Weapon Concept: Ogryn Power fists(Gauntlets) OR Heavy Knuckle-Dusters
Hello Forum!
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
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L1: STRIKEDOWN. Shallow diagonal Left-to-Center Jab. Has enough cleave to hit a few poxwalkers.
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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.
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L3: VANGUARD. Cleaving Fast Left-to-Right Front Hook. Great cleave, good damage.
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L4: STRIKEDOWN. Shallow Fast Vertical Hammer Fist strike (Center-Up to Center-Down). Great damage; has better armor penetration than the other lights.
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H1: RELENTLESS. Cleaving Right-to-Left Hook (Chains into L3). Great cleave, great stagger.
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H2: STRIKEDOWN. Vertical Left-Down to Right-Center-Up (Front Uppercut). High damage, great stagger, bad cleave.
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H3: STRIKEDOWN. Vertical Two-Handed Hammer Fist Strike. High damage, massive stagger, moderate cleave. The primary elite-busting normal attack.
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Push Attack: VANGUARD. Cleaving horizontal hammer fist strike (Left Hand, Right-to-Left). Chains into H1 or L2.
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Attacks After Push: L1 or H2.
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Running Attack: Charging H2 that can be followed by H3 or L4.
Weapon Special: “Superman Punch/ Uppercut”
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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.
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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.
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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.
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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.
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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.
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Direct Hit: Full Damage.
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2m Radius: 60% Damage + massive stagger (knocks enemies down).
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4m Radius: 30% Damage + light stagger.
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Thrust Mechanic: Can be held to accumulate stacks (up to 3). Each stack increases damage to Monstrosities by 5% (up to 15% total).
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Special Interactions:
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Infinite cleave against Poxwalkers or any other chaff (stops on Elites to prioritize the big target).
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Propels the player slightly toward the target if they are just out of range (closes a gap of a step or two).
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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.
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Hordes:
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H1 > L3 (Infinite chain)
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PA > H1 > L3
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Push > L1 > L2 > L3 > H1
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Single Target:
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L1 > H2 > H3 (H2 > H3 infinite chain)
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L1 > H2 > H3 > L4 > H3 (H3 > L4 infinite chain)
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Push > H2 > H3
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RA > H3/L4
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Special > L4/H2 > H3
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L1 > L2 > H3 > L4/H2
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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
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L1: STRIKEDOWN. Shallow diagonal Left-to-Center Jab. Has enough cleave to hit a few poxwalkers.
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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.
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L3: STRIKEDOWN. Fast Vertical Hammer Punch (Upper-Right to Center-Down).
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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.
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H1: STRIKEDOWN. Uppercut (Lower-Down to Center-Up). GREAT DAMAGE, great stagger, has a bit of cleave onto smaller targets.
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H2: RELENTLESS. Powerful Right-to-Left Rear Hook. amazing stagger and cleave.
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H3: RELENTLESS. Powerful Left-to-Right Front Hook. Amazing stagger and cleave.
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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.
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Attack After Push/Dodge: L1 or H2.
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Run-up Attack: H2 (can follow into L3 or H2).
Weapon Special: “Overcharge Mode”/ “Stimmed up!“
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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.
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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).
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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.
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Hordes:
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L1 > H2 > H3 (H2 > H3 chains indefinitely)
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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).
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Push > L1 > H2 > H3 > L4
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PA > H2 > H3 > L4
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Special > H2 > H3 > L4
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Single Target:
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H1 > L3 (H1 > L3 chains indefinitely)
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PA > L3 > H1
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L1 > L2 > L3 > H1
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RA > L3 > H1
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Special > H1 > L3
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New Blessings
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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.
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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.
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Advanced Technique
:(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:
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Headtaker(for damage)
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Wrath(mostly for mk1 to be better at horde clearing)
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Thrust(for big boss damage)
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Rampage(help with horde clearing)
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Hammerblow(for stagger as an option)
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Opportunist(to pair with hammerblow in high carapace missions)
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Counter Attack(if QR is here, why not?)
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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!













