and overcompensating bayonet, since the sword is affixed permanently to the gun. So the weapon is placed here.
Now whilst the concept of a sword-gun may sound ridiculous to you, do take note that such weapons used to exist during the renaissance and even towards the late 18th century. However, they weren't really considered to be serious military weapons and were treated more like a fad. The reason is fairly obvious: while it may look cool, actually using the damn thing was a colossal pain in the ass since the added weight of the gun mechanism disrupts the weapon's overall balance. This means that wielding this thing feels very inconsistent as you can't properly swing gracefully (as the extra weight on one side makes it unbalanced), nor can you properly aim the damn thing (since the weight of the sword makes the gun stupidly front-heavy).
All these real-world problems would stay true for this weapon as well, since the Chimera Pistol Sword is also pretty goddamned rare. Now exactly what the gun part of the Pistol Sword shoots out, we are not too sure, but given it is a single-shot, it is likely to be a flintlock-like mechanism that fires some advanced shit, and that the gun is only used as a last resort due to having...you know...one bullet in the chamber.
Crozius Arkanos[edit]
A very peculiar piece of wargear that is one part power weapon and one part grenade launcher.
We are honestly not sure whether to put this in the combi-weapon category, but given that a combi-weapon's definition is the fusion of two different ranged weapons-- which the Arkanos is clearly not-- putting this in the miscellaneous category is more appropriate as it is also neither a true power weapon or a grenade launcher.
The Crozius Arkanos is basically a upgraded Crozius Arcanum that, as aforementioned, has a built-in assault grenade launcher, wielded by who else but the Reclusiarch Ivanus Enkomi of the Minotaurs Chapter of course! Because who else but the damn personal lapdogs of the High Lords would get another unique one-of-a-kind weapon?
It was forged by the artificers of the Minotaurs following the Battle of Gathetris against the renegade Night Reapers Chapter, variously recorded as having been built from Enkomi's own shattered Crozius or the remains of a relic of the Night Reapers. The Crozius Arkanos is only big enough to house two grenade launchers, which are hidden under the Crozius' 'head', so it acts like an explosive staff for all intents and purposes.
SLHG Pattern Assault Ram[edit]
A bizarre-looking contraption only seen on Necromunda.
The SLHG Pattern Assault Ram is used primarily by Necromunda's skull-cracking Palanite Subjugators from the Enforcer police departments. They are a type of breaching weapon with an underslung Grenade Launcher. Whilst this technically makes them a Combi-weapon, the actual classification of this weapon is currently unidentified.
It may or may not be a heavily motorized and advanced version of a modern day SWAT battering ram. It is meant to breach open doors and barricades, whilst the grenade launcher attachment may fire non-lethal (or lethal) rounds to flush out entrenched hive gangers.
The Assault Ram in Necromunda basically count as a Power Weapon with a Grenade Launcher profile.
Krumper Rivet Cannon[edit]
The 'Krumper' Rivet Cannon (Yes, the Orks are already filing a lawsuit for trademark infringement) is an industrial staple gun used to punch rivets into place and to make sure that piece of building stays in place. However, in the underhive of Necromunda, the giant man-babies of House Goliath have weaponized them.
As an oversized nailgun, the Rivet Cannon has a incredibly short range, but it is just as capable of nailing body parts (or an entire person) to a wall as nailing sheets of metal together. It doesn't really have that much ammunition for a weapon of such size, not that it would matter for House Goliath anyway as these things are heavy enough to be used as a bludgeoning weapon.
On tabletop, at only 70 credits, the Krumper seems like a steal, but remember that it only has a 9” range. With a range like that, it’s basically a powerful flamer. At least it’s not Unwieldy anymore.
Stormcaller Stave[edit]
The Stormcaller Stave or the Stormcaller Staff is a strange piece of equipment that is more a weathering tool than a weapon. They are Archeotech devices that are wielded as weapons by the shamanic Wy’tari of Necromunda's Ash Waste Nomads. They are found in the Hive World's Ash Wastes by the Nomads and may or may not be responsible for the Wy'tari's ability to summon dust storms out of thin air.
Crunchwise, if they are the tool responsible for conjuring dust storms, then these staves are what gives the Stormcaller its unique Stormwalker rule, which allows you to gain +2” to your Movement if you start your activation on the battlefield surface. It is also not useless in combat as well, as it is capable of smashing the heads of troopers and juves in a few swings.
Mancatcher[edit]
A kind of strange and unique 'non-lethal' weapon.
The Mancatcher is basically a giant reacher grabber tool designed to capture and detain subjects from a relatively safe distance. Mancatchers are often two-handed and non-lethal. Their most prominent users are slavers, Arbites and Inquisitorial Acolytes.
The device is made of a long pole (so the wielder will not expose himself to a counterstrike) with some sort of restraining device at the end, from a cable loop that can be restricted around the neck to self-locking iron collars with inwards-pointing spikes.
The status on what to classify the Mancatcher had been unknown as it is not only old fluff, but fluff without any models/pictures to clarify. However, the revamping of Necromunda finally gave us a full model of these things. Wielded only by the Sanctioner Pattern Automatons, these grabber tools are some sort of hybrid ranged/close-combat weapon. The first weapon is a pneumatic spring-loaded grabber tool that can lunge at the target at sudden, break-neck speeds to instantly subdue them from a distance. However, if the particular target is too much of a handful, than the second weapon - located immediately above the grabber tool - would fire a giant web filament to subdue them at range. Yes, it mounts a one-shot Heavy Webber as a secondary.
Crunchwise, the Mancatcher is a expensive upgrade to your Sanctioner Pattern Automatons. They are template weapons with the Web rule, and their pincer arms can subdue a target until they break free from its hold. A pretty nifty weapon for single-target subjugation. However, they are pretty pricy and the most expensive upgrade, costing at a 100 credits each.
Infernum Halo Launcher[edit]
More of an area-denial defensive system than an actual weapon. Essentially, your basic flare guns for fighter planes.
The Infernum Halo Launcher is a type of flare discharger used for self-defense on the Stormhawk Interceptor aircraft of Adeptus Astartes and on the Corvus Blackstar of the Deathwatch. The golden "halos" created by the discharger are a distinctive visual trait of the gunship and announce their presence for dynamic entry.
On tabletop, despite being a overglorified flare launcher, the Halo Launcher is surprisingly quite useful. Essentially, if an enemy unit with the KEY WORD 'Fly' targets a model with a Infernum Halo Launcher in the Shooting phase, your opponent must subtract 1 from the subsequent hit rolls. 'Tis a great tool to offset any potential life-threatening damage to your personnel fighter.
Tl;dr, it's a 40k decoy flare.
Chaff Launcher[edit]
Essentially, pretty much the same as the Infernum Halo Launcher in function. The Chaff Launcher as its name implies launches chaffs which is a radar countermeasure in which aircraft or other targets spread a cloud of small, thin pieces of aluminium, metallized glass fibre or plastic. The effect of which either appears as a cluster of primary targets on radar screens or swamps the screen with multiple returns.
What this does is confuse any lock-on missile into redirecting its targeting flight at these dummy units, causing the missile to prematurely detonate and allowing the aircraft to escape relatively unscathed.
The Archaeopter and its variants use this shit a lot. Not too surprising since they are relatively low altitude aircraft and therefore juicy targets for anti-air munitions and guided SAM missiles. While it might look like a bad idea to mount the Chaff Launcher on the top of the aircraft rather than the bottom, modern helicopters do have chaff buckets that launch directly into the arc of the rotor blades to distribute the chaff in a cloud around it. So GW actually did their homework.
Imperium Close-Combat Weapons[edit]
Scalpel Claw[edit]
A Scalpel Claw is a medical device often used by medical personnel within the Imperium.
Their most prominent users are the Rejuvenat Adepts, who accompany their masters onboard in the off-chance that things go south. Strangely enough, the Sisters Hospitaler don't wear them and it is unknown of the Chiurgeons of the Imperial Guard also equip themselves with them.
As far as structure goes, the Scalpel Claw is actually a two-in-one thing. Yes, there is that strange glove-like apparatus with scalpels for fingers, but on the vambrace, there is a needle-like contraption that is presumably filled with healing fluids. As it is primarily meant for medical treatment, the Scalpel Claw isn't meant for war, but it can be turned into a weapon for last resort, since these are a five-bladed monomolecular weapon by technicality. But again, not a tool one wants to use for warfare due to their poor reach and their delicate blades.
Speaking of which, the design of this thing is pretty damned impractical. The human hand requires a lot of concentration and disciplined motor functions to handle things accurately. The fingers, therefore, act as a tool for manipulation and stabilisation. So, having each individual finger be its own blade is both unnecessary and borderline dangerous. Grip strength, after all, is stronger and more stable than the strength of one finger, especially in the realm of medical incision. Try to do a coronary heart surgery with your pinky.
On the tabletop, the Scalpel Claw is an A3, D3/4 weapon with Rending. Given than the Rejuvenat is only hitting at a 4+, it is not a weapon you want to rely on unless shit hits the fan.
Frost Claw[edit]
Frost Claws are strange ice-crystal punch daggers that are often wielded by the Space Wolves' furries. The weapons are a mystery and speculation is rife as to whether the Frost Claws form through some kind of latent psychic projection or are fashioned by the Wulfen in some as-yet-mysterious ritual. Whatever the case, they are lethally effective and are able to rip through the thickest armour as though it were bare flesh.
It is unknown if these same crystals are the ones that power a lot of the Helfrost Weaponry, although it wouldn't surprise us if they were.
On the tabletop, Frost Claws are S+1 AP2 Lightning Claws, which gives them remarkable reliability in damage, which is highly complementary given the high attack stats and initiative of the Wulfen.
9-70 Entrenching Tool[edit]
Also known as a Trench Shovel or every Krieger's and Iron Warriors' personal masturbation tool. The 9-70 Entrenching Tool is one of the standard pieces of equipment of the Imperial Guard and the most important tool for a Engineer Squad.
The 9-70 entrenching tool is intended primarily for filling sandbags. This small, folding spade is invaluable for digging trenches, shoring up earthen mounds, creating traps to hunt both enemies and prey, making a garden and preparing other basic defensive structures. The heavy blade of the 9-70 also makes for an excellent improvised weapon, and many Guardsmen believe that a well-sharpened entrenching tool makes for a better melee weapon than their standard-issue knife, and the history of E-Tools being used in warfare from WWI to the modern day means they're probably right. Truly its versatility makes this the Choppa of the Imperium.
Unfortunately, despite their awesomeness, GeeDubs have yet to issue any rules for this glorious tool-weapon.
Ogryns also get an upsized version of this shovel, though it’s meant for digging latrines, gross.
Narthecium[edit]
More of a medical tool than a weapon, the iconic Narthecium of the Apothecaries is a tool which most people can recognize but few can pronounce let alone remember the name. As the Narthecium is a medical field kit, it contains the necessary tools to treat wounded Marines and get them back into action as quickly as possible. Included in the standard kit are:
- Anti-venoms;
- Stim-packs;
- Healing agents;
- Sterile clay for sealing wounds;
- A Carnifex (No, not THAT Carnifex, remember it means 'butcher') for euthanizing fatally injured Marines;
- Reductor (carbon alloy): a tool for extracting the Progenoid organs (gene-seed) from fallen Marines.
Other components may include a chainblade and an apothicarion drill for piercing armor. The Deep Bore version lowers the placement of the chainblade, and replace it with a saw-disc. The main focus of this version is the drill for piercing armor and retrieving gene-seed as quickly as possible. The Hagen pattern drill is larger and stronger, designed to be able to work on Terminator armor as well as standard Space Marine armor.
Its more Primaris-friendly relative is the Reductor Pistol. The more Orky equivalent is the 'Urty Syringe. The IG Field Medics and Sororitas Hospitaler have their own discount yet unnamed Nartheciums consisting of a diagonostor and a bonesaw, mostly because there's a lot less things to take into account when taking care of their patients compared to the Astartes.
-
Hagen Pattern
Servo Claw[edit]
A discount Power Claw you find on Wish.
A Servo Claw, sometimes known as the Claw or the Big Grabber, is a mechanical claw used by certain Imperial forces and factions that are too poor to afford a Power Fist. Relying on sheer pneumatic and mechanical strength to crush the target, a Servo Claw is quite clunky to wield and does not offer the same levels of fisting than either a Power Fist or a Lightning Claw.
Nevertheless, against unarmoured targets and even those wearing heavier armour, a Servo Claw could still act as a good tool to latch-on to a fleeing enemy as those industrial-strength hydraulics ain't going anywhere. Compared to the Servo Arm which is more of a tool than a weapon, the Servo Claw is definitely 100% designed to kill things.
House Van Saar of Necromunda really likes these things as some of them wield the Arachnis Pattern of Servo Claws, which can also be found on the Arachni-rig. On the other hand, Pit Slaves are also augmented with these weapons in a variety of mining and loading roles.
Tarsus Buckler[edit]
You know how in Dark Souls, small shields have this special ability that allows a small window of opportunity to parry an opponent, leaving him/her vulnerable to a critical hit which can cause MASSIVE DAMAGE? Yeah, imagine that on a 9 foot tall golden death machine and you got yourselves a Tarsus Buckler. The Tarsus Buckler is the primary 'defense' equipment for the Custodian Venatari. You noticed how we put defense in quotations? That's because this small pint-sized shield is so awesome that it can also function as a makeshift weapon as well.
Oh yes, those pointy tips at the end of the buckler ain't for show. With a simple jab with the fist, a Venatari can turn the shield into a painful and quite lethal caestus, able to create deep cuts, stab wounds and a broken face. On tabletop, the Buckler is designed for destroying GEQs. Like the Power Talon, this is a Str 6 Ap-2 melee weapon but 1 damage will limit the variety of opponents this can go up against. However, the reason you want to take this is for a) the kinetic destroyer (a two-shot S6 ap-2 D2 pistol with 18" range and what is basically a Volkite rule), and b) the fact that they reduce weapons of Ap-1 to Ap 0, limiting the consequences of having only a 3+/4++ save.
We ain't sure whether this is considered a Power weapon or not, as there is no description specifying a power source. We can just conclude that it is made of some damned fine materials.
Control Stave[edit]
A strange looking device only wielded by the Skitarii Marshal.
The Control Stave is basically a very short video game controller in the shape of a bonk stick. It is considered a sort of staff of office, control mechanism, and weapon that allows a Marshall to better further control their Skitarii warriors. How he controls them, we have no idea seeing as how there isn't any clear mechanism for the Marshal to 'control' his underlings, whatever that means.
On the tabletop, the Control Stave acts as a free Power Maul that comes with the Marshal. It is a S+3, AP-2 and D1 weapon. So you ain't gonna kill too much folks with it. Best to use it if there is no choice.
Arco-Flails[edit]
Arco-Flails is the catch-all term used to describe the various weapons surgically grafted on an Arco-flagellant. The flails, despite the name, are actually made up of various weapons, such as cutting claws, pneu-mattocks, cleavers and electro-flails. Due to the fact that each Arco-flagellant is 'equipped' with a different set of weapons with different properties, countering a rage-inducing cyborg - let alone a horde of them - is pretty difficult, especially if these Arco-flagellants uses the electro-flail variety which behave similarly to those of close combat power weapons that act like arc weapons.
On tabletop, despite the wide variety of weapons that an Arco-Flail subsists on, in 8th Edition, they are all treated as one weapon. Arco-Flails usually make d3 hit rolls per attack, at S+1 AP-1, damage 1. While this seems rather lackluster - and it is - the point is that Arco-flagellants work best when supported by another unit. In this case, a Ministorum Priest acts as the go-to supporter, with the priest using his abilities to boost these attacks into a D3 multiplier.
For even more bang for your buck, a Arco-flagellant with the Extremis Trigger Word stratagem makes their weapons get 'three' hit rolls per attack instead of D3. Combine that with a preacher, and each model gets nine attacks at S5 AP-1 damage 1, which is enough of a blender to tear through just about anything. The only issue with all of this is that Arco-Flagellants only hit on 4s, but since they have a Zealot that means they'll still be hitting around two thirds of the time.
Pteraxii Talons[edit]
The feet of a Pteraxii has been modified and augmented into a powerful aerial close combat weapon for the Adeptus Mechanicus.
These feet resemble the talons of an eagle and the Pteraxii uses them to lethal effect, either ripping their targets to pieces or picking them up on a flyby before dropping them off to their deaths. The talons are razor-sharp and can pierce through Flak Armor and Wraithbone with ease, although Power Armor requires a great deal more difficulty. If the Pteraxii is a Skystalker, the talons make a dangerous deterrent; if it is a Sterylizor on the other hand, then the offending unit must bend over, cause those talons are goin in dry.
On the tabletop, these flying bird feet are quite the nasty pickle. These are AP -1 claws that give +1S on the charge making them powerful at both deepstrikes AND making them a nightmare to charge. What has been said in the fluff can be applicable in the crunch. Skystalkers should use their talons as deterrence against enemy charges, whilst Sterylizors should abuse the shit out of them during deepstrikes.
Rotary Flensing Saw[edit]
The Rotary Flensing Saw, like the Boning Sword, is actually a tool used in abattoirs or the Grinder Guild in Necromunda to efficiently cut away slabs of meat and bone to be easily processed.
They pretty much work the same way as the ones in real life. It is nothing more than a bonesaw attached to a motor that vibrates the blade at high frequency over a gunstock. Think vibroblades from Star Wars. Due to how easy it is to slice flesh like cream cheese, the Corpse Grinder Cults fucking use them as dakimakuras.
On the tabletop, Rotary Flensing Saws are the most versatile CQC weapon for the Corpse Grinders, reaching out and touching enemies at 4”, making it almost a ranged weapon. The -1 accuracy penalty at range is rough, but if you can get Knockback to trigger, you’ll be able to catapult yourself into base to base range with your opponent, Bionic Commando-style.
Heavy Rock Drill[edit]
The Heavy Rock Drill is a type of construction and mining equipment used by the Imperium. However it can also be utilized as a weapon, most notably by Genestealer Cults. The drill is modified by the hybrids so it can be carried into battle as a weapon-- and it can only be used by Hybrids due to requiring three arms and all. Its triple grinders can turn even the stoutest enemy champion to gory gobbets of flesh.
In terms of crunch, the Heavy Rock Drill is a 1 damage Power Fist. However, it doesn't have -1 to hit and it can inflict up to 5 extra mortal wounds on a successful wound. Pretty decent in handling tough targets especially if it successfully wounds them on the table.
In a nutshell, its a smol and civilian-friendly Siege Drill.
Heavy Rock Cutter[edit]
The Heavy Rock Cutter is a type of construction and mining equipment used by the Imperium. Like the Heavy Rock Drill it can also be utilized as a weapon, most notably by Genestealer Cults. The hydraulic shears of the heavy rock cutters were designed to free trapped mine workers from industrial accidents. When the cult rises up, however, their irresistible grip is used not to save, but to kill.
Still, despite its place in a Genestealer Cult, one must wonder how truly effective these cutters are when your basic Genestealer claw is sharp enough to carve up Terminator Armor into Swiss cheese.
On tabletop, the Heavy Rock Cutter is a Double Strength, AP-4 and two damage weapon which may sound fantastic, but that's not all. If you successfully damage a non-VEHICLE target, beat its remaining wounds on a D6 and it dies instantly. Goodbye Ogryns, Tyranid Warriors, Terminators and characters.
Heavy Rock Saw[edit]
Essentially a hand-held Power Saw.
Again, it's a piece of Imperial construction and mining equipment used by the Imperium weaponized by Genestealer Cults and the Forge-Born of House Goliath. The blades of the heavy rock saw are designed to cut through dense boulders of ore – when the time of war comes, they slice through the hulls of enemy vehicles easily.
Due to the fact that a circular saw has less moving parts than a Chainsword and thus, is less susceptible to frequent jamming and snagging from the chain teeth-- not to mention it is far more durable than any type of Chainsaw-- one wonders why the Imperium haven't just swap out their chain weapons for circular saws. Heck even the Orks have noted how beastly circular saws are in comparison to chainweapons and have incorporated it into their armory. I mean yeah, sure, a Chainsword has a longer reach and is ergonomically much easier to handle, but what's the point of these advantages if you are carrying a weapon that can easily jam, snag and needs to have its teeth replaced by the end of every single battle? It's just not cost-effective in comparison to a singular large blade that is sharp enough to cut through concrete and steel like a sponge cake. You don't see the average chainsaw being able to cut through concrete and steel on a daily basis am I right?
These things have a IRL counterpart known as Concrete Saws or Rock Cutters, used by Geologists. The blades are typically made from diamonds. Like those circular blades you can buy from hardware stores, but way more powerful. Some get hot enough that they need to be cooled down with water; one person operates the saw and a second applies the H20 via a spray tool (this can also soften the surface being cut for more precision). They also require large amounts of electricity to pull this off. There are examples mounted on construction vehicles that do both.
These tools are not really useful as weapons: if you have a battery with enough power they are too heavy to effectively wield. And since the lightest recon vehicles mount 7.62mm machine guns that can turn the best body armor into swiss cheese, they won't be seen on future battlefields anytime soon as weapons (we can't speak for tool use by battle field engineers or Sappers). And no, you can't have one (unless you're a geologist or own a construction company).
In 8th edition, the Heavy Rock Saw is the same as the Heavy Rock Cutter, but minus the instant-kill ability and the -1 to hit roll. They are real saws, the manly saws that make chainswords look like pool noodles. Stick a Primus nearby for effective 2+ to hit shenanigans.
Breaching Augur[edit]
It's a drill used by Deathwatch Techmarines. You think a bugman running at you with a giant circular saw is frightening? Or being raped by a a horny Chaos Marine or enslaved by an old as fuck space elf? You ain't seen nothing yet. Yes, the Breaching Augur is a drill. But not just any drill. While your typical real-life augur is used to drill holes into rocks or wood, this thing is meant to breach barriers in the same way a Chainfist is meant to-- and more effectively, at that.
Obviously overkill against most Xenos and Chaos Marines. This thing butchers the armor of Vehicles and Monstrous Creatures alike. Using all the buffs described on the Deathwatch RPG page turns it into the most bullshit melee weapon outside of those used by Titans. This thing is so overpowered that it makes weapons used by the Adeptus Custodes and the Primarchs themselves look weak by comparison. Using it in the presence of an Iron Warrior will make him greener than an Ork or maybe cum in his armor. Bar none the strongest melee weapon in the old Fantasy Flight Games RPGs. So it's no wonder Cubicle 7 hasn't updated the old RPGs yet.
Mechadendrite[edit]
Humorously called the Noodly Appendage.
More of a tool than a weapon, though that doesn't stop the Techpriests from improvising. A Mechadendrite is a catchall name that covers a variety of tendril-like prosthetics used by Enginseers and other members of the Adeptus Mechanicus. It assists in manipulating objects, micro-construction, maintenance, research and defense. It is connected to the central nervous system of the Techpriest, and so is controlled through thought just like a biological limb.
Mechadendrites are constructed from metallic alloys and have small motors and actuators within their armored structures. They are usually longer than the Techpriest's natural limbs and have multiple joints (simulating mechanical tentacles) to allow maximum reach and flexibility. Members of the Adeptus Mechanicus of Enginseer rank and above are known to have mechadendrites, and although they may often only have one fitted, one could have as many mechadendrites as the body will support.
Servitors can also have mechadendrites to assist the Enginseer they are assigned to.
Mechatendrils, the Chaos version, only get a paltry two extra attacks at the user's strength along with a back mounted Meltagun and Flamer. A strange instance where the older version isn't superior to its newer counterpart.
The Mecanicus Machinator Array gives its user two additional Power Axe hits plus a Flamer and an Inferno pistol. Since Tech Priests' enhancements give them the ability to carry two weapons, this is just icing on the cake during close combat. Quite brutal if paired with Rad Weapons and the "traditional" Power Weapon.
Servo-Arm[edit]
The bigger version of the Mechadendrite.
A Servo-arm is used by Space Marine Techmarines and Enginseers of the Adeptus Mechanicus to help repair damaged vehicles on the battlefield. Since it acts like an additional appendage, it can carry or hold up massive equipment whilst more delicate machines are used to repair much more fragile parts of a device. It can also be used as a devastating weapon in close combat as its hydraulics and synthetic muscle are more than enough to crack open a human skull.
Tl;dr, it functions a lot like a hydraulic claw, or those forklift claws from Aliens' Power Loaders, able to easily lift many kilos of materials in spaces too small and cramped for even a Forklift or a Sentinel Power-Lifter.
On tabletop, the Servo-Arm can be found in both the Mechanicus' and Space Marine's army list. It's a one power fist attack (including -1 to hit) with 1 worse AP but flat D3. Strictly for Enginseers and Servitors in the Mechanicum and Techpriests in the Adeptus Astartes. There are much better weapons out there, so you shouldn't really care about these things unless you really want that particular target to die in a humiliating way.
Servo-Harness[edit]
When you want to cosplay as Doc Ock or decide four limbs are better than three. While Mechadendrites are good enough for lower-rank Tech Priests and Servo Arms are for newbie Techmarines, Space Marines Forgemasters decided something less complex than the mecha tentacles would be better for mass production and repairs on some Omnissiah-forsaken planet. With tools that double as secondary guns. Tl;dr, its a mobile and miniature shrine to the Omnissiah, and it really shows.
A Servo-Harness grants a Techmarine two additional Power Fists attacks to back up their Power Weapon during melee. It also mounts a Flamer and a Plasma Cutter. The latter is an Assault 1 Plasma Pistol mounted on a Servo Arm, making his pistol option quite redundant. Though who takes a handgun when they can have a Combi-weapon? Yes they can be fired all at once, though your Techmarine is hardly going need the flamer when armed with a Combi-Plasma at five shots per turn(three plasma + two bolter.)
No player wants a guy with 3 Power Axe hits and two Power Fist attacks within charge range of their special characters. Even better that becomes 3 Chain Fist or Thunder Hammer attacks if you have extra points to spend. All this gear, plus their own self-modified Artificer Armor and Servitor meat shields makes just one Techmarine a force to be reckoned with.
Monomolecular Sword[edit]
Not to be confused with the Dark Eldar Monomolecular Blade, although their functionality is the same.
Made of a living crystalline structure just one molecule thick which constantly renews itself to keep its razor sharpness whenever it becomes blunt, the Monomolecular Sword is a masterpiece of molecular engineering, capable of slicing through all but the densest of enemy armour.
It is often used in conjunction with female Spyrers wearing a Jakara Hunting Rig in the underhives of Necromunda. Again, it is one of those weapons that is somehow better than their military counterparts. How these Murderhobos get these expensive and complicated shit, we have no idea.
The new revamp Jakara Hunting Rig gave us some new rules for this weapon. On Necromunda, the Monomolecular Sword is, unfortunately, treated as a normal Power Sword. Seriously, GeeDubs, you could have at least spared some unique traits for this weapon huh? Still, this is a powerful close-combat weapon; S+1, AP-2, Parry and Power, D1 and when augmented, it turns into D2, then AP-3, then S+2. Really nasty weapon to face in close-combat.
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Classic model
Shiver Blade[edit]
Shiver Blades are mysterious weapons used by House Delaque's Nacht-Ghul assassins for close combat and RIP AND TEAR purposes. Resembling a typical single-edged sword, the Shiver Blade is bit of an oddity among /tg/ since there is so little information we can gleam from these things.
For one thing, they are most definitely more than just a 'Basic Close Combat Weapon' given House Delaque's own esoteric weapons they harbour within. Given the name, we can speculate and extrapolate the Shiver Blade as having a similar effect to the Space Wolves' Helfrost Weaponry, in which the blade freezes anything it touches. If it functions as per-its-name, we may conclude that it might be made out of some esoteric and barely understood alloy. Given how mysterious and eldritch House Delaque is, this shouldn't be really that surprising.
An alternative explanation would be "Shiver" is in reference to some psychic damage the blade does, like certain Tyranid weapons. With how the Delaques have multiple psykers, it wouldn't be implausible that they've managed to make some form of weapon that attacks the target's mind as well as its flesh.
Serpent's Fang[edit]
The Serpent's Fang are mysterious weapons used by House Delaque's Nacht-Ghul assassins for close combat and RIP AND TEAR purposes. Unlike the more conventional Shiver Blade, the Serpent's Fang somewhat resembles a larger version of the Space Wolves' Frost Claw, in that they are dual-clawed fist weapons attached to a power cable of some sort.
Like the Shiver Blade, not much is known about the Serpent's Fang outside of guesswork from its name. If the name is literal, we can assume that the Serpent's Fang is some sort of envenomed weapon like those used by the Venenum assassins. Those cables attached to the weapon may in fact, not be power cables like those found in Power Weapons, but tubes constantly making sure the weapon stays envenomed with poison and toxins. Given the assassin nature of a Nacht-Ghul, this is quite likely to be the case.
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Alternate view
Naga Blade[edit]
With the revamp of the Spyrers from Necromunda came a selection of new weapons for the Jakara Hunting Rig to choose from.
The Naga Blade is one of these new close-combat weapons and...unfortunately...that is all the information we have of these things. You see, for some reason, the models never came with this weapon sprue. So we have no idea what it looks like outside of custom conversions. That is typical GeeDubs fail for you.
Based on the name, a naga being a type of mythological serpent from Hindu mythology, many converters imagine it to be some sort of flailed whip or a multi-segmented sword due to both that and it having a 2" range. It is unlikely to be a power weapon or monomolecular blade as the crunch does not give it the Power trait. It does have Shock when augmented, but whether this means it can be electrified and count as a Arc weapon is also unknown.
On the tabletop, it starts at S+2, AP-1, D2. Not bad, and it still keeps Parry, gets Disarm, and crucially is Versatile with a 2” range despite not being a Power weapon as aforementioned. Once augmented, it is buffed with Shock, then AP-2, and finally a nasty D3. Definitely a weapon worth checking into.
Malcadon Slashing Claw[edit]
Malcadon Slashing Claws are the new revamped meathooks used by the Spyrer Malcadon Hunting Rig.
Resembling some absolutely gnarly fingernail extensions, Malcadon Slashing Claws are both a climbing equipment and a close-combat weapon, as the Malcadon could climb nearly all types of surfaces whilst being sharp enough to carve through anything short of Carapace Armour. Now, we are not sure if these claws are retractable, we assume so, because when your claws are longer than your thighs, it gets a bit difficult when climbing surfaces, which is what a Malcadon does well.
On the tabletop, they are a S, AP-2, D1 weapon. They have no special traits, which makes them run-of-the-mill for Spyrer weapons, but its stats still means that any armored targets which has very little hitpoints will be gimped. When augmented, however, it gives the claws first AP-3, then D2, finally S+1. In total, the Slashing Claws becomes a bane for anything not a tank. And the Malcadon always wields two of them. So yeah. Anal circumference all-round.
Shear[edit]
In the grimdarkness of the 41st Millennium, a simple wool shear has somehow turned into a weapon.
In the depths of the Necromundan underhives, Pit Slaves will commonly be "modified" to include Shears with which to harvest fungus groves or to cut scrap metal. Criminal gangs have found the benefits of hiring escaped slaves with this appendage thanks to the ease with which the slaves can sever limbs and occasionally heads from their opponents.
You would expect people to use these giant shears as they were intended right? Shearing wool off a super sheep or something. But no, of course not, they just have to turn it into a weapon that stops one cock-slicing short of it being a Slaaneshi weapon.
Pit Slave Buzz Saw[edit]
Essentially the human equivalent of an Ork Killsaw.
A toothed disk of razor-sharp steel, the Buzz Saw revolves at a high velocity in order to maximize its cutting power. Traditionally they have been grafted onto the arms of Scrap Slaves on the Hive Worlds to help them carry out the work of breaking down or cutting apart the detritus of society into more salvageable parts. May or may not be found in areas that require a metric shit-ton of industrial cutting.
More underhanded businessmen have attached them to the arms of Pit Fighters where they make ruthlessly efficient killing tools in the gladiatorial arenas that can be found all too often in the less savoury areas of Hive Worlds such as Necromunda. On the other hand, the Imperial Guard have a variant of this mounted on a Robot Crawler.
Tl;dr, the Heavy Rock Saw's bigger brother.
Charonite Claws[edit]
The Semi-Heretical weapons of Xenos origin dating back to the Age of Strife.
The Ogryn Charonites derive their name from their powerful main weapon, the Charonite Claws. These were heavily constructed servo-claws and matched augmentic implants designed to amplify and take advantage of an Ogryn's already formidable strength and physical stature. Charonite Claws needed to be surgically implanted, which meant that an Ogryn needed to have both his hands and forearms amputated in order to use them.
Charonite Claws emerged in the early days of the Great Crusade as powerful weapons intended for use in the murderous confines of shipboard combat. Armed in this way, an Ogryn could crush flesh and even bulkheads, and rip through armour and ceramite plate with ease. If an Ogryn Charonite could gain purchase with both his claws, they were designed to retract apart from each other with flesh-rending force, savagely dismembering their victims.
It can be safely assumed that these weapons have been mothballed or destroyed by the AdMech ever since the Horus Heresy.
Psychomantic Claw[edit]
A Psychomantic Claw is a close-combat weapon that can be paired with a Psy-Gheist's Psychomancer's Harness. Whilst not always a standard-issue weapon for these psykers from House Delaque, they can be a melee option if needed. It can also be mounted on the Piscean Spektor, which has four of these things.
Now, one thing you may realise is that these things are pretty fucking huge. They are so large in fact, that the Psy-Gheist actually treat them more like additional limbs for faster locomotion. Ergo, they somewhat resemble Doc Ock's arms, or a better version of Stilt-Man's legs.
Given how big they are, their strength is obviously quite formidable. These claws ain't for show and are capable of lifting another humanoid and throwing them across the corridor, or simply crushing or slashing them to death. However, despite being used by a psyker, they are not explicitly Force Weapons, as their rules do not denote them as one and they can be surprisingly quite underwhelming on tabletop. On the Piscean Spektor however, these things quickly become RIP AND TEAR incarnate due to the amount of attacks these flying robo-shark-squids can output in a single round.
Hydraulic Claw[edit]
NOT a Power Weapon.
Hydraulic Claws are a type of weapon used by the Adeptus Mechanicus. Usually mounted on Kataphron Battle Servitors, these weapons are driven not only by powerful pistons, but also sanctified oils that are collected, drip by drip, from God-Machines at rest. The Tech-Priests’ belief is that in maintaining this process, they confer some of the Titan’s strength to their servitors. One who has witnessed the ruin wrought by a hydraulic claw will be hard pressed to refute it.
Despite its name, it is no way related a normal industrial hydraulic claw, as these things are definitely designed to crush skulls of heretics and xenos alike. Seriously, look at those talons, you ain't gonna handle fragile cargo in a safe manner like that.
On tabletop, the Hydraulic Claw is essentially a power fist with less armor penetration. The weapon isn't bad-- what is bad is the Breacher it is mounted on: what it gains in chance to wound it loses in chance to hit, and its meager AP doesn't let it capitalize on the D3 damage (which is the actual strength of power fists, not their strength). Barely better than the Arc Claw and it costs double.
Pacifier Assault Claw[edit]
Think the Servo Claw on a much larger scale.
Whilst it is unknown if the Pacifier counts as a Power Fist, the fact that it is used against a bunch of murderhobos in the pits of Necromunda makes it unlikely. What this claw basically is, is a giant hydraulic press with fingers. Unlike the Hydraulic Claw whose talons makes it very clear that it is designed for RIP AND TEAR, the Pacifier's fingers are more human-like, which makes it very good at hefting heavy loads or crushing rioters with just two fingers.
The main and only users of these are the Sanctioner Pattern Automatons, where they are considered one of their primary weapons/tools. Pretty basic, but very versatile.
Powerlifter[edit]
- – Quote from a woman dating back in M2. Sources indicate that she was the first person to encounter a Tyranid infestation and survive.
Another weapon that is NOT a Power Weapon, despite its name.
The Powerlifter is a device used on Imperial Guard Sentinels. The Powerlifter consists of a pair of strong hydraulic claws, easily capable of crushing a man. Despite this, the Powerlifter is most often used for logistical and hauling duties. The Powerlifter is also equipped with a counterweight mounted on the rear to prevent the Sentinel from tipping forward when it is holding heavy cargo.
Back in the good old days, Powerlifters were surprisingly powerful melee weapons, able to handle entire squads of Assault Marines and win. Although it is honestly quite the hilarious site seeing a Sentinel kick ass in close combat despite how ungainly the Powerlifters were. Nevertheless, it was nerfed because GW hates fun. Yes we know, it is a direct reference to Aliens' Power Loaders.
Magna-Grapple[edit]
GET OVER HERE! the weapon.
The Magna-Grapple (also known as the Grapnel Launcher for Dreadnoughts) is a pseudo-Dreadnought Close Combat Weapon used by the Furioso Dreadnoughts of the Blood Angels Chapter and their Successor Chapters.
The Magna-Grapple is mounted on top of the Dreadnought's chassis. Consisting of potent gravitic emitters and a spooled length of adamantium chain, a Magna-Grapple can clamp onto a vehicle's hull before hauling the Dreadnought towards its target with terrifying speed. The Dreadnought then tears the target apart with its main Dreadnought Close Combat Weapons or fires upon it with its Frag Cannon.
Now if only the Grapnel Launcher could function the same....
Penitent Flails[edit]
A new and nasty close combat weapon now found on the Sisters of Battle Penitent Engines, Mortifiers and Anchorites. Penitent Flails are now the stock standard close combat weapons for these SoB Walkers, with the Penitent buzz-saw being upgraded from a chainfist look-a-like to a more nastier second-tier power weapon that is effective on its own regards.
These flails are large and comes in groups of usually three. The crazed masochistic bolter bitch that has been strapped onto one of these engines goes outright ballistic with these weapons, charging straight through the first mook she sees before clobbering it to death with sheer, pent-up, PMSing RAEG. It also works quite well against vehicles too, as the pneumatically enhanced artificial muscles of these walkers could dent the side armor and cause potentially lethal damage to the vulnerable electronics/gears/parts and/or squishy mortals inside.
On tabletop, Penitent Flails are melee range weapons with a S+1, Ap-2, D1- stats. These flails could make 3 hits roll with each attack of that weapon, maximizing at 7 attacks per unit and per round. If the bearer is equipped with a pair she gets 1 additional attacks with that weapon. Rip and tear indeed; for being a base CQC weapon, the flails are surprisingly quite great in turning GEQs and MEQs into krabby patties, while scoring the occasional wound against light and medium vehicles.
Of course, when it comes to tougher opponents, its effectiveness starts to gradually taper off. By that point it would be far more sensible to equip these walkers with the above mentioned Penitent Buzz-Saws.
Assault/Siege Drill[edit]
An Assault/Siege Drill is a weapon used on Ironclad Siege Dreadnoughts or Centurion warsuits. As one might expect, these are the Heavy Rock Drills for SPEHS MEHREENS.
Although they have different names, they function almost the same (Assault Drills for Dreadnoughts, Siege Drills for Centurions). The drill goes through rock as easily as reinforced ferrocrete, which is the substance usually used when building bunkers. Once the drill has penetrated the wall, a built-in Heavy Flamer unleashes an inferno inside the bunker, killing everything within. The drill consists of three ball-shaped grinders which rotate to produce a drill effect.
On tabletop, these things are absolute monsters: the drills deal a whopping S10 AP-4 3 damage, which means that they WILL hit and they WILL hurt. For more information you can look up the Centurion Squad page to appreciate its goodness. It can be assumed that the Dreadnought version can kick just as much ass as the baby Centurion Squad.
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Assault Drill
Seismic Hammer[edit]
A Gravity Hammer on a fist.
The Seismic Hammer is a much more common siege weapon than the Assault Drill, due to the simple fact that it's a much less complex weapon. Where an Assault Drill is designed to penetrate its targets, the Seismic Hammer batters them into pieces. It is also equipped with an under-slung multi-melta. This siege weapon is only compatible with the Ironclad Dreadnought chassis.
The weapon resembles four small drills that attach and stabilize the weapon to the target structure. Then the seismic hammer erupts out from the weapon's center, slamming into the target and causing devastating shock waves. Or it can resemble a long hammer that is held forwards, with its head resembling that of an eagle; it then uses powerful hydraulics to slam the hammerhead forwards with frightening speed, slamming into the target structure and causing massive damage.
On tabletop, this weapon forces a -1 to hit but comes with AP-4 and deals a jaw-dropping 5 damage per attack.
Gyges Siege Claw[edit]
Giant piss-off weapons mounted on a Knight Moirax.
The Gyges Siege Claw is, as its name implies, a close combat weapon designed for breaking apart fortifications, walls and bunkers, so that the Knight Moirax could get into the chewy center and fire its Volkite Veuglaire. The Siege Claw is also just as effective at turning its claws against units wearing pesky power armor or hardened bone chitin with relative ease.
Despite being a weapon, they honestly look more like giant claw machines, which, when we think about it, how the hell does this thing break anything? Grabbing shit and throwing it? Yeah, we can see the claw being utilized like that. But destroying armored walls? Well, unless it is plainly described as a Power Weapon, than we remain highly skeptical.
Leviathan Siege Drill[edit]
The bigger brother of the Assault and Siege Drills.
The Leviathan Siege Drill is a type of Dreadnought Close Combat Weapon designed for use by Leviathan Pattern Siege Dreadnoughts. It was developed to be even more destructive than most classes of Dreadnought Siege Drills, and can bore straight through the heavy armor of vehicles and fortifications with ease. This Siege Drill incorporates a built-in Meltagun in the palm.
Essentially, it is a Heavy Rock Drill grown to the size of a Dreadnought Close Combat Weapon. Seriously, what's up with the Imperium and weaponizing mining equipment for the lulz?
On tabletop, the Leviathan Siege Drill is Sx2, AP 2 weapon that has wrecker and armourbane rules. This means that this thing, like the Leviathan Siege Claw, is a S16 weapon that can reliably one-punch the majority of units up and including Terminators with relative ease. That and the fact that it come automatically in-built with a Meltagun means that most armor including Superheavies aren't safe once this thing is charging headfirst into hell.
Leviathan Siege Claw[edit]
A Dreadnought Lightning Claw on steroids.
The Leviathan Siege Claw is the standard type of Dreadnought Close Combat Weapon used by Leviathan Pattern Siege Dreadnoughts, and it was developed to be even more destructive than those of other Dreadnought patterns. A Leviathan Siege Claw is designed to sever flesh and bone, slicing a Leviathan's foe apart in a single cut. Curiously, it is not stated to be a Power Weapon, which if true, means that those claws on the Leviathan is just THAT sharp.
As with all of a Leviathan Dreadnought's close combat weapons, they also excel at tearing through the walls of enemy fortifications. All Leviathan Siege Claws incorporate a built-in Meltagun. The Siege Claw is certified for definite RIP AND TEAR.
On tabletop, this weapon is a Sx2 AP-3 D3 weapon which re-roll failed wounds against Infantry. Equip your Leviathan with two of these monsters and watch as this thing butchers entire Ork and Tyranid armies into pieces.
Drilldozer Blade[edit]
The hilariously named Drilldozer Blade is an crazy contraption that combines a tunnel boring device with a bulldozer's blade. They are usually found on the Goliath Rockgrinders as its primary mining tool.
However, it can also be utilized as a weapon, most notably by Genestealer Cults. The giant, jutting plough of the drilldozer blade makes the Goliath Rockgrinder an unstoppable meatblender. Grinding forward with the power of high-octane engines behind it, its whirring cutter arrays can RIP AND TEAR anything from flesh all the way up to vehicle armour. We mean, if it can chew through bedrock, it can most definitely chew through tank armour.
Crunchwise, on 10th Edition, they are an A6 WS3+ S10 AP-2 D2 weapon with [SUSTAINED HITS 1]. It is a GEQ and even MEQ meatblender which is further bolstered by the Rockgrinder's abillity called Grinding Clearance, which rewards charges by allowing you to select an enemy unit within engagement range and rolling six d6; for every roll of 4+, you do a mortal wound.
Hekaton Siege Claw[edit]
The big brother of the Gyges Siege Claw.
The Hekaton Siege Claw is a massive siege weapon used by the combat walkers of the Questor Imperialis, the Imperial Knights, and by the Renegade Knights of the Questor Traitoris. It is used solely by the Questoris Knight Magaera and the Questoris Knight Styrix.
The Hekaton Siege Claw is a melee siege weapon consisting of three massive claws capable of smashing both vehicles and structures like aluminium. The Hekaton Siege Claw features a twin-linked Rad Cleanser built into the weapon's "palm."
On a bit of a fun trivia, the word "Hekaton" is derived from the Greek word Hekatonkheires, three giants that exist in Greek mythology with incredible strength and ferocity that surpassed that of all of the Titans. While the mythic creatures had a hundred hands, the Hekaton Siege Claw only needs three giant claws.
Krius Siege Drill[edit]
A Leviathan Siege Drill on steroids.
The Krius Siege Drill are massive drills designed to fist fortifications into submission and are used by Warmaster Iconoclast Heavy Battle Titans. They are handily mounted within an enormous claw for better 'grip strength' so they can throw shit back at the enemy and in-built Melta Cannons for better wall blasting. It is considered one of the two primary weapons of said Titan, with the other being the Desolator Chainsword.
Of course, along with the Desolator Chainsword, this raises a question: why even give a slow-moving, stupidly large target weapons that they could only engage at close range? Even by the reputation of the Imperium, this is already stretching the limit on practicality, even by 40k standards. With how heavy the - you know - Heavy Battle Titan is, it is much more feasible for the Imperium go the Emperor Battle Titan way of mounting more guns and turning it into a fix-point superheavy artillery walker.
At the very least, one could actually see the application of the Siege Drill unlike the Desolator Chainsword; the ability to pick up things and throw shit makes it a tad bit more versatile than the overgrown Chainsword. It is also at least better designed than that abomination.
If you still want more range but sticking with a Grav-weapon, you can swap it out with a Krius Grav Imploder.
Chaos[edit]
Staff of Dark Authority[edit]
So far, the only miscellaneous weapon exclusive to Chaos. It is unknown if this is a power weapon or not. But the Staff of Dark Authority is first and foremost, symbolic. They were considered the symbols of status for the Sons of Horus' Dark Emissaries, during the Horus Heresy. They were also lethal weapons in the hands of the highly skilled and merciless Consuls.
Rules-wise, it has a Murderous Strike (6+) special rule. Yeah, we are not joking there. That is one hell of a beat stick.
Squat[edit]
Circular Stone-Saw[edit]
A small automated power saw used by the Ironhead Champion of the Ironhead Squat Prospectors from Necromunda, the Circular Stone-Saw is usually mounted on either the left or right backpack of a Champion, depending on his/hers preferences.
They are not really considered a weapon, as the Circular Stone-Saw is meant to cut through debris and rubbish to get to the valuable goodies of a prospector salvage operation. Nevertheless, the Champion isn't above using it as a make-shift weapon when shit hits the fan. These power saws can easily slice through armour and flesh as it is, stone, steel and minerals. As the saw is controlled via the Squat's input brain, he can control the equipment like a third arm.
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Circular Stone-Saw (Back)
Entrencher[edit]
The Dorfs own take on the fabled 9-70 Entrenching Tool.
The Entrencher is a foldable hoe/pick-axe hybrid that functions almost identical to the 9-70, with the biggest difference being that, unlike 9-70, the Entrencher actually has rules on the tabletop.
The main users of these things are the Yaegir Ironbraeks, whose job in sabotage and counter-sapping means that he will most definitely need a diggy diggy tool to accomplish his tasks. Speaking of rules, it is a pretty mediocre close-combat weapon, being a A3, D3/4 weapon. We mean, it is a hoe, and there is only so much one can do with a hoe as a makeshift weapon.
Vartijan Fist/Seismic Crusher[edit]
Mounted only on the Vartijan Exo-Driller Armour, this weapon is a two-in-one combo used largely for mining purposes, but can also be repurposed for urban warfare.
The weapon system is split into two parts: the first is the Vartijan Fist, a five-clawed, mechanical, non-powered pneumatic industrial fist that is able to either manipulate objects, carry heavy loads with one arm or crush a target into paste.
The second is the in-built Seismic Crusher in the center of the Vartijan Fist, which is something akin to a jackhammer mixed with a drill. It punches with enough force to shatter grabbed boulders or dudes in power armour.
Overall, a very nasty weapon.
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Seismic Crusher (Center)
Ironhead Claw[edit]
A pretty large piece of construction equipment.
The Ironhead Claw is the main armament of the Skalvian Explorator. Whilst it is a civilian equipment as its main job is to grab and remove obstacle and other knick-knacks, the Squats can also re-purpose them as a giant weaponised crane game. These hydraulic claws ain't for show and could easily crush infantry and dismember vehicles bit by bit with its serrated edge.
On the tabletop, whilst it is tempting to use this as a giant weaponised crane, its best usage is more technical and utilitarian. When an Explorator collides and destroys either an obstacle or a flimsy structure, the vehicle does not suffer any damage as a result of the collision. So feel free to literally bulldoze an entire Necromundan map to get right into the fleshy bits.
Eldar[edit]
Star Bolas[edit]
Remember the Bolas we talked about earlier? Yeah, it seems that the arrogant space pixie fairies somehow found a use for these.
Star Bolas, or Tredail as it is known in the Eldar Lexicon, are a close-combat weapon utilized exclusively by the Eldar Harlequins. This is a favored weapon of the Harlequin Players, known as Great Falcons, who are mounted precariously on the rear of the lightning-fast Jetbikes known as Skyweavers. The Star Bolas mounts three weighted plasma charges at the end of mesh-weave cords. These charges arm when the bolas are spun with sufficient vigor. The weapon is designed to be hurled in a scything arc, tangling about its target before its plasma charges explode with the fury of a dying sun. Though Star Bolas are undeniably powerful weapons, their main disadvantage is that they can be hurled but once.
Yeah, yeah we know. Its pretty jarring for one of the most ancient and advance race in WH40K to still be using one of the most primitive and simplest of weapons as their go-to anti-tank projectiles. Sure we can brush it off as Harlequins being massive Trolls, but come on GW, really? Of all the tools you could give to the Space Clowns, you give them fucking Bolas!? Weapons that are looked down on by the Mon'Keigh as obsolete and even primitive by Ork standards? And it can only be thrown once? Seriously, who the hell designed this thing?
Ork[edit]
These are any close combat weapons that are neither Choppas (due to having a more complex system to manufacture) nor a Chain Weapon (Due to having parts that does not function like a Chain Weapon). Basically, they are any CCW typically used by an Odd Boy instead of your average shooty/choppy boy.
Mek's Fixa[edit]
More of a tool than a weapon.
Ork Mekboys use all kinds of various tools to repair, kustomize and upgrade their vehicles and other unreliable pieces of Ork Technology. They often put them to use right on the battlefield to fix a vehicle that undertook damage in the fighting. Most of the tools used are rather primitive, but some may take the form of unusually sophisticated and bizarre devices.
The most prominent tool of the Mekboy is the Mek's Fixa, a giant wrench that is basically the Ork's swiss army knife; it can function as the aforementioned wrench, a hammer, a cutting tool, a screwdriver and much, much more. It can even function as an axe if the Mekboy feels particularly threatened.
Tankhammer[edit]
The Tankhammer is a ridiculous and suicidal weapon and is what happens when you combine a hammer with a RPG round. The Tankhammer is an Ork close combat weapon for use against enemy armor.
Essentially a rokkit on a pole, it is used by old-fashioned Orks, who don't trust such unreliable devices as rokkit thrusters. The Tankhammer is swung directly into the vulnerable parts of enemy vehicles at close range, although it an be used against infantry with devastating effects. It is most commonly wielded by Ork Tankbustas. Because it often explodes when struck, most of these Orks don't survive, much to the amusement of much smarter Orks.
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If you want to go out in style, the Tankhammer is for you!
Bangstikk[edit]
The far more sensible cousin of the Tankhammer, the Bangstikk is essentially the Orkified version of the Imperium's Hunting Lance.
Nothing more than a rokkit on a stick, a Bangstikk is a Feral Ork weapon. They are long poles with large amounts of explosives attached to the end and used when mounted on a Boar Squig-hog. Most probably used something like a lance, the bangstikk has a similar effect to the Krak Grenade and is highly effective against vehicle armour, although being poorly balanced it is not the easiest of weapons to use.
It is not known why the Orks never seem to utilize more of these. It could be because more tech-savvy Orks aren't fans of Boarboyz and their critters, therefore the usage of these weapons seem fall out of use in the more Mek dominated areas of Ork control. However the Snakebite clan still utilize these en masse due to being Amish Orks.
Stikka[edit]
The more updated and 'advance' version of the Bangstikk.
The Stikka is what happens when you leave a bunch of Ork Murderhobos called the Beast Snaggas with a Hunting Lance and tell them to fuck around and find out. And fuck around they did, as the Orks managed to one-up the Imperium in this regard.
Rather than just being an over-glorified close-ranged Krak Grenade on a stick, the Orks decided to turn it into a type of Ork throwable spear. This weapon is called a Stikka and are the standard-issue weapon used by Beast Snagga Squighog Boyz for hunting prey. Stikkas are mounted with rocket boosters and can thus be used as projectile weapons.
In terms of crunch, the Stikka has both a 'shooting' phase and a melee phase. In terms of melee, It is a S+1 (Bumping total Strength to 6), AP-2, D2 weapon. Not bad especially on a charge, allowing your Boyz to skewer a few Space Marines a turn. However, if you want to throw the damn thing, you can only do it once. Throwing the Stikka gives it a 12" ranged, Assault 1, AP-2, D2 weapon that would increase its Strength characteristic of a +1 if it is within half range (So 6" to be effective). Given these mediocre stats, it's best to save the Stikka until all hell breaks loose.
Breaching Ram[edit]
The Ork equivalent of the SLHG Pattern Assault Ram.
The Breaching Ram or Breacha Ram is the Ork's portable Battering Ram and the primary weapon/equipment of the Breacha Boy of a Kommando Kill Team. They are large, heavy piece of solid metal used to punch through doors, walls or people with simple and brutal efficiency.
Crunchwise, they are a cover-punching not-quite power fist, better keyed for breaking marines rather than vehicles. In Kill Team, they are given a special rule called Breach, which allows them to perform a Normal Move, Dash or Charge action on each round. It can also move through parts of terrain features that are no more than a few feet thick as if they were not there.
All in all, what you get is a discount powerfist that has no hit penalties and denies enemies cover, excellent against MEQ and usually the only option actually worth the points.
Hydraulic Klaw[edit]
The smallest of the non-powered conventionally-powered Klaw family.
The Hydraulic Klaw is one of the several piece of interchangeable equipment used by a Big Mek to both construct his various mechanical gubbinz or pinch through power armour like tissue paper in the middle of combat. It does possess a rivet of some kind in the middle of the system, possibly to punch holes into things or something.
As its name implies, the Hydraulic Klaw is a conventional hydraulic press that could exert an obscene amount of PSI on the general object. Whilst it can be used as a dangerous close-combat weapon as aforementioned, the Big Mek largely use these things for more practical and mundane purposes. As far as other Big Mek equipment goes, the Hydraulic Klaw is definitely the most versatile of the lot.
Killsaw[edit]
Not to be confused with the much larger Kill Saw
Killsaw is an Ork close combat weapon sometimes integrated into Mega Armour or used by Ork Mekboys. They are the smallest of the Buzzsaw family. A large variant of the Killsaw can be seen mounted on Mega-Dreads.
On tabletop, the Killsaw is a weapon that trades out the 1d3 damage of the Klaw for a flat 2 damage and an additional point AP (Boosting the total to -4). If you can somehow take two, they give you an extra attack (kind of like lightning claws, or how older Editions' dual-wielding rules worked). It can only be equipped to Warbosses, Meks, Nobz, Painboyz or Meganobz, so it takes a bit of effort to get the most use out of it. In general, stick to the Klaw unless you have a way to get your Mek/Meganobz into melee without being shot at.
Saw Blades[edit]
A bunch of sawblades fitted either vertically to the front of Shokkjump Dragstas to go all lawn mower up in this horde, or horizontally to the sides of Rukkatrukk Squigbuggies to catch gits' ankles as they drive past to the next food delivery.
Weaker than the Buzz Saw in literally every way, with one less Strength, Armour Penetration, and Damage, but mounted on faster platforms (in the Dragsta's case, one that can even teleport without the use of a Stratagem), allowing them to reach the enemy much quicker, and skirt around heavier enemy elements to engage lighter ones better suited to them.
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Squigbuggy variant.
Spinnin' Blades[edit]
A literal helicopter blender.
These are the actual propellers of Deffkoptas, the ones they use to stay up in the air with, employed as melee weapons. One can only assume the Flyboy rolls the thing upside-down at very low altitude to aim at people's heads, but still, this is an incredibly dangerous manoeuvre at the best of times for a veteran pilot, let alone during a dogfight with a crazed Ork Speed Freek at the helm.
The careening flight path necessary to get the Spinnin' Blades at the right angle to strike ground targets means you only get D3 Attacks with them at +1S. Despite the obvious danger inherent in their use, you suffer exactly zero penalties when striking.
Buzz Saw[edit]
The generically named Buzz Saw is a huge, circular sawblade mounted on Killa Kans and Deff Dreads.
The big brother of the Killsaw and every bit as savage as the Orks that wield them, the Buzz Saw is a unholy fusion of a powersaw and a power klaw (without the power part), meaning the Buzz Saw can both grab and slice opponents into fine chunks of flesh.
These weapons may include single large spinning blades, multiple small spinning blades, spinning blades with additional fixed or moving blades or crushing elements, or spinning blades with additional Chain Weapons attached.
Despite this, they are grouped all under the Killa Kan/Deff Dread Close Combat Weapons and thus, all share the same profile of a Dread Klaw/Kan Klaw (Depending on the walker using them). Which means that this non-Power Weapons share the same function as an actual Power Weapon.
Drilla[edit]
A weapon designed to create as many holes in a unfortunate bastard as possible.
A large, motorised drill-bit meant to pierce through the toughest armor with comparative ease, the Drilla is meant for anti-armor purposes whilst the rest of the Killa Kan's/Deff Dread's weapons can be free'd up to focus on mulching infantry.
Despite this, they are grouped all under the Killa Kan/Deff Dread Close Combat Weapons and thus, all share the same profile of a Dread Klaw/Kan Klaw (Depending on the walker using them). Which means that this non-Power Weapons share the same function as an actual Power Weapon.
Fortunately, this may change as the new Big Mek model also sports a Drilla as a potential CQC weapon choice of his. In the new 10th Edition, the Drilla got some new face cream because, woo-boy, S12, AP-3, D3 is going to sufficiently bore any power armour a new asshole. It is only A2, so make sure the hits count, but S12 is going to carry this drill quite far to even TEQs.
Nose Drill[edit]
A larger but less accurate Drilla fitted to the nose of a Megatrakk Scrapjet, so the Ork Flyboy in the cockpit can actually do some serious damage when he rams something. To add insult to injury, whatever he does hit'll then get sucked up into the huge jet turbine directly behind the drill.
As such, it can be considered kind of unnecessary and redundant all things considered. The only way one can see a practical use for this in regards to Orks is that the nose drill could act as an okay battering ram against fortifications and walls. Unfortunately, jet engines don't do so hot against things like space concrete and bricks. So these jet engines must be powered by a fuck ton of WAAAAGH energy to prevent it from blowing the fuck up.
Compared to the one mounted on Killa Kans, this gives an additional +1 Strength, loses 2 Armour Penetration, and deals D3 Damage instead of a set 2. It's also obviously more unwieldy, only able to attack things directly in front of the vehicle.
Wrecker[edit]
Not to be confused with the Wreckers from House Orlock in Necromunda
A Wrecker (AKA the Wrecking Ball) is a large metal ball attached to an Ork combat walker's weapon arm with a chain. Think of it as a Flail on a much larger scale. These weapons are used to crush buildings and other obstacles to rubble, allowing the Ork forces to move across the terrain more easily. Wreckers can be used by both Killa Kans, Deff Dreads and sturdy/powerful Trukks, but are mostly found within urban combat zones.
On tabletop, the Wrecker is a weapon that gives S+1 and AP-1 for a whopping 3 points. This weapon can only hit a maximum of 3 times, which is the maximum amount of attacks a Trukk (the unit most likely to have one) can make anyway. At 3 points a pop, throwing them onto any Trukks you're running is not a bad way to spend floating points. Can help you actually deal damage if you decide to slam a Trukk into an opponent's shooty vehicles. Puts a Trukk up to S7 (in the first combat profile), which wounds most Space Marine vehicles on a 4+ and reduces their armor save to a 4+. If you charge a Dreadnought, don't expect the Trukk to survive the 'Dread's turn to fight. Frankly since Trukks die so fast it is probably better to get that extra Grot.
Back in the day, Wrecker Balls as they were called were a popular weapon on Gorkamorka, capable of smacking into an enemy buggy and sending boyz flying from the wreckage. One of the orks riding on the vehicle had to actually take the time to man (er, ork) the controls for the swinging death ball, and on a bad roll the mass of metal could swing back around and crush its own vehicle.
Spiked Ram[edit]
The simplest weapon that can be fitted to an Ork vehicle, being a couple of sharp metal spikes or even Squiggoth horns attached to the front of the vehicle to use its momentum as a makeshift Battering Ram.
Previously known as the Reinforced Ram and available to any Ork vehicle as an upgrade, it's now only available as a Special Rule for the Kustom Boosta-Blasta and Megatrakk Scrapjet, letting them throw out a couple of d3 Mortal Wounds against some guys in base contact on a roll of 4+ (1" range, so basically base contact).
It's more of a tertiary and back-up weapon, as such, only use it for close combat if you are doing so to primarily shut off that unit's shooting, then hopefully you do a couple of wounds in addition.
Deffrolla[edit]
The Deffrolla (also spelt Dethrolla or Deathrolla) is a large metal rolling pin with an assortment of spikes sticking out of it, a simple weapon but effective. Usually fitted to the front of some Junkas, Battlewagons, Battlefortresses, and even Stompas as an alternative to a Reinforced Ram, but in Epic was also the defining trait of Bonebreakas and Bonecrunchas.
On the tabletop, the Deffrolla turns a regular vehicle that might not do so well in close combat into a melee monster, making them hit on 2+ at AP-2 and D2 with their full number of Attacks. A Bonebreaka gets extra mileage out of it, hooking it up to whole load of extra gubbinz to milk an extra D6 Attacks on top of that on the charge.
Grabbin' Klaw[edit]
The Grabbin' Klaw is a miniature Rippa Klaw with only two blades, that can be mounted on vehicles or buildings such as Trukks, Battlewagons, and Mekboy Workshops to give them a little extra choppiness, whilst a Gutrippa dual-wields a pair of them as its primary armament like a wheeled Deff Dred. Despite this, it is dual-purpose like most Ork technology and could also double mainly as a lifting arm to help recover damaged vehicles.
Tl;dr, it a giant weaponised claw machine.
Like its big brother, the Grabbin' Klaw has AP-3 to shear through tough armour, but due to its smaller size only deals D3 Damage instead of D6, and because of it being on an awkward turret rather than an arm, you only get one good swing with it at the vehicles normal WS during an Assault, meaning all your vehicles' other Attacks have to go into ramming.
Mega-Dread Kill Saw[edit]
Not to be confused with the much smaller Killsaw
The annoyingly named Kill Saw (Now nicknamed as the Mega-Dread Kill Saw by some in /tg/ to avoid confusion) is the Killsaw's and Buzz Saw's dad and is possibly one of the most confusing names ever thought out by GW. When the only way to differentiate between two different classes of weapons is a space between two words, you know you done fucked up.
Kill Saws are massive saw-blades that are used by Ork Mega-Dreads and Kustom Meka-Dreads. The pilots of these walkers love seeing them rip through even the strongest of enemy armor. These saw weapons are much larger than the ones found on the smaller Deff Dreads and Killa Kans.
On tabletop, the Kill Saw was a powerful melee and shred weapon. At Strength 10 and AP 2, this monster goes well with the Rippa Klaw at absolutely eviscerating enemy armor and infantry alike. If you have two Kill Saws, you can add +1 attack, you know, so that you can Rip and Tear fully.
Rippa Klaw[edit]
Not specified to be a Power Weapon. Rippa Klaws are gigantic shear-bladed pincers that are capable of ripping open heavy armor with extreme ease.
Rippa Klaws feature a large pincer with three blades that can grab and crush enemy units. These massive weapons are used by both Mega-Dreads and Kustom Meka-Dreads. Because they are not stated to be a power weapon like the Power Klaw, it can be said that the majority of its cutting power comes from pure hydraulic pressure powered from multiple pneumatic pumps. They are seen as one of the pinnacle of maximum RIP AND TEAR.
In 7th edition, the Rippa Klaw was the go-to Close Combat Weapon for the Mega-Dread due to its high Strength and AP value. It is able to handle most vehicles and infantry by itself and is a deadly weapon on its own.
In 8th edition, the Rippa Klaw is a weapon that can attack 5 times, each attack has a AP of -3 with S x2 and dealing D6 Damage. If your Mega-Dread is equipped with two of these bad boys, he would have the Rip n' Tear ability, which increase the attack characteristics by 1.
Stompa Klaw[edit]
Basically the Rippa Klaw's badass uncle. Stompa Klaws are giant Rippa Klaws meant to rip apart enemy Titans up close. Like the Rippa Klaws, the Stompa Klaw may not be a Power Weapon but a weapon where the majority of its cutting power comes from pure hydraulic pressure powered from multiple pneumatic pumps. They maybe more flexible and versatile than the Mega-Choppa, able to both crush and grab things at a whim before throwing it at a group of blobs.
Meks sometimes deploy these giant Rippa Klaws to rend enemy war machines apart at close quarters – all the better to claim the choicest scrap for future projekts. They are seen as one of the pinnacle of maximum RIP AND TEAR.
These weapons can be equipped with giant Buzz Saws to further aid its cutting power.
On 9th edition, the Stompa Klaw is an absolute murdermachine of a melee weapon a Kustom Stompa, which is Sx2 AP5 D9, and you can also cause D3 mortal wounds on a wound roll of 4+. If you deck it out under a Goff Klawstompa configuration (Which is two of these things mind you), you can RIP AND TEAR your way through vehicle mobs, not infantry mobs, vehicle mobs. You can also swap it out with the Mega-Choppa, but why the hell would you want that when you have the klaws of doom?
Krusha Ball[edit]
The Wrecker's grandaddy, a Flail grown to truly Titanic sizes.
Some Stompas feature an unusual weapon, known as the Krusha Ball, a huge chunk of scrap metal on a chain which is mounted on a Stompa's arm in place of the regular close combat weapon. Its swings cause immense devastation, krushing everything in its path: soldiers, vehicles, buildings and terrain. Like the smaller Wrecker, it is designed to demolish fortifications and buildings.
Krusha Balls are thus, extremely unwieldy and difficult to use, just like a Flail. The large and heavy metal ball is powerful enough to crumple even the tough armor of Titans and Superheavies, whilst being flexible and chaotic enough to be unpredictable and strike at odd angles, hitting weak/blind spots. However, it is not without its risks: if the backswing is too much, it will smash back into the Stompa, causing immense damage to the Stompa itself.
Back in the oldschool tabletop days, trying to use the Krusha Ball was a overcomplicated trainwreck. Unless you're a genius at math, this thing took way too much time and effort to even judge if it hits anything. If you actually want to know the details, please continue to read below.
Specifically, the Krusha Ball is a Titan melee weapon that replaces the standard close combat weapon the Stompa is armed with (Mega-Choppa). If the Stompa is not otherwise engaged in close combat, the hefty Krusha Ball can be swung in a vast sweeping arc of destruction. Nominate a direction (It is convenient to mark this with a Scatter dice) and roll 2D6. This is the number of inches in which the path of devastation travels (Whatever the fuck that means). Assume the path is 2" wide and measure directly below the position of your Krusha Ball. Any model in its path takes a single destroyer hit, although a infantry or jump infantry may take an Initiative test to avoid the blow. On a roll of a double 1 the backswing is too much and the Stompa itself takes a single destroyer hit in addition to any targets within 2" arc.
Any terrain touched by the weapon is removed and replaced with rubble.
Krusha[edit]
Not to be confused with the similarly named Krusha Ball or the Crusha (Seriously, what the fuck was GW thinking in using multiple weapons with similiar-as-fuck names!?)
Ork Mega-Gargants feature weapons so big they dwarf even Mega-Choppas. Known as Krushas these are one of the biggest and most deadly close combat weapons in the Galaxy. Krushas are immense Rippa Klaws that can rip apart the limbs of even Emperor Titans. Through sheer power alone, a Krusha can use its immense hydraulic presses and pneumatic pumps to crush the centimeters thick reinforced ceramite platings of Titans with contemporary ease.
The main downside however, is that Krushas are large and expensive weapons that are only effective in really close range. These ranges put the weapon at a disadvantage when a Emperor Titan would gun the Gargant down before it even reaches. But when it does reach, than gigantic assholes will be opened up and penetrated.
Kroot Ranged Weapons[edit]
Kroot Spear-thrower[edit]
The Kroot Spear-thrower is a unique and absolutely archaic ranged weapon that makes gives the sling a run for its money on how primitive it is.
Among one of the oldest forms of range weapons, it isn't surprising that Kroot Lone-spears and Krootox Ramapagers still use these things in the 41st millennium. As it is basically a hand-catapult, the idea of the spear-thrower is to increase the throwing range and penetrative kinetic power of the user's arm. In a sense, think of this stick as an extension of the user's arm.
Crafting the spear-thrower is also just as easy. As aforementioned, at its most basic, it is nothing more than a stick with a hook on one end that secures the ammunition. Kroots often craft their spear-throwers out of hardened, reinforced wood and decorate the hook-end with a pointed blade to make it viable for close-combat as well. A rope is found near the handle to fasten the missile when on the move.
Aiming the weapon is relatively easy. Just throw it as per normal. The main difference, of course, is that the ammunition being shot is gonna hit like a ballista. Currently, there are two types of ammunition that the spear-thrower can shoot, the first is the standard Hunting Javelin whilst the second is the Explosive Javelin. More can be read below.
Kroot Close-Combat Weapons[edit]
Tri-blade[edit]
Think, a budget Triskele from Alibaba.
A Tri-blade is nothing more than a three-bladed chakram used exclusively by a Kroot War Shaper. It is one of the few ranged weapon used by the War Shaper, with the other being the Dart-bow. Unlike the Dart-bow, however, the Tri-blade is more of a thrown weapon with the chance of it being returned to the wielder like a boomerang. Thats of course, if it doesn't get stuck on something.
Because of this, Tri-blades are situational weapons meant to hit hard-to-hit targets, like those hiding behind cover. At the very least, it can be used as a makeshift CQC weapon to increase its versatility. But without any oomf like a power system from a Trikele, the Tri-blade is inheritently inferior in every way save for cost and resources.
Hunting Javelin[edit]
Javelins are thrown spear-like weapons which act as the primary ammunition for the spear-thrower, and are considered one of the oldest form of ranged weapons in human history. The Kroots, however, have found a place for these archaic tools.
Hunting Javelins are often one to two meters long. The longer the Javelin, the longer the range. They are often incredibly lightweight but strong in order to make throwing them easier, and a single Javelin has a more penetrative impact than the largest arrow. Of course, the sheer size of these things ensure that only a few Javelins could be used by the Kroots.
As they have a good throwing range and are silent, Hunting Javelins are quite popular among Krootox cavalry members. They are likewise, just as popular to a Lone-spear, and are often their primary weapons. Given it is nothing more than a sharp blade on a stick, they are only useful against GEQs and useless against anything heavier. They can also be used for CQC to enhance its versatility, although it lacks the rigid strength of a proper Spear.
Explosive Javelin[edit]
Explosive Javelins are the Kroot's version of the Imperium's Hunting Lance and considered a specialist ammunition for the spear-thrower.
Compared to the Hunting Lance, its thrown nature means that the Explosive Javelin has more range than the latter. However, the Hunting Lance has a better penetrative blast owing to its sharpened blade and various explosive charges.
Whilst the regular Hunting Javelin is used more for GEQs, the Explosive Javelin is used for MEQs and lighter vehicles. Given its fragmentary explosives, the Explosive Javelin isn't stealthy at all and is only used by expert Javelin throwers like Lone-spears. Because of its nature, the Explosive Javelin cannot be used for CQC combat for obvious reasons.
Weapons of the Kroot | ||
---|---|---|
Sidearms: | ||
Ballistics: | Kroot Pistol | |
Basic Weapons: | ||
Ballistics: | Dart-bow - Krootbow - Kroot Scattergun - Kroot Rifle - Kroot Spear-thrower | |
Special Weapons: | ||
Ballistics: | Accelerator Bow - Kroot Bolt Thrower - Kroot Gun - Kroot Hunting Rifle - Kroot Long Gun Londaxi Tribalest - Repeater Cannon - Tanglebomb Launcher - Tanglecannon | |
Other: | Dvorgite Skinner | |
Ship Weapons: | ||
Ballistics: | Warsphere Missile Pod | |
Non-Firearm Weapons: | ||
Melee Weapons: | Tri-blade - Hunting Javelin - Explosive Javelin |
Genestealer Cult[edit]
Most Genestealer Cultists use stolen Imperial mining equipment as weapons. But sometimes they are craftier enough to develop certain weapons unique to the Brotherhood.
Atrophied Blade[edit]
The Atrophied Blade, otherwise known as the Bio-Dagger, is a strange, strange weapon used by the Sanctus. On the surface, it looks like any normal Combat Knife with its own Genestealer decal. However, its function and construction is entirely unique. It is neither a Power Weapon nor is it a poisoned weapon. It is more accurate to say that it is a mindrape dagger or more accurately, some sort of Force Weapon that does not actually require the user to be a Psyker for it to function.
These blades are grown in a genesis pool that contains the liquefied essence of slain cultists imbued with alien biomatter. Non-indoctrinated beings struck with these weapons are overcome with agony as a million voices explode inside their minds, often dropping dead on the spot.
Scrambler Array[edit]
A very interesting piece of Genestealer machinery. The Scrambler Array is a custom-built Vox interceptor array which allows them to hack into enemy broadcasts and send their own message across it. They are also able to intercept signals and learn enemy troop movements and tactical dispositions. These machines have been nicknamed the DJ Record Player for obvious reasons, with some in /tg/ joking that the Clamavus disrupts Imperial communications by dropping some sick beats and dubstep.
The Scrambler Array is often paired with a Proclamaitor Hailer, essentially a giant microphone integrated to the suit and used by the Clamavus to both spread the word and cause a powerful psychic resonance of the Cult's Patriarch to make Psykers go all Squad Broken. In this aspect, the Scrambler Array and the Proclamator Hailer are both interdependent on one another, often acting as a single tool in function.
On tabletop, the Scrambler Array can keep you safe from enemy deepstrikes within 12" of this model and melts the face of your enemies via rolling a D6 for each enemy unit within 6" of any Clamavus; on a 6 that enemy unit suffers 1 mortal wound.
Neurotraumal Rod[edit]
The Neurotraumal Rod AKA the Beating Stick or the Beating Cane.
The Neurotraumal Rod is the primary weapon for the Genestealer Locus. Although not the primary offensive weapon per se (that would be the twin blades and the assortment of bio-weapons including the stinger tail hidden beneath his robes), it is still able to disrupt enemy units around the Locus.
The Neurotraumal Rod houses a complex neurological transmitter crafted for them by their Magus and Clamavus. It sends out destabilizing frequencies designed to upset synapses and thought waves. This goes in extra handy when it comes to "negotiations" with a particular powerful person such as a Cardinal or Inquisitor, the Locus accompanying it will send out waves of mental disruption that induces brain-spasms, migraines, and harrowing visions in its victims.
Necrons[edit]
The Necrons possess highly advance close combat weapons made out of exotic materials such as Necrodermis for example.
Monomolecular Proboscis[edit]
A very weird 'weapon', the Monomolecular Proboscis is the primary equipment used by Necron Plasmacytes.
Though fairly harmless by itself, the weapon can inject nearby Necron Destroyer Cultists with a chemical that enhances their nihilistic rage. Why the Necrons decided THAT was a good idea, we have no idea. To give you some context, it would be the equivalent of the Imperial Guard injecting Space Marines with Nurgle's Rot.
Crunchwise, during a fight phase, roll a d6, with a 1 killing a Destroyer model. Regardless of roll, For the rest of the phase, the entire unit has +1 to strength and attacks, which makes you way scarier to fight. Considering the risk, you seriously should not be taking this lightly.
At the very least, it sports two additional variants that are way more useful and safer than the original. The one on the Plasmacyte Accelerator injects Necron space speed whilst the one on the Plasmacyte Reanimator act as a dollar-store re-animator protocol.
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Accelerator Proboscis
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Reanimator Proboscis
Scythed Limbs[edit]
The little fiddler to the Flensing Claws.
Scythed Limbs are the primary close combat armenent of the Cryptothralls. These...well... scythed limbs are made from sharpened Necrodermis and other exotic materials to create a sharp blade that can regenerate any wear and tear from repeated use.
On the tabletop, Scythed Limbs are Strength 5, -1 AP and 1 Damage. Seeing as how Cryptothralls have 3 attacks each for a total of 6 in a pair, they are a much more effective weapon in butchering GEQs, although MEQs are able to tank the attacks.
Flensing Claw[edit]
- – The Nightmare Before Christmas
The primary weapon of both the Skorpekh Lord and Flayed Ones. These are the Scythed Limbs' bigger brothers and are used, as the name implies, to skin their foes and wear them like a Halloween decoration.
Flensing Claws are incredibly sharp and intricate weapons that are essentially Edward Scissorhands on crack. Necrons with the Flayer Virus often mutate into having these, although those from the Destroyer Cults are known to have them too.
Crunchwise, for the Flayed Ones, they have 3 attacks each with a ap-1 on all of their attacks. In addition, they also subtract 2 from the Leadership of any enemy unit with 3" of them (pair with the Deceiver's Cosmic Insanity for a potential massive MW bomb) and they gain an extra hit on a hit roll of 6 against non-vehicle targets. A unit of 20 can put out 60 attacks hitting on 3+ with exploding attacks, meat blender indeed.
For the Skorpekh Lord, it gives him double the attacks at AP-1, which is pretty fucking nasty all round given his number of attacks and strengths.
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Skorpekh Lord
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