[NEW weapon idea] Power Fists OR Knuckle-Dusters for Ogryn

Weapon Concept: Ogryn Power fists(Gauntlets) OR Heavy Knuckle-Dusters

Hello Forum! :waving_hand: I’ve been thinking about some weapon concept ideas I’d like to see in this video game. This is one of them - Power Gauntlets for Ogryns. ALSO, an alternative idea is a pair of Heavy Knuckle-Dusters instead of power fists, since they unfortunately don’t exist in lore! (The dusters differ from the gauntlets only in animations and visuals; all mechanics and attack chains are exactly the same.)

Needless to say, I’m not well-versed in Warhammer 40K lore. I didn’t even know they’re usually called fists, not gauntlets. I’ve only seen a few images of characters using power gauntlets, and I also don’t have any meaningful grasp of boxing, so please excuse any misrepresentation. I just thought it would be cool to box heretics to death as a big guy.

Note: The numbers and specific stats are just examples. I have no idea how good or bad they actually are. The concept is accompanied by images generated with ChatGPT or my doodles made in Photoshop.


An exemplary image of Mk1 made by ChatGPT, “A Battle for the Rashuns“.

An exemplary image of Mk1(Knuckle-duster verison) made by ChatGPT+Gemini, “A Heated Battle for the Rashuns. Reimagined.“.


Special Mechanic: The Charge Bar

Shared across both marks.

Behavior: The bar functions like a battery. It fills up but does not drain over time. Once full, it stays full until used.

Passive Regen: Fills very slowly on its own (approx. 2-3 minutes to fully charge from 0).

Active Regen (On Kill): Chaff (Poxwalkers, etc.) gives ~0.3% charge per kill (requires clearing a lot of them to fill). Elites give 4–8% charge per kill. Monstrosities give 60% charge instantly upon death.

Restriction: The bar does not fill while the Weapon Special is active. It only begins regenerating after the special attack concludes or the mode ends.

All charges are lost upon death.

Knuckle-dusters Alternative: Instead of a battery on the power gauntlets, the Ogryn will have a special stim cooked up just for him! This stim recharges and functions exactly like the charge battery for the power gauntlets. The difference is purely in animations. The Ogryn will pump a stim each time he uses the special, and only after using the special - all of this is considered blocking.


Mk I “Bonebreaker” Power Gauntlets / Heavy Knuckle-Dusters

Purpose in kit: Heavy Elite & Boss Busting / Single Target Burst

Visuals: Asymmetrical. The right gauntlet is noticeably bulkier and larger than the left and looks different. Animation-wise, all heavy attacks with the right hand are slower than with the left one.

Knuckle-duster visuals: Asymmetrical. The left duster is a smaller, metallic, regular heavy knuckle-duster (optionally with a small spike on the handle, facing downward toward the pinky). The right knuckle-duster is larger, has wide, short spikes on the knuckles, and is either completely or partially golden. Animation-wise, all heavy attacks with the right hand are slower than those with the left.

Attack Patterns

  • L1: STRIKEDOWN. Shallow diagonal Left-to-Center Jab. Has enough cleave to hit a few poxwalkers.

  • L2: STRIKEDOWN. Shallow diagonal Right-to-Left Cross. Has enough cleave to hit a few poxwalkers. It deals slightly more damage than L1, as it is a cross from the bigger gauntlet.

  • L3: VANGUARD. Cleaving Fast Left-to-Right Front Hook. Great cleave, good damage.

  • L4: STRIKEDOWN. Shallow Fast Vertical Hammer Fist strike (Center-Up to Center-Down). Great damage; has better armor penetration than the other lights.

  • H1: RELENTLESS. Cleaving Right-to-Left Hook (Chains into L3). Great cleave, great stagger.

  • H2: STRIKEDOWN. Vertical Left-Down to Right-Center-Up (Front Uppercut). High damage, great stagger, bad cleave.

  • H3: STRIKEDOWN. Vertical Two-Handed Hammer Fist Strike. High damage, massive stagger, moderate cleave. The primary elite-busting normal attack.

  • Push Attack: VANGUARD. Cleaving horizontal hammer fist strike (Left Hand, Right-to-Left). Chains into H1 or L2.

  • Attacks After Push: L1 or H2.

  • Running Attack: Charging H2 that can be followed by H3 or L4.

Weapon Special: “Superman Punch/ Uppercut”

  • Activation: Press Special to power up the massive right gauntlet. The Ogryn retrieves his right hand to prepare, blocking during the activation animation. Alternative for the dusters**:** The Ogryn stims up his right hand with a powerful red stim. When the special is active, the hand has a slightly oozy, glowing red effect around it.

  • State: This is an indefinite buff that lasts until you land a hit with your right hand. The player can still use light attacks (left hand), block, or push without consuming the charge.

  • The Punch: A straight-line lunging cross/overhand (functions like a very wide “stab”).

    • Note: Could also be an uppercut, but then the implementation should ensure that if the player points at a head, it will always connect with that head regardless of how big of a belly the enemy has. Also, an uppercut might send the enemy flying too, which would be hilarious.
  • Damage: 100–200% Strength applied to the standard H3 heavy damage profile.

    • Design Goal: It should guarantee a one-shot on a Crusher (headshot) in a standard Left Keystone build. It should also reliably chunk at least 30-40% HP of a Havoc boss.
  • Impact: Creates an AoE explosion on hit (4m radius). Knuckle-duster alternate variation: It is not an explosion. Instead, it is a shout, similar to those used by the Veteran, Hive Scum, or Psyker.

    • Direct Hit: Full Damage.

    • 2m Radius: 60% Damage + massive stagger (knocks enemies down).

    • 4m Radius: 30% Damage + light stagger.

  • Thrust Mechanic: Can be held to accumulate stacks (up to 3). Each stack increases damage to Monstrosities by 5% (up to 15% total).

  • Special Interactions:

    • Infinite cleave against Poxwalkers or any other chaff (stops on Elites to prioritize the big target).

    • Propels the player slightly toward the target if they are just out of range (closes a gap of a step or two).

  • Follow-up: If an attack is chained immediately after the Special connects, it gains a ~30% strength buff (chains into L4 or H3).

Example Combos
Legend: L – light attack; H – heavy attack; PA – push attack; RA – running (sprinting) attack.

  • Hordes:

    • H1 > L3 (Infinite chain)

    • PA > H1 > L3

    • Push > L1 > L2 > L3 > H1

  • Single Target:

    • L1 > H2 > H3 (H2 > H3 infinite chain)

    • L1 > H2 > H3 > L4 > H3 (H3 > L4 infinite chain)

    • Push > H2 > H3

    • RA > H3/L4

    • Special > L4/H2 > H3

    • L1 > L2 > H3 > L4/H2


Mk II “Brawler” Power Gauntlets/ Heavy Knuckle-dusters

Purpose in kit: Mixed Horde Clearing / Sustained DPS

Visuals: Symmetrical. Two smaller, identical gauntlets. The heavy attacks are faster than the Mk I. Looks exactly the same as the Mk I LEFT gauntlet, but there are two of them.

Alternate visuals – Knuckle-Dusters: Symmetrical. Two smaller, identical grey metallic dusters. Heavy attacks are faster than the Mk I. They look exactly the same as the Mk I left duster, but there are two of them. They could also have a spike pointing down from the handle, making the L4 animation more logical, as it could function as an X-shaped slash with the spikes.

Attack Patterns

  • L1: STRIKEDOWN. Shallow diagonal Left-to-Center Jab. Has enough cleave to hit a few poxwalkers.

  • L2: STRIKEDOWN. Shallow diagonal Right-to-Left Cross. Has enough cleave to hit a few poxwalkers. Slightly more damage than L1 because it is a cross. Small cleave and stagger, but high damage to single targets.

  • L3: STRIKEDOWN. Fast Vertical Hammer Punch (Upper-Right to Center-Down).

  • L4: VANGUARD. Fast Left-to-Right and Right-to-Left HORIZONTAL attack. Great cleave and damage but bad stagger. Note: I am a bit iffy about this one. Based on the pattern structure, it should be a considerably powerful horizontal light attack. Logically, as a finisher, it should be done with both hands, but nobody hooks with both hands at once - it’s goofy(unless you’re an Ogryn!) It is either a goofy double hook or a goofy cross hammer strike in the form of a widened-out “X”. The X-shaped hammer-fist strike looks better in the alternative heavy knuckle-duster variant, because the dusters could have spikes on the handle, turning the motion into a kind of slashing strike with the spikes.

  • H1: STRIKEDOWN. Uppercut (Lower-Down to Center-Up). GREAT DAMAGE, great stagger, has a bit of cleave onto smaller targets.

  • H2: RELENTLESS. Powerful Right-to-Left Rear Hook. amazing stagger and cleave.

  • H3: RELENTLESS. Powerful Left-to-Right Front Hook. Amazing stagger and cleave.

  • Push Attack: STRIKEDOWN. A fast, powerful Cross aimed exactly at the center (effectively a stab). Great for sniping elites in hordes. Big damage, increased damage profile vs Carapace and Maniac. Follow-ups: L3 or H2.

  • Attack After Push/Dodge: L1 or H2.

  • Run-up Attack: H2 (can follow into L3 or H2).

Weapon Special: “Overcharge Mode”/ “Stimmed up!“

  • Activation: The Ogryn crushes his fists together, activating a powered-up state for approx. 13-18 seconds. In the alternative knuckle-duster version, the Ogryn stims up first, injecting himself in the neck like Hive Scum do. The weapons then gain a faint, oozy red glow, and the screen edges can become very slightly tinted red. The rest of the animation remains the same.

    • Special Interaction: The activation animation acts as a block and a fast, very short-range attack with low cleave but the H1 damage profile (crushes the head of anyone standing right in the Ogryn’s face). Special activation does not break the current attack chain.
  • The Buff: Increases Damage(30%), Cleave (+70%), Impact (+30%), and adds Rending (+20%) to all attacks. HERE I have no idea what actually the relic blades power mode does stat-wise, only that I damage, cleave, stagger everything better with it and my sword doesn’t bounce off of crushers(irc).

    • Note: Similar to the Power Sword/Relic Blade, but explicitly does not apply the damage bonus vs. Monstrosities (or Unyielding; I am not sure about it - Bulwarks and Reapers are still part of the mixed hordes, it is just a measure to clearly separate it from the boss-busting Mk I).
  • Cooldown: The buff timer starts only after the activation animation ends and the player begins striking. The charge bar begins refilling only after the mode ends.

Example Combos
Legend: L – light attack; H – heavy attack; PA – push attack; RA – running (sprinting) attack.

  • Hordes:

    • L1 > H2 > H3 (H2 > H3 chains indefinitely)

    • L1 > H2 > H3 > L4 (H2 > H3 > L4 chains indefinitely. The idea here is that this combo should actually yield more DPS than the heavy-only chain, because L4 is the last attack in the light chain and is quite powerful. So, players who bother with the HHL input would be rewarded).

    • Push > L1 > H2 > H3 > L4

    • PA > H2 > H3 > L4

    • Special > H2 > H3 > L4

  • Single Target:

    • H1 > L3 (H1 > L3 chains indefinitely)

    • PA > L3 > H1

    • L1 > L2 > L3 > H1

    • RA > L3 > H1

    • Special > H1 > L3


New Blessings

  • Power Cycler(updated): The special bar now has 2 charges. While in the activated state, the special bar can recharge with 10–25% effectiveness. In the knuckle-duster version, it should be named Bigger Pouch.

  • Power Traction: Activating your special grants +4–10% Attack Speed and +4–10% Movement Speed for 4–10 seconds. In the knuckle-duster version, it should be named Accelerating Chems.

  • Advanced Technique:index_pointing_up: :nerd_face: :(Imagine: A very smart Ogryn doing the “Think about it” meme). Non-weakspot hits grant a stack of Advanced Technique (up to 5 stacks). Each stack grants +0.4% – 1.6% Attack Speed. Weakspot hits consume 1 stack to deal +10–40% Damage. Heavy Attacks grant and consume 2 stacks simultaneously.

Existing Blessings:

  • Headtaker(for damage)

  • Wrath(mostly for mk1 to be better at horde clearing)

  • Thrust(for big boss damage)

  • Rampage(help with horde clearing)

  • Hammerblow(for stagger as an option)

  • Opportunist(to pair with hammerblow in high carapace missions)

  • Counter Attack(if QR is here, why not?)

  • Quick Reflexes (Should be modified to allow players to do a Quick Reflexes > Mk I Special Activation > Fully Charged Thrust Special combo).


Stats

I won’t delve into detailed stat distribution, because I don’t know enough about that. However, I think the gauntlets should be on the faster side in terms of mobility and dodges. They should have mediocre performance against Carapace when unpowered, but excellent performance when powered.

Damage-wise, when unpowered they should be strictly worse than pickaxes. When powered, they should be strictly better than pickaxes (I’ve played about 90% of the time with pickaxes, so that’s my main and only point of comparison).


Alternative idea(Inspired by Heretical_Cactus’s feedback on the concept.)

We can remake power gauntlets into some very big knuckle-dusters. The new heavy personality - he’s like a member of the Tertium gangs or something, right? A street-smart Ogryn. A pair of knuckle-dusters would be fitting. We don’t need to change much, the attack chains stay the same.

Instead of a charge bar for a generator, the Ogryn will have a special big stim(Ogryn-sized stim!). The functionality of the charge bar remains the same, it’s just a visual change.

MK1 Special: no longer an AoE explosion. Instead, it has a Vet/Hive Scum–like shout that functions the same way as the explosion - just a stagger shout on hit with the right hand. Instead of empowering the gauntlet, the Ogryn uses the stim on his right arm, and it chemically empowers him this time.

MK2 special: Instead of the power generator activation, the Ogryn stims himself and then does the crushing fists special animation. Everything else functions exactly the same - just visual and animation changes.

This way, it can easily be a pair of knuckle-dusters and a stim from the Hive gangs.

That it. Hope it will get some people some ideas, GG!

5 Likes

Doesn’t exist in lore.

Closest is Necromunda’s Augmentine Fists (which don’t work as those are grafted), and Mace Fists.

Can we get rules against AI art and stuff ?

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Sad, so there is not even a slight chance to get big powered gauntlets for ogryns if they aren’t lore accurate. :smiling_face_with_tear:

What, is it that bad? It actually looks pretty cool, even if it’s not accurate at all. As you can see from my doodles, I’m terrible at drawing, especially on a PC.

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There is a very slight chance. If GW give bigger breaths to FS

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Honestly, we can remake those into some knuckledusters. The new heavy personality - he’s like a member of the Tertium gangs or something, right? A street-smart Ogryn. A pair of knuckledusters would be fitting. We don’t need to change much, the attack chains stay the same.

Instead of a charge bar for a generator, the Ogryn will have a special big stim(Ogryn-sized stim!). The functionality of the charge bar remains the same, it’s just a visual change.

MK1 Special: no longer an AoE explosion. Instead, it has a Vet/Hive Scum–like shout that functions the same way as the explosion - just a stagger shout on hit with the right hand. Instead of empowering the gauntlet, the Ogryn uses the stim on his right arm, and it chemically empowers him this time.

MK2 special: Instead of the power generator activation, the Ogryn stims himself and then does the crushing fists special animation. Everything else functions exactly the same - just visual and animation changes.

This way, it can easily be a pair of knuckledusters and a stim from the Hive gangs.

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Fist weapon = absolute yes!

Even if powerfist is too much, some sort of Cestus/Knuckledusters/Makeshift blade gauntlet would be sick. I want to punch heretics in the face.

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Kudos for the high effort post.

You’ve also made me incidentally realise that it would be cool to get a high mobility, high armour pen, low horde clear weapon in Ogryn’s arsenal. Might not suit his main niche but the gameplay variety is always appreciated.

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Get out of here with that Redited take.

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GW have definitely got stricter in recent years. Heck, I think they’ve got stricter just in the time period between launch of Darktide and now.

Maybe a rule against spamming it.

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Wow, what a cool and intricate idea! Can’t wait for it to get absolutely ignored by FS because they take little to no feedback from FatShark Forums unless it’s a relentless campaign that goes on for years!

Sorry man, this will probably never happen and that’s without even going into whether it is lore accurate.

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Would that actually be a problem? It isn’t for cosmetics

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That’s okay, I just like to do it regardless of whether FS notices it or not. It’s interesting, and I really like Darktide’s weapon framework: the two types of attack chains, blocks, pushes, and specials. It’s both simple and intricate enough for me, so… yeah.

Also, it lets me farm some more negative karma on Reddit, which is always welcome.

Got to be able to pocket them and switch to ranged/grenade/auspex etc. Making non-cyber variants doesn’t have to be a big deal though, depending what it is.

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First of all

Really cool Ai Pics you got there (dont listen to some not liking it). Nice work on the Combos!

As much as i would like to see Powerfist, i guess the Imperium strayed far far away from giving them to aOgryn. Its too much for a Ogryn and you really really dont want a Brute with a Brain of a Child have something as Powerful as a Powerfist running around xD hahah

They would prolly smash whatever just to see to if it works against any and everything

Knuckel Duster for Sure, that would be amazing, since we have them kinda already as a SPecial attack on some Weapons. Pure Dusters would be amazing just for the Fun of it. Dont know how Good they would be for Armor Pen, but still Cool.

from Cactus

Wasnt in the Mood to write, its on the Forum already.

The only thing is Charonite Claws Missing since i they were a 30K thing as far as i remember. I know they had some “Unforntunate/ Fortunate” Ogryns, depending on who you ask to have been Augmented with this Claws. Im not entirely sure if its still a thing in 40k i have to research. Dont think it was too barbaric for the Imperium to stop using it, more like Technology is too Advanced in 40k to redo it in Scale, as most is!

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The tech is illegal, think I mentioned it in the thread you linked up.

Also Augments wouldn’t work as weapons, as the character would still need to be able to use their other weapon (in this case ranged), and Auspex/Boxes…

God I had forgotten that train wreck of a thread.

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Which Tech was illegal?! i didnt read through the whole Thread dude ;-D common, i just wanted the Weaponlist. Please elaborate on that im wondering, seriously. How come Charonite (if you mean that) is illegal but making SM and Primarchs, Guardsmen with tampered Genes (i look at you Amar Astarte) not?!

Yeah i guess, no Hands no Fingers, but your not alone and its still a Game… Augments or not, DT is not Lore Accurate at all at times. Look at Havoc and Enemy Spam how is this Lore accurate brother?

Not even Chaos can just blink Units into Existence like this Game does in Havoc. Finite resources at a given point for the most part, except they know your coming, so they can try and do their beloved rituals. Youve read 30k or 40k so you know what i mean. We can look past little things like that as we do all the time in this Game or other Warhammer Games for the sake of Gameplay and Fun.

I just put it up, cause i was too lazy to write. I did some Ogryn suggestion, but yours came up first so i took it, dont sue me okay!

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The whole Charonite equipment, it’s based on Xeno tech which caused it to be outlawed since.
Doesn’t mean that similar stuff doesn’t exist and isn’t still used by the Imperium.

You have the Stigmartus Ogryn in Jericho Reach which basically are low cost Charonites (armed grafted weapons or not), and in Necromunda’s Slave Ogryn gangs you can also have Rock Saws as an augmentic, though less of a drill and more of a rotative saw (like the one used for Cement jobs)

But we could have times where you’d see 4 Charonite, thus making the mission impossible from the moment we face an Auspex.

That’s Luddo Narrative dissonance, every game has it, but they still have to keep certain things in the means of the lore.

It’s a tide game, it’s part of the system. And it isn’t like the pop out of thin air, they get in, in unrealistic number, through doors, sewer holes and such.

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Okay cool, thnx for the explanation!

Luddo Narrativ or not, i was replying on Lore Accuracy which i hear all the time to show its disfunctional most times in DT. “So dont throw that back at me Bro”, you like to “Correct Peopz” about what is allowed in your Opinion and what is not, even though w all know that read Warhammer know that its an amalgation of Contradiction at times with a Lore of 40 Years. This why i wrote it in the first Place. Now it seems you just want to win an Argument here and you dont… cause you said the Opposite of what you normally do(dont take this Personally!)

Dont get me wrong i like his Game to be accurate too, but i see that its still a Game so we can give a bit more leash at times, since we should have Fun playing first and foremost.

As you say every Game has it so, throwing around Lore Accuracy all the time is not a Factor or Argument all the time. Still, thnx for the Lorebits on Charonite, appreciate it, theres always something new to learn in Warhammer.

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