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==Classes== Unlike the Ubersreik Five (or Four, doesn't matter), your characters each have a customizable backstory that lets you choose their homeworld, what they did in their earlier lives, and how they ended up in prison (this being the Imperium it's often something incredibly petty, like complaining about the taste of the rations or not getting out of a magistrate's way fast enough for his liking). As a result, it's perfectly possible to form a team consisting entirely of one class (though in practice it'll probably be a good idea to have some variety). Each class has several different personalities representing the various criminal lunatics serving in the campaign. Not only do different personalities have different voicelines and reactions, your backstory will also add other reactions based on their pasts. Highlights include the aggressively German male Psyker, a Northern English Ogryn, the magnificently hammy Preachers (all of them, male and female, it's great), the Cadia-exclusive Veteran (male and female), the male Psyker who argues with the ''subtitles'', the male and female Pskyers that appear to have a hotline to [[What|Big E himself]] (or [[Daemon|something claiming to be Big E]]), the Irish female Psyker who is probably the biggest source of [[skub]] as people either hate her voice or love her poisonous snark and the French female Psyker voiced by Repanse de Lyonesse who alternates between psychotic and kind. She's amazingly the SANEST psyker with a shockingly well-developed moral compass for the 42nd Millennium, which says a lot. Sure she's just as much of a remorseless killer as the rest of them, and might SEEM an oblivious hypocrite for professing love for the citizens and horror at the Inquisition's regular MO even while gleefully popping skulls and ripping through hordes of enemies with her sword. But look at the types of abominations she's killing; they more than deserve it! * '''Veteran:''' A member of the Imperial Guard dishonorably discharged for one reason or another. They're still killing heretics, so not much of a change in career. Their focus is ranged damage, though they do have more toughness and health than the Psyker. By default, they wield a [[Lasgun]], a [[Chain Weapon|Chainsword]] and Frag Grenades. For other weapons, they have a Lucius patterned combat [[shotgun]] (aka your favourite shotgun from L4D is back!!!),[[Stubber|a Stub Revolver]], a Plasma Gun, a Power Sword, an Autogun, and a Combat Blade. Confirmed that they will be making Forge-World variation for Basic weapons such as Lasguns and Autoguns for now. Their personalities can lean towards being a relatively agreeable Professional, a cynical Cutthroat who survived the loss of their unit, or a Loose Cannon who killed a guard just to get some extra drink. If you come from Cadia, you get the option of a special personality fitting a grizzled veteran who witnessed the death of the only home they've ever known. The planet broke before the Guard did... ** '''Sharpshooter:''' A subclass of Veteran geared towards long-ranged combat and scoring headshots, with their passive granting them a larger ammo capacity and more damage against enemy weak points. While in cohesion, they have a chance not to use up ammo when shooting, and they regain ammo for every elite killed. Their active ability is "Volley Fire", which slows them down in exchange for boosting their accuracy, damage against enemy weak points, and weapon handling; it also makes non-Ogryn elites and special enemies easier to identify from afar so you can snipe them better. By default the weapons they can wield are a Kantrael Mk Ia Lasgun, a shovel ([[Death Korps of Krieg|Krieg fanon-lovers rejoice!]]), and frag grenades. * '''Zealot:''' Your happy go purging Ministorum Priest. Since player characters are all convicts for a reason, the Zealots was probably excommunicated for [[heresy|certain reasons]], but let's hope it is not something [[chaos|too severe]]. Depending on your build, they may sometimes say "Blood for the God Emperor! Skulls for the Golden Throne!". [[Khorne|Doesn't bode too well]]. By default, they wield an [[Autogun]], a combat axe, and stun grenades, and have also been seen using a [[Flamer]] and a Chain Axe. They can be either be a hot-blooded Fanatic, a self-righteous Judge (the male one delivers [[Awesome|so much ham]] that he could probably be directly transplanted into [[Dawn of War]]) or an insane Agitator who burned down an entire hab block for suspected heresy. ** '''Preacher:''' A subclass of Zealot that functions similarly to the Zealot from [[Vermintide 2]]: they have fast melee attacks, deal bonus damage when their health is low, and can avoid dying after taking a fatal attack, gaining temporary invincibility in the process (albeit with a long cooldown). They take reduced toughness damage while in cohesion. Their active ability "Chastise the Wicked" is a charging attack that locks enemies into melee, regenerates their Toughness, increases their base melee damage and guarantees their next melee attack will be a critical hit. By default they wield an [[Autogun#Autopistol|Autopistol]], Combat Axe, and Stun grenades. * '''Psyker:''' A wizard type character with the exact some play style and mechanics as [[The End Times: Vermintide#Gameplay|Sienna from vermintide]], but no fire (at least, not physical fire). So I guess we know that the Inquisitor sending the Convicts out is a Radical. As mentioned previously in Vermintide, this type of character has unlimited ammo, but will explode if they overuse their powers (here referred to by Perils). Unlike Sienna, they also have the option of wielding guns in their ranged slot instead of a staff, but that's boring. They no longer suffer damage when trying to cooldown from overheating by "reloading" as Sienna did, bless the Emperor. As for other new features, the Psyker can get new spell powers in their grenade slot (which every class now gets their own unique grenades) to smite the enemies for the Emprah! One of the many demonstrated spell is the Brain Burst spell that deal massive damage to a single enemies' head, [[awesome|to the point of crushing their skull, killing them instantly]]. When blocking, they are able to conjure a psychic shield that not only blocks ranged fire, but also stagger enemies when they try to hit it, and it works on even the hardest hitting elites like the Crushers or the Maulers. Other powers include [[Star Wars|pushing away a horde of enemies in a burst of psychic wind]] (melee special attacks), and imbuing the powers of the warp into their blades and to deal lethal damage in one swing. Their unique ability allows them to instantly erase any overcharge they had. By default, they wield a [[Force Weapons|Force Sword, a Force Staff]] (aka the conflagration staff from vermintide) and the aforementioned head busting power (speculated to be able to switched for other psyker powers in future updates). Their personalities can either be a Savant simply trying to do the right thing even when everybody hates them, a batshit insane Seer who is so incredibly joined to the Warp that they hear voice from a "Beloved" who may or may not be the God-Emperor of Mankind or possibly a daemon, and a very resentful Loner twisted by all the abuse and distrust Psykers get simply by existing. Humorously, at least one voice for the Psyker has lines arguing with the subtitles. “I see in the future foreshortened li- no, no, I said FOUR shortened…!” ** '''Psykinetic:''' The most combat-focused subtype of the Psyker, their blitz is a Brain Burst that deals huge single target damage and gains a warp charge on kill, increasing the Psyker's damage. This works especially well against elite foes, not only because of its high damage, but because they gain increased damage against elites while in cohesion. While building up charges can help mitigate the risks of perils, they can also live on the edge like the Unchained from last game, enhancing their attack power and gaining other benefits at high peril levels. Their active ability is pure utility though: They send out a force wave that knocks everyone around them back and even down to the ground, while expelling a huge amount of warp peril. This allows them to balance spamming their abilities to get power at high peril and then "vent" it if things get too hairy. By default, they wield a combat sword and laspistol. * '''Ogryn:''' Taller than the other characters ([[derp|said to be the height of three Bardins tall]]) and can send smaller enemies flying back with his attacks. Has the same charging move as Foot Knight Kruber in [[Vermintide 2]], which pushes enemies away and gives them a boost to their movement and attack speed to finish them off faster. By default, they wield a ripper gun (which has an alt-firing move that allows it to go full auto), a combat knife, and their own unique Ogryn patterned grenades (a cluster bomb that scatters and explodes in a large area, randomly). Due to how tall and big the Ogryn is and since this is a sci-fi game where majority of the enemies and characters use guns, the Ogryn will have to do the heavy lifting, [[DISTRACTION CARNIFEX|acting as a distraction/cover]] for his teammates. But that's fine since he's big and strong, and being tall allows him to score headshots in melee with relative accuracy and ease. You should play a strike team of four of them. Sadly, there's no female Ogryn option yet, so no Badass Fatass SSBBW Space-Ogress option (feelsbadman). They can either be a Bodyguard who held the line alongside his fellow Ogryns when all the little humies ran away and yet was still disgraced, a Bully who revels in how strong he is over everyone else and a Brawler who sounds a LOT like Bardin (but doesn't have his VA), a simple childlike soul that lost his last master and just wants to be better next time. Something else to note about player Ogryns: They're smarter than average. The Brawler and Bully have Bonehead implants, and all of them are seen counting to FIVE in loading screens. Note that the smartest and most famous Ogryn who ever lived, [[Nork Deddog]], can only count up to FOUR. Smarts like these are probably worth throwing in the brig for on its own, for fear of what such genius specimens could do if left on their own... ** '''Skullbreaker:''' [[Meme|It breaks skulls.]] This chonker is a big ol' brute in the classical Ogryn image who takes less damage, staggers enemies harder and protects da lil' unz by continuously reviving allies even while taking damage. Their active ability makes them charge straight ahead, scattering anything lighter than them with a ridiculous burst of speed. Their default weapons are a break-action single-shot shotgun, a huge metal club and a box of grenades. No, they don't toss a box of grenades with some sort of igniter attached to it to set them all off in quick succession (though there is a feat that can be taken with such a functionality, [[Awesome|turning it into a cluster bomb]] if it hits a strong enough enemy), [[Lulz|they just toss a whole-ass box of grenades at someone's face to instantly murder them with the blunt force trauma]] (it can also bounce and hit another nearby enemy for ultra [[Lulz]]). This is apparently more potentially-lethal to a single person than actual shotguns, and does bonus damage to heavily armored enemies for good measure. [[Lulz|Can also lethally pimp slap people with some melee weapons' special attack.]]
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