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==Weapons== Being a 40k game, you have a wide plethora of weapons to shoot and beat heretics to death with, when the full game comes out, this might be of help of choosing your favored toy for killing. ===Ranged Weapons=== *'''Kantrael Pattern [[Lasgun]]:''' The humble <s>flashlight</s> lasgun, while often the butt of jokes, is arguably one of the best weapons in the game. With very little recoil, good damage (minus the light lasgun, we'll get to that later), an actual scope for good accuracy, ''and'' a humongous ammo pool both in magazine and reserves, there is very few scenarios the lasgun will serve you badly in - the only real waste of time and ammo for it is shooting at a carapace-armored Crusher, or hipfiring it at something more than three feet away. Available to all classes save the Ogryn, though it works best with the Veteran because his skills and passive traits reward precision headshots, which the lasgun is ''very'' good at. The special attack for all lasgun types is <s>a twin-link toggle</s> an under-slung flashlight, perfect for illuminating darkened corridors. Before you start complaining about [[Skub|the lasgun somehow having recoil]], the devs ''did'' try to make fully recoilless lasguns, [[Not as planned|but it felt so off that they scrapped the idea]]. **'''Kantrael MG XII''' The slower firing but heavier hitting heavy lasgun. Ideal for killing special enemies and damaging enough that a veteran with volley fire active can one shot most mobs with a torso hit. **'''Kantrael MG Ia''' The medium lasgun balanced between damage and rate of fire. Good for all scenarios whether it be sniping or crowd control, but slightly more reliant at hitting headshots than the MG XII if you want to use it on higher difficulties. **'''Kantrael MG IV''' The light lasgun. There's no sugar coating it...it sucks. When guardsmen themselves call lasguns "flashlights", this thing is probably why; its rate of fire is good but that means fuck all when it barely tickles anything heavier than a dreg riflemen or poxwalker. Use the laspistol or recon lasgun instead if you want a rapid fire, low recoil laser weapon. **Note: All lasguns are all semi automatic. Buy a second mouse as it will break and be prepared for carpal tunnel syndrome. *'''Accatran Recon Lasgun:''' A fully-automatic lasgun for those who wanted their lasgun to feel a bit more like a typical assault rifle but don't want to just use an autogun like some kind of casual. Burns through ammo fast and not likely to quickly stagger even basic enemies, but almost zero recoil (making it more lore-accurate than its semi-auto cousins) and a blistering fire-rate will kill most things it's pointed at. It has variants that deal more damage and a tiny bit more stagger but takes a second to wind up and start shooting. You'll want to mostly hip-fire these weapons, the muzzle flash will all but blind you if you try to use the iron sights. You can easily walk your shots into enemies even if your initial aim is off. *'''Lucius Helbore Lasgun:''' Veteran only. The [[Krieg]]er <s>special</s>standard for all of your Death Korps cosplay needs. A lower fire-rate and higher-damage lasgun with iron sights that has its use further complicated by a small charge-up time before it actually fires - the longer you charge, the harder it hits. Unlike other lasguns, this will do something against carapace armor if charged. Its special attack is, of course, a bayonet (slap yourself if you thought it could be anything else). The stabby bits comes in handy because like the bolter, the Lucius suffers from a long swap in animation. Save yourself some time by bayoneting weak isolated enemies instead of switching to your melee weapon. Pair if with a krieger gas mask head cosmetic for maximum cosplay points. Though considering the already penitent dogmatic doormat nature of any Krieger's upbringing, they would probably have offed themselves before being branded as a "convict" on top of their already unforgiving desire to self-sacrifice. *'''Accatran Heavy Laspistol:''' Used to be inferior to lasguns in pretty much all situations, has since been buffed to be comparable to light Kantrael lasguns in fire rate and damage per shot. An innate +10% crit modifier makes it well suited for perks like Infernus which encourage crit fishing, and it also has massively increased weak spot damage (Read, absolutely pathetic with bodyshots, deals 3x as much damage with headshots). However, the laspistol's main draws are mobility and sustainability. You run faster, can shoot while sprinting, and can dodge farther and more often than usual. And unlike other high mobility ranged weapons like the stub revolver and autopistol, you can shoot damn near forever without needing to reload. Increased mobility and shining with good shooting skill and a little bit of luck? Truly a [[Ciaphas Cain]] special. **Its special action is usually the flashlight. Psykers have their own special attack when using this thing that is essentially a [[Star Wars|force push]] similar to the block push on the force sword. Use it to stagger and/or keep away enemies or get environmental kills by shoving enemies off cliffs. Due to the laspistol's fast switch speed, you can even be cheeky during close combat and use it to force push before switching back to your melee weapon and dealing with the now staggered enemies. *'''[[Autogun]]:''' Depending on what you're going for, this weapon is either great or it sucks. Comes in automatic, burst fire, and semiautomatic variants. Some variants replace aim down sights with a recoil reducing bracing. All variants have better rates of fire than stock lasguns at the cost of worse recoil and ammo efficiency. Available to all non-Ogryn classes and notorious for clogging up the RNG when players are hoping to get a Psyker Staff or a Plasma Gun instead. Autoguns come from three different Forge Worlds and can have three different builds: **'''Agripinaa''' pattern Autoguns tend to fire slower but have more damage per round and can pierce multiple light targets. '''Columnus''' pattern Autoguns are in the other end and fire [[Dakka|blisteringly fast]], with the expected loss of accuracy and ammunition efficiency. In the middle we find the '''[[Warhammer 40.000: Space Marine|Graia]]''' pattern, which is somwhere in the middle of the two. ** Autoguns come in Braced, Headhunter or Infantry styles: The Infantry Autoguns are regular, automatic assault rifles that will serve you decently well in most situations, Headhunter Autoguns are usually semi-automatic and deliver powerful bursts of long-range damage, and Braced Autoguns are the smaller cousin of [[Shoota|Ork Sluggas]] that have no ironsight but can be braced at the hip to fire hails of iron downrange. *** So for example, an Agripinaa Braced Autogun fires high damaging slugs very quickly, while a Columnus Headhunter Autogun fires accurately and fast bursts of fire at range. *'''[[Shotgun]]:''' With 9 shots and a very good cone of damage, the shotgun is one of the better weapons for crowd control and is almost realistic in its accuracy, capable of hitting even distant targets reliably (though almost definitely not killing them in one hit at a distance) - suck it CoD players. It's also one of the few ways that the Veteran and Zealot can knock down and kill maulers, easily one of the more annoying enemies in the game with the amount of armor they have. Its special attack loads a single round with a horizontal duckbill spread that can scythe through numerous heads in one shot, though this special round is pretty much strictly inferior against anything that can be tagged. Oddly, aiming down sights will tighten spread, so don't fire from the hip at distant targets. Somewhat struggles on higher difficulties where it's low range makes it less than ideal for dealing with mobs of enemy shooters. ** '''Agripinaa Pattern:''' A variant of the shotgun featuring lower damage, but a tighter pellet spread. Deals bonus weakpoint damage while aiming down sights. the Alt-Fire is a cover piercing slug that will take out pretty much everything short of an Ogryn or Mauler on a headshot, cementing the Agripinaa pattern combat Shotgun as a solid all range weapon. ** '''Kantrael Pattern:''' The third combat shotgun variant goes all in on close range power, featuring a wider spread and higher damage to blow through hordes with a dragon's breath cartridge on alt-fire when you feel like a bit of Burn is called for. Make sure to queue up the DOOM music when using it. *'''Autopistol:''' Effectively a VZ61 Skorpion submachine gun with low damage but a very high rate of fire. Has surprisingly low recoil compared to equivalent weapons in other FPS games, so don't be afraid to use it at medium to longish range. That's right, 40K redeemed the Klobb! Just be warned that it's not the best against armor. Like most other guns, it has a flashlight for its special attack and it shares the laspistol's ability to fire while sprinting. Well suited for melee focused players who can spray a crowd of enemies to kill a few and suppress the rest while closing the distance. Psykinetics will also appreciate its massive fire rate allowing them to proc their random Brain Bursts with ease. *'''Stub revolver:''' Available to the human classes. Is surprisingly accurate and does good damage, use it like a designated marksman rifle to snipe at long range and quickly burst down specials. Count your shots, the reload animation is painfully slow since it has your character manually pushing rounds into the chamber one at a time instead of using a speed loader, <s>despite there being a visible speed loader mechanism when reloading.</s> (the ability to take one doesn't magically tether one to the gun). On the flipside, partial reloads are accurate, your character will only empty the spent chambers, and you can interrupt reloading to fire or aim down the sights at any time so long as there's one round in it. *'''Force staff:''' Psyker only. Doesn't use ammo, but does increase your perils meter, though just like when holding the Brain Burst, you can "reload" to quell the peril. Most versions come with a mediocre energy bolt primary attack and a wimpy special attack that has you physically prodding enemies with your magic stick which is like punching or slapping people, but less funny. The secondary attacks are the ones that really set them apart from each other. ** '''Trauma Staff:''' Everyone's First Staff. A copy paste of Sienna's conflagration staff from vermintide that allows you to cause warpfire to geyser out of the ground but this time 'round you get to nuke whatever entity is at the center of your explosion on top of the AoE and DoT effects. Bit difficult and dangerous to use, it racks up perils of the warp like crazy. Generally abandoned for the other staves in higher difficulties in the early patches, though later patches made it viable again. Now it's one of the best general staves, especially for single target, with the ability to stagger nearly everything while dealing massive damage to the central target. It can also technically headshot, but good luck getting that to happen with the ground-circle reticule. ** '''Surge Staff:''' The Stun Support Staff. Makes you into Emperor Palpatine with medium to short ranged force lightning that damages and stuns enemies. Has a hard cap of how many enemies it can target at a time, you'll need to wade into melee or rely on allies to help deal with hordes. The lightning is good for stunning special enemies and will hurl dreg tox bombers backwards so they won't blow up in your face. It also has deals more damage on heavier armor, meaning flak and carapace enemies will get shocked to death surprisingly quickly. ** '''Voidstrike Staff:''' The Headshot Staff. Shoots explosive warp fireballs that deals great AOE damage and sends mobs reeling. Has a faster cast rate and more fire and forget capability than the trauma staff. Use quickcharged fireballs to kill faraway enemies, they have perfect accuracy as opposed to the primary attack that can have a significant RNG deviation from your reticle location. Also the best staff for headshotting. Line up a horde in front of you and you've got decapitation bowling, with the satisfying sound of their heads being popped by a psychic warp ball. Use the Transfer Peril blessing that reduces peril upon headshot and watch your peril never reach critical. ** '''Purgation Staff:''' The Horde Clearing Staff. Psychic flamethrower stick for BBQing hordes in warp flames. Can also use it to farm warp tokens with a lvl 30 feat. This staff replaces the primary attack with another flamethrower attack, so make sure one of your teammates is specced to kill snipers. Or just use your Brain Burst. Like the flamer, the primary fire seems pretty underwhelming but it is useful at staggering elites and small groups of chaff, and is fairly peril efficient for it. *'''[[Boltgun#Imperial_Boltgun|Boltgun]]:''' A fucking powerful gun that obliterates anything it aimed at. Single shots will turn basic enemies into ludicrous gibs, it fucking explodes groups as bolter rounds logically would, and magdumping will have a similar effect on elites and bosses. Its drawbacks are slow reload speed, slow weapon swap time, massive recoil, only having 15 shots per magazine and fairly middling ammo economy. You can bypass the lengthy recoil animation by quickly toggling aim down sights off/on between shots. Shoots automatically when fired from the hip but only single-shot with sights, [[Fail|probably so your reject doesn't break their own nose with it]]. It might be the best vidya presentation of the weapon, more so [[Warhammer 40,000: Space Marine|than]] [[Warhammer 40,000: Fire Warrior|these]] [[Necromunda#Necromunda:_Hired_Gun|games]]. *'''[[Flamer]]:''' Zealot only. Good for causing trash mobs to panic and do the burny dance. Main drawbacks are a slow swap in speed and limited effectiveness against special enemies, especially mutants and poxbursters. This said, even the primary fire cough is good for causing individual elites to stagger, along with small groups. The weapon also actually has some pretty respectable boss damage since it causes stacks on additional damage-over-time to targets hit every time the weapon uses up ammo to fire. One notable glitch/exploit, using the zealot's chastise the wicked ability will cause flamer burn stacks to count as critical hits and ignore damage reduction from armor. Take advantage of it to quickly melt crushers and maulers that would otherwise only take chip damage from getting set on fire. *'''[[Plasma Gun]]:''' Our lovely blaster cannon made for Veteran only. Suffers from a low ammo pool, an incredibly long reload time, and a heat gauge; On first impression it can feel a lot like a worse Boltgun, but in true Imperial Plasma Weapon fashion the Plasma Gun is a temperamental weapon that rewards skilled Heat management with ludicrous damage from Overcharged shots that makes short work of even the toughest enemies with the extra benefit of piercing through basically everything, be it enemies or cover. Reloading automatically cools the weapon to 0, and the special vents heat directly in to your face, draining a bit of toughness to reduce the heat. Attempting to fire normally at extremely high heat will automatically vent some heat first. Firing an Overcharged shot at 100% heat will cause the weapon to explode. Since release, plasma guns have been patched to ignore bulwark shields and pierce enemy limbs to strike them in the torso. You will want to pair it with a good chaff killing melee weapon because you are going to be using it a lot in your cooling downtime. *'''Thumper Shotgun:''' Exclusive to the Ogryn, it's essentially a larger M79 that fires 20kg shotgun shells. It can only hold one round before reloading, but that one round is all you need to turn an entire mob into chunky salsa. Enemies that survive the blast are usually knocked on their back where you can easily crump em before they can get up. Has a pistol-whip secondary attack that sadly doesn't do much damage but can make for a substitute for pushing if your stamina is low and you're careful to kite away from melee attacks. ** If you played the closed beta this is actual name of the Kickback shotgun, editors found the true name on playdarktide.com *'''[[Ripper Gun]]:''' An Ogryn auto-shotgun. If you thought the Kickback turned crowds into paste, wait till you use this thing. Its standard fire is a three-round burst and holding right click turns it into a fully-automatic pellet hose that also tightens spread. Only bosses are going to survive a volley from this thing. However, it ''does'' run out of ammo fast if you try to shoot it as often as possible, so stick to saving it for vital situations (like when Ragers amongst a horde are oncoming) - maybe the Imperium was right about those burst limiters. Speaking of which, you can fire single shots with the MK5 variant by forward sprinting right after firing the first round of a three round burst. It takes practice, but allows you to better conserve ammo on higher difficulties. Lastly, ripper guns have a bayonet stab special attack which can reduce enemy armor on hit if you find one with the right RNG perk. *'''Rumbler Grenade Launcher:''' Still just for Ogryns, instead fires grenades like the actual M79 break-action launcher tended to be used for. Good area-of-effect and dishes out some pain when impacting a target directly (unfortunate basic enemies will be gibbed like with the Thumper Shotgun), but has a timed fuse making it clearly better against large groups than high-value targets (it will still probably make a group of 5+ Crushers heading over to the team wobble, though). Has the same pistol-whip swings for its special attack as its shotgun brother. The grenade round itself smacking off of a special's face can often kill it alone before the round explodes, making this a hilarious weapon. Weirdly enough the orks also have [[Shootas'an Dakkas#Thump Gun | a similarly-named and functioning weapon]]. *'''Grenadier Gauntlet:''' The lovechild of a breaching ram and a grenade launcher, which Ogryns can carry by simply strapping it to a forearm. Predictably, punches the crap out of enemies with its primary function button and can fire explosives after right-clicking, as well a special attack [[Awesome|where the Ogryn punches someone and then fires a grenade into them at point blank range]]. Somewhat contrary to expectations and probably to differentiate it from Thumper grenades, the impact grenades it fires have a fairly poor blast radius making not terribly effective against groups of enemies (you'll only see it kill multiple enemies at once when fired into the ''really'' numerous ambush hordes) or enemies camping in cover and instead is more useful for burning down specials or elites. You can combo it with feats that give you toughness or bleed enemies on heavy attack since its punches count as heavy attacks. *'''[[Heavy Stubber]]:''' Ogryn only, and the description for it declares that Ogryns love their [[Dakka]] as much as any elegan/tg/entleman. Has a magazine of over a hundred and still not very accurate at a distance as Ogryn weaponry tends to, but when you can fire over a hundred shots at a sniveller you'll get them eventually anyway. Fires fully-automatically [[Derp|(though it lets out three-round bursts with a single trigger pull like the Ripper Gun despite having two barrels, for some reason)]], a grip can be pulled out to brace the gun for fully-automatic fire just like the Ripper Gun, and can be swung (at a fairly slow rate, even Ogryns have limits) with the special attack button. In practice, it's basically a bigger-but-more-cumbersome Ripper Gun with a larger magazine for longer sustained fire but less DPS caused in a smaller sort of timeframe for burning down important Specials and Elites as quickly...but it'll kill many of those things in one magazine if the Ogryn has the space to do so. The model looks to be about half of the quad-heavy stubber configuration of the [[Sabre Weapons Battery]]. **'''Krourk Heavy Stubber''': The balanced stubber and the first one on release. Best uptime due to its balance of magazine size and rate of fire. **'''Gorgonum Heavy Stubber''': A [[Idranel|Double Heavy]] Stubber. Its bullets deal more damage and it fires slower with a smaller mag. It does have more effective range and faster time to kill, so it's best used to clear killing shooter trash mobs, especially on higher difficulties. **'''Achlys Heavy Stubber''': More like the veteran's autogun. Very long mag, but it burns it up the fastest. Best for monster slaying, as the buggers are too big to miss. ===Melee Weapons=== *'''Combat Blade:''' Its animations are heavily focused on quick stabs, so take it if you want a fast, high DPS, low range melee weapon like Kerillians dual daggers in Vermintide. Has a lunging heavy attack that can be charged while sprinting, which gives it significantly more mobility than other melee weapons. Its special attack is a staggering jab which causes the next attack to be basically an instant heavy (it does slightly less damage than a true heavy attack and also strangely [[Fail|replaces the damage caused by it to that even if you fully charge up the next attack like a true heavy]], forcing you to cancel it with blocking if you don't want that). Comes with absolutely beautifully animated flourishes in first-person as your character returns the knife to the idle position, and they change depending on when you end your combo. Worth trying out for that alone. Will need a coherent blessing build for it to do anything against Crushers at higher difficulties, but it's possible. *'''Combat Axe:''' It's an axe, what's there to say other than its heavy attack is easily one of the better ones and does a decent job of chopping though armor, though maulers are still a pain, especially when's there more than one. Not very good at cutting a crowd to pieces (seriously, it can cut through like two enemies at max...and those enemies won't be flak-armoured) but it does the job well enough when each headshot will kill one enemy in that crowd, and if you're aiming for single target heavy armor it does the job well. Its horizontal-slash push-attacks are an option to hit multiple enemies at once, and with the Brutal Momentum blessing it becomes <s>one of the game's best weapons</s>a pre-nerf Power Sword if it had a bit worse cleave damage in exchange for much better dodging stats and didn't have to energize, just headshot some schmuck first. *'''Tactical Axe''': Axe, but tacticool. Ok, actually, this one attacks much faster than the combat axe but accordingly does less damage though still useful against armour. A bit of an in-between of the combat blade and the combat axe. Getting the Brutal Momentum Blessing for it turns it into a veritable horde clearer while also making it a fine single-target option, making it one of the best weapons in the game... If you can bless it right. *'''Catachan Devil's Claw Sword:''' According to [[Catachan Jungle Fighters|Catachans]], it's a knife. According to everyone else, it's a bloody sword. As mentioned above its built for precision strikes aimed towards a heretic's neck, preferably decapitating them. Its special attack is a parry that... actually kind of sucks, countering attacks with a crappy slash. But hey, any damage reduction at all can be a blessing. Be aware that heavier attacks will cause parries to consume stamina and enemies like plague ogryns will do significant damage to you even if you successfully parry their attacks. *'''[[Chainsword]]:''' Wouldn't be a 40k game without one. The light attacks aren't as good for clearing hordes as the shovel, but it's better for taking out bosses and special enemies ([[Rape|or just that one poxwalker which looked at you funny]]) with its revved up special attack which will do massive damage and stagger effectively as having a fucking chainsword saw through you should, but the time it takes for you standing there driving the chainsword through them leaves you vulnerable (so accordingly, you can also turn the high RPM mode off). Take note that headshots and heavy attacks cause more damage even for the revved up attacks (unless you're running it into a Mauler's head, avoid headshotting him with this). *'''[[Chainaxe]]:''' Handles fairly similarly to the chainsword, except that it's slightly slower due to its light attacks sticking to enemies for a split second on hit to grind them for a bit of extra damage. Increasing attack speed is very noticeable with this weapon since this also causes the light attacks' sawing animation to complete faster. *'''Shovel:''' Veteran exclusive and all veterans start with one as their stock melee weapon. Perfect for roleplaying as a [[Death Korps of Krieg|Krieger]], it has good damage and can smack multiple heretics at a time. Its light attacks use the blade for good single target kills, while the heavy attacks use massive sweeping blows from the flat that can stagger more enemies. It focuses more on cleaving though a horde than the Night Fang which rewards more precise head severing strikes. However, it's pretty close to useless against carapace armour without blessings. *'''[[Power Sword]]:''' Veteran exclusive. Similar yet distinct to the chainsword, the key thing about it is that its special attack button will instead energize the blade and cause it to cut through anyone like butter as expected of a power weapon. Was overpowered at launch when it had infinite cleave and players could swing it an average of 3 times in a row before it lost its charge. Has since been nerfed so it can only be swung once per charge and is subject to cleave limits like any other melee weapon. Look for one with the tier 4 power cycler blessing, it'll increase the number of energized swings back to launch stats. *'''Heavy Sword:''' Zealot Exclusive. Was mediocre at launch, has since been buffed to specialize in lawnmowering through hordes with light attack spam. It's still mediocre against armored targets (though its special attack does decent damage against them and is liable to stagger them), so pair it with something like the bolter to deal with crushers and maulers. *'''[[Power Maul]]:''' Zealot Exclusive. When charged up, it'll hit the first target for a good amount of damage (not charged-Thunder-Hammer-tier of course, but still high) and cause a small amount of damage but also basically stagger everything else nearby the first target. *'''[[Eviscerator|Eviscerator Chainsword]]:''' Zealot Exclusive. Giant FUCK OFF chainsword with a revved up heavy strike, it provides less mobility compared to the chainsword or some shit but who gives a fuck about that when [[Berserk|it can cut two foes in half with one swing with its crazy good cleave]]. The push attacks and the first attack of its heavy attack combo are both horizontal sweeps that you'll want to spam for crowd control. A must-have weapon for female Zealot to cosplay as [[Sisters Repentia]]. *'''[[Thunder Hammer]]:''' Zealot Exclusive. Like the eviscerator, its heavy attacks are wide anti-horde sweeps, while its light attacks are head crushing overhead swings. The special attack powers up the hammer for a single high damage, high recovery energized strike that will completely wreck the shit of whoever it hits...[[RAGE|especially that one poxwalker off to the side while you were aiming for something else because the special attack can only hit one target]]. Can delete crushers when combined with the guaranteed critical hit from chastise the wicked and even bosses if you take advantage of the level 30 perk that lets you use chastise the wicked twice. A fully-built Thunder Hammer basically makes a fighting Daemonhost a refreshing and short diversion from the rest of the mission. *'''Dueling Sword:''' Psyker exclusive. Looks like a pirate cutlass with a moveset more like a rapier. Has great range + great speed, but limited armor piercing and a relatively narrow cleave arc. Its special attack is a quick thrusting jab. Take it if you want to dodge dance enemies and bosses, it has a dodge cooldown bonus that does not show up in the unit stats. ** '''Mk2''': The generalist sword, with upward swipes for its light attacks, and a thrust/swipe combo for its heavies. Not very good. ** '''Mk4''': The horde sword, with rapid downward swipes that can hit weakpoints for its lights, and precise thrusts for its heavies. ** '''Mk5''': The single target sword. Two swipes and a downward slash for its lights, and powerful downward slashes for the heavies. Makes you feel like slamming your sword down on enemy heads. *'''[[Force Weapons#Force Sword|Force Sword]]:''' Psyker Exclusive, a sword that can channel warp power. Spectacularly fast and lethal especially at high peril, and if you don't like that you can also quell peril while holding it just like with the Force Staff. Though the Power Hammer and the Ogryn's weapons hit harder with individual hits the Force Sword is probably the best overall melee weapon so far, the ludicrous speed allowing it to both butcher hordes and take down the big bastards. If the RNG smiles upon your perk rolls, it can even block ranged attacks with the Deflector blessing. The special attack costs a bunch of peril to imbue the blade with the warp and makes it headbang the next foe it hits, ignoring any defenses in the process (like the chainsword, headshotting and heavy attacking matters to improve the damage of the warp-charged attack) though it takes some time and leaves you vulnerable from other targets. It also replaces the generic weapon push with an increased AOE force push, while the push attack that follows increases peril in exchange for a single target stagger that can stun even the most heavily armored and resistant bastards (seriously, you will see Crushers lose their footing). You can also use this push attack to maintain high peril if you like using the feat that increases your attack power with peril. ** '''Obscurus Mk2 Blaze Force Sword''': The balanced Force Sword and the initial one on release. Workable, but far outclassed by the specialized Force Swords introduced in subsequent patches. ** '''Deimos Mk4 Blaze Force Sword''': The single target Force Sword, but still usable for crowds. Its thrust attacks do ludicrous damage, and its slash attacks can reasonably deal with crowds. Sadly, it makes the special attack redundant because you can deal more DPS against single enemies with it's light attack -> heavy attack 1-2 combo. ** '''Illisi Mk5 Blaze Force Sword''': The horde clearing Force Sword. Plays similarly to the Power Sword, but with the fun of peril management. You can only make one warp-charged force strike, but you can repeatedly charge your sword to stack up Peril. Stack up Peril-Based damage multipliers (blessings, Warp Unleashed etc.), [[Slaanesh|rub that thing over and over]] and watch it cleave through the zombies even without the force charge. Get Slaughterer so mixed hordes will only take slow you down for a few seconds longer than basic hordes. *'''Ogryn Cleaver:''' A knife scaled up to Ogryn size, but it would be akin to an [[Ork]] [[choppa]] in anyone else's hands, which is why it's exclusive to the big boys. Is the fastest Ogryn melee weapon and the best Ogryn melee weapon for blending through hordes. The special attack is a quick uppercut to stagger things which unfortunately does very little damage on higher difficulties, but can be invaluable for staggering elites or specials while your team has to a bit more time to kill them than is preferable. *'''Ogryn Club:''' Slower than the knife, but better at staggering hordes since its heavy attacks are all horizontal sweeps. Its special attack is [[Lulz|pimpslapping]], mostly similar to pushing in effect though it doesn't cost stamina and does at least a small amount of damage. *'''Ogryn Latrine Shovel:''' Normal shovels are for digging trenches, these are for digging TOILETS. Ew. Fit for an Ogryn because they could probably break a normal one by using them to pick their teeth or something. Like the club, it specializes in clearing mobs with horizontal sweep attacks, though the advantage of Ogryn might makes it cause more damage, especially against armor. Special attack is the Ogryn uppercut. *'''Ogryn [[Power Maul]]:''' Bafflingly shown off in the Ogryn's class reveal trailer but not present at launch. Has a good mix of vertical light attacks for bashing in elite skulls and horizontal heavy swings to sweep hordes. Just like Warrior Priest's flail and shield back in VT2, continuing to spam light attacks after your first combo or a push attack will turn the Ogryn's combo into wild swings that are perfect for clearing hordes. The special attack powers up the maul similar to the thunder hammer except it makes all enemies in an AOE kiss the ground instead of disintegrating single targets - seriously, basically only bosses can't be staggered by this thing's special attack and it can force groups of Ragers to sit down while they get bonked to death one by one. *'''Ogryn Slab Shield:''' Comes with a maul that's mostly used for sideways-aimed swings aside from its push attack that strikes downward. Can block gunfire unlike other melee weapons at the cost of some stamina (which is pretty handy since groups of lasmen at Malice difficulty and up will [[Rape]] even unprotected Ogryns caught out of cover). Emperor said you shall be the cover! The shield can also be used to bludgeon enemies to death with its heavy attacks or deployed with the special attack button so the Ogryn cannot move or turn while its active but also cannot lose stamina from blocking (stamina regeneration however will still be momentarily paused after blocking). About the only weapon that can save a teammate that blundered into the open [[Anal Circumference|with three snipers looking at them]] if an ally revives that teammate behind the Ogryn's shield. It is notably more apt at creating a "Tank" playstyle than any of the shield weapons were in VT2 but there is a lot of debate on how useful that is, as you can arguably just collect aggro by walking up to things and whacking them, best defense being a good offense and whatnot. Be prepared to face a lot of ridicule from metagamers if you want to be the "Tank".
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