Miscellaneous Klose Kombat Weapons

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Revision as of 12:03, 6 October 2018 by 1d4chan>Derpysaurus (Stompa Klaw)
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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 that does not fit a particular niche.

Tankhammer

Tankhammer

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.

Killsaw

Killsaw

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.

Buzz Saw

Buzz Saw

The generically named Buzz Saw is a huge, circular sawblade mounted on Killa Kans and Deff Dreads.

The big brother of the Killsaw, the Buzz Saw is a unholy fusion of a powersaw and a power klaw (Without the power part) and are every bit as savage as the Orks that wields them. This means that 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

Drilla

A large, motorised drill-bit meant to pierce through the toughest armor with contemporary 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.

Wrecker

Wrecker

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 easier. 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. Can only hit with this weapon a maximum of 3 times, which is the maximum amount of attacks a Trukk can make, the unit most likely to have one 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.

Kill Saw

Kill Saw

Not to be confused with the much smaller Killsaw

The annoyingly named Kill Saw is the Killsaw's and Buzz Saw's dad and is possibly one of the most confusing names ever throughout 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

Rippa Klaw

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

Stompa Klaw

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 in its cutting power.

Unfortunately, there isn't any rules for the Stompa Klaw despite the fact that fucking Forgeworld already has the model up and ready. You would think that there should be rules for this weapon right? But nope! GW is lazy like that.

Krusha Ball

Krusha Ball

The Wrecker's grandaddy and 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 on 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 over complicated 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

Krusha

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 deadliest 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 Krusha's are large and expensive weapons that is 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.

Weapons of the Orks
Da Basik Poppas:
Ballistics: Grot Blasta - Grot Grappling Hook - Sluggas
Six-Shoota - Pokkit Rokkit Launcha
Directed-Energy: Kustom Mega Slugga
Warpcraft: Shokka Pistol
Other: Squig Blasta
Trusty Shootas:
Ballistics: Gretchin Blunderbuss - Shootas - Shoota Kannon - Ork Blunderbuss
Incendiary: Burnas
Spechul Dakka:
Ballistics: Dakka Shoota - Stikkbomb Launcha - Stikkbomb Chukka - Thump Gun
Directed-Energy: Kustom Mega-Blasta
Incendiary: Splash Burna - Burna Exhaust
Sonic: Rokker Shoota
Warpcraft: Shokk Attack Gun - Tellyport Blasta
Kombi-Weapons: Kombi-Rokkit Launcha - Kombi-Skorcha - Twin-Linked Shoota - Kopta Rokkits
Other: Squig Launcha
'eavy Gear:
Ballistics: 'Eavy Lobba - Supa Shoota - Dakkaguns - Kannon - Lobba
Mek Speshul - Rattler Kannon - Rokkit Launcha - Big Shootas
Snazzgun - Boomstikk - Rivet Kannon - Stikka Kannon
Directed-Energy: Zzap Gun - Kustom Mega-Kannon
Incendiary: Skorcha
Gravitational: Smasha Gun - Traktor Kannon
Warpcraft: Kustom Shokk Rifle
Other: Bubblechukka - Deffguns - Heavy Squig Launcha
Da Big Stuff:
Ballistics: Big Lobba - Flakka-Dakka Gun - Supa-Lobba - Killkannon - Supa-Kannon
Krusha Kannon - Bursta Kannon - Skulhamma Kannon - Seacannon
Grotzooka - Boom Gun - Rokkit Kannon
Directed-Energy: Big Zzappa
Incendiary: Supa-Skorcha - Skorcha Missile
Gravitational: Magna-Kannon - Shunta
Other: Mek Gunz
Bloody'Uge Exploshunz!:
Ballistics: Belly Gun - Cluster Buster - Deffstorm Mega-Shoota - Deth Kannon - Gigashoota
Grot Bomms - Gut Buster Mega-Kannon - Soopagun - Supa-Gatler - Supa-Rokkits
Skullkrusha Mega-Cannon - Krooz Missiles
Directed-Energy: Snapper - Soopa Zzap Gun - Gaze of Mork
Incendiary: Flamebelcha - Splasha Attack Gun
Gravitational: Lifta-Droppa - Supa-Lifta-Droppa
Other: Pulsa Rokkit
Planet-Zoggin Krackars!:
Ballistics: Ship Gunz - Heavy Ship Gunz - Mega-Kannon - Torpedo
Directed-Energy: Zzap Kannon
Non-Dakkas:
Choppy Bitz: Choppa - Ork Chain Weapons - Ork Power Weapons - Runtherd Equipment
Ork Force Weapons - Miscellaneous Klose Kombat Weapons
Bangas and Boom!: Stikkbomb - Burna Bottle - Tankbusta Bomb - Bigbomm - Bomm - Burna Bomb
Boom Bomb - Repulsor Mine - Mega Bomb - 'Gantbuster Bomb