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* MinionMaster: The Techmarine's specialty is controlling various combat servitors in battle.

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* MinionMaster: TheMinionMaster: The Techmarine's specialty is controlling various combat servitors in battle.

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* ActionBomb: Bloated Poxwalkers explode when killed, afflicting your Knights in the vicinity with the plagued status(though you can prevent this from happening if you take off their head via Precision Targeting). The Eversor Assassin also blows up if killed, inflicting direct damage to anyone around.

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* ActionBomb: Bloated Poxwalkers explode when killed, afflicting your Knights in the vicinity with the plagued status(though status (though you can prevent this from happening if you take off their head via Precision Targeting). The Eversor Assassin also blows up if killed, inflicting direct damage to anyone around.



** When you initiate a fight all of your units have their Action Points automatically refilled. Similarily, when you finish off the last enemy your units also automatically refill their Actions Points and reload their ranged weapons, allowing you to push forward without wasting time on recovery.

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** When you initiate a fight all of your units have their Action Points automatically refilled. Similarily, Similarly, when you finish off the last enemy your units also automatically refill their Actions Points and reload their ranged weapons, allowing you to push forward without wasting time on recovery.



* BoardingParty: Introduced as a new gameplay mechanic in the ''Execution Force'' DLC, where roving Death Guard frigates can be intercepted by the Baleful Edict on the galaxy map, which opens up special ship boarding encounters to eliminate them as a threat, as well as opportunities for seed harvests.



* CoolShip: The ''Baleful Edict,'', the Grey Knight Strike Cruiser that will serve as your base in the game is this. At the start of the game, it's in bad shape following a confrontation with a Khornate warhost; you will spend quite a bit of time trying to bring it back to full functionality.

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* CoolShip: CoolStarship: The ''Baleful Edict,'', the Grey Knight Strike Cruiser that will serve as your base in the game is this. At the start of the game, it's in bad shape following a confrontation with a Khornate warhost; you will spend quite a bit of time trying to bring it back to full functionality.



* DropTheHammer: The Grey Knights use Nemesis Daemonhammers in their fight against the daemons.


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* ThunderHammer: The Grey Knights use Nemesis Daemonhammers in their fight against the daemons.
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* ColonCancer: While the name of the base game itself is already a mouthful with the ''Daemonhunters'' subtitle, the ''Duty Eternal'' and ''Execution Force'' [=DLCs=] make this even more ridiculous by tacking their titles on top that in promotional materials.

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* HealThyself: Many enemies are capable of restoring their own health should it drop too low.



* MagicKnight: Grey Knights are invariably potent psykers and also being excellent fighters.

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* MagicKnight: Grey Knights are invariably potent psykers and while also being excellent fighters.


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* VillainousFriendship: Nurgle worshippers in this game may not be especially cheery but they sound very tight-knit. You can often hear enemy units cry out in support to their wounded comrades, urging them not to give up, warning them to retreat or cheering when they score a good hit, showing that warriors and daemons of a God of Plague actually care for one another.
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* MechanicalAbominations: Blight Haulers and Bloat-Drones, daemonic engines of Nurgle that are utilised by enemies.

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* MechanicalAbominations: MechanicalAbomination: Blight Haulers and Bloat-Drones, daemonic engines of Nurgle that are utilised by enemies.



** On some missions to destroy a Bloomspawn the bloomspawn in question is actually an apostate preacher that you need to kill. The preacher stands on a ritual pad, and is protected by 4 eye growths that give him 12 extra armour. Destroying the growths removes the extra armour, making him easier to kill (or you can use armour piercing attacks). Not killing him in time will let him complete his ritual, which will have him transform into a daemonic herald of nurgle accompanied by 4 other nurgle daemons, that you still need to kill - so dealing with his armour one way or another is a must.

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** On some missions to destroy a Bloomspawn the bloomspawn in question is actually an apostate preacher that you need to kill. The preacher stands on a ritual pad, and is protected by 4 eye growths that give him 12 extra armour. Destroying the growths removes the extra armour, making him easier to kill (or you can use armour piercing attacks). Not killing him in time will let him complete his ritual, which will have him [[OneWIngedAngel transform into a daemonic herald of nurgle Nurgle]] accompanied by 4 other nurgle nurglite daemons, that you still need to kill - so dealing with his armour one way or another is a must.

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* CombatMedic: Unlike the original ''Chaos Gate'' your apothecaries here are no less capable of dispatching foes than the rest of your battle-brothers, and even have some unique psychic powers of their own.

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* CombatMedic: CombatMedic:
**
Unlike the original ''Chaos Gate'' your apothecaries here are no less capable of dispatching foes than the rest of your battle-brothers, and even have some unique psychic powers of their own.own.
** Enemies have Plague Chirurgeons. They heal and buff enemies and may even restore enemies' body parts you took off with precision targeting, returning the disabled capabilities to foes. [[ShootTheMedicFirst Kill them with extreme prejudice]].



* GameplayAndStorySegregation: [[spoiler:When Kadex invades the ''Edict'', you can still play the Orbital Bombardment stratagem. One must wonder how the Edict can bombard its own interior.]]



* MeatMoss: In addition to Nurgle's flora, heavily corrupted areas also get covered with misshapen flesh growths that can reach truly gigantic size as corruption spreads.
* MechanicalAbominations: Blight Haulers and Bloat-Drones, daemonic engines of Nurgle that are utilised by enemies.



** The Venerable Dreadnought is a MiniMecha rather than an infantry unit, so there are some difference to how he plays. He's too big to benefit from any cover, but with certain upgrades he can act as cover for your knights. He cannot be affected by most stratagems and obviously cannot be healed by an apothecary, requiring a techmarine to be fixed. Out of combat he does not recover on his own, instead you need to expend servitors to repair him. Lastly, he does not gain willpower from killing enemies, instead regenerating willpower points at a steady rate of 1 per turn.



* PoweredArmor: Grey Knights wear these, which you can customise visually and came in 2 types: the basic Power Armor and the larger Terminator Armor that can be worn by veteran Knights.

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* PoweredArmor: Grey Knights wear these, which you can customise visually and came visually. It comes in 2 types: the basic Power Armor and the larger Terminator Armor that can be worn by veteran Knights.



* RevivingEnemy: Nurgle daemons can have or gain an Auto-revive status, when, after dying, they leave a resurrection emblem on the floor. If you don't immediately destroy the emblem the demon will resurrect with full health on the next turn.



* RuleOfFun: [[spoiler:When Kadex invades the ''Edict'', you can still play the Orbital Bombardment stratagem. One must wonder how the Edict can bombard its own interior.]]


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* ShieldedCoreBoss:
** On some missions to destroy a Bloomspawn the bloomspawn in question is actually an apostate preacher that you need to kill. The preacher stands on a ritual pad, and is protected by 4 eye growths that give him 12 extra armour. Destroying the growths removes the extra armour, making him easier to kill (or you can use armour piercing attacks). Not killing him in time will let him complete his ritual, which will have him transform into a daemonic herald of nurgle accompanied by 4 other nurgle daemons, that you still need to kill - so dealing with his armour one way or another is a must.
** The Tentarus Hive plays this completely straight. On each tentarus mission you need to destroy the central hive, which is completely invulnerable until you destroy 5 tentarus germs that protect it. The germs are scattered across the whole map, and the hive itself will bombard you with a plague-inducing attack that hits weak but in a very wide area and can reach you anywhere on the map.

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* {{BFS}}: Your melee weapons look big even for a terminator-clad Astartes, making them larger than a regular human is tall.



** Another mission type has you protecting three sanctified servitors carrying bloom seeds for Vakir's research. Each servitor is located in a fortified position and protected by a squad of imperial guardsmen, and in a pinch they can attack enemies next to them - however the positions are scattered to the opposite edges of the map, enemies spawn in overhwelming numbers much higher than what you would normally get, the guardsmen are only good as meatshields and distractions, completely useless for actually killing enemies, and aren't even under player's control like Vakir. You only need to preserve one servitor to win the mission and unless you bring a squad of top-level knights decked in master-cradfted wargear you'll be struggling even with that.

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** Another mission type has you protecting three sanctified servitors carrying bloom seeds for Vakir's research. Each servitor is located in a fortified position and protected by a squad of imperial guardsmen, and in a pinch they can attack enemies next to them - however the positions are scattered to the opposite edges of across the map, enemies spawn in overhwelming numbers much higher than what you would normally get, the guardsmen are only good as meatshields and distractions, completely useless for actually killing enemies, and aren't even under player's control like Vakir. You only need to preserve one servitor to win the mission and unless you bring a squad of top-level knights decked in master-cradfted wargear you'll be struggling even with that.

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* AntiFrustrationFeatures:
** Your Knights can detect enemy patrols before they get a visual on them (and before enemies get a visual on you), with the direction where the group is about to head to indicated to you. This gives you a chance to avoid the group if you don't want to engage them - or make some preparations if you do.
** When you initiate a fight all of your units have their Action Points automatically refilled. Similarily, when you finish off the last enemy your units also automatically refill their Actions Points and reload their ranged weapons, allowing you to push forward without wasting time on recovery.
* AntiMagic:
** The Culexus assassin's specialty. She is immune to psychic powers, can block enemy psykers from using their abilities with one touch, remove buffs from group of enemies and even close Warp Rifts before enemies emerge from those.
** On the enemy side we have Nurgle Blightbringers - plague marines armed with a profane bell. They are completely immune to psychic abilities, while having an area-affecting blast attack that inflicts damage and blocks those affected from using psychic abilities.



* AntiMagic:
** The Culexus assassins' specialty. They are immune to psychic powers, they can block enemy psykers from using their abilities with one touch, they can remove buffs from group of enemies and they can even close Warp Rifts before enemies emerge from those.
** On the enemy side we have Nurgle Blightbringers - plague marines armed with nothing but a profane bell. They are comppletely immune to psychic abilities, while their sole attack is an area-hitting blasts that inflicts damage and blocks those affected from using psychic abilities.



* BlingOfWar: The Grey Knights are outfitted with elaborate and baroque weapons and armour, with master-crafted equipment taking it even further.
* BodyHorror: Warp-affected cultists and daemonic servants of the Plague God look appropriately disgusting, but their usual look is nothing compared to what happens to them after they start mutating. Replacing their limbs with tentacles, sprouting extra mouths on their bodies or getting covered with bulbous tumours are just some of their mutations.



* DoomsdayClock: Morbus, raised by planets completely lost to Chaos. Let the Morbus scale get filled and the campaign is lost.



* EvilEvolves: Enemies can mutate mid-combat, becoming stronger. Usually this happens because of a Warp Surge, though some enemies can mutate at will. At high Corruption levels enemies may even have some mutations from the start.



* FinishingMove: Killing an enemy with a critical melee strike allows Grey Knights to execute an enemy to restore an action point to the rest of their squad.

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* FinishingMove: Killing Stunning an enemy and hitting them with a critical melee strike attack allows Grey Knights to execute an enemy to the foe and restore an action point to the rest of their squad.



* GeoEffects: Flame and toxins get regularily sprayed over the ground, affecting anyone who passes through with damage over time. Additionally, one common Warp Surge effect is spawning fields on the ground that cause negative effects to your knights, such as damage over time, movement penalty, sealing some of your attacks etc.



* InstantlyProvenWrong: [[spoiler:While inside the Craftworld's inner chamber Vakir notices a dormant Avatar, but dismisses Ectar's worries and claims that it's long inert. The very next moment the Avatar comes to life.]]



* TimedMission: The missions to destroy a Bloom Spreader need to be completed within a turn limit before the Spreader activates. Played with in that the initial limit is in fact not sufficient to get get to the Spreader and destroy it in time, but you can extend the limit by purifying Bloom vents scattered across the map.

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* TimedMission: TimedMission:
**
The missions to destroy a Bloom Spreader need to be completed within a turn limit before the Spreader activates. Played with in that the initial limit is in fact not sufficient to get get to the Spreader and destroy it in time, but you can extend the limit by purifying Bloom vents scattered across the map.map.
** In a way, every mission and the campaign as a whole is this. Even on missions without an explicit timer the Warp Surge counter relentlessly ticks off, saddling you with some negative effects each time it gets filled and urging you to press on before you get more than you can bite off. On the campaign map each failed or ignored mission increases the planet's Corruption rate. Once it gets full Nurgle worshippers will attempt to construct a Chaos Gate on the planet, and if they succeed the Morbus will rise. Let it rise too high and it's GameOver.



* WithThisHerring: You start the game with a handful of Knights and a single strike cruiser barely hobbling along. With all [=DLCs=] you will have at most around 20 battle-brothers across two ships supported by 4 assassins, and that's all you're getting to stop a full-scale daemonic takeover of an entire sector. Justified, as there's only a thousand of Grey Knights and they are spread extremely thin, suppressing similar outbreaks across the whole galaxy.

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* WithThisHerring: You start the game with a handful of Knights and a single strike cruiser barely hobbling along. With all [=DLCs=] you will have at most around 20 battle-brothers across two ships supported by 4 assassins, assassins and 1 dreadnought, and that's all you're getting to stop a full-scale daemonic takeover of an entire sector. Justified, as there's only a thousand of Grey Knights and they are spread extremely thin, suppressing similar outbreaks across the whole galaxy.

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* ActionBomb: Bloated Poxwalkers explode when killed, damaging your Knights in the vicinity (though you can prevent this from happening if you take off their head via Precision Targeting). The Eversor Assassin also blows up if killed, with a much larger blast radius.

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* ActionBomb: Bloated Poxwalkers explode when killed, damaging afflicting your Knights in the vicinity (though with the plagued status(though you can prevent this from happening if you take off their head via Precision Targeting). The Eversor Assassin also blows up if killed, with a much larger blast radius.inflicting direct damage to anyone around.



* AntiMagic: The Culexus assassins' specialty. They are immune to psychic powers, they can block enemy psykers from using their abilities with one touch, they can remove buffs from group of enemies and they can even close Warp Rifts before enemies emerge from those.

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* AntiMagic: AntiMagic:
**
The Culexus assassins' specialty. They are immune to psychic powers, they can block enemy psykers from using their abilities with one touch, they can remove buffs from group of enemies and they can even close Warp Rifts before enemies emerge from those.those.
** On the enemy side we have Nurgle Blightbringers - plague marines armed with nothing but a profane bell. They are comppletely immune to psychic abilities, while their sole attack is an area-hitting blasts that inflicts damage and blocks those affected from using psychic abilities.



* BookEnds: The game starts and ends with a champion of the Imperium sacrificing their life to take down their personal hated foe - Agravain against the daemons of Khorne in the beginning and [[spoiler:Vakir against the servants of Nurgle in the end]].



* DamageOverTime: Comes in three flavours - Plague, Bleed and Burn afflictions. All three work identically, by inflicting damage equal to their value to their victims at the end of their turn. This damage bypasses armour and gradually degrades with turns.



* ExplodingBarrels: Maps are peppered with various interactive objects that can be used to damage enemies, ranging from classic red exploding barrels to crates of plasma charges, statues, columns, braziers with flame etc.



* MechanicallyUnusualFighter: The assassins from the ''Execution Force'' [=DLC=] have a number of notable differences in how they play compared to your Grey Knights. They don't have branching skill trees like your Knights, instead following a linear progression path. They don't get additional Resilience points like your knights, which means once they're down they're down for good, and generally speaking they're understandably quite fragile (except Eversor). They also don't gather Seeds from enemies they kill in melee, and your stratagems and many psychic powers and special abilities don't affect them, and they don't get extra AP from Executions performed by your Knights. They also don't use Willpower, except Culexus - Vindicare's and Callidus' abilities run on cooldowns and Eversor has cooldowns and/or has his abilities CastFromHitpoints. In exchange, the assassins offer some specialised but ''very'' strong abilities that only get better as they level.
** The Culexus is unusual even compared to the rest of assassins. She uses Willpower to fuel her abilites but stars every level with 0 of it - however she gains points of WP every time your Knights use psychic powers in addition to standard methods of getting WP, so she tops off very quickly. Many of her abilities also scale with how many Willpower points she has, potentially making her tankier than your terminators and letting her hit foes right through walls for ridiculous damage.

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* MechanicallyUnusualFighter: The assassins from the ''Execution Force'' [=DLC=] have a number of notable differences in how they play compared to your Grey Knights. They don't have branching skill trees like your Knights, instead following a linear progression path. They don't get additional Resilience points like your knights, which means once they're down they're down for good, and generally speaking they're understandably quite fragile (except Eversor). They also don't gather Seeds from enemies they kill in melee, and your stratagems and many psychic powers and special abilities don't affect them, and they don't get extra AP from Executions performed by your Knights. They also don't use Willpower, except Culexus - Vindicare's and Callidus' abilities run on cooldowns and Eversor has cooldowns and/or has his abilities Eversor's are CastFromHitpoints. In exchange, the assassins offer some specialised but ''very'' strong abilities that only get better as they level.
** The Culexus is unusual even compared to the rest of assassins. She uses Willpower to fuel her abilites but stars starts every level with 0 of it - however in addition to standard methods of getting WP she also gains points of WP every time your Knights use psychic powers in addition to standard methods of getting WP, powers, so she tops off very quickly. Many of her abilities also scale with how many Willpower points she has, potentially making her tankier than your terminators and letting her hit foes right through walls for ridiculous damage.



* MinionMaster: The Techmarine's specialty is controlling various combat servitors in battle. He can also fix your Venerable Dreadnought.

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* MinionMaster: The Techmarine's specialty is controlling various combat servitors in battle. He can also fix your Venerable Dreadnought.



* ProtectionMission: If you let the Bloom corruption get high enough on a planet then the Nurgle worshippers will construct a [[TitleDrop Chaos Gate]] on its surface, prompting a mission where you have to escort Inquisitor Vakir to it so she could perform a rite to close it. Getting her there is not the problem as Vakir is fully capable of defending herself (and may in fact be stronger than some of your Knights), but she is completely helpless while she is performing the ritual, and your Knights need to protect her from incoming daemonic hordes.

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* ProtectionMission: ProtectionMission:
**
If you let the Bloom corruption get high enough on a planet then the Nurgle worshippers will construct a [[TitleDrop Chaos Gate]] on its surface, prompting a mission where you have to escort Inquisitor Vakir to it so she could perform a rite to close it. Getting her there is not the problem as Vakir is fully capable of defending herself (and may in fact be stronger than some of your Knights), but she is completely helpless while she is performing the ritual, and your Knights need to protect her from incoming daemonic hordes.hordes.
** Another mission type has you protecting three sanctified servitors carrying bloom seeds for Vakir's research. Each servitor is located in a fortified position and protected by a squad of imperial guardsmen, and in a pinch they can attack enemies next to them - however the positions are scattered to the opposite edges of the map, enemies spawn in overhwelming numbers much higher than what you would normally get, the guardsmen are only good as meatshields and distractions, completely useless for actually killing enemies, and aren't even under player's control like Vakir. You only need to preserve one servitor to win the mission and unless you bring a squad of top-level knights decked in master-cradfted wargear you'll be struggling even with that.
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* NintendoHard: The Grey Knights are an elite among the already elite Adeptus Astartes, armed with formidable weapons, mastercrafted armour and a vast array of psychic powers tailored to kill their chosen enemies. You will need all of that and more to win, because enemy units have even more tricks and dangerous abilities up their sleeve all of which they're not afraid to use, they have plenty of their own elite troops their own that can match your Knights in combat, and they heavily outnumber your small force. The game does not pull its punches if you misstep.

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* NintendoHard: The Grey Knights are an elite among the already elite Adeptus Astartes, armed with formidable weapons, mastercrafted armour and a vast array of psychic powers tailored to kill their chosen enemies. You will need all of that and more to win, because enemy units have even more tricks and dangerous abilities up their sleeve all of which that they're not afraid to use, they have plenty of their own elite troops their own that can match your Knights in combat, and they heavily outnumber your small force. The game does not pull its punches if you misstep.

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* TimedMission: The missions to destroy a Bloom Spreader need to be completed within a turn limit before the Spreader activates. Played with in that the initial limit is in fact not sufficient to get get to the Spreader and destroy it in time, but you can extend the limit by purifying Bloom vents scattered across the map.



* VoluntaryShapeshifting: The Callidus assassin's specialty, along with ArmorPiercingAttack. She can use her polymorphine drug to assume the shape of a poxwalker and crawl around the map unimpeded, with enemies ignoring her. As a result she plays the closest to what you would expect from an assassin unit. She does need to change back to attack, which leaves her exposed.

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* VoluntaryShapeshifting: The Callidus assassin's specialty, along with ArmorPiercingAttack. She can use her polymorphine drug to assume the shape of a poxwalker and crawl move around the map unimpeded, with enemies ignoring her. As a result she plays the closest to what you would expect from an assassin unit. She does need to change back to attack, which leaves her exposed.
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* BattleDiscretionShot: Some of your missions take place in active large-scale warzones between other Imperial and Chaos factions (Imperial Guard, Ultramarines, Death Guard and Word Bearers are mentioned). Due to the Grey Knights' doctrine of operating in complete secrecy you do not interact with any of the sides nor with the battle in general, instead conducting your operations just off the sites of main engagements (you may even occasionally spot bursts of automatic fire coming in from outside the map, though it's a purely cosmetic effect) or while there's a lull in a fighting, teleporting in, doing your business and leaving with none of other combatants the wiser.


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* PurposefullyOverpowered: The Venerable Dreadnought is a literal and figurative death machine - but you can only field him on specific missions with an increased threat level, where his amazing firepower is just what you need to tip the scales.
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* BaitAndSwitch: The game starting cutscene's narration, what with the narrator's voice overlaid on images of the inquisitorial and Grey Knights iconography while talking disdainfully about his foes who "prey on the pure" and "stalk their prey with morbid pride", at first seems like it comes from a Grey Knight talking about chaos worshippers. However the [[WhamLine the last line]] turns the whole speech on its head, revealing it is spoken by a ''Nurglite'' and refers to the ''Grey Knights'' as his foe, referring to the Grey Knights' way of operating in secrecy and calling the worshippers of a plague god "pure". [[spoiler:It also serves as a {{Foreshadowing}} that the game's events are in fact a trap laid for Grey Knights by Mortarion.]]

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* FriendlyFireProof: Zigzagged. Your Knights do not obstruct each others' line of fire and can shoot through one another with no harm done, but attacks that hit on a template such as grenades, flamers and the like can and will damage your allies along with foes. Also true for enemies, Plague Marines in particular don't seem to care that when they spread toxins over the area their own cultists stand in front of the spray.



* MechanicallyUnusualFighter: The assassins from the ''Execution Force'' [=DLC=] have a number of notable differences in how they play compared to your Grey Knights. They don't have branching skill trees like your Knights, instead following a linear progression path. They don't get additional Resilience points like your knights, which means once they're down they're down for good, and generally speaking they're understandably quite fragile (except Eversor). They also don't gather Seeds from enemies they kill in melee, and your stratagems and many psychic powers and special abilities don't affect them, and they don't get extra AP from Executions. They also don't use Willpower, except Culexus - Vindicare and Callidus abilities run on cooldowns and Eversor has cooldowns and/or has his abilities are CastFromHitpoints. In exchange, the assassins offer some specialised but ''very'' strong abilities that only get better as they level.

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* MechanicallyUnusualFighter: The assassins from the ''Execution Force'' [=DLC=] have a number of notable differences in how they play compared to your Grey Knights. They don't have branching skill trees like your Knights, instead following a linear progression path. They don't get additional Resilience points like your knights, which means once they're down they're down for good, and generally speaking they're understandably quite fragile (except Eversor). They also don't gather Seeds from enemies they kill in melee, and your stratagems and many psychic powers and special abilities don't affect them, and they don't get extra AP from Executions. Executions performed by your Knights. They also don't use Willpower, except Culexus - Vindicare Vindicare's and Callidus Callidus' abilities run on cooldowns and Eversor has cooldowns and/or has his abilities are CastFromHitpoints. In exchange, the assassins offer some specialised but ''very'' strong abilities that only get better as they level.



* NintendoHard: The Grey Knights are an elite among the already elite Adeptus Astartes, armed with formidable weapons, mastercrafted armour and a vast array of psychic powers tailored to kill their chosen enemies. You will need all of that and more to win, because enemy units have even more tricks and dangerous abilities up their sleeve than you do which they're not afraid to use, they have plenty of elite troops of their own that can match your Knights in combat, and they heavily outnumber your small force. The game does not pull its punches if you misstep.

to:

* NintendoHard: The Grey Knights are an elite among the already elite Adeptus Astartes, armed with formidable weapons, mastercrafted armour and a vast array of psychic powers tailored to kill their chosen enemies. You will need all of that and more to win, because enemy units have even more tricks and dangerous abilities up their sleeve than you do all of which they're not afraid to use, they have plenty of their own elite troops of their own that can match your Knights in combat, and they heavily outnumber your small force. The game does not pull its punches if you misstep.

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** [[spoiler:It is later shown to be subverted, as [[BriarPatching this was Kadex's plan all along]]. Kadex intended to lure Draigo to the Garden of Nurgle so that Mortarion would lay a trap for the Supreme Grandmaster.]]



** [[spoiler:It is later shown to be subverted, as [[BriarPatching this was Kadex's plan all along]]. Kadex intended to lure Draigo to the Garden of Nurgle so that Mortarion would lay a trap for the Supreme Grandmaster.]]
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* Freudiantrio: Ectar, Lunete and Vakir form one, with Ectar as the Id (straightforward and simple in his kneejerk reactions to purge corruption on sight), Lunete as the Superego (the most rigidly dogmatic of the three and focused on upholding rules and principles of her faith and your operations above all else) and Vakir as the Ego (pragmatic, flexible and just as willing to bend the dogma as to uphold it, depending on the needs of the moment).

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* Freudiantrio: FreudianTrio: Ectar, Lunete and Vakir form one, with Ectar as the Id (straightforward and simple in his kneejerk reactions to purge corruption on sight), Lunete as the Superego (the most rigidly dogmatic of the three and focused on upholding rules and principles of her faith and your operations above all else) and Vakir as the Ego (pragmatic, flexible and just as willing to bend the dogma as to uphold it, depending on the needs of the moment).

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* BotanicalAbomination: Bloom-affected environment get taken over by vile corrupted flora straight from Grandpa Nurgle's realm. Some pieces of said flora become dangerous enough to serve as mission targets, they can often bombard your group of Knights from afar.
* ColdSniper: The Vindicare assassins, who're thankfully on your side, are one of the best marksmen in the galaxy.

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* BotanicalAbomination: Bloom-affected environment get gets taken over by vile corrupted flora straight from Grandpa Nurgle's realm. Some pieces of said flora become dangerous enough to serve as mission targets, they can often bombard your group of Knights from afar.
* ColdSniper: The Vindicare assassins, who're thankfully on your side, are assassin is one of the best marksmen in the galaxy.galaxy and sounds very cold. Thankfully he's on your side.



* Freudiantrio: Ectar, Lunete and Vakir form one, with Ectar as the Id (straightforward and simple in his kneejerk reactions to purge corruption on sight), Lunete as the Superego (the most rigidly dogmatic of the three and focused on upholding rules and principles of her faith and your operations above all else) and Vakir as the Ego (pragmatic, flexible and just as willing to bend the dogma as to uphold it, depending on the needs of the moment).



* TheOnlyOneAllowedToDefeatYou: In the final battle, [[spoiler:when Mortarion devours Vakir's soul, Kadex, her ArchEnemy, is ''furious'' at being denied his revenge.]]



* SubsystemDamage: Precision Targeting allows you to hit specific spots on enemies to inflict additional effects on them, like inflicting them with statuses, extra stun or damage, disabling some of their attacks and so on, all while dismembering them as an added bonus. The most common way to do this is to achieve a critical hit in melee, but some abilities allow you to do this with ranged weapons.



* TheOnlyOneAllowedToDefeatYou: In the final battle, [[spoiler:when Mortarion devours Vakir's soul, Kadex, her ArchEnemy, is ''furious'' at being denied his revenge.]]



* WeAreStrugglingTogether: Inquisitor Vakir does ''not'' make the best first impression on [[TheLancer Ectar]] or [[TheEngineer Lunete]], and constantly butts heads with them in random events, causing buffs and penalties as you attempt to mediate between them.

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* WeAreStrugglingTogether: Inquisitor Vakir does ''not'' make the best first impression on [[TheLancer Ectar]] or [[TheEngineer Lunete]], and constantly butts heads with them in random events, causing buffs and penalties as you attempt to mediate between them. That said, Ectar and Lunete can find things to disagree upon even without Vakir in the picture.

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