Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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Cernunnos Jan 14 @ 7:09am
3
Xenos Weapons
What if for end game loot, you could get some xenos weapons from a black market trader who's currency you get from completing special assignments. Lock it so you can only use one xeno weapon on any build, so either range or melee not both if the class has access to both melee and range. Have them have perfect 100% stats and specially geared and locked blessings and traits that lean into the weapons design. 2 weapons for each class.

Vet:

1; A Necron Gauss Flayer for a compact answer to heavy armour that doesn't need ammo and just recharges its battery after a while. Not super exotic as far as effects, but it would be incredibly useful because it's just rifle size, so no handling penalty like bolter or plasma, but would be putting out comparable damage to the plasma rifles uncharged shots. Have maybe 10-15 shots before it's depleted, then you wait about 2 seconds and it begins recharging, which takes another 3 seconds to complete. Effective close to mid range.

1; Maybe a Tau Rail Gun as a super heavy sniper options that ultra penetrate through carapace armour, causing it to shatter and ricochet into other enemies causing bleed stacks. (basically a shredder grenade whenever you hit carapace armour, maybe flack aswell?) I'm thinking like (damnation) 1 headshot for crushers, 2 body shots, 1 body shot for a mauler. Can punch through bulwark shields (causing the ricochet.) Have maybe 8 rounds to a magazine, with 10 spare magazines at full ammo. Have a slight charge up time for shots, like maybe .3 seconds. Just so it isn't too spammable.

Zealot:

1; A Drukhari Agoniser as a control weapon, basically a big barbed whip that cause intense neurological pain in anything it hits, which could be used to stunlock hoards or with light sweeping attacks, rend single targets with heavies and latch onto tagable targets with the weapon special, draining their life and stunning them. I would let this function regenerate health personally, as the vampiric motif fits the Drukhari quite well and separates this out from other control weapons like the shock mauls.

2; A Necron Hyperphase blade as a big 2 handed glaive. Light attacks do strikedown single target, good armour rending, heavy attacks do big sweeping cleaves for mob control. Special function charges the phase function, which gives it infinite cleave and anything hit momentarily phases out of the real (unable to attack or be attacked) and it returns to the real in a green energy explosion that causes damage to itself and enemies close to it. Maybe for larger targets like Ogryns, monsters and bosses, it doesn't phase them out but just immediately causes the explosions as they have too much mass to be phased away. I know this isn't how phase blades canonically work, but to differentiate them from power blades mechanically, we could just say the blade is damaged and malfunctioning.

Psyker:

1; Maybe an Eldar staff with an electric bolt for primary fire that jumps between a few targets before fading. Something you can spam at medium range to stun things and do chip damage and applies the electrocuted debuff with you doing 25% extra damage to anything electrocuted. Have a telekinesis throw for elites. Maybe as you lock onto an elite or something (similar to headpop) and it picks them up and just repeatedly slams them into the ground and nearby walls, causing impact damage relative to the mass of the enemy to themselves and anything else it hits. (Might be hard to make, but would be unreasonably cool) Maybe the weapons special allows you to mark multiple tagable enemies, that the tk throw targets. So Have a total mass you can effect. So you could pick up 4 normal sizes elites/specials such as shotgunners/trappers. 2 heavy elites such as maulers/mutants and 1 ogryn such as a crusher/bulwark. For monsters and bosses, maybe just have the target suffer focused electrical damage relative to how long you leave the charge on it. Applying the electrocuted debuff.

2; An Eldar Singing spear, so a 2 handed melee weapon that can be thrown as a its special weapon function, where it explodes on contact with a psychic explosion similar to the trauma staff that applies either skullcrusher or brittleness to anything hit. Explosion bonus damage if it landed in an elite or special. Then returns to the psykers hand, give it a few seconds cooldown so its not spammable. Light attacks do large elegant sweeps with lots of cleave, heavy attacks cylce between a downward strike and a stab with decent rending and single target damage. Extra bonus damage on weakspots.

Ogryns:

1; Maybe a big old heavy ork dakka gun that spits out rokkits under sustained fire? I think I'd have it spit out homing rokkits that target things close to the Ogryn, so he can sustain dakka on the enemy to suppress hoards and elites alike.

2; Definitely a power claw, big sweeping attacks with light, heavies do strike down high damage blows with good rending and the special function charges it up, and anything you hit while charged gets grabbed, doing massive damage to carapace armour and unyielding targets.

You could implement some fun systems like a heresy meter that grows the more games you play with the weapon. On reaching max on the meter you're forced to stop using the weapon for a while to avoid suspicion from the inquisition.

Maybe if you start a game and all 4 players have a xenos weapon, it starts a countdown, and you have to finish the level within that countdown or the inquisition will Exterminatus the planet resulting in a loss. could lead to some cool vox dialogue.
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Showing 1-15 of 121 comments
Bottom Frag (Banned) Jan 14 @ 7:11am 
2
1
Nope, that's heresy.
There still many weapon in the Imperial armoury to be gotten.
Originally posted by Robbie the Rabbi:
Nope, that's heresy.

╭༼ ʘ̆~◞౪◟~ʘ̆ ༽╮
Originally posted by Heretical_Cactus:
There still many weapon in the Imperial armoury to be gotten.

While this is true, I think xenos weapons would open the game up a little. One because a heresy mechanic could add a nice level of risk that balances how powerful they are, and 2 because you get to play with completely different aesthetics which lets the world feel a little less uniform.
Bob the Guardsman, using his standard-issue militarum Gauss Flayer should be the fifth archetype.
Zoli Jan 14 @ 7:32am 
Inquisitor, a got a heretic!
If we would play for some Rogue Trader command everything is possible, even playable Orks, but not here...
spider Jan 14 @ 8:00am 
there's still no melta tho
Originally posted by Cernunnos:
While this is true, I think xenos weapons would open the game up a little. One because a heresy mechanic could add a nice level of risk that balances how powerful they are, and 2 because you get to play with completely different aesthetics which lets the world feel a little less uniform.

Are there any xenos in the game?
Originally posted by silentbob515:
Originally posted by Cernunnos:
While this is true, I think xenos weapons would open the game up a little. One because a heresy mechanic could add a nice level of risk that balances how powerful they are, and 2 because you get to play with completely different aesthetics which lets the world feel a little less uniform.

Are there any xenos in the game?

They are mentioned in chatter nothing yet tho... Sefoni mentions
-I keep touching the thoughts of a Magos Biologis roaming the Hive. I wonder if Hadron knows him? (Biologist/Genetics maybe Xeno related)
-There are many strange minds on the surface. We have guests.
-I hear whispers in my mind. Xenos whispers. A sword, and a crescent, beneath a shifting cloak.
Last edited by CopperBack; Jan 14 @ 8:37am
Slithy Jan 14 @ 8:49am 
We're just basic grunts and Rejects for the Inquisition, so they're not going to give us anything like that. Also, the Necron idea is a bit way too out there. No way the Mechanicus wouldn't take that away from us.
Originally posted by Cernunnos:
Originally posted by Heretical_Cactus:
There still many weapon in the Imperial armoury to be gotten.

While this is true, I think xenos weapons would open the game up a little. One because a heresy mechanic could add a nice level of risk that balances how powerful they are, and 2 because you get to play with completely different aesthetics which lets the world feel a little less uniform.
What do you even see as Heresy mechanic ?

Having Xenos weapon would be ill fitting and not match well with the experience of the setting.
Xeno weapons for meatbags working for the inquisition ? This is a joke
This is a bit old, so I don' t know if the follow explanation of why you don't just see Xenos stuff popping in is still true, but based on how focused all the 40k games have been, I would guess that GW is still handling the 40K IP this way.

https://youtu.be/GOVrmfXolQg?si=frZJFaGZxLgU6kzc
Siphon2012 Jan 14 @ 11:37am 
You thnk a puny human can handle a Necron or a Eldar weapon? They cannot. They are not strong as a Necron. They are nowhere near powerful as a Eldar psyker.

If you want those weapons. Tell the creators to make it so that we can play as a Necron and Eldar.
Last edited by Siphon2012; Jan 14 @ 11:37am
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Date Posted: Jan 14 @ 7:09am
Posts: 121