Player Character Classes
- Armor Is Useless: Any form of armor is purely cosmetic for them, and does not affect their health, wounds, or toughness. This is in sharp contrast to their enemies, whose armor does play a big part in protection.
- Chainsaw Good: As expected of soldiers of the Imperium, chainswords and even chainaxes are available weapons to the human rejects. Chainaxes are only available to the zealot and veteran however.
- Decoy Protagonist: The raggedy conscript squad featured in the Launch Trailer
are killed before they can reach their extraction point. Zola replaces them with a team that more closely resembles the default character designs for each class.
- Determinator: The game's official overview trailer describes Toughness as the players' determination to press on through the pain.
- From Nobody to Nightmare: Over the course of the game, the player characters go from a lowly convict that a pair of traitor Guardsmen and their boss don't even bother to shoot in the tutorial mission to a well-trained, well-equipped killing machine who has slaughtered legions of Pox-Walkers, hundreds of heretics (probably including those two traitor Guardsmen) and scores of horrific monstrosities.
- Hand Cannon: The Veteran, Zealot and Psyker can arm themselves with either a stub revolver or a heavy laspistol. While they're not as impressive as say a bolt pistol, they still do a good job putting the hurt on the heretics.
- Kill It with Fire:
- One shared weakness among the player classes is flames. Getting caught in the Scab Bomber's, Scab Flamer's or Dreg Tox Flamer's flames will almost instantly deplete Toughness to 0, no matter how high it was before.
- In return the Zealot and Veteran can also field fiery weaponry of their own as Zealots can bring out flamers while both can use the incendiary shells of the Kantrael Mk IX Combat Shotgun
- Made of Iron: The players can take attacks enough to kill most humans and still keep trucking. It's justified via their Toughness, which is the determination to press on through the pain that protects them.
- More Dakka: All four classes have access to some manner of automatic weapon that trades accuracy and/or raw damage for sheer volume of fire, such as the Heavy Stubber for the Ogryn and Columnus Autoguns for the other three.
- Not Worth Killing: Rather than simply shooting the player at the start of the tutorial mission, the traitor Guardsmen who attack the prison ship decide the player isn't worth their time and leave them for the Pox-Walkers to deal with. This turned out to be a terrible mistake for the traitors, as the player becomes a massive thorn in their sides.
- The Pig-Pen: If Sire Melk's reaction to their body odor is any indication, the Rejects must stink quite a bit, and their frequent forays into the less hygienic parts of the underhive and combat against minions of the filthiest Chaos God don't help.
- Loose Cannon Veterans actually do stink, which their teammates (particularly Psykers) can pick up on and complain about.
- The Ogryns can even talk about their preference for sleeping in filth rather than straw, as they consider filth to be at least warm while straw is just itchy.
- Shotguns Are Just Better: Veterans, Zealots and Ogryns have shotguns in their arsenals, while the Veteran and Zealot share combat shotguns, Ogryns are armed with their own unique shotguns like the Ripper Gun and the Kickback. They do great in horde-clearing and putting the hurt on enemies (especially the Ogryn's shotguns).
- Shovel Strike: Every class starts off with a shovel as their default melee weapon in the 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.
- Spider-Sense: All characters get a sound cue warning whenever an enemy is about to attack them from the side or behind, which differs if it's a melee enemy or ranged enemy. Scab Snipers will also give off an audio cue alert before they fire, regardless of position.
- Technicolor Eyes: Characters can have eyes of a decent array of (mostly natural) colours, including pink or purple irises if they're from Cadianote , or Prophet Eyes (either for aesthetic purposes or to match eye damage from the various scarring options you can pick). Black sclerae are on the table as well, and Psykers specifically can have Glowing Occult Blue Eyes too.
- Token Evil Teammate: Each class has a personality type/backstory that is much more unpleasant than the others such as the Loose Cannon Veteran or the Loner Psyker who arguably belong in the jail cell they start the game in. It gets murkier with the Zealot as while the Agitator has a specific incident they're jailed for, the other two archetypes talk broadly about doling out "justice" and making necessary sacrifices in large quantities for the sake of the Imperium.

Former members of the Astra Militarum (itself formerly and still commonly known as the Imperial Guard), Veteran Sharpshooters are ranged combat experts. Whilst they can fight up close with melee weapons if they need to (and often will, to conserve precious ammunition) they excel at ranged combat, using their Volley Fire ability to pick out specialist and elite enemies amidst the swarms and take them out before they can threaten the team. They can also use fragmentation grenades to deal with large groups of weaker opponents, and carry almost twice as much maximum ammo for their ranged weapons as other classes. They alone have the training necessary to wield dangerous and temperamental plasma rifles.
Here is a short story of the Veteran.
- Absolute Xenophobe: Subverted for the Professional - while they still believe in the Imperial Truth, dialogue shows that they are open to coexisting with peaceful xenos and that trading with them isn't something they find abhorrent, though they are against learning the aliens' language and customs.
- Achilles' Heel: Tunnel vision. A Veteran's kit typically encourages them to be on the lookout for distant and/or high-priority targets that the other classes usually can't respond to, such as Snipers or Bombers. As a result, unless they're using a build that caters to short-ranged crowd-control, a lot of a Veteran's combat time will be them aiming down their sights at highlighted enemies while hanging back from the group, which leaves them vulnerable to being snuck up on by Specialists designed to pick off stragglers like Pox Hounds or Mutants.
- And This Is for...: Characters with the Cadian background will occasionally belt out a "This is for Cadia!" as a battlecry.
- Attack Pattern Alpha: They call out their use of Volley Fire as "Bastion Two-Twenty Combat Stance."
- Aura Vision: Their Volley Fire ability automatically highlights all non-Ogryn Elites and Specials within a wide radius to themselves and all teammates in Cohesion to see. With the right feats equipped, Volley Fire will also highlight most ranged enemies as well as Ogryn Elites when activated.
- Beam Spam: The Veteran is most consistently depicted with a lasgun, which is arguably the one best suited for the class given its nature as a marksman weapon.
- BFG: The Veteran has access to both the Bolter and Plasma Gun. Both have absolutely devastating power but also come with their own flavors of drawbacks.
- Bolters have a limited but manageable ammo capacity, kick like an angry mule, and are slow to ready because they must have their charging handle pulled every time they're taken out before you can do anything with them unless you're in the middle of the reloading process. Said reload process is at least a solid five seconds with a good Reload stat roll, which can feel like an eternity when a horde is coming down on you.
- Plasma Guns come with their signature overheating which will cause the gun to explode and down the Veteran if not kept in check. Plasma Guns can be cooled by waiting, reloading, or manual venting, but manual venting above a certain heat threshold will burn and tick minor health damage that can add up quick.
- Boxed Crook: Veterans with the Hive Ganger backstory were this even before they were conscripted by Lex Atoma, being drafted into the ranks of the Astra Militarum in exchange for amnesty.
- Busman's Vocabulary: Veterans aren't really in the Guard any more, but they still use a lot of old terminology. The Professional voice set in particular makes reference to the "Bastion-22" firing stance when using their Volley Fire ability, and often uses specific, obscure call-outs for the various enemies that you'll learn to recognize over time; "Traxis-1" refers to Scab Snipers, "Traxis-77" to Scab Trappers, and so on. Amusingly, they may occasionally call out "...I don't have a code for that one!" when tagging something like a Mutant or forget the code word and go with "Something-", with Loose Cannons being especially prone to forgetting their enemy designations.
- Buffy Speak: As with forgetting code words, they may also slip into this at times;Veteran: [upon spotting/killing a Flamer] "Deltacron... erm... the flame-y one!"
- Card Sharp: Veterans might complain about being totally cleaned out from playing "Darktown Tarot" against the Valkyrie pilot and suspect her of cheating. Loose Cannon Veterans, however, will complain that they're the Card Sharp around here!
- Cynicism Catalyst: The fall of Cadia is this for a cutthroat Cadian Veteran, who goes from being blindly loyal to the Imperium to realizing that it's all futile in the end.
- Everyone Has Standards: One of the Vet's conversation starters has them express disapproval about how abhumans are treated.
- Experienced Protagonist: It's in the name "Veteran" - while all of the classes inherently have been through something to make Grendyl to figure they're worth taking a chance on for his strike teams, Veterans in particular are characterized as hardened and experienced soldiers. This actually plays into their increased Toughness, which is a character's determination to press on despite the pain.
- Friendly Sniper: A Veteran who's built for ranged damage and wielding a lasgun can be this. For a given value of "friendly" anyway, given how the Veteran can swing back and forth between amicable and angry at the drop of a hat.
- Helmets Are Hardly Heroic: Inverted, as they are the only class that's consistently depicted with head protection in promotional materials (see picture to the right), even though the player can choose otherwise during gameplay.
- Jack of All Stats: Unlike their squadmates, Veterans have an all-rounded kit and weapon selection that allow them to fill just about any role, from crowd-controlling with shotguns, automatic weapons, and power swords, to anti-armor damage with boltguns and chainswords, and even focusing down high-priority targets at long ranges with Volley Fire. The drawback to this is that, short of the last position, they don't exactly excel at these jobs as much as the other classes either.
- Long-Range Fighter: 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.
- The Musketeer: The Veteran is typically shown wielding a lasgun and chainsword in previews. They lean towards ranged combat.
- Noodle Incident: The Professional Veteran supposedly landed themselves in prison after a nondescript incident involving a Commissar, which resulted in them getting court-martialed for it.
- 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.
- The Paranoiac: The Veteran's mindset of how "The agents. Of the enemy. Are EVERYWHERE" would be worrying outside of Darktide's setting where it's technically true.
- Plasma Cannon: The Veteran's Plasma Gun is extremely powerful, often turning enemies head, arms and torsos into Ludicrous Gibs and dealing even more damage to armored foes. Its shots can even hit enemies that are behind your original target and punch through light cover, making it ideal for taking down ranged enemies who have gotten to cover. However, it also comes with the drawback of heating itself per shot — try to fire when it's overheating, and it explodes, taking down the Veteran. Heat can be vented but costs either health, or a long reload.
- Removing the Head or Destroying the Brain: Operates under the principle of "sever the head; the body dies" in a metaphorical sense that lionizes precision strikes on important enemy lieutenants and their weak spots as some species in the setting can survive actual headshots and even decapitation.
- Shovel Strike: As befitting their association with the Astra Militarum, Veterans can use an entrenching tool as a melee weapon. It's fairly effective, too, though you're not likely to see many people using them at higher levels.
- Sticky Fingers: The Loose Cannon Veteran's backstory claims that their imprisonment was due to a stockpile thievery gone wrong, which resulted in the accidental murdering of a guardsman.
- Trauma Button: Do not sass or snark about Cadia to any Veteran with Cadia as their homeworld. They will get extremely upset.
- X-Ray Vision: The Veteran Sharpshooter's Volley Fire ability highlights special, elite and boss enemies while it's active, helping the player pick them out while they're oncoming or obscured by a horde of other enemies. Of course, given that Veterans may be entirely normal and unaugmented human beings, Volley Fire's highlighting is better explained as finely-tuned Hyper-Awareness of high-priority threats rather than true X-Ray Vision.

Filled with zeal and faith, the Zealot is the melee counterpart to the Veteran, charging into close quarters to deliver justice and judgement in equal measure that they might redeem themselves in the Emperor's eyes. Starting with a machine pistol, sword, and stun grenades, the Zealot can suppress and disorient a group of enemies, then rush into the fray and cut them down before they realize what hit them. Those who survive long enough will find themselves authorized to wield mighty Thunder Hammers and devastating Flamethrowers, further enhancing their lethality - though not their range.
Here is a short story of the Zealot.
- Armor-Piercing Attack: Besides giving them significantly increased damage on their next melee attack, their Chastise the Wicked ability also briefly makes their attacks armor-piercing. This even applies to firearms. However, the effect only lasts a couple of seconds.
- BFS: They have access to the two-handed Eviscerator, just in case the regular chainsword wasn't Chainsaw Good enough.
- Blood Knight: Appropriate for the class name, Zealots are always raring for a good fight against heretics, and express the most glee in doing so with their booming shouts and battlecries.
- Brave Scot: Or Violent Glaswegian, if you will. The Fanatic Zealot has a pronounced Scottish accent (very distinctly Glaswegian if male) and even uses Scottish epithets like "scunner" to refer to marked enemies.
- Captain Ersatz: A bit on the nose given the class' name, of Victor Saltzpyre from Vermintide. Like Saltzpyre, the Zealot is a fervent Church Militant who smites the forces of Chaos in the name of the God Emperor, and even inherits several of the Critical Status Buff mechanics of one of his classes in 2 (of the exact same name, to boot). As the cherry on top, the male Zealot showcased in the official class trailer is bald and has a missing eye.
- Church Militant: Albeit disgraced ones. Zealots are literally Badass Preachers who dispense the teaching of the Imperial Cult and kick arse for the God-Emperor via application of gunfire and a good whack of the hammer.
- Close-Range Combatant: While they too have access to many of the Veteran's arsenal, up to and including Bolters, they are the most in their element when right up against the enemy's face. Zealots are heavily geared towards close quarters, thanks to having a generous amount of powerful melee weapons at their disposal, along with feats that encourage a melee-happy frontliner playstyle. Even their one ranged fighting feat also behooves them to stand as close to their target as possible due to the sharp damage falloff at long distances.
- Critical Hit Class: Despite appearances, Zealots benefit considerably from Critical Hits, whether defensively or offensively. Their Chastise the Wicked ability grants them a guaranteed crit, and many of their feats synergize off of landing criticals to deal high Bleed damage and achieving high Toughness damage reduction. This means that the combat knife of all things is absolutely busted on a high-crit Zealot due to its insanely fast Assassin-type attacks that allow them to spam out Bleed damage while taking relatively little in return from enemy swipes.
- Dash Attack: Chastise the Wicked plays with this trope. On the one hand, it is not an actual attack on its own, so dashing into an enemy does them no damage, and it in fact can be used as an escape move. On the other, it is highly encouraged to be used to facilitate such an attack, since the Zealot is guaranteed a Critical Hit on the next strike after using the ability.
- Delusions of Eloquence: While the Agitators have a love of Ye Olde Butcherede Englishe, some dialogue rather implies that a few others who actually do know High Gothic realize that this is as butchered as the trope says.
- Drop the Hammer: Thunder hammers are potent weapons that are slow but devastating, they are very well-loved by the Zealot.
- Eyepatch of Power: The male Zealot from the class trailer is shown wearing one.
- Expy: With their fanatical devotion to the God-Emperor, flamers being a class-unique weapon and a similar Sci-Fi Bob Haircut. A female Zealot can almost pass as a member of the Adepta Sororitas - all they're missing is the power armor, really. The eviscerator chainsword is also an available weapon if they want to cosplay as the Sisters Repentia.
- Fire-Breathing Weapon: Noted as being able to wield flamers as a class-unique weapon choice.
- For Great Justice: What drives them, as far as they interpret the concept.
- Gentleman Snarker: The Judge is one of the nicer personalities but can still make some good sarcastic comments such as when someone gets greedy with grabbing ammo."Might I petition for some ammunition, that is if you have anything to spare?"
- Handwraps of Awesome: To a nearly exaggerated degree, the Zealot class have accessories where their entire forearms are covered with enough bandages that it looks like they are straight up wearing gauntlets comprised of bandages.
- I Need a Freaking Drink: The Scots-accented Zealots may rarely mention that they could do with a drink. Given everything the characters go through, it's hard to blame them. They may also offer the other Rejects a drink.
- Irish Priest: The Fanatic voices are what you get if you swap out Christianity for the Imperial Cult, add a little bit of the Irish Spirit and a whole heap of Imperial Fundamentalism.
- Judge, Jury, and Executioner: The Zealot class as a whole takes this stance to heart, but the Judge voices seem to wholeheartedly embody it.
- Kill It with Fire: They can arm themselves with flamers to deliver the mercy of the God-Emperor via cleansing fire.
- Last Chance Hit Point: Their Until Death feat allows them to survive and become invulnerable with one point of health left for five seconds upon taking a lethal hit, once every 90 seconds. Combined with Holy Revenant, which replenishes health by doing damage while Until Death is active, this allows a Zealot who got caught in a bad spot to avoid going down and also heal themselves back up by doing what they do best.
- Liquid Courage: Certain personalities may accuse the Fanatics of deriving their courage from alcohol, which they may in turn freely and shamelessly admit before offering to share some.
- The Musketeer: The melee-leaning counterpart to the Veteran, the Zealot carries both ranged and melee weapons but is more melee-focused.
- Nice Guy: The Judge Zealot tends to be a lot more empathetic and reasonable than the other two personalities. Although they do have their own biases, Judges are much less about fire and brimstone bible thumping and more of a voice of reason, with them acknowledging the social injustices regarding the shunned and downtrodden. They also treat their Psyker allies with noticeably more respect and consideration than the other classes, despite them typically being stigmatized as abominations in the Imperium.
- Noble Bigot: The Fanatic Zealot. All they want to do is kill the Emperor's enemies and are genuine in their desire to save Tertium. Additionally, they are not only quite polite to their teams, but for a fire and brimstone preacher they tend to dote on their teammates when they aren't screaming their lungs out. The Fanatic even have a unique dialogue stating that they believe that even if abhumans aren't born with souls then the Emperor can grant them one, showing that even with their gung-ho attitude they are capable of being quite compassionate. Unlike the Judge however they're still a jerk to the Psyker.
- No-Sell: Their Until Death feat allows them to shrug off all damage for five seconds upon hitting rock bottom HP, once every 90 seconds.
- Screaming Warrior: Even though nobody has an indoor voice in this game, with the possible exception of the Ogryn, the Zealot still takes the cake for being the single loudest character, with every single line being delivered as bombastic and hammy as possible, exactly like the Vermintide character they are the Captain Ersatz of. They are even referred to as "Shouty" by the Ogryn for good reason.
- Super Toughness: Quite literally so in fact, given how much Toughness Damage Reduction the class has access to, allowing them to outshine even Ogryns at being frontliners, by way of endurance rather than raw sturdiness.
- Ye Olde Butcherede Englishe: A staple to the Agitator voicesets.

Huge, hulking "abhuman" beings, the Ogryn are not very bright but exceedingly dangerous to their enemies and ferociously loyal to the Emperor. They are the most durable of the team and have the sheer strength needed to wield massive, devastating weapons, starting with a crude breech-loading shotcannon and a simple club; those that prove themselves may find themselves authorized to wield automatic Ripper Guns, lethal grenadier gauntlets, vicious power mauls, and titanic riot shields. Unfortunately their massive fingers lack the precision and dexterity needed to arm man-sized grenades, and they settle for simply throwing the entire box at their opponents.
Here is a short story of the Ogryn.
- Achilles' Heel: 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.
- Adaptational Intelligence: Unlike most other depictions of Ogryns in 40K media, the Ogryn class of Darktide is remarkably intelligent compared to their traditional appearances. The 'Voices of Darktide' devblog and certain dialogue events confirm that the "Brawler" Ogryn in Darktide have received the "Bone'ead"note upgrades that increase their intelligence, explaining why they're smarter than the average depiction of their kind. In fact, one of their in transit animations even has them counting fingers on one of their hands, meaning they can count up to fivenote . This said, the story takes place during the Era Indomitus and more recent background material has intimated that Ogryns are gradually getting smarter.
- Armor Is Useless: Even for this game, Ogryns are still remarkably lightly-covered, with most of their unlockable apparel being tanktops and padding, and yet still boast the highest effective Toughness and hitpoints combined out of the four classes.
- Armor-Piercing Attack: Comes in a few flavors. The Ogryn's Big Box of Hurt deals increased damage on impact if the enemy has Carapace or Flak armor, and can be upgraded to release its grenade payload when tossed at said enemies, while the Ripper Gun's bayonet has an associated Blessing that allows it to ignore the target's protection. If all else fails, there are still a plethora of feats that let the Ogryn do bleed damage, which bypasses armor entirely.
- Bayonet Ya: The Ripper Gun has an attached bayonet that makes any enemy that comes close (if they survived the automatic shotgun fire) regret it.
- BFG: As expected of Ogryns their firearms are scaled up appropriately and deal devastating damage. Needless to say, these big guns shred through mobs of enemies like wet paper.
- Their starting weapon is the Kickback (or Thumper Shotgun) essentially a giant M79 grenade launchers loaded with canister rounds. There's also a variant called "Rumbler" which instead fires the proper grenade shells.
- Their iconic Ripper Guns also make an appearance and are powerful automatic shotguns that can either fire in bursts or unload their magazines onto their opponents.
- If More Dakka is needed, they can also field Heavy Stubbers, which are not only huge machineguns intended to be used as emplacements but are also twin-linked as well. If one takes a closer look at the model, it appears they may have been ripped from half of the quad-heavy stubber configuration for the Sabre Weapons Battery
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- BFS: Played with. Ogryns don't actually use swords in-game, but their Cleavers are large enough to fit the bill and rival an Ork choppa.
- Big Eater: They frequently make mention of rations, praising other party members' kills by saying they'll earn more rations for it. And if they end up killing a Pox Hound or Plague Ogryn, they may ask if they can eat it.
- The Big Guy: They fill this role in any Strike Team with their huge guns and melee weapons that allow them to protect the lil' 'uns from the enemy hordes, while their superior physique allows them to cart around heavy objective items with ease. They are so big, in fact, that most pieces of man-sized cover won't properly shield Ogryns from enemy gunfire.
- Blood Knight: The aptly-named Bully Ogryns only care about fighting (and eating, not necessarily in that order), and are quick to look down on "weaklings" who die easily or can't kick as much ass as they can. The only form of respect they will show to their teammates is if those members managed to slaughter enemies by the dozen in succession.
- Boisterous Bruiser: The Ogryns are all big, strong and loudly rejoice any chance to kill heretics.
- Carry a Big Stick: Ogryns can carry either a huge club, maul (with a slabshield) or power maul as a melee weapon and they are good for dealing high damage and batting enemies aside.
- Claustrophobia: All Ogryns have a racial pre-disposition of Claustrophobia which is seen in the intro cinematics of a mission with them going through some coping motions while everyone else just sits or lazes in their seat in the Valkyrie.
- Close-Range Combatant: By technicality, since most of his guns are pretty much only good at point-blank range, and the class' feats are largely focused on maintaining pressure on the frontline instead of hanging back and doing damage. The only truly "long"-ranged attacks available to the Ogryn are the Rumbler grenade launcher, the Blastoom Grenadier Gauntlets, and his Big Box of Hurt, all three of which are not hitscan and projectile travel time has to be accounted for, have low zoom and require careful trajectory calculation, and thus are clunky to use against distant targets, additionally made worse by their generally small "ammo" pool.
- Damage Over Time: The Skullbreaker tree contains several passives that cause enemies near the Ogryn to bleed, which can stack for more damage over time.
- Deadly Euphemism: Ogryns typically refer to the act of killing an enemy as "crunching" it.
- Dumb Muscle: Ogryns are guilty of this trope, to the point where the smartest Ogryn in the setting can only count up to 4 and recite his name, however, they make it up with their fierce loyalty and strength. Despite this, the playable Ogryns are geniuses by Ogryn standards at least.
- Extreme Omnivore: Along with their eagerness for food pretty much all of the time, an unrefined sense of taste further fails to inhibit the Ogryn's dietary habits. They express a keen interest in eating things such as dead enemies or even just their military rations, really. A Professional Veteran complaining about the aftertaste of their combat rations sticking with them even though now they've got a bunch of blood in their mouth will lead to an Ogryn just asking if he can have their Veteran's rations if they don't want them.
- Foe-Tossing Charge: Their Bull Rush ability has them perform a charge, only stopping before its distance limit by running into a special, elite or boss enemy. The Unstoppable feat lives up to its name by allowing the Ogryn to dash twice as far and disregard anything that's not a boss or monster regardless of how big it is. Anyone else within the area of an Ogryn charging might as well be a bowling pin (and indeed, the penance for running through a sufficiently big mob is appropriately named "Gone Bowling").
- Gentle Giant: The Bodyguard and the Brawler are quite chummy with their teammates, and the former never talks back if called out for grabbing too much ammo or healing minor wounds.
- Grenade Launcher: Ogryns can arm themselves with an Ogryn-sized M79 grenade launcher that either fires 200kg canister shells (basically giant shotgun shells) or ones that fire actual grenades. They can also get the fearsome Grenadier Gauntlet which is a bastard child of a battering ram and a grenade launcher turned into a Power Fist.
- Herd-Hitting Attack: Prior to its removal, the Knife Through Butter feat would grant the Ogryn's heavy melee attacks unlimited cleave, allowing them to carve through entire mobs of enemies no matter how dense they are.
- Husky Russkie: The Bodyguard voice has a distinct Russian (or Vostroyan/Valhallan if you prefer an in-universe example) accent to it and, well, two-legged individuals rarely get huskier than an Ogryn.
- Gameplay and Story Integration: In missions that require moving heavy objects from one place to the other, the Ogryn can carry them faster than the other classes, befitting his abhuman strength and size.
- Good Counterpart: They're this for two out of three enemy Ogryn types. With the exception of Crushers, the playable Ogryns serve as the loyalist counterparts to Bulwarks and Reapers when wielding Slabshields and Heavy Stubbers, respectively.
- Immune to Flinching: Or at the very least highly resistant to it. The Ogryn's passives give them reduced flinching when shot at by gun-wielding enemies, and being struck by melee attacks won't interrupt their long actions like they would on the other three classesnote .
- Innocent Means Naïve: Ogryn occasionally come across as very innocent or naive at times. Their devotion to the "Emp'rah" is absolute, which makes the cases of them falling to Chaos all the more tragic. At least a few in-universe documents from various sources over the years have had Imperial authorities note that while Imperial citizens might rightly pity or mock Ogryns for their stupidity they should admire them for their simple, unshakable faith.
- Irony: Despite being the physically largest member of the squad, the Devoted Rejects loyalty pack grants the Ogryn Vermintide-themed cosmetics based on Bardin Goreksson, a dwarf.
- Lethal Joke Weapon: 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.
- Luckily, My Shield Will Protect Me: One of their melee weapon options is the Bulgryn's power maul and slabshield (basically an ogryn-sized riot shield), which when deployed will block ranged attacks without issue. They can perform a Shield Bash with this setup as well.
- Mighty Glacier: As the designated tank class of Darktide, the Ogryn is capable of soaking up ridiculous amounts of damage upfront with his large pool of health and Toughness, along with good potential for frontline control with his bleed-inducing and melee cleave feats, but the trade-off is that he's slow as molasses even while sprinting. Not that he really needs to sprint at any rate, since being a massive person means he can cover more distance in a single stride, and his Bull Rush ability can be used for a surprisingly brisk burst of speed. The Ogryn melee toolset is also more focused around staggering and knocking down enemies rather than killing them quickly, so they tend to need backup from teammates to actually mop up enemies, or else they'll eventually go down from sheer numbers due to not being able to kill enemies quicker than they spawn.
- My Greatest Second Chance: The Brawler talks about how he failed to protect his commanding officer, and while he's not too broken up about being unable to save him, he's eager to do better as a conscripted agent of the Imperium.
- Noodle Incident: The Bodyguard's backstory alludes to the Ogryn winning a battle which enraged their superiors for some reason, explaining how a large batch of them wound up in jail.
- Not the Intended Use: The Skullbreaker's Blitz provides an In-Universe example of this, which is them throwing a box of grenades. No, not a container full of grenades that's rigged for all of them to go off at once or anything, just a box of grenades that they throw at someone to brutally murder that someone with sheer blunt force trauma. A unlockable talent makes the box spill out its explosive contents after hitting a particularly hard target...
- One-Handed Shotgun Pump: Played with, since the Ogryn doesn't actually have a pump-action shotgun, in the case of the Blastoom Grenadier Gauntlet due to its wrist-mounted design necessitating this type of animation to chamber a new shot.
- Our Ogres Are Hungrier: As the name suggests Ogryn are basically Science Fantasy versions of ogres.
- Porky Pig Pronunciation: Ogryn tend to struggle with big, complicated words and phrases, such as "Astra Militarum", and will generally fall back to "Imperial Guard" instead. A prime example is in the Skullbreaker Class Trailer
.
- Powerful, but Inaccurate: Barring the Rumbler and Grenadier Gauntlets (and even those are borderline cases, given the travel time of their projectiles), the Ogryn's firearms selection are largely this.
- The Kickback, being a shotgun, has predictably pitiful range, where most of its pellets simply poof out of existence when shot at an enemy twenty paces away from the player, but it makes up for this by having one of the highest per-shot damage ratings in the game, where one with good stat rolls can hit for at least 1,500 at point-blank range.
- The Ripper Gun is a step up from the Kickback, doing high damage at short-to-mid range that can decimate mobs and high-health enemies, but can't hit distant targets like Gunners and Snipers, either.
- The Heavy Stubber gives the Ogryn substantially More Dakka and actually can hit enemies far back from the horde, but its Brace aiming mode basically renders it unable to fire with any modicum of accuracy beyond spitting distance.
- Power Fist: Another weapon in their arsenal is the fearsome Grenadier Gauntlet, as the name implies, it's a giant gauntlet with an attached grenade launcher. It's rather unique amongst the Ogryn's ranged weapons for essentially being a second melee weapon with a ranged function strapped on. While it's not exactly similar to an actual Power Fist, they are still devastating weapons in their own mind.
- Punched Across the Room: The vast majority of the Ogryn's melee weapons can fling enemies about with ease, especially the Power Maul.
- Primitive Clubs: Fitting for an individual with simplistic mind, the Ogryn's Bully Club is quite literally just a piece of salvage festooned with numerous bits of spikes and used as a mace.
- Short-Range Shotgun: Their Kickbacks are immensely-powerful buckshot throwers that can instantly vaporize small mobs of enemies in a single click of the trigger. Whereas the typical damage per shot of high-level weapons tend to fall within the 300-500 range, Kickbacks can hit well above the thousand mark. However, their destructive power is offset by their pathetically short range, whereupon the pellets will do negligible damage if not none at all just a fair bit past point-blank range.
- Shovel Strike: Like his fellow ex-Astra Militarum colleague, the Ogryn is also capable of wielding a shovel as his melee weapon, though unlike the Veteran's combat spade, his is specifically a latrine shovel, meaning it would normally be used to dig toilet holes.
- Took a Level in Cynic: More weathered than the usual childlike Ogryn, these conscripts are prone to grousing over their lot in life and back-talking their handlers.
- Uncertain Doom: The Ogryn's short story has the Ogryn "Tig" sent off by his strike team's leader to attack the enemy as a distraction and his leader is certain he's sending Tig off on a Suicide Mission. Unlike the other short stories, which has the titular subjects survive to end up in Inquisitor Grendyl's employ, this one is set at a timeframe which seems present to the events of Darktide with the strike team's leader attempting to re-establish contact with the Mourningstar, removing the Foregone Conclusion aspect of the other short stories' subjects' background that they would inevitably survive prior to getting hired by Grendyl.
- You No Take Candle: In-game Ogryn dialogue is usually presented as a mix of this and Hulk Speak, due to their canonically reduced intelligence.

Distrusted as much by their allies as they are feared by their enemies, Psykers wield the unnatural powers of the Warp to great effect, shattering the minds (sometimes, quite literally) of their foes. Whilst weak at first, with just a simple revolver and sword to their name, those who earn the right to wield Force Weapons will soon find themselves tapping into even greater psychic powers, between Force Staves for ranged blasts that can take out tightly-packed foes and Force Swords for up-close combat.
Here is a short story of the Psyker.
- Anti-Armor: The Surge Staff's lightning not only pierces armor, but actually deals more damage the more heavily armored the target is.
- Armor-Piercing Attack: Brain Burst ignores most forms of armor by exploding a target's head for 1000 base damage, although Carapace armor slightly mitigates it to 825.
- Breaking the Fourth Wall: The male Loner voice will occasionally argue with the subtitles of his grandiose speeches."I'm seeing rage, fear and foreshortened lifespans... No not- foreshortened lifespans, I said four shortened lifespans! Why are you not paying attention! Look at me, not them!"
- Cloudcuckoolander: All Psykers are all but confirmed to be clinically insane, but the Seer is perhaps the most mentally unhinged of all three personalities due to Warp exposure, with them frequently ranting to themselves, to their unknown Beloved, or just drifting off topic into incomprehensible rambling for seemingly no reason.
- Cooldown Manipulation: Their Psykinetic's Wrath ability allows them to decrease their Peril gauge by 50%, and their team aura also reduces the cooldown of their allies' special abilities whenever they kill an Elite enemy.
- Crutch Character: In this case, Crutch Move. The Psyker's Brain Burst annihilates most specialists and Elites in 1-2 hits on lower difficulty levels. However, the same enemies on higher difficulties gain more health to the point where they can survive more Brain Bursts, there are no weapon modifiers that affect Brain Burst's damage, and the players' leveled weaponry will quickly overtake the damage it deals, making it much less useful against Elites/Specialists than a few quick Bolter/Kantrael XII shots to the head by the Veteran. This is in contrast to the various staves that the Psyker gets, which allow them to specialize in a different role from dedicated elite/specialist killer.
- Energy Ball: The Voidstrike Staves allow the Psyker to charge and launch balls of psionic energy that explode on impact, dealing Area of Effect damage on the main target and knocking away enemies.
- Expy: Of Sienna from Vermintide - They're the Token Wizard, most of their psychic staves work identically to Sienna's magical staves, and they have the same "overheat" mechanic when using their abilities.
- The Friend Nobody Likes: Due to the stigma surrounding Psykers in-setting, they are shunned by Veterans and Zealots, who often respond with disgust and shame upon aiding or being aided by one of them in combat. Only the Ogryns don't seem to mind their company due to them being too dim and naive to have an opinion on such a matter.
- Glowing Eyes of Doom: Psykers are the only class that can pick glowing blue eyes in their customization options.
- A God Am I: The Loner voice has a serious case of megalomania, telling enemies to cower before them.
- Hearing Voices: The Seer voice sets seems to believe that they're hearing the God-Emperor of Mankind himself talking to them, usually referred to as "(My) Beloved".
- In the Hood: As shown in the picture to the right, the Psyker class can wear a hood as an unlockable head cosmetic option, obtained by completing various Penances.
- Insufferable Genius: The Loners are incredibly haughty for what they are, with them having severe trust issues on top of believing that they of all people know best, due to a lifetime being on the run from various authorities and other horrors of the 41st millennium. For the most part, their teammates either don't take them seriously at best, or find them suffocating to be around at worst.
- Just a Stupid Accent: Despite the Loner and Savant voices using stereotypical German and West Indies accents; neither use anything from the German or French vocabulary.
- Laughing Mad: Amazingly enough, they seem to do this with even greater regularity than the Zealot, typically when racking up large amounts of kills in a short window of time, or when quelling critical levels of Peril. Given the horrible things the Warp can do to your mind, they're probably actually laughing mad from overexposure.
- Magic Knight: Another Force weapon available to them is the Force Sword, allowing them to slice and dice through enemies with a sword imbued with Psyker powers.
- Magic Staff: With a Force Staff in the Psyker's hands, they're able to hurl balls of psychic energy at their enemies with devastating results. Both to their enemies AND themselves. They even come in multiple flavours, whether you want to chuck explosive orbs, unleash a torrent of blue warpfire, or fry your foes with arcing chains of warp lightning.
- Mechanically Unusual Fighter: The Psyker is the only class that can't use grenades at all, meaning that the grenade box pickup is totally useless to them. In place of explosives is their Brain Burst attack that can be used infinitely, but runs on a Peril meter that acts as a temporary limiter to how much of it they can continuously fire in a given moment. They also have access to Force Staffs which don't use ammo, freeing up more ammo pickups for other members of the team to use.
- No Eye in Magic: Played with. For Brain Burst to work, the Psyker needs to be able to see their target — but once a target has been established, they no longer need to focus their sight on the enemy when charging and unleashing the attack, allowing the Psyker to pop someone's head from behind cover. If the intended target gets killed before Brain Burst can activate, the Psyker can switch to a new target, but must again get a clear view of them to do so.
- Noodle Incident: Seer Psykers aren't allowed weapons or sharp implements on the Mourningstar, for unspecified reasons.
- Overheating: The Psyker has a near one-to-one copy of Sienna's 'heat gauge' and it operates much the same way with slight differences. Using too many psychic powers still builds up the gauge as normal and if the Psyker exceeds the maximum they will explode, though speed doesn't seem to be reduced in this case. The gauge slowly drains by itself and the Psyker can quickly drain their gauge by meditating, or using their ultimate, but they won't have to sacrifice health to do so. The only other difference between the two is the name, here it's called "Peril(s)" instead of "Overcharge".
- Pet the Dog: Being outcasts and branded as monsters by their very race, Psykers have come to adopt a sympathetic attitude towards abhumans and other mutants, due to them all being "different", and will express a sense of regret when fighting the forces of Chaos due to some of them being forced into that position simply by being who they are. A group of Psykers and Ogryns is the only team composition where nobody has anything harsh to say of the other party, due to their shared status as minorities.
- Playing with Fire:
- Certain Skills allow the Psyker to inflict Soulblaze on enemies, causing them to take Damage Over Time that ignores armor.
- The Purgatus Force Staves allow the Psyker to use a flamer-like attack on enemies in front of them, dealing constant damage to groups of foes in a medium range and inflicting them with Soulblaze.
- Police Psychic: The Savant used their powers to solve crimes as a law enforcer for the protection of Imperial citizens, despite knowing that he'd be eventually caught no matter how well he tried to hide his abilities.
- Sanity Slippage: The gifts granted by the Warp always chip away significant portions of a Psyker's fragile mind. Not even the Savant, the most mentally stable of the Psyker archetypes, is immune to this.
- Seers: It's a given seeing as how there's two voices simply called "Seer".
- Shock and Awe: The Surge Force Staff allows the Psyker to use a Chain Lightning attack that stuns enemies and deals more damage the more heavily armored an enemy is.
- Shoot the Mage First: Their Brain Burst will try to automatically target Specials and Elites in the line of sight first, making the Psyker excellent at taking down said threats.
- Sliding Scale of Idealism Versus Cynicism: Embodied in a single class via the different personalities. The Savant is wholly idealistic. The Loner is deeply cynical. The Seer is...off in their own world.
- Sour Supporter: The Loner voice is easily the most cynical and heretical of the rejects, openly speaking about the Imperium's atrocities, the social decay of the hives, and that the God-Emperor is a corpse.
- Squishy Wizard: Out of the playable classes, they can deal insane single-target ammo-free damage with Brain Burst, and can exclusively use staves that don't use ammo and powerful area hitting effects. However, they lack the Vetaran's increased Toughness, the Ogryn's increased health, or the Zealot's ability to recharge their shield instantly and Last Chance Hit Point, making them the squishiest class of the four.
- Superpower Meltdown: The Warp is not a toy! Excessive use of Warp powers will quickly increase their Peril level, and unless frequently vented, either manually or through the class ability, they will eventually overload and explode just like their Vermintide counterpart.
- Token Wizard: They are as close as one can get to a "wizard" both in-game and in-setting (for a human, anyhow), with the bulk of their power being drawn from the Warp.
- Your Head Asplode: Instead of a grenade, the Psyker gets a special ability which pops the head of most enemies at long range and also ignores the carapace armor of many big targets, thus making the class a premiere specialist killer.
Allies
As a whole
- Badass Crew: They have all been hand-picked and assembled by Inquisitor Grendyl to help carry out top secret missions for the Inquisition.
- Mission Control: Surprisingly, there isn't a single character who serves as constant Mission Control; instead, several of them take turns. You're usually overseen by Morrow or Zola, but you might occasionally have Hadron or Masozi as your handler.
Inquisitor Grendyl
Your mysterious boss. Almost nothing is known about them at this time.- The Faceless: Grendyl's first appearance, inducting several convicts into Inquisitorial service, is conducted via a Servitor with a hologram-projected head that switches between voices and appearances - nobody knows what they actually look like.
Interrogator Iven Rannick

- Blofeld Ploy: When he summons the player and another acolyte, he declares that one of them will accepted as an agent of the Inquisition, and the other will be executed as a traitor. He pulls out his pistol and levels it at the player, only to then target the other acolyte instead and shoots them dead when they attempt to flee.
- Excellent Judge of Character: He manages to out the traitor within the Mourningstar's midst.
- Expy: Seems to be one of Jean-Baptiste Emanuel Zorg of all people. Just look at that hair!
- The Friend Nobody Likes: 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.
Sergeant Major Morrow

- I Need a Freaking Drink: Something that he mentions in one of his opening mission briefings. He encourages the squad to get drunk after they survive their missions. Considering the horrors the players face, it's not exactly a bad idea.
- Older Than He Looks: Sergeant Morrow might look about a well-kept forty-to-fifty years of age, but a conversation has the squad discuss that he actually fought in the Second War of Armageddon. The Third War of Armageddon started fifty-five years after the second one ended and is still going, so the characters naturally assume there has to be some explanation (such as rejuvenat treatments, or his ship being lost in the warp) why he doesn't look around-seventy as he should. Of course, access to things like rejuvenat treatments is one of the upsides of being associated with an Inquisitor who values your skills. A claim can also be occasionally heard that he fought "xenos" on Macragge, likely referring to the First Tyrannic War, which would place him at being over two-hundred years old by this point if not for (likely) Warp Travel troubles explaining such an oddity.
- Sergeant Rock: Gives off this kind of energy.
- Sole Survivor: One of the (many) rumours floating around Morrow is that he was sole survivor of a troopship that got stuck in a warpstorm. How accurate any of it is is anyone's guess, and Morrow doesn't seem inclined to settle the matter himself.
Explicator Orgustine Zola
- Complaining About Rescues They Don't Like: If the Reject hadn't stumbled across her and pulled that knife out of her shoulder, Zola probably would've been lunch for the poxwalkers or a pox hound. Even after you help her to the Storm Raptor, she makes it very clear that you should not let word get out that a convict saved her life.
- Dark and Troubled Past: Zola is an Atoman native by the sounds of things, or at least has a long history with the planet. She claims she did what she had to do in order to stay in the Water Cartel's good graces, and that if the Water Cartel ever resurfaces then Zola might have an extra side-job for the squad.
- Jerk with a Heart of Gold: Downplayed. She is a hardass with no mercy towards heretics, yet when the player (a prisoner condemmed to death) goes out of their way to save her, she does offer them a chance to fight out of gratitude.
- Guest-Star Party Member: In the prologue, she serves as a temporary party member.
- Made of Iron: When you catch up with her again in the prologue, she's had a large knife rammed through her shoulder with enough force to pin her to a crate. Despite having it ripped out and entirely untended, she fights well enough to make it to the Storm Raptor and makes a (seemingly) full recovery in fairly short order.
- Mercy Kill: In the Psyker's short story, we see her deliver the euphemistically named Emperor's Mercy to a broken 'wyrdvane' psyker.
- Self-Made Woman: In-mission dialogue suggests that Zola dragged herself out of the Atoman Underhive through grit, determination, and doing whatever else she needed to do even if that meant cooperating with the Water Cartel.
Hadron Omega 7-7

A taciturn and brusque techpriestess, Hadron handles most of the more 'data oriented' assistance, such as overseeing the work of your data-interrogators. She also helps maintain and upgrade your wargear between missions, improving its effectiveness or rerolling its various bonuses.
- Cybernetics Eat Your Soul: Seer Psykers may claim that there's a space in their dream where Hadron should be but that they can't see her, implying this might be the case.
- Deadpan Snarker: Hadron's tone almost never wavers save for the faintest hints of tetchiness or annoyance, so it's hard to tell if she's being snarky or genuine. She sure comes across as pretty snarky at least.Hadron: "Auspex reads unusual contaminant levels in ventilation system... (Beat) Oh, that's you."
- Distinction Without a Difference: For some reason she quite insistently refers to the player squad as "varlets", an antiquated term for both a servant and a rogue or scoundrel.
- Equipment Upgrade: Her workstation is where players take their equipment and any materials they've gathered during missions in order to upgrade said equipment. She can increase the quality of an item, extract a perk (destroying the item in the process), replace one of its perks with one you've gathered, merge the perks you've gathered to upgrade them, and reroll minor blessings (such as the "+X% critical hit chance" effects).
- Enraged by Idiocy: Expect to get an earful from her if you don't perform to her extremely exacting standards. Nevermind that you're knee deep in Poxwalkers, keep up with that Servo Skull you lazy varlets!
- Insufferable Genius: Techpriests tend to look down on common citizens as-is, nevermind that your squad is made up of former criminals, so she acts like she's Surrounded by Idiots. She can be extremely condescending, and Veterans will sometimes complain that she keeps looking at them as if they're a pile of spare parts awaiting reassignment.
- Older Than They Look: Well, it's hard to tell given she's a techpriest, but her organic components seem to be faring well considering;Hadron: [sigh] "So be it. I have been operative for 392.1736 Terran cycles. I have been angry for most of them."
- Pet the Dog: In stark contrast to her usual condescending tone, doing business with Hadron at the Shrine of the Omnissiah will have her treat your characters with a surprising degree of politeness and kindness, even offering the occasional word of encouragement, much like a strict but caring parent doting over their child.Hadron: Go. Kill some heretics. Good varlet.
- Shout-Out: One of her random quips
is a nod to the "ACCESS DENIED
" skit of If the Emperor Had a Text-to-Speech Device.
- Suddenly Shouting: In Investigation missions she may experience an unexpected outburst;Hadron: "Unleash the power of the servo-skull! (Beat) Apologies. I'm not sure where that came from."
- Techno Babble: She's part of the Mechanicus, it comes with the job. Certain character personalities may even explicitly ask her to spare them the technobabble.
- Wrench Wench: Again, as a techpriestess, being handy with a wrench is part of her job.
- You No Take Candle: Many of her orders are given like this, since Hadron doesn't have a very high opinion of the Strike Team's capacity for problem solving.Hadron: Take magic box from pocket. Point it at things until it goes green.
Flight Lieutenant Gillia Masozi
- Card Sharp: Veterans may occasionally protest that Masozi appears to have uncannily good luck when it comes to cards.
- Getaway Driver: Fulfills this role at the end of certain missions like Olesya did in Vermintide, piloting the team's getaway vehicle that must be boarded to end the level.
- Gunship Rescue: During the prologue, and during certain missions, she'll make use of the Storm Raptor's weapons to clear up some of the heretics for you. Turns out the blessings of Grandfather Nurgle only go so far in the face of vehicle-mounted rocket pods.
- Sassy Black Woman: As seen in the Trust 18 story cutscene, Masozi is revealed to be a dark-skinned young woman. If her dialogue is any indication, Masozi has a very no-nonsense attitude and frequently gives the Rejects the business until they accomplish enough to be worth her time.
- Signature Team Transport: The Storm Raptor deploys and extracts the team safely from Chaos-infested mission sites, from or back to the Mourningstar.
Sir Darius Melk

- Blue Blood: He has an inherited title (unsurprising, given the Imperium) which certain Rejects (particularly Savant Psykers) tend to be leery of. Certainly, Melk doesn't seem to do a whole lot on the Mourningstar, but the first Tertium Vox Intercept suggests he's got a fair bit of authority over operations.
- Color-Coded Item Tiers: Sire Melk's storefront sells only items of purple rarity or greater, aside from the 'random' options.
- Insufferable Genius: The Rejects respect Melk for his intellect and loyalty, but for the most part agree that he's got a very big head that makes him insufferable at times. Reflective of this, Melk will usually talk down to your operators when approached, with him being quite scathing towards those he deems Dumb Muscle like Zealots and Ogryns, whereas Veterans and Psykers are given much more respect owing to their service to the Imperium and intellect, respectively.
- Play Every Day: Challenges expire regularly, with a bonus reward for completing a certain amount within a week, encouraging players to play regularly.
- Try to Fit That on a Business Card: Sir Darius Melk, Thrice Decorated for Bravery by Lord Dolmar Martialis, Holder of the Endless March, and Warden of the Crux Mortem.
Sefoni
- Insufferable Genius: Like many powerful psykers, Sefoni looks down on non-psykers. She has a very condescending attitude towards the Rejects, with none of the sass or snark that makes Hadron endearing to some/most.Sefoni: "I will take care to speak slowly, so that you might understand every other word."
- Justified Tutorial: Whilst the prologue serves as a basic guide to melee and ranged combat by itself, you are also sent to Sefoni to receive additional training shortly after arriving on the Mourningstar. It's in these tutorials that you learn more about suppression, melee chains/combos, dodging, and so on. How justified the tutorial is really depends on class and backstory; a Veteran who grew up in the trenches of Cadia probably doesn't need any guidance on how to use a gun or when to take cover under fire, but a psyker who was dredged out of the slums for sooth-saying a little too accurately probably needs all the help they can get.
- People Jars: If you head into the Psykhanium, you can see her floating in the elevated central tank, rigged up with wires and pipes.
- Training Stage: The Meatgrinder simulation that she provides via the Psykhanium allows the rejects to test their weapons, skills and builds against different enemies to show how much damage they deal as well as what armor/flesh types mitigated the attack, and on the various difficulties as well.
- Virtual Training Simulation: She provides the training simulation for new rejects via the Psykhanium, letting the player learn the basics of the game.
Shipmistress Emora Brahms


- Beehive Hairdo: Just look at that hair, she seriously looks like if Mom from Futurama was in 40k.
Alice Hallowette
- Adam Smith Hates Your Guts: Savant Psykers will note that Alice's prices stop just short of being so high as to be illegal. A little self-aware lampshading of predatory Revenue-Enhancing Devices pricing, perhaps.
- Bunny-Ears Lawyer: It's not even clear if she's an actual commodore under Lex Atoma or not, and her supposed rank is almost always referred to in quotations, but in any case her business M.O. is described as being closer to a merchant at best and pirate at worst.
- The Gadfly: She has this energy about her, asking you to not tell Rannick about the business she does - and in the same breath saying she doesn't care if you do tell him, probably because it'll annoy him. Likely Rannick can't do anything about her since she answers to Shipmistress Brahms, not him.
- Revenue-Enhancing Devices: She oversees the cosmetic cash store, just across from the armoury vendor, using the premium currency that is Moebian Aquilas - though she pronounces it more like "A-quill-ers".
Oska Krall
- The Barber: His job is to offer cosmetic alterations to characters. He can change (almost) everything except height, gender, and voice/personality.
- Human Resources: He may occasionally ask how attached you are to your arms.
Medicae Servitors
Due to the current Ban on A.I. in the 40th Millennium, and as per the Treaty of Mars, no true self-improving machine intelligence is allowed to exist in the Imperium. However, they have circumvented the lack of robots by taking certain "unwanted" personnel and "converting" them into cybernetic automatons. Some of these servitors work the Medicae stations found throughout the Hive City of Tertium.
- And I Must Scream: Unlike the usual servitor that is lobotomized into a mindless husknote . Some of the dialogue from these poor bastards implies that they may still have vestiges of their previous consciousness trapped within.Medicae Servitor: "Pieces of my mind are floating away. Please help. Please".
- Auto Doc: They function as these for the player characters, allowing them to heal up to full health and cleanse any corruption as long as they have charges remaining.
- Body Horror: Reduced to nothing but a head and torso stuffed in a metal box and connected to many metal pipes and wires.
- Cybernetics Eat Your Soul: Subverted. Even though fluff material claims that all humans made into servitors are lobotomized and their brains reprogrammed to turn them into mindless menial drones, whatever process done on these lot apparently didn't hold, as they retain enough of their consciousness to be aware of the state they're in, and are utterly horrified by their inability to do anything about it other than hopelessly wailing and begging to anyone who may listen.
Enemies
As a whole
The corruption and heresy that has spread throughout Hive Tertium is insidious and takes many forms - the vast majority of them traitors to the Imperium, either in the form of Moebian Sixth 'scab' renegades or the 'dreg' militia members of the Admonition cult that the Moebians have been training to bolster their ranks. The following section serves to document tropes shared by the enemy as a whole, with several subsections for the various enemy types below.- Badass Army: In contrast to most Lost and the Damned units the Moebian Sixth is a terrifyingly organized and sophisticated fighting force with many different elite soldiers backed by their cannon fodder and terrifying beasts of battle; their fall to Chaos has cost them none of their tactical acumen as a fallen Imperial Guard regiment, they operate with strict unit cohesion and effective tactics against their former comrades, and have seized massive portions of Hive Tertium thanks to their skill at arms and rapid mobilization. They also aren't just torching and looting, they are specifically trying to avoid damage to major infrastructure (such as the Leman Russ factories) so they can later restart production of weapons and materiel should they manage to conquer the planet entirely.
- Bald of Evil: A side effect of plague exposure seems to be hair loss, given how most Poxwalkers seem to only have a few strands remaining at best, and the Dregs are largely bald to a man, while those who still have hair don't have a lot left.
- Beam Spam: Scabs as a whole tend to favor lasguns over standard ballistic weapons, with the most notable examples being the Stalkers, Shooters and Gunner units. Those equipped with ballistic firearms do exist, such as the Shotgunner but are less common.
- Broken Pedestal: Part of the Moebian Sixth's motivation in going rogue to serve Chaos, because after serving the Imperium in a grueling amount of tours that resulted in a lot of trauma, physical and psychological, they find their efforts ignored and unknown by the Imperial populace at the Hive due to the Imperial Administratum keeping the details of the conflict they participated in silent so as to not generate public alarm.
- Color-Coded for Your Convenience: Gunmetal gray with green accents and lighting for Scab units, and Dregs wear yellow. Unaffiliated Chaos units tend to be represented as various shades of green.
- Composite Character: The appearance of the Moebian 6th is based upon the more recent design for traitor guardsmen from Blackstone Fortress, but also incorporates elements of the older Vraksian traitor militia from Siege of Vraks (gas masks, Nurgle worship and "poxhounds" that strongly resemble the Hounds of Xaphan).
- Elite Mooks: In similar fashion to Vermintide, they field specialists that can harass the party in different ways. The Scabs are also this among the traitor forces in-universe, as they used to be a professional fighting force of the Astra Militarum, while the Dregs are former hive citizens conscripted as militia to bolster their ranks, and thus have very little training, if any at all.
- Evil Sounds Deep: 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.
- Evil Sounds Raspy: The Elites and Specialists that don't fall under the above tend to fall into this instead; Flamers and Trappers in particular.
- Expy: As a Chaos Regiment of soldiers who follow Imperial Guard Doctrines, fight with surprisingly discipline and efficiency, conquer rather then destroy wholesale, they are very similar to the Blood Pact, except Nurgle-aligned. They were even created by the same person.
- Facial Horror: More than a few enemies have some manner of facial disfigurement due to Nurgle's gifts, with the loss of noses and lips being very common. You can make this even worse if you attack their heads without killing them, blowing/slicing off bits of their faces and scalp.
- Gas Mask Mooks: Most of the renegade Moebians wear these, and it even forms the symbol of Nurgle with the goggles and mouthpiece if viewed from a correct angle. Gunners have three glowing green lenses on their helmets, also somewhat resembling the symbol of Nurgle whilst also being appropriately-coloured.
- Mini-Boss: The "Monstrosity" enemy category is filled with powerful, durable foes that require the whole team working together in order to defeat. Their arrival is even accompanied by a health meter displaying their name.
- Power Born of Madness: Enemies with the "Maniac" armor type (Dreg Ragers, Scab Trappers, Scab Flamers, Dreg Tox Flamers, Mutants) are insane and rush into the fray with disregard to their own safety. This particular armor type does have resistance to certain weapons, which means their insanity allows them to mitigate incoming damage.
- Renegade Splinter Faction: They are a former Imperial guardsmen regiment who turned to worshipping Nurgle.
- Spikes of Villainy: Can't be your average Chaos mook without these.
Poxwalkers and Groaners
Zombies by any other name are still, really, zombies. These ones are just slightly more intelligent than average, and can use basic melee weapons. Groaners are victims that haven't been fully mutated by the Walking-Pox, and are weaker than the fully-infected Poxwalkers.- Adaptational Wimp: In canon lore, the Poxwalkers' mere groans are contagious enough to infect a victim with the Walking Pox. Here, they have no such ability, and their groans do not increase a nearby player's Corruption by even a smidgen.
- And I Must Scream: Poxwalkers are not entirely mindless, as their human consciousness remains intact and aware, trapped within their rotting and mutated body. You can occasionally hear Poxwalkers crying when out of combat, indicating that their consciousness can occasionally break through, weeping at their cruel fate.
- Axe-Crazy: Utterly fearless, they charge into battle with no regard for injuries or casualties sustained on their side, only ceasing their attacks when slain.
- Body Horror: The effects of Nurgle's plagues are never pretty for anyone to look at and these are no exception. Rotting flesh covered in pustules, growths of spikes, and maggots that spill out whenever they're hit are some of the symptoms they're infested with.
- Cannon Fodder: They serve this purpose for the Moebians, with their massive swarm attacks distracting and wasting the ammo of players so that more dangerous adversaries go unchecked.
- Expy: Of the Skavenslaves from Vermintide and the horde attack from Left 4 Dead, being very weak enemies that are dangerous in numbers and will attack en masse from time to time.
- Glowing Eyelights of Undeath: It's easy to miss in most missions, but during a full blackout one of the main ways you can see Poxwalkers is by their eyes.
- The Goomba: The weakest enemies in the game and are very easy to dispatch individually. They make up for this in sheer numbers. The tutorial level eases you into combat by making you face off a single Poxwalker in the first enemy encounter. Groaners are even weaker, having 2/3 the health of a Poxwalker.
- Maximum HP Reduction: Though minor, Poxwalker attacks can deal Corruption on hit, reducing your max health.
- Messy Maggots: Some of them have maggots literally fly off of them when struck hard enough, revealing that their bodies are decaying even as they are still animate.
- The Plague: Groaners and Poxwalkers are former civilians and soldiers infected by the Walking Pox, a cruel disease concocted by Nurgle that turns its victims into bloodthirsty zombies, trapped within their own bodies.
- Plague Zombie: Although not technically dead, they are extremely zombie-like in behavior and fulfill the role of plague spreaders on behalf of Nurgle. Groaners, who haven't fully turned yet, are still clothed in civilian garb.
- Slasher Smile: Like many followers of Nurgle, their faces are locked into perpetual grins. When chasing down prey, you can often hear them laughing and making other excited noises.
- The Swarm: Although they are individually extremely weak, they become a dangerous threat due to their propensity to attack in massive waves.
- Zerg Rush: When roused, Poxwalkers attack in a seemingly unending tide of bodies, spilling out from every possible entry point and swarming the nearest target.
Dreg and Scab Bruisers
Melee combatants that are a step up from the Poxwalkers. Dregs are mostly-unarmored cultists that wear yellow cloth and helmets, compared to the metal-armored Scabs that used to be Guards.- Attack Its Weak Point: Scab Bruisers have Flak armor on their arms and bodies but have unarmored heads. Inverted with Dreg Bruisers, whose heads have Flak Armor but their bodies are unarmored.
- Cannon Fodder: They're relatively weak enemies that are easy to take down, making them this to a lesser extent than Poxwalkers thanks to having weak armor in certain spots.
- Expy: Of the basic Clanrats from Vermintide, being melee enemies that aren't as weak and numerous as the Zerg Rush units, but still easy to take down.
- Facial Horror: Scabs have rather scarred heads that, while nowhere near as unsightly as a Poxwalker's, are still unpleasant to look at.
- Spikes of Villainy: Scab Bruisers wear metal armor that have one too many spikes attached to them.
Scab Shooters, Scab Stalkers and Dreg Stalkers
The rank and file of the Moebian Guards are now these Scabs. Many civilians who turned to the Great Enemy's forces are now Dregs armed with autoguns, trained semi-professionally, and have something approaching standardized equipment.- Attack Pattern Alpha: Befitting their status as former soldiers of the Astra Militarum, Scab callouts are done in standard military fashion, with cries of "Taurox Engagement Protocol" or "Gamma-1 Taurox" being particularly frequent examples.
- Bayonet Ya: The standard Scab guardsmen units have bayonets affixed to their lasguns, which they can and will use against the player if forced into melee range. Dreg Stalkers lack such an attack due to their autoguns not having bayonets, with them pulling out machetes for meleeing instead.
- Beam Spam: Scab Shooters and Stalkers are equipped with Lasguns that produce a distinct red laser when fired.
- Dangerous Deserter: Scab Shooters and Stalkers were once soldiers of the Imperial Guard, turned to Chaos after being neglected and forgotten by the Imperium, with their home world's proximity to the Warp playing a key factor in their downfall as well. They've also started to train a militia of civilian converts, outfitting them with autoguns.
- Enemy Chatter: They are quite vocal compared to Poxwalkers and will often taunt their opponents or shout commands to their allies.
- Long-Range Fighter: While all of them are ranged enemies, Scab Shooters especially fit this, having less health but tending to stick at the back line rather than advancing to a closer (but still ranged) distance like the Stalkers.
- More Dakka: Dreg Stalkers with autoguns tend to blaze away with less discipline and accuracy than Scab Stalkers and Shooters.
- Never Bring a Gun to a Knife Fight: At long range, they're capable of taking cover and can fire at you with better precision. If they're forced into close range, they take a longer time to aim and can be staggered with melee, while they'll usually attempt to use a weaker melee attack.
- Patrolling Mook: They can often be found patrolling together in fireteams of about 4-6, often led by one of their Elite Mook counterparts.
- Sniper Scope Glint: All of them project a distinct visual flash before they fire a burst of lasgun bolts or autogun rounds at you.
- Stealthy Mook: Scab Shooters aren't highlighted by the Veteran's Counterfire feat (which is supposed to mark all non-Ogryn gun-wielding enemies during Volley Fire), and squads of them can catch Veterans by surprise by not showing up during Volleyfire, as well as break the Veteran's Counterfire combo (in which killing marked enemies keeps Volleyfire active for longer).
- Take Cover!: Distinct from Poxwalkers and other mutants, they retain most of their intelligence from their conversion to Chaos and will actively take cover during combat.
Scab Maulers
Hulking humans in plate armour and armed with a two-handed chainaxe, Maulers are slow but deadly Elite enemies, and often spawn in pairs.- Boom, Headshot!: Inverted. Without an armor-piercing weapon, attacking their heads is even more ineffective as their helmets have much tougher Carapace armor compared to their bodies' Flak Armor.
- Elite Mook: They're classified as Elite enemies and can dish out much more punishment than the basic melee Dregs and Scabs.
- Expy: Of the same enemy type from the Vermintide series, with the only difference being that Moebian Sixth Maulers are fully armored, not just at the head.
- Heavily Armored Mook: They wear heavy armor that protects them all over, making them difficult to take down without armor-piercing abilities. Their head is especially armored compared to their body armor, taking much less damage there.
- Helmets Are Hardly Heroic: Thoroughly averted. Their helmet is Carapace grade, making it significantly stronger than any of their other armour.
- Made of Iron: Can take a surprisingly high amount of damage for a human-sized enemy (they have nearly double the health of most other specials/elites other than Ogryn or Mutants), which is compounded even further by being fully armored. They're the only human-sized mooks that can survive a single Brain Burst on the lowest difficulties.
- Mighty Glacier: Slow due to their heavy plate armour, but armed with a powerful two-handed chainaxe.
- Smash Mook: They carry massive two-handed weapons which are slow and unwieldy, but deal devastating damage if they connect.
Dreg and Scab Ragers
Armed with dual melee weapons, the unhinged Ragers are Elites who intend to get up close and personal with the squad at all costs, preferring speed and fury over the protection of the Maulers. Dreg Ragers sport Maniac-type armor, while Scab Ragers are covered in Flak Armor.- The Berserker: Fueled by rage, these guys charge into close distance with their axes, caring little for their own well-being.
- Blade Spam: Their attacks are a savage and unrelenting string of melee swipes with their makeshift axes, and if you can't interrupt them then they'll rapidly tear you apart even on the lower difficulties.
- Dual Wielding: Dreg Ragers wield a pair of makeshift axe-like weapons.
- Elite Mook: Classified as an Elite enemy, these often blend in with other Dreg Bruisers or Scab Bruisers, but have much more health and hit harder and faster.
- Expy: Of the Plague Monks and Marauder Savages from the Vermintide series, melee foes that attack quickly and relentlessly and are hard to stagger but usually lack armor. They even sport dual axes like the latter.
- Lightning Bruiser: They move rather quickly, hit hard and fast, and can take a good bit of damage before going down.
- Made of Iron: Dreg Ragers wear no armour at all, but are nonetheless one of the most durable enemies around and can soak up nearly as much punishment as a Mauler, though they still fall to a single Brain Burst on lower difficulties.
- Mutagenic Goo: Dreg Ragers have small glass pods full of green fluid on their back and shoulders, presumably a potent cocktail of combat stims and Nurgle's influence that explains how they became so tough, strong, and furious.
- Unstoppable Rage: Like their name suggests, these guys attack in a rapid frenzy of fury and shouting. Most player characters will often comment about a Rager's unbridled rage (and how it didn't help them survive) upon killing one.
Scab and Dreg Gunners
Armed with a rapid-fire squad support weapon and with better quality gear in general, Gunners are Elite enemies that lay down deadly suppressing fire from a distance. Whilst not as accurate and lethal as the Ratling Gunners of Vermintide, suppression is a far more significant mechanic in Darktide, and Gunners are a touch more common. In certain regions/missions, Gunners may instead be more lightly armoured and carry stubbers rather than hellguns.- Attack Its Weak Point: Dreg Gunners are unarmored in the head, arms and legs, with Flak Armor on their bodies. Scab Gunners in contrast have Flak Armor on all parts except their upper legs, but their head still counts as a weakspot.
- Elite Mook: Compared to the masses of Traitor Guard, Scab Gunners are much more threatening in both appearance and combat. They're armed with a hellgun that can lay down powerful and deadly suppressing fire.
- Heavily Armored Mook: Dreg Gunners have Flak armor on all parts except, oddly enough, their upper legs.
- More Dakka: Their Hellguns and Stubbers have a much higher rate of fire than other enemies. Say goodbye to a large chunk of your health if you can't find cover in time.
- Shouting Shooter: Some overlap with Calling Your Attacks, but you can sometimes hear the Scab Gunners shout "hear me roar!" or something similar right before they open fire. Of course it's immediately drowned out by the sound of gunfire, but it's there.
Scab and Dreg Shotgunners
Straightforward traitors armed with an assault shotgun, these Elite enemies are dangerous at close range but weak at a distance.- Attack Its Weak Point: Dreg Shotgunners are unarmored in the head, arms and legs, with Flak Armor on their bodies. Scab Shotgunners have Flak armor on their head, torso and lower legs, although their faces are unarmored.
- Elite Mook: Compared to the masses of Traitor Guard, Scab Shotgunners are much more threatening in both appearance and combat.
- Knockback: Their shotguns inflict a pretty substantial knockback at close ranges. Pray they don't catch you close to a ledge.
- Short-Range Shotgun: Even shorter than the ones you can get your hands on that's for sure. Their engagement range was originally an impressive 15 meters (almost 50 feet), though this was shortened to a more FPS-typical 8 meters as being sniped by a shotgun-wielding enemy with huge damage and knockback seemed unbalanced.
Crusher
Not much subtlety about these Elite enemy Ogryns, clad in Carapace armor and wielding massive two-handed weapons larger than the average human.- Attack Its Weak Point: 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.
- Elite Mook: They're essentially souped-up Maulers which deal massive damage with their attacks, have even higher health, and have carapace armor on every part of their bodies.
- Expy: They're hardly much different in practice from Vermintide II's Chaos Warriors.
- Heavily Armored Mook: They have Carapace armor on every spot of their heads and bodies. This makes them extremely resistant to damage, compounded further with their massive health pool. The Crusher is the tankiest regular enemy in the game, and is the only non-boss enemy that can potentially survive a full mag dump from a Bolter.
- The Juggernaut: One of the most resilient and dangerous enemies in the game due to their massive health pool, even tougher to get through because of their armor. Armor-bypassing attacks such as Psyker's brain burst attack or the Templar's Chastise the Wicked are highly recommended.
- Mighty Glacier: 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 No-Sell 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.
- Mythology Gag: Their choice of weaponry being a massive improvised hammer could be a reference theVraksian Ogryn Berserker
models.
- Smash Mook: Their only attack is to go up to a character and hit them very hard.
- Telephone Polearm: 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.
Bulwark
Bulwarks are hulking Elite enemy Ogryns that carry massive shields to protect themselves and sport carapace armor on their arms and legs, but are otherwise relatively lightly armoured.- Elite Mook: Classified as an Elite enemy, and provides a great amount of protection to mooks behind it while also taking a great amount of damage.
- Evil Counterpart: They are pretty much the Moebian Sixth's version of the Bullgryn and it could have been likely that they were formerly Bullgryns.
- Hitbox Dissonance: The Bulwark's shield is infamous for protecting for more of him than it looks like it should - the rule of thumb is that is that you won't be damaging him from his front half unless he's staggered or actively attacking.
- Luckily, My Shield Will Protect Me: Giant mooks armed with giant riot shields; the shield is a slab of solid metal several inches thick and is, unsurprisingly, entirely immune to conventional small arms or any kind of melee weapon.
- Shield-Bearing Mook: Large enemies with shields that protect them from most small arms and melee weapons, requiring you to either stagger them or hit them from an unprotected side. They otherwise lack armor on their heads and bodies, but have a huge amount of HP to compensate. Their shield also has a disproportionately large hitbox such that you can't easily get them from the sides even if you have a clear shot; you need to stagger them or get them from behind.
Reaper
An Elite enemy Ogryn armed with a massive twin-linked heavy stubber, which they use to lay down heavy fire.- BFG: The Reaper is an Ogryn armed with twin-linked heavy stubbers similar to the ones player Ogryn can acquire.
- Elite Mook: Classified as an Elite enemy, and can lay down even more firepower than the Scab Gunner while also boasting much more health.
- Hell Is That Noise: There are few noises as distinctly worrying as the clanking of a Reaper shifting into their firing stance.
- Knock Back: Their bullets cause a substantial amount of knockback on hit, on top of the actual damage they inflict.
- Made of Iron: 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 a sizeable Ogryn-level health pool, having more than three times the hit points of most other elites/specials and about 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.
Poxburster
Living bombs, full of good ol' Grandpa Nurgle's gifts. These Specialist foes are so very eager to share with the squad that they're about to burst with excitement!- Action Bomb: Enemies that attempt to run up to players and explode in a large radius for very huge damage.
- The Croc Is Ticking: They make a very distinctive noise that is reminiscent of a ticking clock of sorts.
- Face Plant: Poxbursters are not very elegant when maneuvering, but this shouldn't be too surprising given they have their arms wrapped around some kind of explosive device slash pathogen canister (as seen in the prologue). Upon descending from a ledge or similar, they'll almost always land prone and face-down. This gives you a few precious moments to shoot at them before they manage to scramble back to their feet, thankfully.
- Hell Is That Noise: Poxbursters have a very distinctive beeping time-bomb like noise that will be heard as long as one is around, getting faster the closer they are to their target.
- Instakill Mook: Their explosion knockback is capable of launching players near the edge of a Bottomless Pit far enough to the point where they instantly die with no hope of saving them.
- Knockback: Their explosion inflicts pretty significant knockback to anyone too close - all the more reason to pick them off from a distance.
- Maximum HP Reduction: Should a player get caught in their explosion and survive, it'll deal a high amount of Corruption damage to reduce their max health.
- Suicide Attack: Their only form of offense involves throwing themselves at enemies before detonating in a dangerous explosion.
- Weaksauce Weakness: Poxbursters generally can't climb anything more than about waist high, if that, given their arms are occupied. If they're confronted with such an impassable barricade (perhaps due to being spawned in a bad position), they'll simply explode upon reaching the barrier, presumably out of despair or anger at being bested by such a foe.
Scab Sniper
Fast and fragile snipers, these Specialist Scabs can inflict serious damage if left unchecked. Their shots also stun/disorient their targets and inflict significant Knockback.- Fragile Speedster: Scab Snipers are amongst the least durable specialist type enemies, and will quickly flee if you get too close.
- Glass Cannon: They're one of the least durable specialist enemies, having no armor to protect them from damage, but their Long Las hits very hard and can easily blow half of your health off from full health and toughness even on lower difficulties.
- Hell Is That Noise: Unlike other ranged enemy attack tells, Scab Snipers give a distinct, synthetic sound right before their Long Las fires. Most players will equate this to "dodge, hide, or take a massive amount of damage".
- Knockback: Their shots inflict massive knockback, and can easily send people flying to their doom in certain areas. If you get too close without somehow killing them, they'll also unleash a pretty potent kick attack to briefly stun you and push you away so they have time to flee.
- Laser Sight: Scab Snipers project a distinctive red laser beam to show where they're pointing their Long Las.
- Long-Range Fighter: They're a menace from a distance, but are lacking in close-quarters combat with their only means of self defense being a pathetically weak kick, and will attempt to flee if approached in close range.
- Screen Shake: Getting hit (or near-missed) will generally jar the camera a bit, but getting sniped by one of these guys will really throw it around.
- Sniper Scope Glint: If you're seeing this, that means somebody is about to lose a lot of health very quickly. Along with their telltale laser sight, this is one of the few visual cues that can help players locate a Sniper squatting somewhere in the distance.
- Stealthy Mook: They're the only Specialist enemy that makes no sound cues until they attack, often making it hard to detect until their Laser Sight appears. They do have some voice lines and some very overly-dramatic death screeches, but you generally won't hear them most of the time.
Scab Bomber
Strapped with bandoliers of incendiary explosives, Scab Bombers are Specialists that chuck firebombs into the fray from afar, forcing the squad to relocate and potentially split up lest they get burned to a crisp.- Action Bomb: Scab Bombers may sometimes explode on death, or at least seem to if they had a live grenade in their hand; they'll drop it as they go down, rather than it simply vanishing into thin air.
- Anti-Armor: Getting caught in the flames will instantly reduce Toughness to 0 on the first hit.
- Anti-Frustration Feature: On certain maps, there are elevators that the players need to enter and stay inside for a while until it gets to the end. If a Bomber throws a grenade into that elevator, the flames won't stick on the elevator floor, averting fiery doom in an enclosed space.
- Attack Pattern Alpha: Listen to their callouts and you can hear them saying what sounds like "Readying Omicron Bombardment!"
- Badass Bandolier: Easily identified at a distance by their bandoliers covered in bright red grenades, and probably one of the most distinctive elites/specialists.
- Cowardly Mooks: Will attempt to run away if they see you approaching, making them annoying to chase down into melee or visible range. They'll also make every effort to throw grenades over walls or through windows, giving them even more time to run away.
- Expy: Of the Poison Wind Globadiers from the Vermintide series, being enemies that throw bombs which temporarily turn sizeable areas into hazardous space.
- Divided We Fall: Whilst their fire is moderately damaging (especially thanks to mostly ignoring Toughness) the main purpose of the Scab Bomber is really to break up the squad's Cohesion so that they lose their various shared benefits such as the Veteran's "killing an elite gives you and everyone in Cohesion with you a small amount of ammo" passive ability.
- Hell Is That Noise: Bombers have one of the most distinctive cues, and you'll quickly learn to recognize the distinctive grenade pin drop DING! of a Bomber priming a grenade followed by a doppler effected electronic beeping as the grenade approaches.
- Long-Range Fighter: Like the Sniper, the bulk of the Bomber's damage is dealt at range, and he will try to run away if approached. Should the Bomber be forced into melee, the only measure of resistance he can put up is a light kick that's more of a mild nuisance than an actual threat, though if his grenade is already primed when he dies it will be dropped at his feet and potentially maim or kill the player who did him in.
- No Indoor Voice: Bombers are possibly the loudest Specialist/Elite besides Pox Hounds, somehow always managing to be heard loud and clear over the noise of combat. Their "Bomber reporting!" line as they spawn is very hard to miss, and is followed by "I'll flush 'em out!" and similar lines as they move into position.
- Power Glows: A Bomber's grenades are lit up as long as they're alive; if they're dead, the grenades stop glowing.
- Scary Teeth: Being one of the few Scab units to not wear any kind of headgear, the Bomber's jagged and animal-like teeth can be clearly seen when approached up close.
- Taking You with Me: If they're killed after they prime a grenade but before they can throw it, they'll drop it on the ground near them and it'll still explode, so make sure to avoid staying too near.
- Team Killer: The flames from their bombs don't discriminate between ally and enemy, meaning that if thrown in the right spot, they can deal more damage to their own side than the players, especially if a horde of Poxwalkers gets caught in it.
- Throw Down the Bomblet: Hope you like incendiary grenade spam, because Bombers are going to throw a lot of them. More annoyingly they can do so with amazing accuracy without having line of sight.
Scab Trapper
Maniacally-giggling evil minions armed with electric net guns, Trappers are Specialists that can quickly disable isolated teammates and leave them vulnerable.- Expy: Of the Packmaster rats from Vermintide. Trappers don't drag you away from the party nearly as much, but they still immobilize and damage anyone they manage to trap. Worse, the fact they spend less time dragging someone away means they can reload and go after someone else that much faster, so those who run off to rescue a netted ally should be extremely careful.
- Giggling Villain: Not much for mad laughter, more insane giggling and talking about their 'collection'.
- Hell Is That Noise: The sound of a netgun mechanism getting ready to fire is often a cue to dodge, or get caught and rendered helpless.
- Inescapable Net: Anyone caught by a Trapper's Net Gun will immediately become incapacitated and helpless, unable to get out on their own and requiring a teammate to remove the net. It's justified in this case, as the nets are electrified and the shocks numb the character into helplessness.
- Interface Screw: When a player gets caught by their net, they're treated to a scene where the electrified net covers their first person view as the character's arms futilely resist, before the screen cuts to a third-person view of their helplessness on the ground. Can double as a Jump Scare if the net got the player from behind.
- Net Gun: Armed with an electrified net gun that incapacitates anyone caught in it. The net itself doesn't deal any damage, but allows other enemies to attack the helpless victim. Fortunately, their range with it is mediocre and it always makes a distinct sound before firing.
- Never Split the Party: Enforced. They are one of two Specials that can incapacitate a player until they are freed by another player, which makes it vital for the team to stick together unless you're a pro at dodging their nets.
- Scratch Damage: The Trapper's net does deal a very miniscule amount of health damage that bypasses Toughness directly, but it's highly unlikely for one to ever die from this source alone unless they're within an inch of their life on their last wound and not helped up in time. What's far more dangerous is being mauled by any poxwalkers, groaners, or other melee mooks that happen to be around.
- The Smurfette Principle: The only female Special/Elite enemy of the lot next to Tox Flamers, having a female voice. One of the Veteran's voice lines will also state "I want her dead".
- Static Stun Gun: Their Net Gun also functions as this, with the nets being electrified to numb the victim into submission and therefore requiring an ally to save them.
- Support Party Member: The only Specialist enemy that lacks a properly-damaging attack, they instead utilize a Net Gun to completely incapacitate players for other enemies to wail on.
Scab Flamer / Dreg Tox Flamer
Toting a (sometimes Chaos-touched) flame weapon, these nasty mid-range Specialists disorient, debuff, and damage the team. Tox Flamers are the slightly more common variant, but the two enemy types work largely the same way.- Anti-Armor: Their flames will instantly reduce your Toughness to zero on a single hit.
- Armor-Piercing Attack: Their flames instantly reduce Toughness to zero and in the case of Tox Flamers, also directly reduce your max health.
- Expy: Of the Warpfire Throwers from Vermintide. While there isn't as much pushback from their flames and the Warpfire Throwers didn't reduce your max HP, they have the same M.O.: green-coloured fire that shreds the lifebar of anyone caught in it.
- Fire-Breathing Weapon: Both of them wield a flamethrower that covers a medium-distance line on the ground in flames, which shatter your Toughness immediately. The Tox Flamers' weapons are also Chaos-touched, allowing them to deal Corruption Damage too.
- Hell Is That Noise: Their distinct audio cue is much more subtle than other special enemies; when they are winding up to fire, you can hear what sounds like the clicking sound of a gas stove being ignited right before they unleash a gout of (green) flame.
- Madness Mantra: One of the other main ways to tell a Flamer's around and trying to get an angle on the squad is their constant chanting;Flamer: "Fire! Death! Renewal! Fire! Death! Renewal! Fire! Death! Renewal!"
- Maximum HP Reduction: Tox Flamers' flames directly reduce the maximum health on anyone caught in it by inflicting Corruption.
- The Smurfette Principle: The Tox Flamer is the only other female Special enemy next to the Scab Trapper.
- Spam Attack: Do not let them get close and then ignore them, as they will lay down absolutely obnoxious amounts of fire if left unattended.
- Technicolour Fire: Tox Flamers have delicious and lurid toxic green flames to reduce your health and inflict Corruption to reduce your max health.
Mutant
Hulking abhuman Specialists that are surprisingly fast and can temporarily take a trooper out of the fight.- Anti-Frustration Feature: If they do manage to grab a player near a Bottomless Pit, they'll often throw the player back towards the ground instead of right off into the pit for a One-Hit Kill. Likewise, they skip to the throwing part if there isn't enough space for them to thrash the player, so as to avoid cheap damage in a narrow area where it's nearly impossible to dodge them.
- Bullfight Boss: Mook version. They can't turn very well while charging (though they assuredly still can adjust, as their entire time spent moving is spent in their charging state) and will temporarily leave themselves open if they miss. Dodging their charge is thus a vital tactic against them. This works best if they immediately impact a wall upon missing. Timing the dodge is essential, as too late won't be far enough and too early will result in them having time to angle into you again.
- Expy: Of Left 4 Dead Chargers, to a degree. Unlike Chargers, the Mutants won't constantly pummel their victim; after a couple of strikes they'll instead fling their target several meters away and seek another victim. This ability is particularly dangerous near ledges, as they can send teammates far out of position from the rest of their team or leave them hanging for dear life until rescued.
- Hitbox Dissonance: Dodging a Mutant's charge can be rather unreliable depending on who it's running at. If the Mutant is running at an ally behind you, then standing even slightly to the side in its path will make it skirt by you harmlessly, but if it's gunning after you instead, then doing a full dodge sideways may still allow it to successfully connect, especially in narrow areas, likely due to the game overcompensating for latency.
- Lightning Bruiser: Despite their immense bulk, they are extremely fast and very dangerous. Their main weaknesses are their lack of armor, the inability to turn themselves while charging, and becoming a temporary sitting duck if they miss a charge.
- Made of Iron: They have sizeable health pools that make them quite durable despite their lack of armor. They can survive roughly three times as much damage as most Elites or Specials, and are almost as hardy as an Ogryn Reaper or Bulwark. Also, unlike Pox Hounds, damaging them doesn't interrupt their charge.
- Mutagenic Goo: Mutants have multiple glass pods full of green fluid on their back and shoulders, presumably a potent cocktail of combat stims and Nurgle's influence that explains how they become so tough, strong, and furious, in a similar manner to the Ragers.
- Mutant: Their name says it all. These are humans mutated by chemicals and Nurgle's influence into hulking monstrosities with abnormal strength and speed.
- Pint-Sized Powerhouse: Despite their roided-out mutations, they're still noticeably smaller than Ogryn (while they're a huge slab of muscles, Mutants aren't actually much taller than a regular human). They're still strong enough to grab and slam Ogryn, who are quite a bit larger than they are.
- Roar Before Beating: A loud roar can be heard when they charge at a character and attempt to grab them for a pummeling.
- Screaming Warrior: Mutants never stop roaring whenever they're around, alerting the entire team to their presence.
Pox Hound
Heavily-mutated canid creatures that are surprisingly fast and agile Specialists, and always let out a distinctive howl before engaging.- Armor-Piercing Attack: Their bites deal Corruption damage which bypasses Toughness and directly reduces your max health.
- Beast of Battle: Infected dog-like creatures sent to attack, incapacitate, and kill your squad.
- Expy: Of the Gutter Runner from Vermintide. They move extremely quickly and can pounce on players, dealing damage and leaving them helpless until removed.
- Fragile Speedster: They are one of the fastest and most agile enemies in the game, can incapacitate a character while dealing constant Corruption damage, and despite their size have more health than most other Specialists. They however lack armor and their in-your-face approach makes them susceptible to being shoved, which interrupts their attacks and makes them vulnerable. Sufficient gunfire will also stagger them and interrupt their charge.
- Hit-and-Run Tactics: If they fail to connect with their lunge or get shot off their victim, they'll attempt to run away before returning for another go.
- Maximum HP Reduction: Pox Hounds are rather unique in that their main gimmick doesn't actually deal standard health damage, but being pounced by them will steadily increase your Corruption meter, which reduces your max health. As a quirk of this design, Pox Hounds used to be insidiously dangerous during the beta phase, since their lack of real damage means that one who has pounced upon a player will not cause them to go into bleedout, but instead kill them outright once their entire health meter has been blotted out by Corruption.
- Never Split the Party: Enforced. They are one of two Specials that can incapacitate a player until they are freed by another player, which makes it vital for the team to stick together.
- Personal Space Invader: They pin down any player they pounce on and never let go until another player shoots them off. Not even a muscular Ogryn is capable of shaking off these things.
- Punny Name: Its name is a play on Pox and Foxhound.
- Raising the Steaks: Even dogs are susceptible to Nurgle's gifts, which transforms them into these creatures.
- Scratch Damage: Leaping Pox Hounds deal a tiny amount of health damage to anything around their targets that bypasses Toughness entirely, meaning that those dangerously low on health may be downed or even killed if they happen to be standing close to their intended victims. Also, Hounds themselves don't actually deal all that much direct damage or corruption by themselves (particularly on lower difficulties), but they do make their target extremely vulnerable to attacks from any other mooks around.
- Sound-Coded for Your Convenience: There'll always be a distinctive loud howl to warn the players whenever they make their entrance.
Corruptor (Daemonic Growth)
Daemonic growths that corrupt the area around them with diseased flesh, and often need to be cleansed in certain mission objectives.- Gemini Destruction Law: In order to expose the main eye, you need to kill all three ends of its tentacles. Killing a tentacle causes it to retreat but it will respawn fallen tentacles in short order, meaning that they must be killed within a short duration of each other.
- Go for the Eye: Its weakspots are the three eyes at the ends of each tentacle, followed by the huge eye on the main body.
- Guide Dang It!: They're called Daemonic Growths in-game, making certain Achievements that require killing Corruptors confusing at first.
- Flunky Boss: They have no attacks other than the slow corruption effect, but are almost always encountered with hordes.
- Knock Back: When the main eye pops up after the tentacles have been destroyed, it'll knock back players near it without doing damage.
- Maximum HP Reduction: Standing around them causes your corruption to increase, lowering your maximum health.
- Rule of Three: Three is a sacred number to Nurgle, his icon being three circles arranged in a small triangular formation. This is reflected in the structure of the Corrupter, growing three tentacles from a single armored eye, and each tentacle terminating in another cluster of three eyes.
- Shows Damage: The number of eyes remaining on a tentacle shows you how much health it has left.
Plague Ogryn
A huge, Nurgle-corrupted Ogryn that serves as a Mini-Boss, usually appearing around half way through a mission on higher difficulties.- Adaptational Wimp: In canon lore, Plague Ogryns are said to be so virulent that a slight touch from one will bring about a horrible death to the victim. Here, getting hit by them inflicts a good amount of Corruption, but doesn't drop your entire health bar or increase over time.
- Attack Its Weak Point: Like most humanoids, it takes increased damage from headshots. Squad dialogue will emphasize this, since they have so much health that attacking their weak spot is key to defeating them.
- Body Horror: The effects of Nurgle's corruption are not pretty on them, with lots of rotting open wounds and innards spilling out.
- Bullfight Boss: The Plague Ogryn's most dangerous attack is a Foe-Tossing Charge that deals very high damage on top of knocking the victim backwards, sometimes into Bottomless Pits if there are some nearby. It's ideally avoided if possible, though the Plague Ogryn's target tracking and large hitbox can make this endeavor difficult in tight spaces. Thankfully, it's equally vulnerable to being charged by your own Ogryn(s) as well, which stumbles the creature and stuns it for a few moments, even more so if it's interrupted mid-dash.
- Composite Character: Seemingly of the Rat Ogre and Minotaur from Vermintide 2 mechanics-wise, with it inheriting the semi-persistent target lock and knockback properties of both, and the mad dashes that do a ton of damage plus knockback of the latter.
- Damage-Sponge Boss: Plague Ogryns can take a massive beating before going down, but they lack special capabilities aside from hitting really hard and applying Corruption.
- Maximum HP Reduction: Any attacks from them that connect will not only deal large amounts of damage, but also add a significant amount of Corruption as well, reducing maximum HP.
- Mini-Boss: Has a ton of health and can dish out a lot of damage alongside Corruption, and a boss health bar shows up whenever they appear.
- Shockwave Stomp: Can stomp the ground to hit an area around it.
Chaos Spawn
Only seen in prerendered cutscenes thusfar.Beast of Nurgle
Massive, slithering masses of monstrous flesh that vomit sprays of corruption and can temporarily take players out of the fight.- Attack Its Weak Point: It has a large, glowing fleshy spot on its back that takes extra damage from attacks.
- Knock Back: Most of its melee attacks cause knockback, be it a Tail Slap or a Shockwave Stomp with their hands. The thing also explodes shortly after death, which flings anyone nearby away, so better hope you're not standing next to a Bottomless Pit.
- Maximum HP Reduction: Much of their attacks revolve around this, with their melee attacks being not overly damaging and really more of a Knock Back tool. Their slime trails, their player swallowing, and especially their vomit attack can however pile on huge amounts of Corruption to reduce your maximum health.
- Mini-Boss: Has a ton of health and can dish out a lot of Corruption damage, and a boss health bar shows up whenever they appear.
- Obliviously Evil: Beasts of Nurgle are essentially oversized, excited puppies in demeanor... that vomit corrosive slime and exude horrifically-lethal diseases which will inevitably kill off any humanoids around it as it attempts to thoroughly explore and examine the new beings around it that it dwarfs. Their Darktide incarnation suits this with their potential actions being not intentional attacks upon the strike team - they vomit around, try to swallow a player, and very occasionally Tail Slap behind them or do a Shockwave Stomp in front of them with their hands, but they don't directly strike at a player.
- Swallowed Whole: It's capable of picking up a player and swallowing them whole, taking them out of the fight for a while to deal corruption damage.
- Taking You with Me: Upon death, it explodes, dealing no health damage or corruption but causing significant Knock Back, meaning that it can kill players who are standing too near it and a Bottomless Pit.
- Vomit Indiscretion Shot: It's capable of vomiting a trail of festering substance similar to the trail it leaves behind, which also adds corruption and causes an Interface Screw on players it hits.
- Walking Wasteland: Leaves a trail of foul corruption on the ground behind it, which festers for a while, slowing and slowly adding corruption on players who unwisely step on it.
Daemonhost
Formless daemons from the Warp bound into human vessels, daemonhosts lie dormant until disturbed, whereupon they single out whichever player angered them and attack aggressively.- Anti-Frustration Feature: Daemonhosts are scripted to flee as soon as two players are dead (one player on the lowest difficulty setting), 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 Total Party Kill 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.
- Attack! Attack! Attack!: 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 Finishing Move on it before focusing another target.
- Blackout Basement: While they can be encountered in any mission, they're much more likely to be encountered in those with the Power Supply Interruption condition, which plunges the mission map into near-total darkness. This makes it all the easier to accidentally trigger an unseen Daemonhost in the shadows and get ripped to shreds.
- Danger with a Deadline: 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...
- Demonic Possession: Well, duh. The daemonhost's whispering implies that its possession was an unwilling one, the individual having to endlessly resist the daemon's influences to prevent the entity from taking over their body entirely, with the thing finally dominating them and assuming complete control of the body when provoked. Some voice lines even have the daemonhost pleading with the Emperor for deliverance, suggesting that the human host was likely a loyalist citizen (and probably a psyker) being forced into their current circumstance as a weapon for Chaos. However, the Daemonhost's body appears to be male while the whispers are female, so the whispers could either be some sort of ploy from the demon itself, and/or the daemonhost's appearance was affected by their possession.
- Expy: Of the Witch from Left 4 Dead, a powerful enemy that rests until someone disturbs it (and given how it often spawn in missions with the Power Supply Interruption condition, typically by shining your flashlight upon it), whereupon it seeks to destroy that specific player before turning against the rest of the team. The daemonhost's idle whispering serves as a similar audio cue to the Witch's heartbroken weeping, and it even sports oversized claws like the Witch. Unlike the Witch, a Daemonhost won't stop after claiming its initial victim, only disappearing on its own after it takes a second one. Also unlike the Witch, they typically won't be placed to block the only critical path to progress, so it's much easier to avoid triggering them as long as you act sensibly.
- Flaw Exploitation: Daemonhosts only attack the first target that initially provoked it relentlessly. This allows an Ogryn with a Slab Shield to initially attack it and then set down the shield to avoid losing stamina from blocking its attacks, with the Daemonhost only causing some corruption to players nearby it as the rest of the strike team freely burns down the Daemonhost without too much trouble... well, unless some other significant presence of enemies enters the scene.
- Ghostly Chill: A visual cue for a daemonhost's presence is the edges of the screen frosting over as a telltale sign of the Warp, which intensifies the closer you get to it.
- Finishing Move: If its target has one wound remaining or is downed, it can finish them off with a telekinetic Neck Lift and then devours their soul. This is an instant kill regardless of health, but the attack has a noticeably long animation that leaves it open to damage.
- Maximum HP Reduction: Not only do its attacks add Corruption to lower your maximum health, but simply standing near it is enough to cause your Corruption to rise, even if it isn't attacking you.
- Neck Lift: Should its target be brought down to one wound remaining or get downed, whether by loss of health or Corruption blotting out their health bar, the daemonhost will telekinetically lift them up by the neck and consume their soul for an instant kill, should it not be slain before it can do so.
- Rush Boss: The daemonhost is decidedly more fragile than either the Plague Ogryn and Beast of Nurgle when directly fought, but it makes up for this with its significantly higher damage output and unique mechanic that allows it to outright kill some of your teammates if not eliminated quickly enough, thus enforcing a soft time limit to each encounter if the group doesn't have a dedicated tank to Draw Aggro and block all of its attacks.
- Savage Setpiece: Daemonhosts are stationary and do not attack nor harm the squad when idle. When disturbed by either gunfire, shining a flashlight on them, or by getting too close, they become active and turn into a Mini-Boss battle.
- Sickly Green Glow: Active daemonhosts are wreathed in Hellfire, bathing their surroundings in green light.
- Skippable Boss: Since daemonhosts are entirely stationary until disturbed, the Strike Team can bypass one altogether should they manage to find a way around it. To compensate for this, if the level you're playing on has the Power Supply Interruption condition, daemonhosts can appear more than once, even on the lower difficulties, irrespective of any of the standard monsters that the AI Director might decide to throw at you.
- Sound-Coded for Your Convenience: Idle daemonhosts emit a creepy whispering, a vital warning to players that might stumble into them in the dark.
- Transformation of the Possessed: Sleeping daemonhosts appear to be normal humans bound in chains, only to sprout horns and claws and erupt into green balefire when they awaken. When the daemon is defeated, it abandons its host and the physical changes are reversed.
- Voice of the Legion: Daemonhosts speak with a reverberating mix of several male and female voices, though the latter is much more noticeable.
- You Will Not Evade Me: If you shoot it from afar or otherwise manage to make distance from it while it's in its killing mood, it will simply teleport over to its target to finish the job.
- Your Soul Is Mine!: Daemonhosts sometimes invoke this word for word when they're about to finish off their trapped quarry, implying that their Finishing Move is them consuming the souls of their victims, who just seemingly drop dead without any signs of physical trauma.
Traitor Captains
Officers of the Moebian Sixth and other high-ranking cultists, these "arch-heretics" are targeted for assassination by high command to disrupt their operations in Tertium.- Boss Battle: Unlike other Monstrosities, Traitor Captains exclusively serve as end-of-level bosses in Assassination missions.
- Deflector Shield: Also doubles as a Break Meter, where the shield will block all damage to their health until it is gone. Breaking the shield stuns them for a moment, allowing the team to go to town on them.
- Flunky Boss: They're aided by Poxwalkers, Scabs, Dregs, and even Specialists and Elites that come in as the fight progresses.
- I'm a Humanitarian: They will sometimes boast about feasting upon the flesh of dead Strike Team members. They usually don't live long enough to do so.
- King Mook: Traitor captains seem to be beefed-up versions of the Scab Shotgunner, using the same weapon at range and sporting similar armor adornments.
- Knock Back: The vast majority of their attacks inflict fairly serious knockback, whether it's their ranged attacks, their melee attacks, or their shield breaking.
- Large and in Charge: 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.
- Madness Mantra: When close to dying, a Traitor Captain may repeatedly invoke Nurgle's holy number of seven.
- The Musketeer: An enemy example. Traitor Captains wield either a shotgun or plasma gun, and either a power sword or other melee weapon, which they switch between intermittently.
- Shielded Core Boss: They come with a Deflector Shield that blocks all damage until it's depleted. When it goes down, they're vulnerable to damage for a set period of time, or until they take a third of their max health in damage.
- This Cannot Be!: Their death quotes tend to be something along the same line, with them expressing utter disbelief at being defeated by "weaklings" despite carrying Nurgle's blessings.
- Worthy Opponent: Slain captains may occasionally praise the team for putting up a good fight just before dying.