Dreg Mauler, Dreg Sniper, Dreg Trapper, and Scab Mauler?

I’m liking the Tox Bomber. He’s a good addition; similar enough to the Scab Bomber that I don’t have to learn a completely new set of mechanics, but different enough that his bombs feel like a distinct challenge. Good stuff.

Thinking along the lines of adding alternate versions for specials, there are a few still missing a counterpart. We’ve got Scab Flamers and Tox Flamers, Scab and Dreg Shotgunners, Heavy Gunners, Ragers, and now Bombers, but we’ve still only got the one Sniper, Trapper, Mauler, and Mutant.

Though there’s also the Pox Hound, I dunno if they count as being Scab or Dreg. Same for the three ogryn. And also the burster, but nobody cares what he thinks.

So here are some ideas I’d like to pitch for the Dreg Mauler, the Dreg Sniper, the Dreg Trapper, and the Scab Mutant.

DREG MAULER
Since the Dregs are basically Scabs but without a budget, their lower tech version of a Mauler could be basically a Chaos Warrior from Warhammer Fantasy. I’m imagining something based on this fellow:

The old favorite: a big fat gross guy with a huge disgusting weapon. That thing would probably do some corruption on hit. He could keep the armored head but unarmored body like Vermintide Maulers so that krak grenades still stick to him, or maybe he could be wearing a plate on his chest or back that looks like it was peeled off a boiler. If his midsection isn’t armored, he should probably have considerably more health than Scab Maulers, so he remains a tough target that needs a lot of pounding to bring down.

Not terribly different from the Scab Mauler, but then the gunners and shotgunners and ragers are all almost if not completely identical, so, I figure the Elites should only be slight variations, and taking the Mauler’s armor off and giving him a corrupting weapon ought to be plenty.

DREG SNIPER
Continuing the theme of the Dregs being low tech heretics, I imagine a Dreg Sniper wouldn’t have a big fancy longlas sniper rifle like the Scab Sniper, but rather some kind of ramshackle not-military-grade gun that looks more fit for hunting, like a Warhammer 40k-ified elephant gun, or a big bolt action looking thing. It could have something like a flashlight or search light attached instead of a laser sight, still keeping the effect of telegraphing where the sniper is aiming.

The Dreg Sniper’s shots are slower moving (as in not hitscan, but still super fast) and a little less accurate, so just a tad easier to dodge, and sometimes maybe even possible to just sprint away from, and he would do considerably less damage than the Scab’s proper longlas. However, this snipey stubber would fire a lot faster, perhaps with only a two, two-and-a-half second cooldown between shots, so his overall damage per second is roughly equal to his Scab Counterpart. He’d still takes a bit to line up a shot before he begins firing, so he would still be primarily a punishing specialist who does high damage to players who are not paying enough attention or are too tied up by other enemies.

For his appearance, I’m thinking he’d wear ragged not-very-good camouflage, like a makeshift ghillie suit or filthy brown cloak that doesn’t actually blend in with his surroundings. Maybe parts of his cloak are made of human skins. And of course, even if his outline is a bit broken up and he does blend in a bit, he still has a big red searchlight beam to give away where he is if he’s active.

His rifle would make a big distinct KA-CLICK just before firing.

DREG TRAPPER
The role of the Trapper is to disable players who are away from their team, or disrupt a team formation while they’re distracted by something else. My idea for a similar but distinct Dreg Trapper is one that focuses a little more on the disrupting a distracted team aspect, by having a weapon that’s less of a net launcher and more of a barbed wire bolas harpoon gun.

She behaves the same, but when she successfully traps someone, they take considerably faster damage over time. To compensate for the damage increase, they get knocked away from the trapper instead of pulled towards her. The flung player will also then bonk other players out of the way, though this probably wouldn’t do more than a tiny amount of damage, if any at all. Players knocked out of the way wouldn’t be pushed very far; probably just on the level of how much you get moved when a hound runs past you. It’ll only push you over a ledge if you were already standing close to it, and it wouldn’t be strong enough to push someone up and over a handrail.

This may still knock people out of position, and has the chance to disorient more than one player at a time (though still only one player is disabled), but is less likely to pull someone into groups of enemies. Still, it would be important to help a disabled ally as fast as possible even if there are no other enemies nearby, because the net itself is doing some damage.

For the look, I would borrow some elements from this guy:

Adorned with some big horns worn like trophies, and some outdoorsman gear like ropes and hooks and flasks, maybe a big hat and a pelt of some kind, to give them the feel of a crazy poacher. Like, literally a trapper.

SCAB MUTANT
Had an interesting idea that could work to fill the same roll that mutants occupy, that of being a tanky loud distracting thing that disrupts the crap out of the players but is not too threatening on its own. My idea for a Scab Mutant is basically a heavily armored battering ram. His arms are shriveled and mangled, so he can’t grab people. He can only ram people and send them flying. More than a hound running by, but less than an explosive barrel. His armor is covered in spikes; I’m imagining something reminiscent of the bloke in the middle here:

Possibly wearing bits of ogryn armor. I’d maybe give him a vertical line of unarmored skin below the head and between his massive shoulder plates, to make it easier for the person he’s charging directly at to kill him before he reaches them, but he’s armored from the sides. The spikes mean his ramming charge does some damage, close to being hit by a regular melee enemy. Unlike the Dreg Mutant, he doesn’t stop when he runs over one person. He runs over anybody he passes through, and can turn around and try again faster than the Dreg version. The ram can also be Blocked, which negates the damage, but not the shove, just like being punched by a monstrosity.

An alternative idea, if the grabbing is too central to the mutant’s role. His running speed and turning speed are a bit lower, perhaps doing a sort of hunched over tackling run like a big linebacker. He grabs a player and sometimes pounds on them, but his attacks are slower and heavier than the Dreg’s, so they do more damage. He holds onto his victim for longer before throwing them, but has a longer wind up before he actually damages the person he grabs. He would still be armored, and so harder to kill than the Dreg Mutant, but easier to avoid, making him a longer lasting distraction, but overall potentially less threatening if you keep your eye on him.

I imagine him making a sort of yelling-through-gritted-teeth war cry, a kind of “RRRRRRRRRRGG!!” instead of the Dreg Mutant’s “RAAAAH!!”

I’d also give him a helmet like the spiky skull one the little fellow in the lower left has here:

Actually though, looking at this other dude, giving the Scab Mutant a furnace in his gut and a drill for an arm might be pretty sweet too.

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Great work you did there!
I really like those ideas. The only thing I disagree on would be a scab-muty.
Scab are a traitor Astra Militarum Regiment, they would not have Muties in their ranks as they would not have been drafted into the AM. Only corruption based chaos inflicted mutations (additional eyes, limbs, mouths and the like) would suit that lore background.
So I would adjust that scab muty to a charging Ogryn with heavy surgery (like replacing his hands with hammers or stuff like that) - a little like the scabs’ version of our bullrushing skullcrusher …

To transition the current Ogryn enemies I would go down the road of muties further (making Ogryns scab and muties dreg) so a Dreg Crusher could be a massively mutated Underhiver, same for Reapers and Bullwarks. Similar roles, but Mutants instead of Ogryns.

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For the Mauler this art from Miguel (Who did the concept arts of the game) is really fitting.
Being an upgraded Rager

Dreg Sniper:
Instead of having a Longlas, giving it a Neddlegun, where it deal less damage in total, but will give corruption for half of the damage

I don’t feel the same way, he’s not bringing anything new, just another area denial (for some reason with a way longer time).

As for the rest of the topic:

A new enemy faction would be a better addition than keep cloning the old ones.

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Also while the Ogryn aren’t tagged as Scab, they match more with them, and the Dregs should instead get Plaguebearers

Plaguebearer (BASE):

Elite, Unyielding, Infested for certain weak spots (Eyes, mouth, guy mouth), Ogryn sized enemy.

Fight with Bileswords, creating trails of corruptive sludge, but maybe also able to spit a ball og such sludge too if the Rejects are too far.

Bilepiper:

Special, Same armour tags. Ogryn sized enemy.
Create boils on the ground that then explode into corruptive wells, will also buff allies taken inside the area of effect.

Scrivener:

Elite, Same armour tags. Ogryn sized enemy.
Ranged only, attacking with their spit attack (work like Rodin’s Plasma Pistol attack, but dealing corruption), will also attack with their distended mouth in melee.

Not the question, how about you make your own thread

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Yeah, forgot to ask you :fu:

Personally I hate the Tox Bomber, as he commits the Cardinal Sin of bad enemies: just being annoying. (Imo of course)

A lot of cool ideas here though. Would certainly be interested to see them implemented.

I’m a bit 50/50 on the Dreg Trapper, as a ranged insta kill (not down, kill) if you are far enough away from your team doesn’t sound super fun, although I’m sure that depends on the actual damage rate.

But they no longer serve the Militarum. There is nothing stopping them from either conscripting or manufacturering their own now. Especially since it lools like the dreg one was made, or at least enhanced artificially I don’t see why the Scabs wouldn’t do that, or at the very least the Dregs might supply them with mutants.

If they do add Plaguebearers that would be a pretty massive event they would nees to justify, as having Demons being summoned just roaming around uncontested is approaching apocalyptic levels of disaster.

Which is part of the reason why the Beast of Nurgle is so completely unfitting and out of place imo. I guess you could justify it and say that some cultists summoned one just as the strike team arrived?

I would point to that being a possible ludo narrative dissonance.
And they wouldn’t appear in the amounts of Groaners, just in the same amount as Ogryn enemies do

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I would be fine with Plague Bearers. But I would want them to come with a massive narrative event like that

And I assumed, but that’s more than enough for the demonic prescense to be noticed.

Imo I really wish we got the Toxgryn instead of the Beast of Nurgle, and have the Beast come with an event like that. A big missed opportunity imo.

I’d see them being added during a Traitor Curse type update

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That’s a good look, but I would prefer him being fat and covered in tumors because that would visually convey that he’s harder to kill than most.

Ooo, I like that idea too.

I agree that plaguebearers are kind of on another level. But, I do think they could have a place in Darktide as an alternative obstacle monster. This is an idea I’d been kicking around for ages now, both for Darktide and for Vermintide. Probably deserves its own thread but

PLAGUEBEARERS as something similar to Daemonhosts

Groups of three plaguebearers appear in one place and stay still and don’t automatically attack players. They squat or sit or lounge, and just kind of laze about grinning and muttering (or maybe praying to papa nurgle) until a player pokes them. On one poke, they stand up and take notice, but just like daemonhosts they still don’t attack. They start growling and chortling amid their other gross noises, and they may put their hands on their weapons.

If provoked again, then all three of them attack. Individually they’re less relentlessly aggressive than daemonhosts. They do still all target the one offending player, and they have the same corruption aura. Not sure if they can warp around like a daemonhost can, but they would still continually pursue one player exclusively until they’re dead. Once they’ve killed the offending player, they cackle a bit and then sit down in a circle around the corpse, and go into dormant mode again. After going dormant, they slowly heal, and can’t be aggroed again for like a minute or two, in case the first offending player died in like a doorway or something.

Then again, though I like the image of them squatting down in a circle around the guy they just killed, but that might be too big of an obstacle so maybe they should just wander back to their original spot and ignore other players on the way unless directly attacked.

As for how they attack, I would make them literally just be Bile Trolls from Vermintide except not as tall and a lot skinnier, and without the falling down and regenerating mechanic. And with a bit less knockback on their attacks, and their attacks might be a little bit faster. They would also have less health than a daemonhost. Remember if they’re on the level of a daemonhost type enemy it doesn’t matter if they’re kind of overpowered because that’s the point; players are supposed to want to avoid pissing them off.

Having plaguebearers be around would be spiffy cuz they’re neat, but their presence is pretty serious, usually, so having them be apparently just kind of hanging around doing their own thing would give the impression that they’re not really part of the invasion. They’re not following anyone’s orders, and they aren’t even that invested in killing people, which I think would make their inclusion not make the world feel like it’s slipping into becoming a daemonworld or anything. This should still feel like a heretic uprising, not like we need the Grey Knights or whatever. Similar to Beasts, who also kind of seem like they’re here just cuz they feel like it.

As for the idea that the Scabs wouldn’t have any mutants because they’re traitor guardsmen? Easy fix for that. You said so yourself,

they can mutate just like anyone else who pumps themselves full of chaos magic. The look of Scab Mutants could be something akin to like, very minor chaos spawn. Bits of old imperial guard uniform still stuck on them, implying their mutations came about very recently, and the new armor plating is just hastily bolted on top. And there you go, mutants who are Scabs.

This would be awesome. Imagine being in an Auric Damnation Horde and having further mounted tension with the blaring sound of bagpipes, Tox Gas and extra tough enemies. I vote for this

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