Warhammer 40K: Darktide

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Rejects Will Rise

Darktide is an upcoming co-op first-person shooter made by Vermintide developer Fatshark. The game will likely have the same gameplay as Vermintide, only in space and facing Chaos cults in an Underhive.

Story

Writing Brought to you by motherfucking Dan Abnett, with help form your favourite Spiritual Liege, Matthew Ward[1]

The game takes place on the Hive World of Atoma Prime, where a group of Nurgle worshipping assholes called The Admonition are plotting to take over the planet from the hive city of Tertium with the extensive use of pox gases, converting the infected to their side. Thankfully (or not), one Inquisitor Grendyl has come to cleanse the heretical arsehole. Instead of doing the mercy killing, or calling 911, the inquisitor believes the situation is still somewhat salvageable. Scooping out the convicts they've collected (not for the first time), giving them weapons and throwing them to the meat grinder, hopefully they could find out what the hell is going on while purging some fucking heretics.

According to the devblog, the true antagonist is a concept known as the Darktide (roll credits!), a boogeyman threat that must be kept at bay, or so the people of Atoma Prime believe. In fact, it is a collective term referring to the brutal horrors of the Warhammer 40,000 universe: mutants, xenos, and worse - who want nothing more than to extinguish the fluttering flame of human civilization. The young people recruited to regiments like the Moebian Sixth have no idea where they’re being sent, or what they will face. They are as ignorant of the "Darktide" as any other regular citizen, for they were all citizens themselves. Out on the death worlds of the Fringe, the lasmen are thrown into the meat grinder and come face to face with unimaginable danger. Their world-view changes. They learn the nature of the Darktide and fight it tooth and nail. Sometimes, they learn too much. Long tours result in trauma, both physical and psychological. Some are broken by the experience. Some are made bitter and resentful that the grueling combat they experience is generally unrecognized back home, because the Imperial Administratum tends to keep all details of the ongoing conflict quiet so as not to generate public alarm. There might be a few news broadcasts about "great victories", but the rest of the turmoil is screened by propaganda. Some troopers, of course, serve brilliantly and bravely, and remain loyal despite everything they experience. But others fall prey to the insidious touch of the Darktide. They encounter the malevolent effect of the Warp, and it changes them. They become - literally, in some cases - the very thing they are fighting against.

In summary, the Darktide is basically Nurgle's way of weaponizing PTSD, throwing Imperial troops into a meat grinder to break their spirits and then brainwashing them to become one with the grinder themselves. It is no wonder why Adeptus Astartes were not sent. One can see some rather unnerving parallels with what happened to the Iron Warriors and how the their endless campaigns of gruelling siege warfare caused them to snap and turn to Chaos.

And that's where our heroes, the convicts come in. They are invaluable yet expendable. Whether they're Ogryns, guard veterans, fanatics of the Imperial Creed, or Psykers, they are the hardest meat the Imperium could send en masse, ready to purge the enemies of the Imperium with their remarkable abilities.

The Rejects Will Rise!

Gameplay

The game excitingly is one of the very few 40k video games to feature the Guardsmen in the starring role and not the Space Marines, and will play just as similar to Vermintide, only probably leaning more towards the shooty parts of the game. As such it will likely be much closer to the L4D2 style of play than Vermintide. The game will also feature a class style of character system like in Vermintide.

More will come as more info comes out, but Guardsmen fans rejoice as they are put in the spotlight for once.

As of the magazine spot, playable classes are to be a Zealot, an Ogryn, a Veteran, and a Psyker, The classes are also apparently very customizable, both visually and gameplay-wise with lots of interchangeable weapons for classes and while no weapons have been specifically mentioned, plasma weapons, hellguns, chainswords, ripper guns, and flamers have all been seen at one point or another. Also, you can play as four Ogryns. Each character can choose between three different voices with their own unique responses, for it seems Fatshark has been pulling their weight and emptying coin pouch on this game with many different VA.

The trailer also showed off Poxwalkers, traitor guardsmen, Hounds of Xaphan (actually pox hound), and fucking Plague Ogryns as enemy types so even though FW disconnected the Renegade and heretic line, they will hopefully live on in the game.

Darktide was featured on Edge magazine with a 15-page article stating that there will be some form of character creator, a backstory in that you start as a newly conscripted prisoner snatched off a transport ship by the Inquisition, ability leaks, and a shield system like Payday 2.

For new introduced features unlike in Vermintide or L4D, certain enemies now "corrupt" players, reducing their maximum health represented by a purple bar (just like in vermintide where the players are cursed for carrying grimoire). Be aware the effects can stack, so players better stick together and be ready kill any specials in order to prevent further health reduction. The corruption cannot be healed by normal means (normal health pack are health sprays that can group heal btw), but it can be treated by healing stations that appear at certain points of the run, fully healing any players that use it. However, the healing station has a usage limit of 4, so spend its uses wisely. There are no more infinite ammo boxes like in vermintide, so players have to think more strategically on their ammo usage. However, there will always be at least 3 stacks of ammo waiting at healing stations.

A new mechanic called "cohesion" gives bonuses to players if they stick together, discouraging them from trying to wander off on their own to get killed. Another mechanic called "toughness" acts as a temporary damage soak, ensuring that players won't get stunlocked to death the moment they get shot at. Unlike regular health, it regenerates over time but does so faster if the team stays in cohesion.

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. 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. Highlights include the aggressively German male Psyker, a Northern English Ogryn, the magnificently hammy Preachers (all of them, male and female, it's great) and the French female Psyker voiced by Repanse de Lyonesse who alternates between psychotic and kind (amazingly, she is the SANEST Psyker, which is saying a lot, and has a shockingly well developed moral compass for the 42nd Millenium, though of course she is just as remorseless a killer as the rest and thus something of an oblivious hypocrite professing love for the citizens and horror at the Inquisition's regular MO even as she gleefully pops skulls and rips through hordes of enemies with her sword).

  • Veteran: Has the ability to grant themself extra gun zooming range and increased headshot damage. By default, they wield a Lasgun, a Chainsword and Frag Grenades. For other weapons, they have a Lucius patterned combat shotgun (aka your favourite shotgun from L4D is back!!!),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.
    • 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. Their active ability 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 VII Lasgun, a shovel (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 certain reasons, but let's hope it is not something too severe. By default, they wield an Autogun, a Power Hammer and Incendiary grenades, and have also been seen using a Flamer and a Chain Axe.
    • 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 (albeit with a long cooldown). They take reduced toughness damage while in cohesion. Their active ability is a charging attack that locks enemies into melee. By default they wield an Autopistol, Combat Axe, and Stumm grenades.
  • Psyker: A wizard type character with the exact some play style and mechanics as 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). They will also suffer damage when trying to cooldown from overheating by "reloading", but not for the Psyker in Darktide however, 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, 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 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 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). For other weapons, it was confirmed in a dev steam that they can exchange their force staff with a stub revolver or a Laspistol if they wish to save their overcharge for spamming their special melee attacks instead.
    • Psykinetic: The most combat-focused subtype of the Psyker, gaining warp charges from killing their enemies by using their unique Brain Burst power. 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 spend these charges to make a force wave to knock away mobs they can't otherwise contain. By default, they wield a combat sword and Stub Revolver.
  • Ogryn: Taller than the other characters (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, 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.

Weapons

being a 40k game you have a wide plethora of weapons to shoot and beat heretics to death with, when the full game comes out, this might be of help of choosing your favored toy for killing.

Ranged Weapons

  • Lasgun: the humble lasgun, while often the butt of jokes, is arguably the best weapon in the game. With very little recoil, good damage (minus the light lasgun, we'll get to that later), an actual scope for good accuracy, and a humongous ammo pool both in clip and reserves, there is very few scenarios the lasgun will serve you badly in. It is available to all classes barring the Ogryn, though it works best with the Veteran because his skills and passive traits reward precision headshots, which the lasgun is very good at. The special attack for all lasgun types is a twin-link togglean under-slung flashlight, perfect for illuminating darkened corridors, though here's hoping we also get a bayonet in the full release. Before you start complaining about the lasgun somehow having recoil, the devs did try to make fully recoilless lasguns, but it felt so off that they scrapped the idea.
    • There are three types of lasguns, light, medium and heavy; the heavy lasgun is slower firing but heavier hitting, making it ideal for dealing with elites or specials, the medium serves as the middle ground between the heavy and light lasgun, perfect for all scenarios whether it be sniping or crowd control, and then the light lasgun... sucks. There's no sugar coating it. When guardsmen themselves call lasguns "flashlights", this thing is probably why; its rate of fire is the best when compared to its cousins, that means fuck all when you can't kill something heavier than a traitor guardsmen or poxwalker (read: chaff). Use the other two when available and scrap the light lasgun for thrones.
    • Do note they are all semi automatic, so buy a second mouse as it will break.
  • Laspistol: First seen in the psyker class reveal trailer (and was hinted early in the developer stream). Hopefully it'll have a gimmick like being able to simultaneously wield it with a close combat weapon because lore-wise, it should be inferior to a lasgun in most situations.
  • Autogun: Depending on what you're going for, this weapon is either great or it sucks. On one hand it has a better rate of fire compared to the lasgun, but on the other hand it has worse recoil, ammo efficiency, and to an extent damage. Good if you want to mimic an Ork, but until release it is best given up for your trusty lasgun. Available to all classes barring the Ogryn, and has an underslung flashlight as its special attack.
  • Shotgun: With 9 shots and a very good cone of damage, this thing is one of the better weapons for crowd control. It's also one of the few ways that the Veteran and Zealot can knock down and kill Marauders, easily one of the more annoying enemies in the game with the amount of armor they have. Its special attack is supposedly firing a single shot for greater range but one doesn't really notice it.
  • Autopistol: Ironically better than the autogun, it's effectively a VZ61 Skorpion submachine gun with a very high rate of fire. Has surprisingly low recoil compared to equivalent weapons in other FPS games so don't be afraid to use it at medium to longish range. Like most other guns, it has a flashlight for its special attack. Exclusive to the Zealot.
  • Thumper Shotgun: Exclusive to the Ogryn, it's essentially a larger M79 that fires 40kg shotgun shells. It can only hold one round before reloading, but that one round is all you need to turn an entire mob into chunky salsa. Has a pistol-whip secondary attack that sadly doesn't do much damage.
    • If you played the closed beta this is actual name of the Kickback shotgun, editors found the true name on playdarktide.com .
  • Ripper Gun: An Ogryn auto-shotgun. If you thought the Kickback turned crowds into paste, wait till you use this thing. Its standard fire is a three-round burst and holding right click turns it into a fully-automatic pellet hose that also tightens spread. Only bosses are going to survive a volley from this thing. The Ripper has an actual bayonet mounted for its special attack.
  • Force staff: Psyker only. Comes in multiple variants including a flamethrower variant, a Palpatine force lightning variant, and a variant that's a copy paste of Sienna's conflagration staff from vermintide. Doesn't use ammo, but does increase your perils meter so use carefully lest you blow yourself up by reaching into the warp too deep and too often.
  • Stub revolver: For the psyker and zealot. Is surprisingly accurate and does good damage, use as an alternative to the lasgun if you want to fight effectively at long range. Count your shots, the reload animation is painfully slow since it has your character manually pushing rounds into the chamber one at a time instead of using a speed loader.
  • Meltagun: Not present in the beta, but it's icon was datamined from the files.
  • Bolter: Not present in the beta, but it's icon was datamined from the files. Looks like a 2 handed rifle variant, likely used by the sisters of battle.
  • Flamer: Zealot only. Wasn't available in the beta but visible in the character creator.
  • Plasma Gun: Our lovely blaster cannon made for Veteran only. Present in early trailers and in the character creator but wasn't available in the beta. Seems to be a combination of Moonfire Bow and Trollhammer Torpedoes from Vermintide 2. We can safely assume that Plasma Gun will be a specializing in destroying armoured foes and beefy targets, like on tabletop and the previously mentioned Vermintide weapons. May also have a overheat mechanic, similar to the drakeguns in vermintide.

Melee Weapons

  • Shovel: The stock melee weapon for the Veteran and perfect for roleplaying as a Krieger, it has good damage and can smack multiple heretics at a time. It focuses more on cleaving though a horde than the Night Fang which rewards more precise head severing strikes.
  • Combat dagger: Seen wielded by the psyker in the class reveal trailer. It's animations are heavily focused on quick stabs, so take it if you want a fast, high DPS, low-AOE melee weapon like Kerillians dual daggers in Vermintide.
  • Chainsword: Wouldn't be a 40k game without one. Veteran exclusive. The light attacks aren't as good for clearing hordes as the shovel, but it's better for taking out bosses and special enemies with it's revved up heavy strike.
  • Catachan Night Fang: According to Catachans, it's a knife. According to everyone else, it's a bloody sword. As mentioned above its built for precision strikes aimed towards a heretic's neck, preferably decapitating them. Its special attack is a parry that allows you to conserve stamina for pushing/blocking when being swarmed.
  • Axe: It's an axe, what's there to say other than its heavy attack is easily one of the better ones and does a decent job of chopping though armor, though marauders are still a pain, especially when's there more than one. Not very good at cutting a crowd to pieces but it does the job well enough, is the stock weapon for the Zealot and can purchased by the Veteran.
  • Power Hammer: It smacks people real hard thanks to the power field, though it is slow on the swing.
  • Force Sword: Exclusive for the Psyker, spectacularly fast and lethal especially at high peril. Though the Power Hammer and the Ogryn's weapons hit harder with individual hits the Force Sword is probably the best overall melee weapon so far, the ludicrous speed allowing it to both butcher hordes and take down the big bastards.
  • Ogryn Knife: A knife scaled up to ogryn size, but it would be akin to an Ork choppa in anyone else's hands, which it's probably why it's exclusive to the big boys.
  • Ogryn Maul: Slower and not as good at horde-clearing as the knife, but blunt damage makes it better for taking out armored enemies.
  • Ogryn Shock Maul:
  • Ogryn Grenadier Gauntlet: The lovechild of a breaching ram and a grenade launcher, which Ogryns can carry by simply strapping it to a forearm. Predictably, punches the crap out of enemies and can fire explosives as a special attack.
  • Ogryn Slab Shield: Will likely take up the ranged item slot since we see it wielded with the maul and the grenadier gauntlet. In addition to blocking gunfire, it can also be used to bludgeon enemies to death. Emperor said you shall be the cover!

Other Characters

  • Sergeant Major Morrow: Think of him as the Mission Control from Deep Rock Galactic or Lohner from vermintide. Now with the power of Vox technology (bless the Omnissiah!), he will constantly be providing mission details for the players team in a sarcastic tone. Voiced by Kruber's VA. His original regiment is the Armageddon Steel Legion. He was apparently the sole survivor of a warp accident and the Inquisitor rescued him.
  • Tech-Priestess Hadron Omega 7-7: Sometimes does the briefing and is the one who warns you when the data-interrogator starts to fuck up and you have to fix it, filled to the brim with sass and been angry for nearly 392.1736 Terran cycles or so, calls the player and the squad varlets and rightfully thinks the players are a bunch of idiots who may not be completely useless.
  • Flight Lieutenant Masozi: The Valkyrie pilot. The squads accuse her of cheating at cards and somehow even the Tarot, with the more reckless characters constantly complaining about losing credits to her.
  • Sefoni: The narrator for the tutorial with 2 different responses when greeting the player's character, if you're a Psyker she greets the player as a little one to be turned into a proper solider, if you're any other class, she says “Welcome to the Pyskana, where your torture, I mean training starts.” You can actually find her stuffed in a tube aboard the Mourningstar if you want to replay the tutorial.
  • Explicator Zola: An Atoma native.

Enemies

  • Poxwalkers: Civilians of Atoma Hive who were infected by Moebian Sixth's pox gas. They are the trash mob, Skavenslave/Common Infected equivalents, in that they come in hordes with the purpose of tarpitting the players. Befitting lore, they can be heard periodically begging for help or crying over being forced to observe their body act completely outside of their control whilst out of combat.
    • Poxburster: Suicide bomber. Kill him from afar as soon as possible since its explosion can also corrupt players. Can be detected by the beeping sounds from their bomb.
  • Admonition Cultists: Bog-standard Chaos cultists dressed in ragged robes and salvaged gasmasks, armed with lower-quality ballistic weapons. Their Scab Gunners use Heavy Stubber instead of Hotshot Volley Gun. Possibly only encountered in poorer parts of the hive like the Underhive.
  • Moebian Sixth Regiments These regiments were known for being the toughest out of all Moebian regiments. However, a good grimdark dose of war trauma and a bit of Warp shenanigans later, they turned in a bunch of Nurgle worshippers. They now seek to "save" the citizens of Atoma and its sister worlds by releasing gas blessed with papa Nurgle's "truth" in the hab blocks, freeing them from the corpse Emperor's lies... They almost all wear skull-like gasmasks, although not as much as the Death Korps'.
    • Traitor Guardsmen: Your HERETICAL wall of guns. Smarter than Poxwalkers. Knows how to use cover like most FPS enemies. They come in lasgun and close combat weapon varieties, and are a bit more resilient than the Clanrats they probably stand in for. The former can spawn in groups of 10 or more at difficulty 3 and higher to light your ass up like a fireworks display, forcing you to cover-hump and switch from playing 40K Vermintide to playing 40K Call of Duty.
    • Scab Bomber: Think of them as the Globadier/Spitter of this game, but lobs firebombs to create puddles of area-denying fire. Raises the question as to why their quartermasters didn't issue them gas bombs if the Sixth was going for a pestilenc- themed army. For whatever reason, they don't cause as much friendly fire as the Vermintide globadiers, it's pretty common to see hordes sprinting through the flames without getting burnt to a crisp.
    • Dreg Tox Flamer: A lanky guy in robes carrying a flamethrower that burns green. It's hard to say whether it's supposed to be a Chem-Thrower or a Plague Belcher, or if maybe the Nurglites jumped through a Warp rift to nick Warpfire Throwers from Clan Skryre. Much like other enemy specialists, this guy loves opening up on the players while they are getting swarmed.
    • Scab Trapper: The Packmaster/Smoker of this game. More clever than her ratty or asthmatic counterparts since the Trapper uses an electrified net gun to disable players from a distance instead of running into melee range with a mancatcher, and abandons them to the mercy of her buddies right away rather than try to reel them in, focusing on another target. The Trapper isn't wearing a bunch of rattling skulls to announce her presence any possible victim either.
    • Scab Gunner: The Ratling Gunner of this game, but uses a Hotshot Volley Gun instead.
    • Scab Shotgunner: The Berserker/Plague Monk equivalents. Suicidally aggressive, they move intp optimal shotgun range and start dumping rounds.
    • Scab Mauler: Similar to Stormvermin from Vermintide 2. Covered head to toe in Carapace Armour, tough as nails and armed with a two-handed chain-axe. Like Stormvermin, they occasionally come in small mobs on higher difficulties.
    • Scab Sniper: This guy hangs out at a distance and blends in with vanilla traitor guardsmen until he turns on his targeting laser. His long-Las shots are very painful since they ignore toughness and deal HP damage with every shot. He is at his most dangerous when he has pals to tarpit players while he picks them off one by one. Take cover behind a wall or a structure if you see him scoping you out with his laser. On the plus side, he dies almost instantly the moment the players start shooting back at him.
  • Mutant: Mutants that were enhanced with cybernetics. Inspired by the Charger from Left 4 Dead, its role is to charge at one of the players to separate them from their team, then give them a little ground pounding, followed by throwing them even further. It is a pretty big abomination, about the size of an Ogryn, and it is pretty fast and tanky. Funnily, it shares the Chaos Spawn's throwing animation from Vermintide 2. Liable to choose one target and then run past everyone else to get to them no matter how much dakka that tends to attract, but it's understandable since the poor thing most likely doesn't have much of a mind anymore.
  • Chaos Ogryn: The Chaos Warriors of this game, but bigger with the abnormally large body proportions of Ogryns. Their job is to attract the players' attention and tank as much as possible. These tough dumb bastards come in three variants:
    • Crusher: The offensive variant that's armored and armed with two handed great weapons. Reminiscent of the Chaos Warriors from Vermintide 2.
    • Bulwark: Chaos Bullgryns, the defensive variant that's armed with a chainsword and a big sturdy shield, but not armored, thankfully. Capable of charge towards the players.
    • Reaper: The ranged variant that will fill the players, the air, and their allies full of lead with their big fucking Heavy Stubber. Think of it as a harder-hitting, meatier version of the Scab Gunner.
  • Plague Ogryn: The first revealed randomly encountered boss of this game. Just a big rotting mutated Ogryn that wants to eat you and stuff you inside its shitty rotten intestine. Pretty much the Rat Ogre/Tank equivalent.
  • THAT KARKING THING: Revealed in the World Intro Trailer. It made its return in this game with some techno gadgets on its body and probably had the same animation as the one from vermintide 2 as well.
  • Enforcer: Armed with a shotgun, two handed maul, and energy shield and will call in poxwalkers and traitor guard for support. Serves as the boss of assassinate missions. Psykers can chain stun him with their headcrush ability when his shield is down, so having one on your team for these missions is ideal. Has an absolutely fucking baller boss soundtrack.

Bosses