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* MistreatmentInducedBetrayal: The Moebian 6th would be so ill-supplied, bereft of reinforcements, and suffered supernatural plagues and horrors in addition to horrifically bloody battles for their campaign on Nox Alpha that it damn near makes sense that they would have turned traitor - otherwise, they'd probably all just have be dead.


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* SuicideMission: According to some of the narration from the Martyr's Skulls, the Moebian Sixth was sent to a planet called Nox Alpha (a place with sickly skies, weeping trees, and of course as it turned out, plagues of Nurgle. Rebreathers were constantly necessary to avoid infection) when elements of them turned traitor. This was reacted to by the troops as being a death sentence, and various regions proved differently hellish difficult: The Tenebrus was an area of perpetual darkness where nothing could be seen without the assistance of flares, Grundrak forest was an extremely dense forest of minimal sight lines that was especially feared by all Moebian 6th troops (even the most battle-loving ogryns feared it) as only the witch-sight of psykers could effectively keep watch for any approaching enemies, and the Hellus region had pervasive deadly red mists which led those had survived it to have [[NothingIsScarier said the least about what was found within the red mists]].
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** Surprisingly enough, the Agitator can be capable of this. Unlike the KnightTemplar Fanatic, who revels in the cleansing of heretics and the corrupted alike, Agitators seek to ''[[RedemptionEqualsDeath redeem]]'' the lost through MercyKilling. However wicked and twisted an individual has become, the Agitator fully believes that they can be made pure once again in the eyes of the God-Emperor by relieving them of their wretched existence. Considering the setting, he's probably not wrong.

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** Surprisingly enough, the Agitator can be capable of this. Unlike the KnightTemplar Fanatic, who revels in the cleansing of heretics and the corrupted alike, Agitators seek to ''[[RedemptionEqualsDeath redeem]]'' the lost through MercyKilling. However wicked and twisted an individual has become, the Agitator fully believes that they can be made pure once again in the eyes of the God-Emperor by relieving them of their wretched existence. Considering the setting, he's they're probably not wrong.wrong. The Agitator may also offer to teach the Brawler Ogryn how to read, even if they do so begrudgingly.
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* BadBoss: According to Sefoni, House Brahms was never known for its appreciation of servitude, and the Shipmistress is not entirely different. That said, her preferrential treatment of Alice Hallowette (and to an extent, Oska Krall) implies that Brahms can be a BenevolentBoss to those she likes.

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* BadBoss: According to Sefoni, House Brahms was never known for its appreciation of servitude, and the Shipmistress is not entirely different. Her announcements on the Mourningstar can generally be described as being either casual threats or admissions of callousness. That said, her preferrential treatment of Alice Hallowette (and to an extent, Oska Krall) implies that Brahms can be a BenevolentBoss to those she likes.
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* SocialClimber: Melk repeatedly pushes people down in an attempt to make himself look better, insists that people refer to him by his [[TryToFitThatOnABusinessCard full title]], and only shows his better side to certain personalities, showing that he looks at titles instead of people. Shipmistress Brahms doesn't take him seriously because of this aspect of his personality and deems him [[SmallNameBigEgo too unimportant to grant him an audience]].
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* FloweryElizabethanEnglish: The Dreg Gunners are prone to shouting like this while firing their machine gun like the maniacs they are.
-->'''Dreg Gunner:''' THE HOUR OF THINE DEATH IS UPON THEE!!!
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* JoinOrDie: Some of the enemy variants have them shouting at the strike team to "convert or die."

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* MissionControl: He assumes this role alongside Hadron in one variant of the Warren 6-19 mission, being her technical consultant on the mechanisms of the ward they're operating in and the inner workings of the Moebian Sixth's plague factory.

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* ItIsDehumanizing: Unintentional, like most Mechanicus, but he refers to humans as 'pre-servitors' and gets a rebuke from Shipmistress Brahms for it. Said rebuke suggests he uses this term quite often.
* MissionControl: He assumes this role alongside Hadron in one variant of the Warren 6-19 mission, being her technical consultant on the mechanisms of the ward they're operating in and the inner workings of the Moebian Sixth's plague factory. He can also appear assisting Shipmistress Brahms during the mission to purge the Hab Drayko plague tree.



* AdmiringTheAbomination: She calls the huge fleshy plague-tree in Hab Drayko 'glorious' right before condemning it.



* TheGhost: He's the one core member of the Inquisition who has the least screen time thus far, with his scant appearance being briefly during the introductory cutscene for the Armoury introduced in Update 13, and kicking in the door for Zola and Rannick in the Trust 14 cinematic.

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* TheGhost: He's the one core member of the Inquisition who has the least screen time thus far, with his scant appearance being briefly during the introductory cutscene for the Armoury introduced in Update 13, and kicking in the door for Zola and Rannick in the Trust 14 cinematic. Sefoni will [[LampshadeHanging lampshade]] this by suggesting that he's actually missing and hasn't been seen for a while.

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* GodWasMyCoPilot: From the tidbits of infomation the Seer Psyker says comes from their "Beloved", it's heavily implied they are in fact in contact with the Emperor himself, or at least, one of his fragments.
* HandicappedBadass: Equipping the Arriestus Solemni cosmetic set gives the Psyker a pegleg. This doesn't hinder their ability to slaughter heretics in the least.
* HearingVoices: The Seer voice sets seems to believe that they're hearing the GodEmperor of Mankind himself talking to them, usually referred to as "(My) Beloved".

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* GodWasMyCoPilot: From the tidbits of infomation information the Seer Psyker says comes receives from their "Beloved", it's heavily implied they are in fact in contact with the Emperor himself, or at least, least one of his fragments.
fragments. If it's not the Emperor, it's something very, very high up the pecking order of Tzeentchian Daemons, possibly even a Lord of Change.
* HandicappedBadass: Equipping the Arriestus Solemni cosmetic set gives the Psyker a pegleg. This doesn't hinder their ability to slaughter heretics in the least.
least. Several head cosmetics also completely cover the Psyker's eyes, blinding them physically. Fortunately, Psykers don't need eyes to see.
* HearingVoices: The Seer voice sets seems to believe that they're hearing the GodEmperor of Mankind himself talking to them, usually referred to as "(My) Beloved". This is also an unfortunate occupational hazard of being a Psyker, especially one in an active war zone; the Savant and Loner will both comment on hearing the voices of the dead under different circumstances.


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* MadOracle: The Seer, as their name would suggest, is a textbook example. Not unlike a Malkavian from ''Vampire: The Masquerade'', the Seer's insanity - [[AmbiguousSituation if that's what it is]] - grants them knowledge of some remarkably forbidden knowledge from the past, and some remarkably foreboding predictions about how the Atoman uprising is going to end. Fortunately for the Seer, they aren't lucid enough for it to be obvious that they know things that would get them killed in a heartbeat.

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* FreudianExcuse: It's pretty obvious that the Loner's had a hard life even on top of the discrimination toward to psykers that they've had to be careful around to help explain the rampant misanthropy that they exhibit.

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* FreudianExcuse: It's pretty obvious that the Loner's had a hard life even life, on top of the discrimination toward to towards psykers that they've had to be careful around to help endure. This helps explain the rampant misanthropy that they exhibit.exhibit.
* GameplayAndStorySegregation: The Psyker's dialogue will often have them commenting on Warp phenomena that the player controlling them isn't privy to. Loners and Savants who are low on health or high on peril may comment that they can hear the dead screaming for vengeance, while the Seer is having a running conversation with their "Beloved" at all times. Psykers of all stripes will also comment on hearing the screaming souls of Poxwalker hordes in the distance well before they're actually visible. None of this is actually audible to the player.



** The Loner, of all people, gets a few moments. The Bully Ogryn may occasionally commiserate with them about how much the world sucks. The Bully Ogryn misinterprets the Loner's surprise at agreeing with him as anger and apologizes, only for the Loner to brush it off and tell the Bully that it isn't his fault. While the Loner has absolutely no love lost for the Imperium, they aren't any more fond of the forces of Chaos, and the only empathy they ever show is for the victims who are caught in the middle of the fighting.

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** The Loner, of all people, gets a few moments. The Bully Ogryn may occasionally commiserate with them about how much the world sucks. The Bully Ogryn misinterprets the Loner's surprise at agreeing with him as anger and apologizes, only for the Loner to brush it off and tell the Bully that it isn't his fault. While the Loner has absolutely no love lost for the Imperium, they aren't any more fond of the forces of Chaos, and the only empathy they ever show is for the victims who are caught in the middle of the fighting. They may also bemoan the sad lot in life that awaits the many new human Psykers being born as a result of the Great Awakening, comparing them to innocent, ignorant children.



* AbhorrentAdmirer: In contrast to the disdain she shows for most Rejects, the few she ''does'' like can expect some creepy, borderline-flirtatious dialogue if they visit her in her Psykhanium. The only Rejects who don't find her creepy at best are the Ogryn, Seer Psykers, and Professional Veterans.



* MadOracle: It's very clear that she's a few cans shy of a sixpack, and she makes numerous dire predictions about the future of Atoma if you linger in the Meatgrinder for long enough. Her predictions seem to line up remarkably well with the Seer's.



* DeathOfPersonality: He offers the delightfully-named Personality Scourge as a cooperative effort with Stefoni, allowing rejects to permanently erase their old personality and replace it with an entirely new one. This is effectively an in-universe excuse to allow players to change up their backstory, personality type, name, and appearance.

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* DeathOfPersonality: He offers the delightfully-named Personality Scourge as a cooperative effort with Stefoni, Sefoni, allowing rejects to permanently erase their old personality and replace it with an entirely new one. This is effectively an in-universe excuse to allow players to change up their backstory, personality type, name, and appearance.
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* BewareTheNiceOnes: He's one of the only people on the Mourningstar who is always polite to the Rejects, regardless of their class and personality. He's also implied to be involved in all kinds of shady business behind the scenes, enough so that Zola tasks him to be her consultant on the Atoman underworld in one possible mission variant.
* DeathOfPersonality: He offers the delightfully-named Personality Scourge as a cooperative effort with Stefoni, allowing rejects to permanently erase their old personality and replace it with an entirely new one. This is effectively an in-universe excuse to allow players to change up their backstory, personality type, name, and appearance.
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* TeamKiller: Their explosions will damage both ally and enemy alike. Notably, mission modifiers that spawn a huge group of Poxbursters can actually make them ''less'' effective than usual, as they tend to be packed up closely enough where killing a single one can trigger a domino effect that destroys the rest of them - and a few of their friends into the bargain. Originally, where their explosion was totally FriendlyFireproof. One of the Penances added in the Path of Redemtion update even tasks you to do this deliberately by shoving a detonating Poxburster into the enemy's face and letting them handle the cleanup.

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* TeamKiller: Their explosions will damage both ally and enemy alike. Notably, mission modifiers that spawn a huge group of Poxbursters can actually make them ''less'' effective than usual, as they tend to be packed up closely enough where killing a single one can trigger a domino effect that destroys the rest of them - and a few of their friends into the bargain. Originally, where their explosion was totally FriendlyFireproof. One of the Penances added in the Path of Redemtion update even tasks you to do this deliberately by shoving a detonating Poxburster into the enemy's face and letting them handle the cleanup.
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* TeamKiller: Their explosions will damage both ally and enemy alike. Notable, mission modifiers that spawn a huge group of Poxbursters can actually make them ''less'' effective than usual, as they tend to be packed up closely enough where killing a single one can trigger a domino effect that destroys the rest of them. This was changed from originally, where their explosion was totally FriendlyFireproof.

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* TeamKiller: Their explosions will damage both ally and enemy alike. Notable, Notably, mission modifiers that spawn a huge group of Poxbursters can actually make them ''less'' effective than usual, as they tend to be packed up closely enough where killing a single one can trigger a domino effect that destroys the rest of them. This was changed from originally, them - and a few of their friends into the bargain. Originally, where their explosion was totally FriendlyFireproof.FriendlyFireproof. One of the Penances added in the Path of Redemtion update even tasks you to do this deliberately by shoving a detonating Poxburster into the enemy's face and letting them handle the cleanup.

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* BlackSpeech: Even the basic Poxwalkers you'll be mowing down by the hundreds in any given mission can still speak intelligibly, often [[AndIMustScream to horrifying effect]]. The Tox Bomber sounds like he's auditioning for a Lovecraftian cult while gargling Crisco.
* DisasterDominoes: The corruption damage his Blight Grenades inflict on you is the least of your concerns when this guy's on the prowl. The choking clouds of noxious fumes he creates obscure line-of-sight and make it harder to spot incoming threats, and also give all enemies entering them a considerable buff. This means that allowing one to run amok on the battlefield can and will lead to a snowball effect. If the gas itself doesn't get you, some threat you didn't see coming through the cloud will, or you'll go down under waves of buffed Poxwalkers, Mutants and Ragers.



* MythologyGag: Their Blight grenades are a nod to the weapons of the same name used by the traitorous Death Guard chapter, being made out of the severed heads of their enemies that are then filled up with noxious cocktails of toxins and viruses to be thrown at potential victims.

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* MythologyGag: Their Fittingly enough for a Nurgle cultist, the Blight grenades Grenades he uses are a nod to one of the signature weapons of the same name used by the traitorous Death Guard chapter, being Guard, Nurgle's affiliate chapter of Chaos Space Marines.
* ShrunkenHead: His Blight grenades are weaponized Shrunken Heads - they're
made out of the severed heads of their enemies that are then enemies, filled up with noxious cocktails of toxins and viruses to be viruses, and thrown at potential victims.
victims.

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* GlassCannon: Though very fragile compared to their Scab equivalent, letting one alive in the confusion is a surefire way for a fireteam to receive large amounts of [[MaximumHPReduction Corruption]] damage because of the area being blanketed by blight clouds.
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* ShellShockedVeteran: While all of the Veteran voicesets naturally have been somewhat affected by the brutality they've witnessed in their service, the Cutthroat Veteran is the one who shows it the most, expressing constant distrust toward his teammates along with a resigned anger toward his enemies as his response to his homeworld's destruction and their objective having failed after many millennia.

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* ShellShockedVeteran: While all of the Veteran voicesets naturally have been somewhat affected by the brutality they've witnessed in their service, the Cutthroat Veteran is the one who shows it the most, expressing constant distrust toward his teammates along with a resigned anger toward his enemies as his response to his homeworld's destruction and their objective having failed after many millennia. Tellingly, this personality is specifically earmarked as the "canon" choice for a Cadian Veteran in character creation.
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* DeathOfPersonality: Introduced in the Path of Redemption update is the delightfully-named Personality Scourge which, as its name suggests, allows the player to wipe clean their Reject's chosen name and personality, and have a new one beamed into their head, memories and everything. In technical terms, this effectively lets the player create a fresh character of the same class while retaining their current progression, with gender being the only thing left set in stone.

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* DeathOfPersonality: Introduced in the Path of Redemption update is the delightfully-named Personality Scourge which, as its name suggests, allows the player to wipe clean their Reject's chosen name and personality, and have a new one beamed into their head, memories and everything. In technical terms, this effectively lets the player create a fresh character of the same class while retaining their current progression, with gender being the only thing left set in stone.progression.
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* SwordPlant: Their "Meditative Kneel" victory pose has them doing this with a chainsword.


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* GivingSomeoneThePointerFinger: Their "Do not mock Ogryn!" victory pose has them shooting a DeathGlare at the screen while angrily pointing with their right index finger.
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Crushers were renamed to Executors in the Path of Redemption update


** Their Krak grenades have very generous target magnetism bordering on HomingBoulders-level when thrown near Unyielding enemies, or those with Flak or Carapace armor. It's not uncommon for a Veteran to completely whiff a Crusher or Bulwark with their throw, and the grenade will still plant itself squarely onto the target regardless.
* AntiArmor: Krak Grenades not only home in on armored enemies in close proximity and stick to them, but also deal increased damage against them. A single Krak Grenade can take out a Crusher even on higher difficulties.

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** Their Krak grenades have very generous target magnetism bordering on HomingBoulders-level when thrown near Unyielding enemies, or those with Flak or Carapace armor. It's not uncommon for a Veteran to completely whiff a Crusher an Executor or Bulwark with their throw, and the grenade will still plant itself squarely onto the target regardless.
* AntiArmor: Krak Grenades not only home in on armored enemies in close proximity and stick to them, but also deal increased damage against them. A single Krak Grenade can take out a Crusher an Executor even on higher difficulties.



* StickyBomb: Their Krak Grenades are magnetic and will stick to armored enemies before blowing up on them for huge damage. They also deal extra damage to armored foes, meaning that tagging a Crusher or Bulwark (even their shields) will one-shot them.

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* StickyBomb: Their Krak Grenades are magnetic and will stick to armored enemies before blowing up on them for huge damage. They also deal extra damage to armored foes, meaning that tagging a Crusher an Executor or Bulwark (even their shields) will one-shot them.



* FireBreathingWeapon: One of their class-exclusive weapons is the Artemia Mk III Purgation flamer, which lets them roast scores of heretics at the frontline with ease. Since fire damage bypasses armor, it's also surprisingly effective against more protected targets like Crushers or Maulers.

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* FireBreathingWeapon: One of their class-exclusive weapons is the Artemia Mk III Purgation flamer, which lets them roast scores of heretics at the frontline with ease. Since fire damage bypasses armor, it's also surprisingly effective against more protected targets like Crushers Executors or Maulers.



* GoodCounterpart: To the (non-plague) varieties of enemy Ogryn units. Each of the three paths on the Ogryn's skilltree largely correlates to one of the three enemies, the Skullbreaker path to the Crusher, the Bulgryn path to the Bulwark, and the Gun Lugger path to the Reaper, the latter two being extra noticable when equipped with the Slab Shield and Heavy Stubbers respectively.

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* GoodCounterpart: To the (non-plague) varieties of enemy Ogryn units. Each of the three paths on the Ogryn's skilltree largely correlates to one of the three enemies, the Skullbreaker path to the Crusher, Executor, the Bulgryn path to the Bulwark, and the Gun Lugger path to the Reaper, the latter two being extra noticable when equipped with the Slab Shield and Heavy Stubbers respectively.



** The Assail Blitz can practically obliterate the group faces everything short of the occasional boss in lower difficulties by itself, with minimal aim and scarce more peril management, but falls off... somewhat on higher difficulties, where the sheer number of enemies, combined with the greater presence of carapace-armored Maulers, bulky traitor Ogryns, and [[BreadEggsBreadedEggs bulky, carapace-armored Ogryn Crushers]] help dull their effectiveness and demand the Psyker player make use of more of their kit and work with their team if they are to prevail.

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** The Assail Blitz can practically obliterate the group faces everything short of the occasional boss in lower difficulties by itself, with minimal aim and scarce more peril management, but falls off... somewhat on higher difficulties, where the sheer number of enemies, combined with the greater presence of carapace-armored Maulers, bulky traitor Ogryns, and [[BreadEggsBreadedEggs bulky, carapace-armored Ogryn Crushers]] Executors]] help dull their effectiveness and demand the Psyker player make use of more of their kit and work with their team if they are to prevail.



* EvilSoundsDeep: Gunners, Shotgunners, and a few others have noticeably lower, more gravelly voices than the common infantry. The Bulwark, Reaper, and Crusher in particularly sound noticeably deeper than their Inquisitorial counterparts.

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* EvilSoundsDeep: Gunners, Shotgunners, and a few others have noticeably lower, more gravelly voices than the common infantry. The Bulwark, Reaper, and Crusher Executor in particularly sound noticeably deeper than their Inquisitorial counterparts.



!!Crusher

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!!Crusher!!Executor



* AttackItsWeakPoint: Although slightly obscured by the model of their headgear, Crushers are actually unarmored around their necks, allowing the player to deal full damage when targeting this particular area.

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* AttackItsWeakPoint: Although slightly obscured by the model of their headgear, Crushers Executors are actually unarmored around their necks, allowing the player to deal full damage when targeting this particular area.



* MightyGlacier: They are among the slowest of enemy units, but they make up for this by their massive heath pool, a truck's worth of Carapace armor that can NoSell most kinds of low-to-medium power attacks that aren't bolstered by Rending effects, and an extremely damaging overhead swing that can shave off at least half a health bar's worth of hitpoints in a single blow from full Toughness, if not downing a player altogether. Said overhead swing takes about three seconds to land, making it quite possible for nervous players to accidentally waste their dodges from trying to dodge a Crusher's overhead attack long before it lands.
* MythologyGag: Thanks to the Moebian Sixth taking cues from the Vraksian Traitor Militia. Crushers are armed with a massive improvised hammer similar to one of the [[https://static.wikia.nocookie.net/warhammer40k/images/c/c1/Ogryn_Berserker_with_Post.jpg/ Vraksian Ogryn]] [[https://static.wikia.nocookie.net/warhammer40k/images/e/e5/Ogryn_Berserker_with_Hammer.jpg/ Berserker]] models from Forgeworld.

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* MightyGlacier: They are among the slowest of enemy units, but they make up for this by their massive heath pool, a truck's worth of Carapace armor that can NoSell most kinds of low-to-medium power attacks that aren't bolstered by Rending effects, and an extremely damaging overhead swing that can shave off at least half a health bar's worth of hitpoints in a single blow from full Toughness, if not downing a player altogether. Said overhead swing takes about three seconds to land, making it quite possible for nervous players to accidentally waste their dodges from trying to dodge a Crusher's an Executor's overhead attack long before it lands.
* MythologyGag: Thanks to the Moebian Sixth taking cues from the Vraksian Traitor Militia. Crushers Executors are armed with a massive improvised hammer similar to one of the [[https://static.wikia.nocookie.net/warhammer40k/images/c/c1/Ogryn_Berserker_with_Post.jpg/ Vraksian Ogryn]] [[https://static.wikia.nocookie.net/warhammer40k/images/e/e5/Ogryn_Berserker_with_Hammer.jpg/ Berserker]] models from Forgeworld.



* StealthyColossus: Despite being fully-armored giants that tower over any human, they are infamous for not really making a lot of noise that can easily be drowned out by the din of battle - players should ping one that's positioned behind their allies lest they unfortunately find they cannot dodge backwards from where they were facing just before a Crusher's overhead attack lands on them.
* TacticalRockPaperScissors: They're much more vulnerable to [[AntiArmor attacks that specifically deal more damage to heavier-armored enemies]]. A single Krak Grenade from the Veteran will OneHitKill a Crusher from full health on even the highest difficulty.

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* StealthyColossus: Despite being fully-armored giants that tower over any human, they are infamous for not really making a lot of noise that can easily be drowned out by the din of battle - players should ping one that's positioned behind their allies lest they unfortunately find they cannot dodge backwards from where they were facing just before a Crusher's an Executor's overhead attack lands on them.
* TacticalRockPaperScissors: They're much more vulnerable to [[AntiArmor attacks that specifically deal more damage to heavier-armored enemies]]. A single Krak Grenade from the Veteran will OneHitKill a Crusher an Executor from full health on even the highest difficulty.



* MadeOfIron: While they lack the Crusher's carapace armor or the Bulwark's invincible shield, Reapers still have flak armor on their torso and outer limbs and the highest health of any regular enemy, having more than three times the hit points of most other elites[=/=]specials and almost twice that of a Mauler. On the default middle difficulty it takes two to three dozen assault rifle rounds to the torso to bring one down.

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* MadeOfIron: While they lack the Crusher's Executor's carapace armor or the Bulwark's invincible shield, Reapers still have flak armor on their torso and outer limbs and the highest health of any regular enemy, having more than three times the hit points of most other elites[=/=]specials and almost twice that of a Mauler. On the default middle difficulty it takes two to three dozen assault rifle rounds to the torso to bring one down.



* FriendOrFoe: Mutants will happily knock over any enemy standing between them and their target, regardless of if it's a lowly Poxwalker or a mighty Crusher, which can sometimes be used to the player's advantage.

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* FriendOrFoe: Mutants will happily knock over any enemy standing between them and their target, regardless of if it's a lowly Poxwalker or a mighty Crusher, Executor, which can sometimes be used to the player's advantage.
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* NoSell: Their Determined passive gives them complete Suppression immunity.
* OnlySaneMan: Compared to [[TheFundamentalist their]] [[OurOgresAreHungrier erstwhile]] [[MadOracle squadmates]], even the Cut-throat and Loose Cannon veterans come off as paragons of sanity and maturity. Much of ''Darktide'''s comedy is derived from the personality clash between the Veteran and their more-unhinged companions.

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* NoSell: Their Determined passive gives them complete Suppression immunity.
immunity. Quite the NervesOfSteel to be completely unbothered by being shot at.
* OnlySaneMan: Compared to [[TheFundamentalist their]] [[OurOgresAreHungrier erstwhile]] [[MadOracle squadmates]], even the Cut-throat and Loose Cannon veterans come off as paragons of sanity and maturity. Much of ''Darktide'''s comedy is derived from the personality clash between the Veteran and their more-unhinged companions.



* ReportingNames: The Veteran has a bunch of them for various threats; most are used by the Professional, but may rarely be heard from the Cutthroat too. Loose Cannons will usually bungle them and use the wrong number, or devolve into BuffySpeak.

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* ReportingNames: The Veteran has a bunch of them for various threats; most are used by the Professional, but may rarely be heard from the Cutthroat too. Loose Cannons will usually bungle them and use the wrong number, number (for example, they'll call shotgunners' Traxis-12...when there is no Traxis-12), or devolve into BuffySpeak.



* SituationalSword: Smoke Grenades are liable to completely put a stop to many ranged enemies' attempt to kill any rejects inside them and quite a good number of the Specialists as well - however, they do almost nothing against melee enemies, who also probably push the strike team out of the smoke when in great numbers as well.

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* SituationalSword: Smoke Grenades are liable to completely put a stop to many ranged enemies' attempt to kill any rejects inside them and quite a good number of the Specialists as well - however, they do almost nothing against melee enemies, who will also probably push the strike team out of the smoke when in great numbers as well.
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->'''Voiced by:''' Yasemin Özdemir
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[[folder:Sister Prine]]
!!Sister Hestia Prine
A cleric of the Imperial Ecclesiarchy who oversees the records of Penances aboard the Mourningstar.
----

[[/folder]]
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* AdaptationalWimp: Canonically, most, if not all of Nurgle's forces are incredibly resilient, with a single Plague Zombie being a tough-to-kill foe on its own accord. Here, Plague Zombies drop like flies to standard Imperial weaponry like Lasguns and even Daemonhosts and Beasts of Nurgle can be reasonably taken out by gunfire.

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* AchillesHeel: Snipers and Bombers are especially dangerous to the Ogryn due to the general lack of means to immediately deal with long-ranged threats. While they ''do'' have weapons that can hit distant enemies like Grenadier Gauntlets or Rumblers, they are often slow to fire and[=/=]or inaccurate. Not helping matters is that the Ogryn's cumbersome maneuverability and large hitbox mean that they are both slow to respond to such attacks, and more easily hit in turn compared to their teammates, which can be deadly when they're being swarmed by a horde at the same time.

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* AchillesHeel: AchillesHeel:
** Their general lack of reliable armor penetration and[=/=]or burst damage. Where the other three classes tend to have several ways of dealing a lot of damage very quickly to priority targets that also ignore its armor, the only answer an Ogryn has against Monstrosities or massed Elites is the singular Frag Bomb he's allotted, and without external resupplying from pickups or a Veteran's upgraded ammo box, will deprive him of this burst damage button once used. Many Ogryn weapons also lack properties that would enable them to quickly get rid of an approaching problem if it has any additional protection at all.
** Their arsenal's low accuracy and need to lead shots. Ogryns as a whole tend to struggle against
Snipers and Bombers are especially dangerous to the Ogryn due to the their general lack of means inability to immediately deal fire back with long-ranged threats.any modicum of accuracy. While they ''do'' have weapons that can hit distant enemies like Grenadier Gauntlets or Rumblers, they are often slow to fire and[=/=]or inaccurate. Not helping matters is that the Ogryn's cumbersome maneuverability and large hitbox mean that they are both slow to respond to such attacks, and more easily hit in turn compared to their teammates, which can be deadly when they're being swarmed by a horde at the same time.

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!!Scab Trapper
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/darktide_trapper.png]]
Maniacally-giggling evil minions armed with electric net guns, Trappers are Specialists that can quickly disable isolated teammates and leave them vulnerable.

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!!Scab Trapper
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/darktide_trapper.png]]
Maniacally-giggling evil minions armed
!!Dreg Tox Bomber
Introduced in the Path of Redemption update, the Dreg Tox Bomber represents the Cult of Admonition and takes to the field
with electric net guns, Trappers are Specialists that can quickly disable isolated teammates and leave them vulnerable.their grisly Blight grenades.


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* {{Expy}}: Compared to the Scab Bomber, they represent a more accurate analogue of the Poison Wind Globadiers from ''Vermintide''.
* MythologyGag: Their Blight grenades are a nod to the weapons of the same name used by the traitorous Death Guard chapter, being made out of the severed heads of their enemies that are then filled up with noxious cocktails of toxins and viruses to be thrown at potential victims.

!!Scab Trapper
[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/darktide_trapper.png]]
Maniacally-giggling evil minions armed with electric net guns, Trappers are Specialists that can quickly disable isolated teammates and leave them vulnerable.
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* WhatHappenedToTheMouse: Like many Astra Militarum regiments, the Moebian Sixth also possessed a sizable rank of psykers, the loyalist wargear of whom is introduced in the Path of Redemption update, though the actual units themselves are conspicuously missing from the game without any explanation.
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* ItemCaddy: Patch 13 turned them into this with at least four different talent nodes that allow them to get maximum mileage out of every grenade pickup by being able to carry and throw more than would normally be possible, and even regenerate them passively over time. As the cherry on top, if the group has at least one Veteran with the Field Improvisation talent, every ammo crate placed down will refill grenades if applicable, and first aid kits will heal faster, on top of replenishing Toughness and ''cleansing Corruption'', regardless of who deployed them.

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* ItemCaddy: ItemCaddy:
**
Patch 13 turned them into this with at least four different talent nodes that allow them to get maximum mileage out of every grenade pickup by being able to carry and throw more than would normally be possible, and even regenerate them passively over time. As time.
** Played with in regards to
the cherry on top, if Field Improvisation talent, where the group Veteran doesn't even have to be the one carrying or using supplies. If the team has at least one Veteran with the Field Improvisation talent, every ammo crate placed down will refill grenades if applicable, in addition to ammunition, and first aid kits will heal faster, on top of replenishing Toughness and ''cleansing Corruption'', regardless of who deployed them.

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* DissonantSerenity: The Professional can occasionally be a little ''too calm'' under fire, in a way that makes you wonder if they're as sane as they seem. Noteably, they're eerily nonchalant about killing sprees; most other personality types will at least ham it up a little, but the Professional will either wave it off as "what I'm good at," or jokingly imply they're not really even trying.



* GoodCounterpart: To the Traitor Captain. Like the Captains, Veterans still serve as leaders despite having been dishonorably discharged from the Astra Militarum. Both have a sizable pool of replenishing armor that must be burned through in order to damage their comparatively-squishy health, both direct their allies after nearby targets, and both have an ability that involves shouting loudly, knocking down nearby enemies, and replenishing their armor. To top it off, the Veteran and the Traitor Captain are the only characters - so far - able to wield top-level Astra Militarum gear like Power Swords and Bolter Pistols.

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* GoodCounterpart: To the Traitor Captain. Like the Captains, Veterans still serve as leaders despite having been dishonorably discharged from the Astra Militarum. Both have a sizable pool of replenishing armor that must be burned through in order to damage their comparatively-squishy health, both direct their allies after nearby targets, and both have an ability that involves shouting loudly, knocking down nearby enemies, and replenishing their armor. To top it off, the Veteran and the Traitor Captain are the only characters - so far - able to wield top-level Astra Militarum gear like Power Swords and Bolter Pistols.Plasma Guns.



* {{Irony}}: Although Veterans of all stripes remark constantly about how much they hated Snipers upon killing one, their class as a whole was designed to be exactly that, even being named ''Sharpshooter'' for that matter.

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* {{Irony}}: Although Veterans of all stripes remark constantly about how much they hated hate Snipers upon killing one, their class as a whole was designed to be exactly that, even being named ''Sharpshooter'' for that matter.



** The Loner and the Bully Ogryn may occasionally commiserate about how much the world sucks. The Bully Ogryn misinterprets the Loner's surprise at agreeing with him as anger and apologizes, only for the Loner to brush it off and tell the Bully that it isn't his fault.

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** The Loner and the Loner, of all people, gets a few moments. The Bully Ogryn may occasionally commiserate with them about how much the world sucks. The Bully Ogryn misinterprets the Loner's surprise at agreeing with him as anger and apologizes, only for the Loner to brush it off and tell the Bully that it isn't his fault. While the Loner has absolutely no love lost for the Imperium, they aren't any more fond of the forces of Chaos, and the only empathy they ever show is for the victims who are caught in the middle of the fighting.
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* ElitesAreMoreGlamorous: Crossing over into SurprisinglyEliteCannonFodder, the Rejects might be {{Boxed Crook}}s but being a part of an Inquisitor's warband pretty much puts them a few levels above most Penal Legionnaires, conscripts, and even most Imperial Guardsmen. The available arsenal reflects this, such as lasguns and autoguns originating from many different forgeworlds to weapons reserved for seniors or high-ranking soldiers like power swords, thunder hammers, plasma guns and much more.

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* ElitesAreMoreGlamorous: Crossing over into SurprisinglyEliteCannonFodder, the Rejects might be {{Boxed Crook}}s but being a part of an Inquisitor's warband pretty much puts them a few levels above most Penal Legionnaires, conscripts, and even most Imperial Guardsmen. The available arsenal reflects this, such as a large selection of lasguns and autoguns originating from many different forgeworlds to weapons reserved for seniors or high-ranking soldiers like power swords, thunder hammers, plasma guns and much more.



* MadeOfIron: The players can take attacks enough to kill most humans and still keep trucking. It's justified via their [[RegeneratingShieldStaticHealth Toughness]], which is the [[{{Determinator}} determination to press on through the pain]] that protects them.

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* MadeOfIron: The players Rejects can take attacks enough to kill most humans and still keep trucking. It's justified via their [[RegeneratingShieldStaticHealth Toughness]], which is the [[{{Determinator}} determination to press on through the pain]] that protects them.



* MauveShirt: A rare case where the Mauve Shirts are the '''protagonists'''. The most important figures in the fight for Atoma Prime are the crew of the ''Mourningstar''. Until they reach Trust Level 30 and are officially inducted into Grendyl's warband, the player-character is never treated as anything more than cannon fodder. Unusually resilient cannon fodder that actually has a fighting chance at survival, but cannon fodder nonetheless.

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* MauveShirt: A rare case where the Mauve Shirts are the '''protagonists'''. The most important figures in the fight for Atoma Prime are the crew of the ''Mourningstar''. Until they reach Trust Level 30 and are officially inducted into Grendyl's warband, the player-character is never treated as anything more than cannon fodder. [[SurprisinglyEliteCannonFodder Unusually resilient cannon fodder fodder]] that actually has a fighting chance at survival, but cannon fodder nonetheless.



* ShovelStrike: Every class starts off with a shovel as their default melee weapon in the Prologue/Tutoriallevel after dropping into the sewage system of the ship. The Ogryn stands out by not only carrying a giant shovel but it turns out to be a ''latrine'' shovel at that. Beyond this point, shovels are exclusive to the Veteran and Ogryn, while the other two no longer have access to them.

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* ShovelStrike: Every class starts off with a shovel as their default melee weapon in the Prologue/Tutoriallevel Prologue/Tutorial level after dropping into the sewage system of the ship. The Ogryn stands out by not only carrying a giant shovel but it turns out to be a ''latrine'' shovel at that. Beyond this point, shovels are exclusive to the Veteran and Ogryn, while the other two no longer have access to them.
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* BadBoss: According to Sefoni, House Brahms was never known for its appreciation of servitude, and the Shipmistress is not entirely different. That said, her preferrential treatment of Alice Hallowette (and to an extent, Oska Krall) implies that Brahms can be a BenevolentBoss to those she likes.
-->'''Sefoni:''' The Brahms family has never much cared for servitude. Lady Emora is no different.



* MerchantPrince: Being a Rogue Trader means Brahms is essentially royalty who commands a vast dynasty of untold wealth, and typically possesses enough autonomy to operate independently of the Imperium or its subsidiaries like the Inquisition. Such high esteem is one of several reasons why Sire Melk is so desperate to curry favors with her.

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* MerchantPrince: Being a Rogue Trader means Brahms is essentially royalty who commands a vast dynasty of untold wealth, and typically possesses enough autonomy to operate independently of the Imperium or its subsidiaries like the Inquisition. According to her own character lore, House Brahms is one of the most prominent and wealthy Rogue Trader dynasties in the sector. Such high esteem is one of several reasons why Sire Melk is so desperate to curry favors with her.
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* DeathOfPersonality: Introduced in the Path of Redemption update is the delightfully-named Personality Scourge which, as its name suggests, allows the player to wipe clean their Reject's chosen name and personality, and have a new one beamed into their head, memories and everything. In technical terms, this effectively lets the player create a fresh character of the same class while retaining their current progression, with gender being the only thing left set in stone.

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