Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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My predictions for the 5th "class" and few professions.
First of all this is probably already said by other people on other forums or maybe even here on Steam, but I never read about it, so these are my ideas and I apologize if I am repeating anyone else.

I was really bothered by the lack of 5th "class" (hero, character, etc.) announced yet so I started thinking what it could be.

In the beginning I totally blocked and I couldn't think of anything. But slowly I started have some ideas...

My first idea was a Squat - the 40k dwarves. Games Workshop recently announced they are coming back. It makes sense since we have Bardin (a dwarf) in Vermintide. However we already have a different sized character with the Ogryn.

My second idea was a Commissar. But while being a good choice into a mainly Imperial Guard group my biggest problem was that a Commissar would be really hard to have a distinctly different professions, since Commissars are very specific and have a narrow role into the Imperial Guard. Making distincly different professions for a Commissar will brake thier strictness.

My third idea was a Kroot. Being hunters and all with good range capabilities (since Darktide will have a little bit more range battle focus compared to Vermintide). Also Kroot rifles have those spike and can be used in melee as well. It would be a good character gameplay-wise. But my problem was that Aliens are not received well into the Imperium (to put it mildly). So I quickly discarded that idea.

However later on I had a flash. We have the elf Kerillian in Vermintide. And other races in Warhammmer Fantasy (or Age of Sigmar or whatever you like to call it) are also not recieved well by the The Empire. But we still have an elf in Vermintide. So in that moment it strucked me really hard. Who are the 40k "elves"? Of course The Eldar.

So it seems that much logical we will have an Eldar as the 5th "class".

To put it into perspective:

[V] is Vermintide
[D] is Darktide

[V] Kruber = [D] Veteran, a standard Imperial Guard member.

[V] Bardin = [D] Ogryn, a different sized character.

[V] Victor = [D] Zealot (Frateris Militia, Ministorum Priest, etc.), close to Victor Zealot and Victor Warrior Priest.

[V] Sienna (Bright Wizard) = [D] Psyker, a "magick" caster.

[V] Kerillian (Elf) = [D] Eldar, a 40k Elf.


Now I mentioned some professions and initially these were my ideas for separate "classes". But later I decided that they are not good for separate "classes", but might work good for different professions:

One is Crusader, which could be a melee profession for the Zealot (Ministorum Priest), as Crusaders are warriors of the Adeptus Ministorum.

The other is the already mentioned Commissar, which might be a profession for the Veteran. Being classic Imperial Guard and all.


So that's was my train of thought that I just wanted to share.

A big Darktide reveal is announced for the 1st of June.

And now we wait...
Last edited by Michael Virtus; May 28, 2022 @ 7:21am
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Showing 1-15 of 24 comments
Mr. Wiggles May 28, 2022 @ 7:43am 
There are no premade characters at all, thus there is no need for a 5th character
Heretical_Cactus May 28, 2022 @ 8:35am 
There are only classes

And as far as I understand there is only going to be 4 classes at the start of the game (Septembre)

But we might get a few more as Dlcs

But those will most likely will be in this lists
https://wh40k.lexicanum.com/wiki/Acolyte
Hexagoros May 28, 2022 @ 8:48am 
No aliens.

Also, we have classes, not 'characters.'

We make our own characters in Darktide. ^_^
BlackWater May 28, 2022 @ 10:01am 
Xenos as playables could def be possible way down the road but I actually had an idea that could replace an Eldar and still have a variety of exotic weapons. A Noble class something like a Duelist.

Originally was thinking RT but then you'ed have the whole retinue and the needed explanation on multiple RT's in the same locations ect, so I thought something based off of a former or current member of a Brat gang or something similar. They wouldn't need to be Spyre Hunters to have access to expensive exotic weapons and there are probably plenty of Brats(or the Tertium equiv) to pad an Inquisitor's ranks for us to play as.

Thanks to a Nobles fondness for the exotic and Cold Trade it wouldn't be crazy to have a few xeno weapons as high tier weapons. Besides possible xeno tech they could have unconventional exotic weapons like Las Lock weapons, Dueling Pistols, Needle Guns, different akimbo pistols ala Kal Jericho, or even a Lathe Pattern Power Maul so you can go full Harlock/Emeraldas, duel Mono Swords, Power Sabres or Rapiers ect.

A lot they could do with customization as well, with a Nobles/Brats you don't know if you're being attacked by Harlequins or a Victorian David Bowie.
Last edited by BlackWater; May 28, 2022 @ 10:02am
Hexagoros May 28, 2022 @ 10:23am 
What BlackWater said, there is SO MUCH variety within the Imperium, that I don't think we need to muddy the experience by adding in Xenos, and trying to do mental gymnastics as to why the Inquisition would resort to working so closely with those they are sworn to exterminate.
deusvult6 May 28, 2022 @ 1:07pm 
There's plenty of potential for exotic weaponry down the road, and no need to have a xenos character/class for xenos weapons. Many Inquisitors have commandeered samples and now use them against the Imperium's enemies. They likely keep it on the DL from the Mechanicus but depending on our Inquisitor's temperment we may see some. I'd expect some to be unlockable at high trust initially in the base game and some to come later via DLCs and such.

A quick list pulled from Dark Heresy:
-Exotic
Ranged: Grav pistol, graviton gun, needle pistol, needle rifle, web pistol, webber, Purgatus crossbow, Condemnor, digi-weapon, Firesprite needler, Holo-Spectus, Integration cannon, quillgun, hellrifle, siverseine launcher
Melee: Ghostblade, graviton hammer
Grenades: Hallucinogen, haywire, krak, photon flash, web, psychotroke, psych-out, rad, whitefire, graviton, ironfaith incense, fire bomb, melta bomb, spore bomb, abyssal charge, argent globe, and Tears of the Emperor

-Xenos
Ranged: Shardcarbine, shuriken cannon/catapult/pistol, splinter cannon/pistol/rifle, shoota, big shoota, burna, rokkit launcha, slugga, Kroot rifle, pulse carbine/pistol/rifle, ablative projector, concussion beamer, resonance arc, Guldaniri bile projector, neural catalyser, Xenarch death arc
Melee: Agoniser, Eldar power sword, Harlequin's kiss, clone field, shimmershield, choppa, big choppa, cascade lance, molecular blade, Havatian ringblade, talonblade
Grenades: plasma grenade, stikkbomb, photon grenade, Akvran cutter, Kyaire riveblade grenade

And, as far as Xeno-stuff goes, there's really no limit to whatever they want to invent for lesser races.
Last edited by deusvult6; May 28, 2022 @ 1:10pm
Mr. Wiggles May 28, 2022 @ 1:34pm 
Originally posted by Hexagoros:
What BlackWater said, there is SO MUCH variety within the Imperium, that I don't think we need to muddy the experience by adding in Xenos, and trying to do mental gymnastics as to why the Inquisition would resort to working so closely with those they are sworn to exterminate.
Yep
Heretical_Cactus May 28, 2022 @ 1:43pm 
The closest Imperium Inquisitorial acolyte that would fit the same weapon type (Appart from bows) as Kerillian would be a Sicarius Adept
BlackWater May 28, 2022 @ 3:09pm 
Originally posted by deusvult6:
There's plenty of potential for exotic weaponry down the road, and no need to have a xenos character/class for xenos weapons. Many Inquisitors have commandeered samples and now use them against the Imperium's enemies. They likely keep it on the DL from the Mechanicus but depending on our Inquisitor's temperment we may see some. I'd expect some to be unlockable at high trust initially in the base game and some to come later via DLCs and such.

A quick list pulled from Dark Heresy:
-Exotic
Ranged: Grav pistol, graviton gun, needle pistol, needle rifle, web pistol, webber, Purgatus crossbow, Condemnor, digi-weapon, Firesprite needler, Holo-Spectus, Integration cannon, quillgun, hellrifle, siverseine launcher
Melee: Ghostblade, graviton hammer
Grenades: Hallucinogen, haywire, krak, photon flash, web, psychotroke, psych-out, rad, whitefire, graviton, ironfaith incense, fire bomb, melta bomb, spore bomb, abyssal charge, argent globe, and Tears of the Emperor

-Xenos
Ranged: Shardcarbine, shuriken cannon/catapult/pistol, splinter cannon/pistol/rifle, shoota, big shoota, burna, rokkit launcha, slugga, Kroot rifle, pulse carbine/pistol/rifle, ablative projector, concussion beamer, resonance arc, Guldaniri bile projector, neural catalyser, Xenarch death arc
Melee: Agoniser, Eldar power sword, Harlequin's kiss, clone field, shimmershield, choppa, big choppa, cascade lance, molecular blade, Havatian ringblade, talonblade
Grenades: plasma grenade, stikkbomb, photon grenade, Akvran cutter, Kyaire riveblade grenade

And, as far as Xeno-stuff goes, there's really no limit to whatever they want to invent for lesser races.
There's also the Hrud Fusil a long rifle that fires warp based plasma and a popular weapon in the Cold Trade, the Splinter Carbine and the Ranger Long Rifle although I'm just assuming it has a physical trigger since they're not psychically linked.

Something I forgot about for human exotic weapons is the Monomolecular Sword and Chain Scythe, both are weapons used by Spyre Hunters but ones that I think could logically be used apart from them. Also thought about Digi weapons but hadn't really decided how they could work, maybe a skill that has a chance to damage enemies that attack you? There are also Inferno Pistols even though they can be pretty rare, Inquisitors do like them a lot though. Was thinking about a Inferno for a Noble Class but not as a weapon but an ult skill similar to Saltz's BH or Bardin's OE's Crank Gun.
deusvult6 May 28, 2022 @ 5:24pm 
Originally posted by BlackWater:
Also thought about Digi weapons but hadn't really decided how they could work, maybe a skill that has a chance to damage enemies that attack you?
I guess I hadn't really thought of it either. In the TTRPG, they can be used deliberately as a subterfuge/assassination weapon but, more often, they are just a chance of doing some extra damage during close combat. That would be pretty doable. If our Inquisitor maintains a Jokaero tech-savant then there's a decent chance of getting them. A Jokaero would also be cool for the one-time weapon power-up (or beautification, such as the case may be).

But there are some of these weapons I doubt we'll actually see. Choppas, for instance, are no different from low-tech axes but maybe they'll show up as cosmetic skins. Also, things like webbers are non-lethal apprehension/disabling tools so there's less chance we'll see them (though SotT did get a disabling weapon so who knows).
Brother Bigot May 28, 2022 @ 6:28pm 
I feel like a rattling would be a cool addition
Like we have a big character in the ogryn who would struggle to move around the hive city so perhaps a character that actually finds it easy to move around thr hive city would be cool
Tho not sure what his ability would be, they are known for sniping but the veteran already covers that the ads get headshot damage bonus ability.
BlackWater May 28, 2022 @ 8:12pm 
Originally posted by deusvult6:
Originally posted by BlackWater:
Also thought about Digi weapons but hadn't really decided how they could work, maybe a skill that has a chance to damage enemies that attack you?
I guess I hadn't really thought of it either. In the TTRPG, they can be used deliberately as a subterfuge/assassination weapon but, more often, they are just a chance of doing some extra damage during close combat. That would be pretty doable. If our Inquisitor maintains a Jokaero tech-savant then there's a decent chance of getting them. A Jokaero would also be cool for the one-time weapon power-up (or beautification, such as the case may be).

But there are some of these weapons I doubt we'll actually see. Choppas, for instance, are no different from low-tech axes but maybe they'll show up as cosmetic skins. Also, things like webbers are non-lethal apprehension/disabling tools so there's less chance we'll see them (though SotT did get a disabling weapon so who knows).
Yeah they're typically concealed hold out weapons or for assassinations like you pointed out so I think they could work as a passive skill for a class. Maybe instead of a % chance to work it could shoot the first close range enemy that attacks you every minute or other minute depending on the "charge time" of the Digi weapon. They take longer than that of course, but hey game.

A Jokaero would be great especially as an explanation for how some of the more exotic Xeno weapons we could use are maintained....and I want to call him Clyde.....Clydeus lol.

I also agree on stuff like the Choppa, that could easily be a cosmetic but wouldn't bring a whole lot to the table as a new weapon. Mostly dismissed the Ork stuff myself, but that's personally because I've been focusing on stuff a Noble might like not stuff for every class.

Yeah I had thought of stuff like the Webber or Shredder, they can be lethal if whatever is caught keeps struggling, but still don't seem like the best for a Horde Shooter. They could disable Elites and maybe slow monsters but still wouldn't be as versatile as the Deepwood Staff, who knows though they could be fun. Def great for disabling big Elites like the Staff you just wouldn't have the DPS of the ranged attack. We'll have to wait to see how Inventory/equipment will work, maybe the Webber could work as a "Gadget" not a main/secondary weapon.
BlackWater May 28, 2022 @ 8:21pm 
Originally posted by Burned Sneed:
I feel like a rattling would be a cool addition
Like we have a big character in the ogryn who would struggle to move around the hive city so perhaps a character that actually finds it easy to move around thr hive city would be cool
Tho not sure what his ability would be, they are known for sniping but the veteran already covers that the ads get headshot damage bonus ability.
Yeah Rattlings would be cool, like'em a lot more than WHFB's halflings. Like you mentioned the headshot thing is covered but maybe they could get Grapple Guns like Rein & Raus? This would def depend on how the environments end up like and if touching out of bounds is as dangerous as Vermintide, but it could still let them reach better positions similar to Hired Gun even if you couldn't reach areas too far out. Would be pretty helpful depending on the map/difficulty.
deusvult6 May 28, 2022 @ 9:01pm 
Originally posted by Burned Sneed:
I feel like a rattling would be a cool addition
Like we have a big character in the ogryn who would struggle to move around the hive city so perhaps a character that actually finds it easy to move around thr hive city would be cool
Tho not sure what his ability would be, they are known for sniping but the veteran already covers that the ads get headshot damage bonus ability.
I've been hoping for a ratling character ever since we learned there'd be an ogryn. Some sort of stealth ability like huntsman or RV would be in character. I've heard a lot of folks poo-poo the idea by mentioning the poor synergy with ogryns taking up half your screen but a reduced FF modifier/passive for the ratling against ogryns could be done and it'd even be lore-friendly as ogryns and ratlings get along really well (just like ogres and halflings in WHFB). The ogryns think they're funny and like their cooking and the ratlings get a giant heap of muscle for a lackey best bud.
Last edited by deusvult6; May 28, 2022 @ 9:02pm
Striker May 29, 2022 @ 3:45pm 
Could be an Tech Priest.
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Date Posted: May 28, 2022 @ 7:15am
Posts: 24