He's probably still on vacation, so I'll answer. Deathclaws are tagged [BIOME:NOT_FREEZING][SAVAGE], and the pipe uses the hammer skill, but mutants are the only civ race that has just it as its hammer weapon, vault dwellers have batons as well, and raiders and wastelanders have batons and bats...so your best bet is a mutant with hammer skill...or buy one in a town.
[EDIT]
Also...for anyone that would like it...I got bored and made my own fix for the gem issue so small gems will now be accepted for normal reactions. The break-down-item shop command still takes the large version tkough. (edit) Has been fixed in recent update, not needed anymore.
Also in my super boredom...I added two more Behemoth-Class robots inspired from the big bots in Fallout Tactics, as well as the F3 Mr. Gutsy (with semi-working plasma pistol {ok...it breathes globs of congealed fire I renamed "plasma"}), the Fallout 2 Mr. Handy with 6 arms and no eyestalks (I renamed it "Mr. Sturdy") and the Fallout 2 Eyebot (it is a flying verminhunter that doesn't breed! yay!) I picked the F2 version...because the F3 version has like eleventy billion antennas on it, and that made it look a mess in the wound list.
You can get them here:
https://docs.google.com/leaf?id=0B_XXanvdpNXLNjQxOThjZmUtM2I5MS00ZTU4LWI2MmMtZmM4NzViMDU3M2Y3&sort=name&layout=list&num=50Oh yeah...the Mr. Handys are war-trainable, which is awesome if you also mod dogs to be only hunting-trainable.
Mind you...these aren't Deon's and he was probably already working on the same things before he went on vacation. I'm just throwing this out there for anyone that might like it.