Fatshark, the creators of the well-known Vermintide series, has come back to evolve their popular co-op horde hack-n-slash/shooter hybrid with the new game Warhammer 40,000: Darktide, which is set to release on November 30th, 2022. I was one of the lucky few that received a beta key to test the beta build of the game last weekend (October 14th-16th, 2022), and it has inspired me to write about my experience. I've always been a fan of the horde shooter genre, with games like Killing Floor 2, World War Z, Left 4 Dead, Vermintide 2, and most of Call of Duty's zombie modes making up the bulk of my experience with the genre. As a teen, my friends and I would plan all-nighters where we set up a couple of Xbox's and tried to get as far as we could before the night was over. Nothing matches the intensity and the teamwork of being back-to-back, relying on yourself and your teammates to protect each other against seemingly insurmountable odds and hopefully progressing to the next stage.
What about Warhammer 40,000: Darktide? Does the game live up to the "edge of your seat" intensity that other games in this genre have been able to achieve? After clocking about 20 hours over the weekend, I am here to say that this game has amazing potential to be one of the best Horde shooters in this genre. I want to tell you about all of the details I was able to gather from the beta test, and put it all here for your, and my, viewing pleasure. As this is a beta, some enemies, weapons, and classes aren't fully released yet, so I will not be rating this game today, and was not able to test everything. Keep an eye out for a full review when the game releases on November 30th.
Let's start with the character customization system. I can tell that Fatshark made this system with your character's personality in mind, so that when your character groups up with others, they can have dialogue options that showcase your character's story. I will be going through a list of options you can choose to distinguish your character from the rest.
First choice you make is what archetype you will play as. Your choices right now are the Ogryn, Veteran, Psyker, and Zealot. I assume the next choice would be class, but since it is the closed beta each archetype was already locked into a specific class. For the closed beta the classes were the Ogryn Skullbreaker, Veteran Sharpshooter, Psyker Psykinetic, and the Zealot Preacher (more detailed descriptions of each archetype at the bottom of this article)
Your next choice is to choose your home world. For the beta, every archetype was able to choose between all the worlds. The list is as follows: Crucis, Messelina Gloriana, Rocyria, Branx Magna, Incron, Cadia, Mornax, and Pavane (more detailed descriptions of each world at the bottom of this article)
Third choice is how your childhood was growing up. This section is dependent upon the world you chose as your home world. For example if you choose Crucis as your home world you can choose between Moebian Shineguard, Militia Lackey, Apprentice Scribe, or Saint-Polisher as your childhood. Whereas if you were born in Cadia your choices for childhood would be Progena, Militia Lackey, and Defender (Choices and descriptions at the bottom of this article).
Fourth choice "Growing Up" which describes an event growing up and the selection is determined by your archetype/class. The Ogryn Skullbreaker has Miner's guild as one of the options whereas the Zealot has an option called "Saw the Light." (Choices and descriptions at the bottom of this article)
Fifth choice "Defining Moment" which describes a moment that defines your character. These are also archetype/class specific. (Choices and descriptions at the bottom of this article)
Sixth option is where you can change the appearance of your character. This isn't super in depth, but there are plenty of options of face structure and hair style that you can obtain some uniqueness to your character.
Last option to choose from is your "Personality," which allows you to choose one of three voices and is accompanied by a couple paragraph long monologue. Like many of the other choices, personality is directly influenced by your archetype/class. For example, the Ogryn Skullbreaker can be "The Bodyguard," "The Bully," or "The Brawler" (More in depth look at this at the bottom of the article).
After you customize a character, you are then sent into a quick tutorial where you learn some basics as it pertains to your character. Upon completion of the tutorial, the game will give you your first two weapons, one for melee and one for ranged.
This is where the game becomes a loot and level grind loop. There are five difficulties, and as a new character you can take on challenge level 1, and if that feels comfortable you can go ahead and hop onto challenge level 2. Challenge level 3 is very difficult for lower level characters that haven't acquired enough gear to survive. I was level 6 when I tried Challenge level 3 and lost, so I waited until Level 15 and was able to clear it with a full group of level 15+ characters. I tried to complete level 3 multiple times, sometimes winning when I had a higher level team, and sometimes losing when I had a lower level team. I would say, to be safe, everyone in the team should be at least level 10 before taking on Challenge level 3.
The beta offered four levels all at different challenge ratings. The challenge ratings were on a cooldown timer, so if you wanted to play a specific map, you could wait until that map is at a challenge rating that you can accomplish. I never ran into a problem where I felt like I couldn't do the content, especially by the time I was level 15 and could do Challenge level 1, 2, and 3.
At level 11 there is a weekly contract system that you can access. The rewards for the bounties are a currency that can be used in the in-game shop to buy some of the top tier gear in the beta. I didn't play around with the system too much, since I wanted to focus on leveling up my lower level archetypes, but I did like the fact I could target specific items through weekly challenges.
Let's now take a look at character progression. Each archetype/class has a Blitz (grenade in a lot of cases) ability, an aura that affects your teammates, a tactical ability that has a cooldown, passives that are innate to the class (iconic), and then passives that you can unlock every 5 character levels. Here I will do a breakdown of each Archetype/Class:
1. Zealot Preacher: Zealots are fanatically pious warriors, whose rage and fervour in the Emperor's name leads them to places those of lesser faith would fear to tread. Unique Weapons: Two-Handed Thunder Hammers and Flamers
Blitz: Stumm Grenade: Throw a Stumm Grenade that stuns all enemies within its blast radius
Aura: The Emperor's Will: +10% Toughness Damage Reduction (Allies in Coherency)
Ability: Chastise The Wicked: The Preacher dashes forward or towards a targeted enemy, replenishing all toughness, increasing the Damage of the next Melee Hit by 25% making it a guaranteed Critical Hit.
Iconic: Swift Exorcism: +10% Melee Attack Speed; Martyrdom: +5 Damage for each 15 missing Health. Max Stacks 3; Until Death: Every 90s, taking damage that would kill you, gain Invulnerability for 5s.
Perks (can have one active each column. Column unlocked upon earning levels):
Level 5 | Level 10 | Level 15 | Level 20 | Level 25 | Level 30 |
Purify in Blood | Zealous Rage | Litanies of Hate | Holy Revenant | Emperor's Executioner | Invocation of Death |
Faith Restored | No Mercy For The Traitor | Benediction | Thy Wrath Be Swift | Rising Conviction | Fury Of The Faithful |
Enemies Within, Enemies Without | Retribution | Inspiring Excoriation | Faith Restores All | Honour The Martyr | Purge The Wicked |
LEVEL 5
Purify in Blood: Replenish 100% more Toughness on Melee Kill.
Faith Restored: +33% Toughness Damage Reduction on Critical Hit for 3s.
Enemies Within, Enemies Without: Replenish 7% Toughness per second while within 8 metres of any enemies.
LEVEL 10
Zealous Rage: +10% Melee Critical Chance.
No Mercy For The Traitor: +20% Damage vs Stunned heretics.
Retribution: +10% Attack Speed below 50% Health. Bonus is doubled below 20% Health.
LEVEL 15
Litanies of Hate: Your Coherency aura now also grants 1% Critical Hit chance for each stack of Martyrdom. (Martyrdom: 1 stack for every 15 hp missing. Base Max 3 Stacks, more stacks can be added with "Honour The Martyr")
Benediction: +20% Toughness Damage Reduction (Allies in Coherency)
Inspiring Excoriation: Using Chastise the Wicked replenishes 15% Toughness to allies in Coherency.
LEVEL 20
Holy Revenant: When Until Death ends, you gain Health based on the damage you dealt during Until Death. Melee damage dealt heals for twice the amount.
Thy Wrath Be Swift: You no longer get Stunned by Enemy Melee Attacks. When you take Damage, gain +30% Movement Speed for 2s.
Faith Restores All: After taking damage you regain 30% of the damage taken over 5s.
LEVEL 25
Emperor's Executioner: Deal up to 20% increased ranged damage based on the proximity to the target.
Rising Conviction: +5% Damage for 5s on Hit. Max Stacks 5.
Honour The Martyr: Martydom has 6 Max Stacks.
LEVEL 30
Invocation of Death: Melee Critical Hits reduce the cooldown of Chastise the Wicked by 1 second(s).
Fury Of The Faithful: +20% Attack Speed for 5s on using Chastise the Wicked.
Purge The Wicked: Chastise the Wicked now has two charges.
2. Veteran Sharpshooter: Troopers of the Astra Militarum, Veterans are valued as skilled and seasoned warriors for the Emperor of Mankind. Unique Weapons: Combat Shovel (Axes) and Plasma Guns.
Blitz: Frag Grenade: Fragmentation grenade that explodes after a short fuse timer.
Aura: Scavenger Hunt: You and allies in Coherency gain a small amount of Ammo whenever any of you kill an Elite enemy
Ability: Volley Fire: Enter a ranged stance for 4s, instantly equipping your Ranged Weapon, and Designating nearby Elite and Specialist enemies as Priority Targets. During this stance you deal +50% Ranged Damage.
Iconic: Make Every Shot Count: +15% Weak Spot Damage; Be Prepared: Increase Ammo reserve for all Ranged Weapons by 75%.
Perks (can have one active each column. Column unlocked upon earning levels):
Level 5 | Level 10 | Level 15 | Level 20 | Level 25 | Level 30 |
Confirmed Kill | Sniper | Bio-optic Targeting | Unwavering Focus | Frag Storm | Crackshot |
Exhilarating Takedown | Tactical Reload | Demolition Team | Duck And Dive | Deadshot | Killing Machine |
At Arm's Length | Demolition Stockpile | Covering Fire | Camo Expert | One After Another | Deadly Focus |
Level 5
Confirmed Kill: Replenish 50% Toughness on Elite Kill, and a further 50% Toughness over time.
Exhilarating Takedown: Replenish 20% Toughness on Ranged Weak Spot Kill.
At Arm's Length: Replenish 7% Toughness/second while more than 8 metres from Enemies.
Level 10
Sniper: Deal up to 25% increased damage based on the distance between you and the target.
Tactical Reload: +20% Reload Speed if you have Ammo in your weapon.
Demolition Stockpile: Replenish 1 Grenade(s) every 45s.
Level 15
Bio-Optic Targeting: Volley Fire now highlights enemies for all Allies in Coherency.
Demolition Team: You and allies in Coherency have a 8% chance to gain a Grenade on Enemy Kill.
Covering Fire: When you kill an enemy with a ranged attack, allies in melee range of the target Replenish 4% Toughness.
Level 20
Unwavering Focus: +75% Toughness Damage Reduction from Ranged Attacks during Volley Fire.
Duck And Dive: Dodging, Sprinting, or Sliding to avoid ranged attacks grants 20% Stamina.
Camo Expert: While standing still, enemies are significantly less likely to target you.
Level 25
Frag Storm: Frag Grenades apply 1 stacks of Bleed to all enemies hit.
Deadshot: While using your ranged weapon's alternate fire you have 25% increased Critical Chance and 95% reduced Sway, and lose 10% Stamina every second.
One After Another: +50% Reload Speed on Elite Kill.
Level 30
Crackshot: +75% Armour Penetration during Volley Fire.
Killing Machine: Killing an enemy highlighted by Volley Fire refreshes Volley Fire's duration.
Deadly Focus: During Volley Fire you have +95% Reduced Sway, +75% Reduced Recoil and +95% Reduced Spread.
3. Psyker Psykinetic: Psychic mutants, or "Psykers", draw power from the Immaterium to fuel their formidable mental abilities. They are viewed with suspicion as witches throughout the Imperium. Unique Weapons: Force Swords and Force Staves
Blitz: Brain Burst: Target an enemy. After a short duration, this ability deals a high amount of damage to the target.
Aura: Kinetic Presence: Allies in Coherency gain +10% Damage (Elite Enemies). Ability: Psykinetic's Wrath: Reset the Perils of the Warp meter to Zero, & Stagger enemies in front of you.
Iconic: Warp Siphon: Killing an Enemy with Brain Burst earns Warp Charge. Each Charge grants +3% Damage. Warp Charges are retained for 20s. You can store up to 4 Warp Charges; Inner Tranquility: Reduce Peril generated by 10%.
Perks (can have one active each column. Column unlocked upon earning levels):
Level 5 | Level 10 | Level 15 | Level 20 | Level 25 | Level 30 |
Kinetic Transference | Psykinetic's Wrath | Psychic Communion | Kinetic Deflection | Warp Battery | Quicken |
Warp Absorption | Inner Tranquility | Psykinetic's Aura | Kinetic Shield | Kinetic Overload | Agonising Wave |
Quietitude | Wrack and Ruin | Cerebral Lacerations | Mind in Motion | Kinetic Flayer | Kinetic Barrage |
Level 5
Kinetic Transference: Replenish 50% Toughness over 5s on Brain Burst Kill.
Warp Absorption: Replenish 15% Toughness when you kill an Enemy with a Warp-based attack.
Quietitude: Replenish 7% Toughness for each 10% of Peril Quelled
Level 10
Psykinetic's Wrath: Gain between 5% and 15% damage with Force Weapon attacks, based on your current Peril.
Inner Tranquility: -10% Peril but -10% Quell speed per Warp Charge
Wrack and Ruin: Killing an Elite or Specialist with Brain Burst applies one stack of Agony to all enemies within 3 meters of the target.
Level 15
Psychic Communion: Whenever you or an ally in Coherency kills an enemy, you have 5% chance to gain a Warp Charge.
Psykinetic's Aura: +15% Combat Ability Cooldown (Allies in Coherency) on Elite Kill.
Cerebral Lacerations: Damaging an Enemy with your Brain Burst ability causes them to take +15% Damage from all non-Warp sources for 5s.
Level 20
Kinetic Deflection: While below critical Peril, Blocking an attack causes you to gain Peril instead of losing Stamina.
Kinetic Shield: Take between 10% and 33% reduced Toughness damage based on your current Peril.
Mind in Motion: Your movement speed is not reduced while Quelling Peril.
Level 25
Warp Battery: Can store up to 6 Warp Charges.
Kinetic Overload: While you have maximum Warp Charges, gaining a Warp Charge instead applies a stack of Agony to a nearby enemy, prioritizing Elite enemies.
Kinetic Flayer: All Attacks have 10% chance on Hit to Brain Burst the target. This cannot occur while at critical Peril, and has a cooldown of 15s.
Level 30
Quicken: Psykinetic's Wrath removes all Warp Charges, reducing the cooldown by 12% for each Warp Charge removed.
Agonising Wave: Psykinetic's Wrath expends all Warp Charges and applies 1 Stacks of Agony to Enemies Hit. Enemies killed by Agony have a 10% chance to grant you a Warp Charge.
Kinetic Barrage: For 10s after using Psykinetic Wrath, your Brain Burst charges 25% faster and consume 50% less Peril.
4. Ogryn Skullbreaker: Ogryns are massive, powerful abhumans, often used as shock troops for the Astra Militarum. They are strong and loyal, but have limited intelligence. Unique Weapon: Grenadier Gauntlets
Blitz: Grenade Box: Throwing the entire box of grenades with great strength and enthusiasm, single target high damage attack. Aura: Intimidating Presence: +10% Heavy Melee Attack Damage (Allies in Coherency).
Ability: Bull Rush: Ferocious Charge
Iconic: Thick Skin: +20% Toughness Damage Reduction & +20% Health Damage Reduction.; Excessive Force: +25% Melee Stagger; Loyal Protector: Being damaged while Reviving or Assisting allies no longer interrupts you.
Perks (can have one active each column. Column unlocked upon earning levels):
Level 5 | Level 10 | Level 15 | Level 20 | Level 25 | Level 30 |
Lynchpin | Heavyweight | Towering Presence | BullFighter | Payback Time | Bull Gore |
Smash 'Em Good! | Bombs Away! | Lead the Charge | Hard As Nails | Knife Through Butter | Unstoppable |
Best Form of Defence ... | Blood & Thunder | That's What Friends Are For | Die Hard | Raging Bull | Non-Stop Violence |
Level 5
Lynchpin: +100% Toughness Replenishment (Allies in Coherency).
Smash 'Em Good!: Replenishment 15% Toughness on Single Enemy Heavy Melee Hit.
Best Form of Defence ...: Replenish 15% Toughness on Hitting Multiple Enemies with a single Heavy Melee Attack.
Level 10
Heavyweight: +50% Melee Damage (Bulwarks, Crushers, Plague Ogryns, Reapers). +50% Damage Reduction (Bulwarks, Crushers, Plague Ogryns, Reaper).
Bombs Away!: Hitting a Carapace Armoured enemy with your Grenade Box causes it to open, releasing grenades around the target.
Blood & Thunder: +1 Bleed Stack on Heavy Melee Hit
Level 15
Towering Presence: +50% Coherency Radius
Lead The Charge: When you activate Bull Rush, allies in Coherency gain 25% movement speed for 4s.
That's What Friends Are For: 50% of the damage taken by the closest ally in Coherency is transferred to you. This talent has no effect while you are below 25% Health.
Level 20
BullFighter: +10% Bull Rush Cooldown when you or an ally in Coherency kills an Elite enemy
Hard As Nails: -25% Damage Taken for each ally currently Knocked Down or Incapacitated
Die Hard: +100% Toughness replenishment while below 25% health.
Level 25
Payback Time: When an enemy damages you, gain +20% against enemies of the same type for 5s.
Knife Through Butter: Fully charged heavy attacks have unlimited Cleave.
Raging Bull: +10% Damage (Next Melee Hit) on Melee Hit for each enemy Hit with the initial Attack
Level 30
Bull Gore: +1 Bleed Stacks on Enemies Hit by Bull Rush
Unstoppable: Increases the distance you travel with Bull Rush by 100 metres, and you cannot be blocked by enemies except Monstrosities.
Non-Stop Violence: Replenish 10% Toughness per Bull Rush Hit.
**Home Worlds**
Crucis: Considered the 'second world' of the Moebian Domain, Crucis is a large shrine world, and a popular destination for pilgrimages. *Childhood Options*: Moebian Shrineguard, Militia Lackey, Apprentice Scribe, Saint-Polisher
Messelina Gloriana: A heavily-forested moon that serves as a minor shrine world. Messelina Gloriana has few resources and low population, but is strategically important since the fall of nearby Komaris. *Childhood Options*: Moebian Shrineguard, Militia Lackey, Saint-Polisher
Rocyria: A small agri-world that produces intensively farmed and mass-harvested grain crops. Rocyrians are the butt of many jokes, considered 'backwards' by other Moebians, and yet they are hard-working and honest to a fault. *Childhood Options*: Agri-toiler, Militia Lackey, Grox-prodder, Algae Farmer
Branx Magna: A thriving industrial world, Branx Magna is the most densely populated in the Moebian Domain, its teeming billions manning its continent-spanning manufactorums night and day. *Childhood Options*: Stinkskin Apprentice, Progena, Militia Lackey, Hive Urchin, Apprentice Scribe, Sludger, Druger, Leech Harvester
Incron: An oceanic world, the populace of Incron inhabit vast hive-islands. Incron is the Moebian Domain's main naval depot. *Childhood Options*: Navis Imperialis Conscript, Tide Forager, Militia Lackey, Sludger, Leech Harvester
Cadia: Formerly the Imperium's most famous fortress world, its fall marked the beginning of the Era Indomitus - the Dark Imperium. *Childhood Options*: Progena, Militia Lackey, Defender
Mornax: A small, grim, mining world known for its hellish conditions, which produce a famously hardy and dour populace. *Childhood Options*: Tunnel Sentry, Militia Lackey, Mine Thrall
Pavane: Relatively newly colonized, Pavane is already a self-sustaining world rich in natural resources, whose population is expanding quickly. *Childhood Options*: Militia Lackey, Mine Thrall, Hive Urchin, Algae Farmer, Drudger
**Childhood**
Moebian Shrineguard: The Moebian Shrineguard are a religiously fanatical, xeno-hating militia, sworn to defend the tenets and temples of Saint Messelina to the death. *Worlds*: Crucis, Messelina Gloriana
Militia Lackey: The pressed youth of planetary militia rarely achieve any rank, nor garner any glory. If they're lucky, they might learn some survival skills while serving as trench-runners or ammo monkeys. *Worlds*: Crucis, Messelina Gloriana, Rocyria, Branx Magna, Incron, Cadia, Mornax, Pavane
Apprentice Scribe: The most prolific of all offices, the Adeptus Administratum is a bureaucratic monolith made of uncountable lesser departments, charged with the governance of the Imperium. *Worlds*: Crucis, Branx Magna
Saint-Polisher: Touched by countless pilgrims, the statues, altars, reliquaries, and venerated objects of a shrine world require constant upkeep. Local children are regularly offered up to undertake the routine cleaning of these enormous idols, with parents and orphanages believing such proximity to saintly effigies can only be beneficial. *Worlds*: Crucis, Messelina Gloriana
Agri-toiler: Few hive worlds are capable of supporting their own populations, and so the duty of providing food for the Imperium's untold billions falls to the agri-worlds, where the entire surface of a planet is devoted to growing crops or raising livestock on an unimaginable scale. *Worlds*: Rocyria
Grox-prodder: Bred throughout the Imperium as invaluable livestock, grox are large, stubborn, and infamously aggressive brutes, who regularly turn on their handlers. Thus, they must be herded by brave (or foolish) 'prodders', youths whose life expectancy is predictably low. *Worlds*: Rocyria
Algae Farmer: Algae farms can be found all across the Imperium, growing huge quantities of sludgy plant-matter in industrial-scale vats. Once processed, algae provides a plentiful - if foul-tasting - source of nutrition for the burgeoning Imperium. *Worlds*:Rocyria, Pavane
Stinkskin Apprentice: An apprentice in the tanning trade must learn to skin and chem-treat hides of various oversized vermin to create leather. It is hard, nauseating work, but produces craftspeople with a discerning eye... and strong stomachs. *Worlds*: Branx Magna
Progena: Orphans of the Imperium, progena are given an upbringing like no other within the Schola Progenium. There, they learn much of discipline, willpower, and hatred of the traitor, preparing them for life in service to the God-Emperor. *Worlds*: Branx Magna, Cadia,
Hive Urchin: Hive Urchins are orphans that eke out a living amongst the hab-blocks, earning a scant living by serving a variety of roles, such as thieves runners for local gangs, sump-larks, or scavs. *Worlds*: Branx Magna, Pavane
Sludger: Most of a hive world's potable water is imported from agri-worlds, but supplemented by huge purifier stations, which collect water from underground streams, polluted rivers, or atmospheric condensers. Given the enormously high levels of radiation and industrial pollution topside, purifiers run non-stop to ensure the water supply falls within acceptable toxicity parameters. *Worlds*: Branx Magna, Incron
Drudger: Occupying the lowest rung on the factorum ladder, drudgers are labourers, whose work promises gruelling shifts and thankless toil in exchange for a little more than minimum rations and a secure place to sleep. *Worlds*: Branx Magna, Pavane
Leech Harvester: The Sump Leech is a predatory worm that thrives in polluted, brackish water. It has pharmaceutical value, although the poorest communities also harvest them for food. *Worlds*: Branx Magna, Incron
Navis Imperialis Conscript: The Imperial Navy provides fleet support for the vast armies of the Imperium. While its pilots, captains, and admirals often garner fame and glory as heroes of far-flung wars, the backbone of the Navis Imperialis is its veritable legion of 'unrated' workers, who man space-docks, galleys and holds across the galaxy. *Worlds*: Incron,
Tide Forager: Despite the abundance of fish, it is dangerous to ply the waters, for amidst the floating refuse dwell plentiful highly aggressive predators, always willing to take a bite of an unwary fisherman. *Worlds*: Incron,
Defender: To be born on a fortress world is to be indoctrinated into a militarised life at the earliest age. Upon such planets the training and equipping of soldiers is paramount. *Worlds*: Cadia
Tunnel Sentry: Not yet fully grown and able to slip through tight confines, hive youths make excellent tunnel sentries in the mines. It is dangerous work, and crippling injuries or death are all too common. *Worlds*: Mornax
Mine Thrall: A place at an Imperial orphanage does not come cheap. Those orphans deemed fit and able are often sent to the mines, where they toil at backbreaking work to pay off their debts to their generous benefactors. *Worlds*: Mornax, Pavane
*Growing Up*
Ogryn Skullbreaker: Miner's Guild, Enlisted, Forged by Toil, Local Fighter, Grinding Toil, Outcast, Strong Arm
Psyker Psykinetic: Escaped to the Wastes, Isolated, Self-reliance, Forged by Toil, Grinding Toil, Outcast, Visions
Zealot Preacher: Lowly Scribe, Isolated, Self-Reliance, Saw the Light, True Calling, Pilgrimage, Injured
Veteran Sharpshooter: Enlisted, Hive Ganger, Comfort Through Discipline, Conscripted, Hive Guide, Witness to a Crime, Unpaid Debt
Miner's Guild: Mining is grueling, dangerous work and the guilds constantly need to replace those workers lost to mishap. The Miner's Guild is an economic powerhouse, which places profits and productivity before the safety of its workers. *Archetypes/Classes*: Ogryn Skullbreaker,
Enlisted: The militia are the first line of planetary defence, and serve as fertile recruiting ground for the larger and better-equipped forces of the Astra Militarum. *Archetypes/Classes*: Ogryn Skullbreaker, Veteran Sharpshooter
Forged by Toil: The Imperium is built upon the backs of strong labourers, who man mines, farms, manufactorums, and loading docks throughout the galaxy. Some never know life beyond backbreaking toil, growing strong beneath the arduous demands of their overseers. *Archetypes/Classes*: Ogryn Skullbreaker, Psyker Psykinetic
Local Fighter: In hives across the Imperium, violent pit fights are a common source of entertainment. Combatants range in skill from delusional amateurs to battle-worn professionals. *Archetypes/Classes*: Ogryn Skullbreaker
Grinding Toil: In the Imperium, manufactorums care only about output, and if workers die due to overwork or lack of safety conditions, then so be it. More workers are readily available as grist for the mill. As long as the Imperium endures, no sacrifice is too great. *Archetypes/Classes*: Ogryn Skullbreaker, Psyker Psykinetic
Outcast: Imperial Citizens are taught to hate and fear mutants and witches, and in such an atmosphere, any who show even a minor inexplicable malady are avoided like a plague, or even ostracized by their communities. *Archetypes/Classes*: Ogryn Skullbreaker, Psyker Psykinetic
Strong Arm: Whether on the factory floor, in the dens of hive gangs, or within the ranks of the Astra Militarum, might often makes right. The strong are used to dominate, while the weak fall by the wayside. *Archetypes/Classes*: Ogryn Skullbreaker
Escaped to the Wastes: The needs of the Imperium exact a heavy toll, with mass industry creating wastelands - vast dead zones that are often home to outcast mutants, but also attract settlers who dream of freedom beyond the hive's imposing walls. *Archetypes/Classes*: Psyker Psykinetic
Isolated: The arbitrary bureaucratic decrees of the Adeptus Administratum can draft or displace the populace of an entire hab-block, often for no discernible reason. *Archetypes/Classes*: Psyker Psykinetic, Zealot Preacher
Self-Reliance: Even the most civilised sectors of the Moebian Domain are subject to all manner of threats, from mutants, rogue psykers, cultists, and more. In the dog-eat-dog world of the lower hives, everyone must find a way to navigate these myriad perils. *Archetypes/Classes*: Psyker Psykinetic, Zealot Preacher
Visions: It is possible to make a living telling fortunes in the seedy underbelly of the Moebian society, but such is the mistrust of witches that it is only a matter of time before the unsanctioned use of psychic powers is reported. *Archetypes/Classes*: Psyker Psykinetic
Lowly Scribe: The endless chain of bureaucratic work of the Adeptus Administratum is full of tedium, but also danger, for ambitious individuals will stop at nothing in their struggle for advancement. Many a scribe has lost their life in squabbles over a better grav-lantern or a desk nearer a cooling unit. *Archetypes/Classes*: Zealot Preacher
Saw The Light: The most zealous followers of the Imperial Cult hold the deep-seeded belief that heretics and traitors are infiltrating all levels of Imperial society. Sometiems it is even true. *Archetypes/Classes*: Zealot Preacher
True Calling: The Cult Imperialis takes many forms, but all revolve around worship of the Emperor. It is the only sanctioned religion in the Imperium. *Archetypes/Classes*: Zealot Preacher
Pilgrimage: A pilgrimage is both a physical and spiritual journey that brings the ardent follower closer in faith to the holy Emperor of Mankind. A pilgrimage to a sacred site can take years to complete, taking the devout traveler far from their home world. *Archetypes/Classes*: Zealot Preacher
Injured: Since the Age of Strife, technology is neither trusted nor understood by most of the population. Most machinery is old, and prone to often dangerous mishaps. *Archetypes/Classes*: Zealot Preacher
Hive Ganger: Hive gangs are territorial criminal organisations, and run all manner of rackets in the lower depths of the hive worlds. The most hard-bitten gangers are highly sought after as recruits for the Astra Militarum, although most would rather die in a pit-fight than serve the Emperor as a soldier. *Archetypes/Classes*: Veteran Sharpshooter
Comfort Through Discipline: When searching for new recruits, the Astra Militarum will take anyone able body, but those with discipline and mental fortitude make the most reliable soldiers for the crucible of war, and are often earmarked as the officers of the future. *Archetypes/Classes*: Veteran Sharpshooter
Conscripted: The Astra Militarum is a formidable force, and a favoured battle tactic is to engage in the enemy in a war of attrition. It takes a constant influx of new recruits to replenish the casualities suffered in the maelstrom of meat-grinder battles. *Archetypes/Classes*: Veteran Sharpshooter
Hive Guide: With level upon level, hives are labyrinthine and ever-changing as old access routes are closed and new ones opened. Without a guide, even people who've lived in a hive their entire lives can become hopelessly lost if they stray too far from their district. *Archetypes/Classes*: Veteran Sharpshooter
Witness to a Crime: To ensure none escape justice, the enforcers in the Moebian Domain often round up and punish those who witness, but fail to report, a crime. Even when the witness withheld information for fear of their lives, no exception is made. *Archetypes/Classes*: Veteran Sharpshooter
Unpaid Debt: In most hive cities, debt-collectors thrive in an industry built to exploit the impoverished and vulnerable. Bailiffs, strongarms, and even bounty hunters are often employed to procure what is owed to amoral money-lenders. *Archetypes/Classes*: Veteran Sharpshooter
*Defining Moment*
Veteran Sharpshooter: Recruited, Saved by the Sarge, Field Promotion, Duel, Warp Storm, Decorated for Bravery, Elite Formation
Zealot Preacher: Encounter with Heretics, A Strange Artifact, Cult Contact, Mutant Incident, The Sickness, Hunted, The Voices.
Psyker Psykinetic: Spell of Madness, Declared a Witch, The Black Ships, Mutant Incident, Psychic Awakening, Captured, The Voices
Ogryn Skullbreaker: Mining Accident, Recruited, Saved by the Sarge, Stranded, Warp Storm, Decorated for Bravery, Ulk Station Massacre
Recruited: The Astra Militarum draw recruits from myriad sources. a Planet's militia, hive gangs, or even workforce provide fertile recruiting grounds. For some, service in the Imperial Guard is the only way to improve their lot in life, if only briefly. *Archetypes/Classes*: Veteran Sharpshooter, Ogryn Skullbreaker
Saved by the Sarge: In the Moebian regiments of the Astra Militarum, it is commonplace for the survivors of battles to swear oaths of vengeance upon their foes, vowing to avenge their fallen brethren, no matter the cost. *Archetypes/Classes*: Veteran Sharpshooter, Ogryn Skullbreaker
Field Promotion: Those soldiers who show sufficient promise and leadership skills may be promoted to a Non-Commisioned Officer (NCO). Invaluable in the field, these squad leaders are expected to lead from the front, holding their troops together in the face of terrifying odds. *Archetypes/Classes*: Veteran Sharpshooter
Duel: Despite attempts by the authorities to crack down on them, Honour Duels remain a popular - if deadly - method of settling disputes throughout the Moebian Domain. *Archetypes/Classes*: Veteran Sharpshooter
Warp Storm: Warp travel is notoriously dangerous, and even routine trips can be temperamental. Losing months, years, decades, or even centuries during Warp jumps is not uncommon, especially when Warp anomalies or violent storms tear at the Immaterium. *Archetypes/Classes*: Veteran Sharpshooter, Ogryn Skullbreaker,
Decorated for Bravery: The galactic north of the Domain is dotted with feral worlds that are the site of constant battles that hold back the Darktide, and are commonly known as the Fringe Wars. *Archetypes/Classes*: Veteran Sharpshooter, Ogryn Skullbreaker
Elite Formation: To be asked to join the most elite regiments of the Moebian Domain, such as the Moebian 100th (the Steepleguard), the Moebian 22nd Armoured, or the most famous of all, the Moebian 6th of Atoma Prime, is a well-respected military honour. *Archetypes/Classes*: Veteran Sharpshooter
Encounter with Heretics: Since the Horus Heresy, the Enemy Within - traitors, heretics and turncoats - hold a special place of hatred in the hearts of loyal Imperial citizens. No mercy can ever be shown to those who turn from the Emperor's light. *Archetypes/Classes*: Zealot Preacher
A Strange Artifact: The Adeptus Ministorum, often known as the Ecclesiarchy, is obsessed with tracking down holy relics of saints and martyrs. Most turn out to be fakes with no value, but that doesn't stop a brisk trade in a holy knucklebones, mummified toes, sainted tonsures and the like. *Archetypes/Classes*: Zealot Preacher
Cult Contact: When heresy is uncovered amongst a civilian population, it is not unusual for suspicion of complicity to turn on the rest of the populace. The taint of Chaos can never be underestimated, and before the unwavering gaze of the Inquisition innocence is not enough. *Archetypes/Classes*: Zealot Preacher
Mutant Incident: Whether warped by genetic defect or Chaos-taint, mutants are reviled by the Imperium. Most Imperial agencies teach intolerance of the mutant as a key tenet, and see mutation as a curse that leads only to corruption. *Archetypes/Classes*: Zealot Preacher, Psyker Psykinetic
The Sickness: In the overcrowded habs and manufactorums of a typical hive, disease can often run rampant. The uncaring nobles often see such outbreaks as a cull of the weak, knowing that there are always teeming masses of workers ready to replace the fallen. *Archetypes/Classes*: Zealot Preacher
Hunted: Amongst the gangs and guilds that dominate the hives, transgressions are often punished by blood debts, which must be fulfilled on pain of death. Those who attempt to flee their blood debts are pursued without mercy by gang enforcers or contract killers. *Archetypes/Classes*: Zealot Preacher
The Voices: In most occupations, hearing voices would be considered a sign of madness. However to some members of the Ecclesiarchy and the Scholastia Psykana, such messages are a source of inspiration, for they are perhaps a sign of blessed communion with the God-Emperor. *Archetypes/Classes*: Zealot Preacher, Psyker Psykinetic
Spell of Madness: Unsanctioned Psykers are considered to be the most serious threat to the Imperium, and they are ruthlessly hunted. Some go on to be pressed into service by the Scholastia Psykana, but for most, a darker fate awaits. *Archetypes/Classes*: Psyker Psykinetic
Declared a Witch: Unsanctioned Psykers are rounded up and handed over to the Adeptus Astra Telepathica, where their fate is de\cided. Most are either selected for training by the Scholastia Psykana, or sent on the Black Ships to feed the Astronomican. *Archetypes/Classes*: Psyker Psykinetic
The Black Ships: Rogue Psykers - oft-called 'witches' - that are not slain outright are either sent to the Emperor's table via the Black Ships, or taught to control their powers under the grueling regime of the Scholastia Psykana. *Archetypes/Classes*: Psyker Psykinetic
Psychic Awakening: Psykers, sometimes called witches, are mutants who use their minds to draw power from the Warp to perform supernatural feats. Many are blissfully unaware of the power within until they experience a psychic awakening, after which they are often shunned from society, or even hunted by the Scholastia Psykana. *Archetypes/Classes*: Psyker Psykinetic
Captured: Citizens and loyal defenders of the Imperium understand that there are many fates worse than death. For some, there is no nightmare like being captured by cultists, rival gangers, or even foul xenos. Whether taken for study, hard labour, or interrogation, the results are always grim. *Archetypes/Classes*: Psyker Psykinetic
Mining Accident: The life expectancy of a mine worker is low. Despite being an essential cog in the great industrial machine of the Imperium, those miners with sufficient will dream of escaping the endless drudgery of their subterranean existence. *Archetypes/Classes*: Ogryn Skullbreaker
Stranded: Bureaucracy, mistrust, and miscommunication are rife across the Imperium, and the Moebian Domain is no exception. Supply shipments can be lost due to clerical errors, and even infantry platoons can be abandoned to the careless stroke of a scribe's autoquill. *Archetypes/Classes*: Ogryn Skullbreaker
Ulk Station Massacre: The Ulk Station Massacre was a new low-ooint in the Fringe Wars, where the forces of the Moebian Domain were slaughtered and their colonies lost. *Archetypes/Classes*: Ogryn Skullbreaker
*Personality*
Ogryn Skullbreakers: The Bodyguardy, The Bully, The Brawler
Psyker Psykinetic: The Savant, The Seer, The Loner
Zealot Preacher: The Fanatic, The Agitator, The Judge
Veteran Sharpshooter: The Professional, The Cutthroat, The Loose Cannon
*Your Sentence*
Sedition: Overtly seditious conduct, ranging from disrespectful speech to mass organisation with intent to protest, is all considered part of a tendency toward rebellion against the established order. And that is something the Imperium will not tolerate... (Blue Prison Garb)
Dereliction of Duty: The punishment for dereliction of duty is often death, but in some cases this sentence is waive in exchange for service in a penal battalion, or worse. (Yellow Prison Garb)
Misplaced Faith: So powerful are the upper figures of the Adeptus Ministorum that to draw their ire by questioning their faith or worldly habits is to invite a death sentence. (Green Prison Garb)
Insubordination: Disobedience, real or implied, to Imperial authority is enough to earn demotion, prison, or death. (Red Prison Garb)
That selection rounds off the character customization at this time. After creating a character, you are sent through a 5-10 minute tutorial, then launched into the main hub in the game. As far as the beta, you have 3 options in this hub. You can either load into a match, check out the weekly bounties, or replay the tutorial.
The matches currently last around 20-25 minutes each and this is the main way to get better gear and level up your character. There are usually side objectives, like picking up grimoires, scriptures, and relics that are scattered throughout the map. During the mission, the main objective is usually an interactable quest, such as turning the smelter on, loading the ship with ammunition, or assassinating a powerful heretic.
Each time you load into a mission, the swarms of enemies will appear in different spawn locations so that makes the game feel fresher, instead of being able to anticipate exactly where the enemy is every time. Also if you are solo queueing, the chances of you hearing new dialogues is very common since the personalities of each individual player will be unique. I don't believe I heard the same banter line twice in about 20 hours of gameplay. I hope you are as excited as I am for the full release.
This blog will be my attempt at character crafting, creating unique strategies, and explaining the game as it progresses (from what I understand, the story will progress through time, like other live action games such as Destiny). Hope to see you back here later!
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