I Asked Google for an Alphabetized List of Darktide Weapons

Hello fellow castlevania enjoyer

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How dare people try to take away my “Skeleton putting its head on like a hat” animation!

Usually the best list is the list of psyker powers from the current edition of the tabletop, then the RPGs since there have been new non-Fantasy Flight ones out now.

Edit: I browsed through 10th edition TT rules and welp, it’s pretty much butchered. Never mind that.

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Also a big difficulty is that a lot of techniques/spells are used differently.

For example Smite here is used as a lightning field that doesn’t do a lot of damage, but can stun many enemies inside it (Honestly think it would have been better called as Lightning Field “The psyker surrounds themselves in a cracking, sparking nimbus of protective electricity, daring their enemies to strike them.”), iirc Inquisitor Martyr did the same, but other sources use Smite as a more single target bolt of lightning (Dawn of War) or on different ways.

Ideally, the next couple of staves are centred on things different than Telekinesis (Trauma and Void), and do either Biomancy (Surge, but pls replace the light attack), and Pyromancy (Purgatus)

Technique that could look best under “beams”:

  • Molten Beam: (DH 1st Ed) Part of Pyromancy, “The Pyromancer blasts a white-hot beam of blazing energy from his palms”
  • Heamorage: (DH 2nd Ed) Part of Biomancy, usually the Psyker nominate a target (so kinda like BB), having a clear beam, that at the impacted enemy cause bleed stacks
  • Enfeeble: Same as before, but used to weaken the enemy (not sure what effect could be good here)
  • The Void’s Touch: (Navis Primer), Part of Voidfrost, an Astropath specific category “The attack seems slow-moving at first, but rapidly accelerates as the psyker directs it on towards the object of their enmity. It is also notoriously difficult to avoid this power, as the psyker can easily redirect the trail of frost with their mind, trapping their foe within an ever-shrinking cage of cold.” Basically would create a visible trail of ice/cold

Psyker are underutilised in 40k lore, and most of what they can do is left to air.
In fact, some of the weapons that I want for the Psyker could in theory exist, but have never been featured before, a Warp Bow (using the basis of the Psybolter as precedent), and Mjolnir (Using Telekine weapons, Force Hammers, and Biomantic Swords, to have a melee weapon that can be thrown, and return, as well as having electrical damage)

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There’s also a telekine blade that is sharper than the best swords but the tradeoff is that it’s just that, cutting power with no way to defend with it.

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Telekine blades I’d see quite well as a ranged weapon tbh, that’s more so how Patience Kys mostly use them.

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I assume anything that results in a demon is grounds for immediate execution

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If it finds the keyword “darktide” on a page then it associates the rest of the words on the page with the “darktide” category.

So it will include things like suggestion lists off of Reddit or from the forums here back in the day. It might even consider the overlap of “darktide” with “warhammer” or “vermintide” and include some “weapons” associated with either of those spheres as well. It’s all a question of numeric weights.

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Agreed but a LOT of people really hate melee or look down on it as beneath them. This is not the game for such folks and they should stick to CoD.

I remember many such types coming around really hoping this was a WH40K shooter only game that was closer to Halo or Battlefront. Heck, we had a couple people join our discord back then that refused to pull out their melee weapons. Flat refused. They died a lot.

Both are real things but electroflails are weapons fused into the appendages of arcoflagellants. They are pretty nasty but I doubt we’ll see them. Arcoflagellants are uncommon and expensive, nasty little balls of death.

From the Lexicanum:

Chain Flails are two-handed melee weapons that combine the indiscriminate lethality of a chainsword with the savagery of a flail. Utilising a solid grip with a trigger attached by various adamantine cables to a whirring head lined by four parallel rows of voracious teeth, when wielded improperly the weapon is as likely to inflict terrible wounds upon its wielder as it is to any foe. It is clear to any observer that the wielders possess utterly no fear of death, making the chain flail a preferred tool of those whose faith in the Emperor is unbreakable and unquestioning

Unfortunately, they are from the Only War TTRPG and GW has shown a reluctance to use anything from their FFG partnership. Probably some legal entanglements if I had to guess.

No list is utterly comprehensive, of course, but most psykers trained within a rigid training program end up with similar powers. The TTWG has a list of abilities for psykers that varies based on their affiliation, the TTRPGs have their lists where they break things down into specific psychic disciplines somewhat similar to the different Winds from WHFB but much less strict. Humans learning multiple disciplines is quite possible for instance.

The Disciplines are:

  • Biomancy
  • Divination
  • Pyromancy
  • Telekinesis
  • Telepathy
  • Sanctic/Malefic Daemonology (2 opposing but related disciplines)

The Lexicanum has a pretty big list of the powers available to many of the various Imperial psyker schools.

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I really, really want Kerillian’s staff brought over to Darktide for my Psyker! :pleading_face:

Actually, I want SotT’s staff so badly that I’d honestly consider retiring my Tallarn Veteran for my Psyker if the staff ever make it to Darktide.


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Electro Flail exist in normal weapon form, but they’re closer to Whips than flails.

Shock Flails used to exist iirc, but they were used by the Arbites iirc

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We have shock mauls. No reason we couldn’t get shock flails or whips.

No reason for us not to have ANYTHING really, lorewise. The only limit is what the devs want to make.

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I have some further requests:


Most obvious; Plasma Pistol:




Bolter and Plasma guns having stocks, either as skins or new patterns/marks.

It just makes more sense to me that a human/non-Astartes would use stocks for these weapons:




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Electro Flail I think won’t happen due to animations same reason we won’t get Doomseeker Axes for Bardin in Vt2.

Only way I see whips work is if it’s tied to the special attack instead.

I get that they won’t wrap around things or anything like that, but we had 3 different flail weapons and they worked just fine. The only “wrap around” effect they had was a passive ability to bypass shields on some of their attacks.

Admittedly, they are far fewer shields in this game, so maybe they figure such a weapon would have less purpose.

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They’re programmed to pass Turing. Sounding convincing is priority one.

Being right is an occasional side effect of imitating convincing-sounding people on the Internet.

(One month learning to code with AI has taught me more about debugging than ten years in industry. The creative energy of the machine is no match for relentless human logic.)

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I mean those differences are minor. Blades probably were the main inspiration for the assail shards. Blades look would be cooler tho, kinda was dissapointed it’s just some sort of warp stones.

This was another surprise they didn’t bring it to DT. Satves in DT are overall need an overhaul, primary attacks are boring.

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As much as I LOVE the beam staff in VT2, it’s way too strong of a weapon kit. Sniper, shotgun, boss melter… like, I love it, but it’s too good. Would hope they didn’t port it directly over from VT2 in any sense.

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Except that Telekine blades aren’t target seeking, and a manufactured instead of summoned from the Warp, Spiteshard from the Navis Primer is very much what it’s based on, there are even voice lines where the Psyker mention hate and such when using it.

I also liked their “Permanent Charged Heavy” effect where you can spin them indefinitely. Maybe that also conflicts with DT’s design? I hope not, I was a flail main in VT2.

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