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* TheMusketeer: All classes are fully able to fight and defend themselves up close with their melee weapon or pepper their adversaries from afar with their ranged weapon. Skill trees differ between the classes, but generally all of them have some ability to improve or emphasize either of these weapons (or both!) within their trees.



* {{Tsundere}}: Despite their usual demeanor, Cut Throats do at least appreciate Sefoni as an agreeable combat trainer, whereas most of their allies tend to badmouth the psyker behind her back if given the chance. As per this trope, they will also immediately tell everyone to keep their mouths shut about it.

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* {{Tsundere}}: Despite their usual demeanor, Cut Throats Cutthroats do at least appreciate Sefoni as an agreeable combat trainer, whereas most of their allies tend to badmouth the psyker behind her back if given the chance. As per this trope, they will also immediately tell everyone to keep their mouths shut about it.



* FunctionalAlcoholic: There's a few conversations that has others imply that Fanatic Zealots may be verging on being too fond of strong drink. That being said, it doesn't give them any trouble at shooting scabs between the eyes or smashing an ax into a Plague Ogryn's head like everyone else.



* PainAndGain: The ''Matyrdom'' Keystone turns the Zealot into their [[VideoGame/VermintideII Sigmarite counterpart]], gaining melee damage, as well as potentially attack speed and toughness damage reduction for each wound's worth of health they're missing.

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* PainAndGain: The ''Matyrdom'' ''Martyrdom'' Keystone turns the Zealot into their [[VideoGame/VermintideII Sigmarite counterpart]], gaining melee damage, as well as potentially attack speed and toughness damage reduction for each wound's worth of health they're missing.

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* SourSupporter: Is very vocally ''not'' a fan of how Grendyl and his warband operates, considering them inefficient, violent brutes at best. Unfortunately for her, you don't really say ''no'' to an Inquisitor.

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* SourSupporter: Is very vocally ''not'' a fan of how Grendyl and his warband operates, considering them inefficient, violent brutes at best.best, not to mention dragging her ship and her crew into the uprising in the first place. Unfortunately for her, you don't really say ''no'' to an Inquisitor.


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* TankGoodness: They make use of the Leman Russ "Demolisher" variant in holding several chokepoints across the Hive.
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* ExplosiveOverclocking: Their Plasma Guns can either be fired charged or uncharged. A fully-charged shot does significantly more damage, but [[{{Overheating}} overheats the weapon]] in a similar mechanic to the Psyker's Peril -- heat percentage increases per use, even more if charged, and should Veteran attempt a charged shot when it's at 100%, the gun explodes and downs them, while also dealing damage equivalent to an uncharged blast to enemies nearby. Heat depletes slowly, but it can be vented manually in increments, possibly costing Toughness or Health to do so depending on the weapon's temperature and the player's status[[note]]Venting from above 37% damages the user, with Toughness being prioritized over Health[[/note]], by attempting an uncharged shot while at max heat which instantly cools the weapon by ~20% for the same Toughness[=/=]Health cost, or fully vented by reloading, which has a ''long'' animation period.



* {{Overheating}}: In addition to the usual ammunition, their Plasma Gun also has a similar mechanic to the Psyker's Peril -- heat percentage increases per use, even more if charged, and should the gun be used when it's at 100% it [[ExplosiveOverclocking explodes and downs the Veteran]]. Heat depletes slowly, but it can be vented manually in increments, possibly costing Toughness or Health to do so depending on the weapon's temperature and the player's status[[note]]Venting from above 37% damages the user, with Toughness being prioritized over Health[[/note]], or fully vented by reloading, which has a ''long'' animation period.
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* IAmTheNoun: Quoth the Savant: "I am Justice!"

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* IAmTheNoun: IAmTheNoun:
**
Quoth the Savant: "I am Justice!"Justice!"
** Then there's the Loner's "I am Death!"
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* AdmiringTheAbomination: Zealots and Veterans tend to do this when a nearby Psyker is being a bit too kill-happy. Their reactions usually range from cautious admiration to being put on edge by the "Witch" or "Freak's" efficiency in mowing down heretics by the dozens.
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* ArtificialStupidity: Pox Hounds have no idea how to deal with staircases. If a player is standing on a lower step than them and attacking upwards, most of the time the Hounds will not be able to parse a trajectory to pounce onto them, causing them to just stand around growling as they're picked to death. This is most easily observable with the Hunting Grounds condition active, where small packs of Hounds can be "trapped" on staircases this way.
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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, which can sometimes be used to the player's advantage.
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* IAmTheNoun: Not to be outdone by the Savant Psyker, Judge Zealots have their own "I am Judgment!"
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* BigBad: As head of the Sixth, he's the main antagonist of the game.

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The traitorous captain of the Moebian Sixth Regiment and so far the game's BigBad. Their first encounter with the player character is in the game's prologue, where the both of them are being held in a prison ship under inquisitorial control[[note]]His capture possibly being shown in the [[https://www.youtube.com/watch?v=4JUsHpTWVa0 Rejects Will Rise]] Trailer[[/note]], when his fellow Moebian Sixth traitor guardsmen come to his rescue, i also accidentally ends up freeing the player character as well, when asked about what will they do to the reject, [[NotWorthKilling the Captain chooses to leave them be as Poxwalker chow]]. Unfortunately for him, [[FromNobodyToNightmare it bites him in the ass]].

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The traitorous captain of the Moebian Sixth Regiment and so far the game's BigBad. Their first encounter with the player character is in the game's prologue, where the both of them are being held in a prison ship under inquisitorial control[[note]]His capture possibly being shown in the [[https://www.youtube.com/watch?v=4JUsHpTWVa0 Rejects Will Rise]] Trailer[[/note]], when his fellow Moebian Sixth traitor guardsmen come to his rescue, i which also ends up accidentally ends up freeing the player character as well, well when asked about what will they do to the reject, [[NotWorthKilling the Captain chooses to leave them be as Poxwalker chow]]. Unfortunately for him, [[FromNobodyToNightmare it bites him in the ass]].


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* SpikesOfVillainy: As expected of a servant of Chaos his armor is adorned with several spikey bits.

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The traitorous captain of the Moebian Sixth Regiment and so far the game's BigBad. Their first encounter with the player character is in the game's prologue, where the both of them are being held in a prison ship under inquisitorial control[[note]]His capture possibly being shown in the [[https://www.youtube.com/watch?v=4JUsHpTWVa0 Rejects Will Rise]] Trailer[[/note]], when his fellow Moebian Sixth traitor guardsmen come to his rescue, i also accidentally ends up freeing the player character as well, when asked about what will they do to the reject, [[NotWorthKilling the Captain chooses to leave them be as Poxwalker chow]]. Unfortunately for him, [[FromNobodyToNightmare it bites him in the ass]].






* 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.

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* 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.models from Forgeworld.



* TelephonePolearm: Their weapon of choice is an improvised hammer consisting of a piece of rebar or pipe as a handle that seems to have been freshly-ripped out of a structure, judging by the huge chunk of concrete that serves as the "hammer" head.

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* TelephonePolearm: Their weapon of choice is an improvised hammer consisting of a piece of rebar or pipe as a handle that seems to have been freshly-ripped out of a structure, judging by the huge chunk of concrete that serves as the "hammer" head.
"hammer head".



* EvilCounterpart: They are pretty much Chaos-ified Bullgryns and considering the Moebian Sixth's origins it is likely that they ''were'' Bullgryns.

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* EvilCounterpart: They are pretty much Chaos-ified Bullgryns and considering the Moebian Sixth's origins origins, it is likely that they ''were'' Bullgryns.



* LargeAndInCharge: Being field commanders, these guys are appropriately towering, being almost the size of a Mutant to help players tell them apart from the swarm of mooks that will also spawn in to defend them. In fact, Traitor Captains are so much larger than a normal human [[FiringOneHanded that they can wield and fire Plasma Guns one-handed.]]

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* LargeAndInCharge: Being field commanders, these guys are appropriately towering, being almost the size of a Mutant to help players tell them apart from the swarm of mooks that will also spawn in to defend them. In fact, Traitor Captains are so much larger than a normal human [[FiringOneHanded that they can wield and fire Plasma Guns one-handed.]]one-handed,]] as if it were they were mere Plasma Pistols.

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* GiantsKnifeHumansGreatsword: The various Cleavers an Ogryn can equip are decently large combat knives by Ogryn standards and oversized two-handed falchions by human ones. Ogryn are also able to equip Power Mauls one-handed, either solo or with a shield; Zealots must wield them two-handed.

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* GiantsKnifeHumansGreatsword: The various Cleavers an Ogryn can equip are decently large combat knives even by Ogryn standards and oversized two-handed falchions by human ones. Ogryn are also able to equip Power Mauls one-handed, either solo or with a shield; Zealots must wield them two-handed.two-handed.



* GoodIsDumb: Ogryn are unshakeably loyal to the Imperium, do not flinch in the face of death, and take their job of protecting the little 'uns ''very'' seriously. They are also very dimwitted; the smartest Ogryn to ever live could only count to four, [[AdaptationalIntelligence though the player Ogryns already seem outstrip that Ogryn in mental capacity]].

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* GoodIsDumb: Ogryn GoodIsDumb:
** Ogryns
are unshakeably loyal to the Imperium, do not flinch in the face of death, and take their job of protecting the little 'uns ''very'' seriously. They are also very dimwitted; the smartest Ogryn to ever live could only count to four, [[AdaptationalIntelligence though the player Ogryns already seem outstrip that Ogryn in mental capacity]].



* GrenadeLauncher: Ogryns can arm themselves with an Ogryn-sized M79 grenade launcher that either fires 20kg canister shells (basically giant shotgun shells) or ones that fire actual grenades. They can also get the fearsome Grenadier Gauntlet which is a [[MixAndMatchWeapon bastard child]] of a battering ram and a grenade launcher turned into a PowerFist.

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* GrenadeLauncher: Ogryns can arm themselves with an Ogryn-sized M79 grenade launcher that either fires 20kg canister shells (basically ([[ShotgunsAreJustBetter basically giant shotgun shells) shells]]) or ones that fire actual grenades.grenade shells. They can also get the fearsome Grenadier Gauntlet which is a [[MixAndMatchWeapon bastard child]] of a battering ram and a grenade launcher turned into a PowerFist.



* LethalJokeWeapon: His Big Box of Hurt might seem silly at first blush, being merely a metal box that is hurled at enemies like a baseball to bean them in the face with. However, the thing is deceptively strong when thrown at enemy weakpoints, and does additional damage if said enemy is armored, which basically encompasses most of the Elites and Specials and a few bosses, whereupon a solid impact will shear off a significant chunk of their HP meter, if not outright killing the more common types in one hit. The Level 10 Skullbreaker feat "Bomb's Away" makes them even more deadly if thrown at anything armored (including bosses) which will cause the many grenades in the box to actually explode, chunking huge amounts of health off of Plague Ogryns and Beasts of Nurgle.

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* LethalJokeWeapon: His Big Box of Hurt might seem silly at first blush, being merely a metal box that is hurled at enemies like a baseball to bean them in the face with. However, the thing is deceptively strong when thrown at enemy weakpoints, and does additional damage if said enemy is armored, which basically encompasses most of the Elites and Specials and a few bosses, whereupon a solid impact will shear off a significant chunk of their HP meter, if not outright killing the more common types in one hit. The Not to mention that it has the ability to release all of it's explosive payload and cause ''even more'' damage to the enemy if they somehow survived getting hit by a large metal box thrown by an ogryn[[labelnote:Originally]]The Level 10 Skullbreaker feat "Bomb's Away" makes them even more deadly if thrown at anything armored (including bosses) which will cause the many grenades in the box to actually explode, chunking huge amounts of health off of Plague Ogryns and Beasts of Nurgle.Nurgle[[/labelnote]].



* ShieldBash: While using the Slab Shield, he can naturally use it this way while blocking, replacing the weapon's push. He can also use the *shield itself* as a weapon; all of the Slab Shield's heavy melee attacks involve the Ogryn using it to set about his enemies instead of bothering with his club.

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* ShieldBash: While using the Slab Shield, he can naturally use it this way while blocking, replacing the weapon's push. He can also use the *shield itself* ''shield itself'' as a weapon; all of the Slab Shield's heavy melee attacks involve the Ogryn using it to set about his enemies instead of bothering with his club.



-->'''Hadron:''' ''"'''Unleash the power of the servo-skull!''' ({{Beat}}) Apologies. I'm not sure where that came from."''

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-->'''Hadron:''' ''"'''Unleash ''"'''[[MundaneMadeAwesome Unleash the power of the servo-skull!''' servo-skull!]]''' ({{Beat}}) Apologies. I'm not sure where that came from."''
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* TheFriendNobodyLikes: He's either this or TheDreaded by reputation. As the person responsible for rooting out internal disloyalty, Rannick's not making any friends on the crew. Your teammates seem leery of him, though they don't complain about him as openly as they do about Hadron, Sefoni, or Alice, most likely because doing so would be a pretty good way to fast-track yourself for interrogation and execution.

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* TheFriendNobodyLikes: He's either this or TheDreaded by reputation.reputation, to such an extent that even Morrow seems unnerved by him. As the person responsible for rooting out internal disloyalty, Rannick's not making any friends on the crew. Your teammates seem leery of him, though they don't complain about him as openly as they do about Hadron, Sefoni, or Alice, most likely because doing so would be a pretty good way to fast-track yourself for interrogation and execution.
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* {{Overheating}}: In addition to the usual ammunition, their Plasma Gun also has a similar mechanic to the Psyker's Peril -- heat percentage increases per use, even more if charged, and should the gun be used when it's at 100% it [[ExplosiveOverclocking explodes and downs the Veteran]]. Heat depletes slowly, but it can be vented slightly at the cost of toughness, or fully vented by reloading, which has a ''long'' animation period.

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* {{Overheating}}: In addition to the usual ammunition, their Plasma Gun also has a similar mechanic to the Psyker's Peril -- heat percentage increases per use, even more if charged, and should the gun be used when it's at 100% it [[ExplosiveOverclocking explodes and downs the Veteran]]. Heat depletes slowly, but it can be vented slightly at manually in increments, possibly costing Toughness or Health to do so depending on the cost of toughness, weapon's temperature and the player's status[[note]]Venting from above 37% damages the user, with Toughness being prioritized over Health[[/note]], or fully vented by reloading, which has a ''long'' animation period.
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* {{Overheating}}: In addition to the usual ammunition, their Plasma Gun also has a similar mechanic to the Psyker's Peril -- heat percentage increases per use, even more if charged, and should the gun be used when it's at 100% it [[ExplosiveOverclocking explodes and downs the Veteran]]. Heat depletes slowly, but it can be vented slightly at the cost of health, or fully vented by reloading, which has a ''long'' animation period.

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* {{Overheating}}: In addition to the usual ammunition, their Plasma Gun also has a similar mechanic to the Psyker's Peril -- heat percentage increases per use, even more if charged, and should the gun be used when it's at 100% it [[ExplosiveOverclocking explodes and downs the Veteran]]. Heat depletes slowly, but it can be vented slightly at the cost of health, toughness, or fully vented by reloading, which has a ''long'' animation period.
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* LongRangeFighter: [[ExactlyWhatItSaysOnTheTin The clue is in the name]]. Veterans are in their element if they are able to hang back and pick off high priority targets with increased damage, while their more melee-inclined teammates act as a buffer for them. Even their group buffs are primarily centered around doing gun damage at range, and Helbor patterns of lasgun actually do ''increased'' damage at long range versus short range.

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* LongRangeFighter: [[ExactlyWhatItSaysOnTheTin The clue is in the name]]. Veterans are in their element if they are able to hang back and pick off high priority targets with increased damage, while their more melee-inclined teammates act as a buffer for them. Even their group buffs are primarily centered around doing gun damage at range, and Helbor their class-exclusive Helbore patterns of lasgun lasgun[[note]]Kantrael-patterns do increased damage from range too, but are all-class for humans[[/note]] actually do ''increased'' damage at long range versus short range.
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* BayonetYa: They can do this when equipped with the Helbore lasguns, which have bayonets affixed to their muzzles that can be utilized by pressing the secondary attack key. Marks I and II of the Helbore actually lets the Veteran perform a bayonet charge as well by doing this, though the Mk III's is wielded with the weapon like a spear instead.

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* BayonetYa: They can do this when equipped with the Helbore lasguns, which have bayonets affixed to their muzzles that can be utilized by pressing the secondary attack key. Marks I and II of the Helbore actually lets let the Veteran perform a bayonet charge as well by doing this, though the Mk III's III is wielded with the weapon like a spear instead.
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* BayonetYa: They can do this when equipped with the Helbore lasguns, which have bayonets affixed to their muzzles that can be utilized by pressing the secondary attack key.

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* BayonetYa: They can do this when equipped with the Helbore lasguns, which have bayonets affixed to their muzzles that can be utilized by pressing the secondary attack key. Marks I and II of the Helbore actually lets the Veteran perform a bayonet charge as well by doing this, though the Mk III's is wielded with the weapon like a spear instead.
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* LongRangeFighter: [[ExactlyWhatItSaysOnTheTin The clue is in the name]]. Veterans are in their element if they are able to hang back and pick off high priority targets with increased damage, while their more melee-inclined teammates act as a buffer for them. Even their group buffs are primarily centered around doing gun damage at range, and certain patterns of lasgun actually do ''increased'' damage at long range versus short range.

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* LongRangeFighter: [[ExactlyWhatItSaysOnTheTin The clue is in the name]]. Veterans are in their element if they are able to hang back and pick off high priority targets with increased damage, while their more melee-inclined teammates act as a buffer for them. Even their group buffs are primarily centered around doing gun damage at range, and certain Helbor patterns of lasgun actually do ''increased'' damage at long range versus short range.
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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, or devolve into BuffySpeak.
** Sniper: Traxis-1
** Gunner & Reaper: Traxis-3
** Shotgunner/Bomber: Traxis-4
** Rager/Mauler: Traxis-7
** Flamers: Traxis-66
** Trappers: Traxis-77
** Tox Flamers: Deltacron-8
** Burster: Gamma-315
** Hounds: Sigma-Minoris-33
** Plague Ogryn: Theta-65-Gamma
** Beast of Nurgle: Omega-Minoris-77
** Chaos Spawn: Praxis-9-Alpha
** Daemonhost: Omega Minoris
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* {{Overheating}}: In addition to the usual ammunition, their Plasma Gun also has a similar mechanic to the Psyker's Peril -- heat percentage increases per use, even more if charged, and should the gun be used when it's at 100% it explodes and downs the Veteran. Heat depletes slowly, but it can be vented slightly at the cost of health, or fully vented by reloading, which has a ''long'' animation period.

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* {{Overheating}}: In addition to the usual ammunition, their Plasma Gun also has a similar mechanic to the Psyker's Peril -- heat percentage increases per use, even more if charged, and should the gun be used when it's at 100% it [[ExplosiveOverclocking explodes and downs the Veteran.Veteran]]. Heat depletes slowly, but it can be vented slightly at the cost of health, or fully vented by reloading, which has a ''long'' animation period.
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[[caption-width-right:1000:Poxwalkers (left) and Groaners (right)]]

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[[caption-width-right:1000:Poxwalkers [[caption-width-right:1000:Dreg Shotgunner (left) and Groaners Scab Shotgunner (right)]]
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[[caption-width-right:1000:Clockwise from right: Passive, Alerted, and Hostile]]

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[[caption-width-right:1000:Clockwise from bottom right: Passive, Alerted, and Hostile]]
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[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/darktide_chaos_spawn.png]]

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[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/darktide_chaos_spawn.org/pmwiki/pub/images/darktide_chaos_spawn_1.png]]
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[[caption-width-right:1000:Dreg Stalker (left), Scab Stalker (center), and Scab Shooter (right)]]


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[[caption-width-right:1000:Clockwise from right: Passive, Alerted, and Hostile]]


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* AttackAttackAttack: Daemonhosts once provoked will teleport over to a target and attack it relentlessly until either it or the target is dead, and then perform its FinishingMove on it before focusing another target.

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* AttackAttackAttack: Daemonhosts once provoked will teleport over to a target and attack it relentlessly until either it or the target is dead, and then perform its FinishingMove on it before focusing another target.escaping.
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** Daemonhosts are scripted to flee as soon as two players are dead (one player on Malice and easier), even if they're not their intended target, whether by the monsters' own hands or otherwise. While having two members down can be detrimental to a team push, it also prevents the scenario of a TotalPartyKill should the group be unable to eliminate a daemonhost that got triggered by accident. That being said, if a daemonhost is provoked ''after'' your squad is already down by two, it ''will'' fight to the last breath without fleeing.

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** Daemonhosts are scripted to flee as soon as two players are dead (one player on Malice and easier), even if they're not their its intended target, whether by the monsters' own hands or otherwise. victim is dead on all difficulties. While having two members a member down can be detrimental to a team push, it also prevents the scenario of a TotalPartyKill should the group be unable to eliminate a daemonhost that got triggered by accident. accident, while also preventing malicious players from {{Griefing}} their group by intentionally provoking one into attacking. That being said, if a daemonhost is provoked ''after'' your squad is already down by two, to the last man, it ''will'' fight to the last breath without fleeing.
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* DangerWithADeadline: While a Daemonhost attacking them is generally a very difficult situation to deal with for a strike team, a Daemonhost can only kill two members of a strike team at once before disappearing. Perhaps the final player(s) may be able to rescue the rest of the team after a Daemonhost only slaughters two of them...

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* DangerWithADeadline: While a Daemonhost attacking them is generally a very difficult situation to deal with for a strike team, a Daemonhost can only kill two members one member of a strike team at once before disappearing. Perhaps the final player(s) may be able to rescue the rest of the team after a Daemonhost only slaughters two of them...



** ''Unlike'' the Witch, however, a Daemonhost ''won't'' stop after claiming its initial victim on harder difficulties, only disappearing on its own after it takes a second one. It also doesn't return to its passive state after some time if alerted, and doesn't make audio-visual warning cues like a Witch who's becoming progressively closer to enraging, making it much more of a hazard if players aren't careful.

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** ''Unlike'' the Witch, however, a Daemonhost ''won't'' stop after claiming its initial victim on harder difficulties, only disappearing on its own after it takes a second one. It also doesn't return to its passive state after some time if alerted, and doesn't make audio-visual warning cues like a Witch who's becoming progressively closer to enraging, making it much more of a hazard if players aren't careful.careful. As well, prior to Patch #17, Daemonhosts can kill up to two players per trigger on Heresy and Damnation before fleeing, thus doubling its lethality on top of the ambient Corruption it already projects.
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* VoiceOfTheLegion: Daemonhosts speak with a reverberating mix of several male and female voices[[note]]It has a female voice actor, with modulation being used to create the other voices[[/note]], the latter is much more noticeable in its passive state, while the latter becomes more dominant once it has been enraged.

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* VoiceOfTheLegion: Daemonhosts speak with a reverberating mix of several male and female voices[[note]]It has a female voice actor, with modulation being used to create the other voices[[/note]], the latter former is much more noticeable in its passive state, while the latter becomes more dominant once it has been enraged.

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