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==Variants== Thanks to [[Darktide]], we now have some variants of Cultists which are called Dregs in the game. These are: ===Dreg Shotgunner=== [[File:Scab_Shotgunner.PNG|170px|right|thumb|A Dreg Shotgunner, AKA target practice.]] Like their more [[Scab Shotgunner|militant counterpart]], Dreg Shotgunners specializes in charging-in and going in close to shove their [[Combat Shotgun|boomstick]] up the [[Anal circumference|enemy's asshole]]. They all carry around [[Combat Shotgun]]s with an [[Basic Close Combat Weapons#Combat Knife|affixed bayonet to the front.]] Unlike the Scab Shotgunner, the Dreg garden variety is more common than usual. Nevertheless, despite their commonality, they still share the same [[Fail|retarded AI as their Scab cousins]]. That is, the tactic of slowly walking up in front of the player without taking any form of cover or tactics. Dreg Shotgunners are even easier to take down than their Scab counterparts, owing to the fact that only their chest is protected by flak armor leaving their limbs and head exposed, only compensating for this weakness with their abundant numbers. However one shouldn't really underestimate them, as their numbers means that they are able to pressure and corner players allowing them to relentlessly blast enemies with their high damage shotgun until they drop dead, or an ally comes in to save the day. Nevertheless, like their Scab counterparts, despite being listed as 'elite' enemies, they behave more like up jumped cannon fodder and should be treated as such. They are identifiable by their robes and sickly yellow cloak adorned with a mantle of spikes and skulls on their back making them easily identifiable. But overall, there is nothing too much to write home about for these guys. Grab a gun and [[Blam|cap their sorry asses]]. <gallery> Scab_and_Dreg_Shotgunners.PNG|Scab and Dreg Shotgunners </gallery> ===Dreg Gunner=== [[File:Dreg_Gunner_2.PNG|200px|right|thumb|A face only an inbred mother would love.]] Like their more [[Scab Gunner|militant counterpart]], Dreg Gunners are in charge of displaying an [[MOAR DAKKA|overwhelming amount of firepower in the general direction]], in order to provide covering fire for their <s>meatshields</s> allies. Unlike their more militant cousins who are well-off with more modern weapons, Dreg Gunners are forced to rely on older, stripped-down [[Heavy Stubber]]s for their weaponry. Compared to the Scab Gunner which offers relatively 'accurate' laser fire in the form of their [[Hotshot Volley Gun]]s, Dreg Gunners use their [[Heavy Stubber]]s to spray and pray that their bullets hit something. As such, whilst more inaccurate than their Scab cousins, the Dregs does not need a pause in their fire and will just continue to press the trigger until it runs out of bullets and need to reload. Additionally due to the lack of a laser trail, and their similar appearance to the rest of the dregs they than can occasionally be harder to spot compared to their Scab counterparts. In terms of their AI, they share a lot with their Scab counterparts. It is relatively simplistic, consisting of just aiming and shooting. At least they share the common sense in firing their weapons from afar, behind a mob of [[Poxwalkers]] and taking the occasional cover as a result. They are therefore, one of the more balanced enemies in the game, offering a degree of difficulty without going into [[Bullshit]] territory unlike [[Scab Trapper|some]] [[Scab Sniper|enemies]] [[Pox Hound|in]] [[Beast of Nurgle|the]] [[Daemonhost|game.]] Like the rest of the cult, Dreg Gunners can be identified by their sickly yellow robes/clothing, additionally they are adorned with pieces of flak armor around their chest and shoulders providing them with some protection albeit sparse, while less armored than their scab counterpart they have higher health to compensate for the shortcomings of their armor, however they are still easy to take out when not hiding behind cover or other units. <gallery> Dreg_Gunner.PNG </gallery> ===Dreg Rager=== [[File:Dreg_Rager.PNG|250px|right|thumb|Just one less skull of being mistaken for a [[Khorne|Khornate]] [[Jakhals|Jakhal]].]] The goddamned [[Khorne|Khornate cultist]] [[Derp|in a]] [[Nurgle|Nurglite-heavy game]]. The Dreg Rager is a Cultist so amped up on [[Drug]]s that he goes loco in a trance like a budget [[Eversor Assassin]]. These guys wield a wide variety of [[RIP AND TEAR]] including [[Basic Close Combat Weapons#Maul|Mauls]], [[Basic Close Combat Weapons#Sword|Swords]], [[Basic Close Combat Weapons#Axe|Axes]], and [[Basic Close Combat Weapons#Hammer|Warhammers]], alongside their own flavours of [[Chain Weapon#Chain Cleaver|Chain Cleavers]], [[Chain Weapon#Pulverizers|Pulverizers]], [[Chain Weapon#Axe-Rake|Axe-Rakes]] and [[Miscellaneous Weapons#Pit Slave Buzz Saw|Saw Blades]]. In terms of gameplay, these guys are actually ''more'' dangerous than their more [[Scab Mauler|militant counterpart]] as they are fast, tough and could swing their dual-weapons so damn fast you would think you're fighting against a [[Khorne Berserker]]. They are very dangerous in close combat, and their strength in quickly recovering from most staggering effects makes them even more lethal in CQC. They are definitely one of those mooks you don't want to fuck with as even an [[Ogryn]] would find it hard press in dealing against these guys. The safest option when dealing with them is to take them out from range, as this allows you to avoid their troublesome melee attacks. They come in both armoured and unarmoured variety, although it barely makes a gameplay difference. <gallery> Unarmoured_Rager.PNG|The unarmoured variety. </gallery> ===Dreg Tox Flamer=== [[File:Dreg Flamer.PNG|170px|right|thumb|To this day, [[Mortarion]] is perplexed on how a bunch of mortals manage to get his ingrediants to make Alchem weapons.]] Possibly the most dangerous of the lot. The Dreg Tox Flamer like their [[Scab Flamer|militant counterparts]], act as the close-range orientated shocktroops in [[Darktide]]. However, compared to the more vanilla counterparts, the Dreg Tox is far, ''far'' more dangerous as they wield the deadly [[Alchem Flamer|Alchem Flamer]]. It is interesting to note how [[Nurgle|Nurglite]] Cultists in [[Darktide]] manage to gain a special weapon that used to be exclusive to the [[Death Guard]], these [[Alchem Flamer|Alchem Flamers]] have a notoriety for being god damned nasty to both the user and the target. How they manage to gain the know-how to create these toxic weapons is unknown given that they came from the [[Death Guard]] in the Horus Heresy/Great Crusade days. Anyways, in terms of gameplay, they act the same as the normal counterparts, with the exception being that their greenish chem flamers lasts far longer than normal, making them a rare exception of being more dangerous than the official soldiers-turned-traitors. Therefore, it is best to deal with them at a longer range to avoid their nasty ass chem-fire effects, astute players will hear them coming before even seeing them due to the iconic sound of a clicking pilot light signifying their arrival onto the field. Fortunately, their deadliness of their weapons is offset by the fact that, like all cultists, they wear minimal armour, unfortunately however they are considered "maniacs" allowing them to take less stagger from small arms meaning that once they get burning the only thing that will stop them is death, melee weapons, and some beefier ranged options. <gallery> Dreg_Tox_Flamer.PNG </gallery> ===Jakhal=== {{Main|Jakhals}} The [[World Eaters]] manage to have their own cutlists, these guys being a bunch of chainsword-wielding lunatics hopped up on a special cocktail of combat drugs. While led by champions, they also employ Dishonoured, even bigger and roid-ragier than the rest and carrying around massive weapons called Skullsmashers.
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