Weapons and equipment of the Klingons

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sunnyside
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Weapons and equipment of the Klingons

Post by sunnyside »

They've obviously got their disrupter rifles. Bat'leth and mek'leth and other assorted close combat weapons.

They're also mentioned to have ground assault vehicles that remove animals from their path.

We've seen some kind of not so impressive mortar in "Nor the Battle to the Strong" and in ST6 there was some kinda sniper rifle.

Anything else they've been known to use that would be relevant to ground combat? Any thoughts on likely capability?
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Re: Weapons and equipment of the Klingons

Post by Mikey »

I would compare them most closely with Ogryns - shotguns for middling ranged combat (probably a fair match to a disruptor rifle) and poor on the tactics but pretty tough toe-to-toe.
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Re: Weapons and equipment of the Klingons

Post by Aaron »

Mikey wrote:I would compare them most closely with Ogryns - shotguns for middling ranged combat (probably a fair match to a disruptor rifle) and poor on the tactics but pretty tough toe-to-toe.
Certainly their stats would need tweaking, you can blow half an Ogyrns brains out and they still keep fighting. Klingons are fairly tough but not retarded tough like that. Really all the stats will need tweaking even the humans. It's fairly obvious that a baseline human in WH40K is tougher than one in ST.
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Re: Weapons and equipment of the Klingons

Post by Mikey »

Got that right. But I'm willing to accept some license for ease of game play.
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Re: Weapons and equipment of the Klingons

Post by sunnyside »

The statlines are extremely granular and tend to include a lot.

If the stats we're, say, on a scale of 1-100 there might be some differences. But in 40K the default human is a "3" for physical stats. In order to drop down to a 2 we're talking about a Grot. And to get up to a 4 we're talking Space Marine. So a 3 catches pretty much everything in between. Though they''re more willing to let one of the physical stats get upgraded as a sort of way to fit in between a human and a Space Marines.

Ogryns however are also multi wound making them notably able to take wounds. The only stat changes I can really see making would be giving Klingons a toughness of 4 due to their redundent systems and stuff. And maybe give the Jems a strength of 4 like the Kroot.
Last edited by sunnyside on Sat Jun 07, 2008 9:26 pm, edited 1 time in total.
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Re: Weapons and equipment of the Klingons

Post by Mikey »

I'd buy that logic.
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Re: Weapons and equipment of the Klingons

Post by sunnyside »

I guess I'll stick it in this thread.

Phasers and disrupters are always known to down their targets if they're at the right setting correct? With Jemmie rifles we see wounded. But it seems with a disrupter or phaser on an appropriate setting throw the target to the ground dead.
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Re: Weapons and equipment of the Klingons

Post by Mikey »

There have been a couple of things that have seemed somewhat phaser-resistant, but your logic seems to hold for humanoid targets.
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Re: Weapons and equipment of the Klingons

Post by Aaron »

sunnyside wrote:I guess I'll stick it in this thread.

Phasers and disrupters are always known to down their targets if they're at the right setting correct? With Jemmie rifles we see wounded. But it seems with a disrupter or phaser on an appropriate setting throw the target to the ground dead.
It varies wildly, Kirk stunned a Klingon soldier in STIII and he flew back a dozen or so metres. Other times kill shots just drop them to the ground.
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Re: Weapons and equipment of the Klingons

Post by Deepcrush »

Klingons Stats
WS 4 BS 3 Str 3 T 4 A 1 In 3 Ld 10

Weapons - (Disrupter pistol str 4 ap 5 assault 1 counts as close combat weapon) (Disrupter rifle str 4 ap 5 assault 2)

Mak'leth (close combat weapon strikes first)

Bat'leth (close combat weapon with plus one str)

Bonus
Can carry hand grenades
Can have Da'Har Master (one per squad) +2 WS -1 BS +2 A +2 In (Can only use Bat'leth or Mak'leth/pistol)
Causes panic -2 to Ld.
Cannot retreat (fight to the death)

Any thoughts on this?
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Re: Weapons and equipment of the Klingons

Post by Mikey »

Sounds good, Deep. How do those stats match up with orks? 'Cause I was figuring a pretty close match.
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Re: Weapons and equipment of the Klingons

Post by Deepcrush »

I myself don't really see the Klingons as the equal of Orks. More like a cross between Human (40k) and Ork (40k). We have seen in the different characters that unlike the orks who have only a single mindset, the klingons can change and evolve (for better or worse) with the times. Orks have remained unchanged for 60 million years. Orks also like big guns and massive armies and fleets. The Klingons prefer small strike groups and hit & run tactics. Though there are a few things they share in common, the bulk of matters are worlds apart.
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Re: Weapons and equipment of the Klingons

Post by Mikey »

I agree - I only meant in physical stats. Obviously, there are no Klingon Speed Freeks, or anything like that.

*EDIT* Nor have I ever seen the Klingons drop an asteroid on someone, although I do think it would be pretty cool. :happydevil:
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Re: Weapons and equipment of the Klingons

Post by sunnyside »

That's actually pretty close to what I was thinking. I was thinking of giving them +1 attack and was debating lowering their BS to 2. I don't know is they're cannonically bad shots but it would make them easier to compare to Orks point wise.

I was thinking about making their disrupters a more standard rapid fire arm. But I'll agree with the s4 ap5 at least the makes working with them a bit easier. The trick with making a weapon assault is that you either have to make it short ranged or what you've created is a unit that is actually primarily about shooting and evading combat.

Also I was thinking the Mak'leth would jsut be a regular close combat weapon. Which could make it popular enough.
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Re: Weapons and equipment of the Klingons

Post by Mikey »

What exactly does "assault" refer to in weapon notes?
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