More classes?

They are account based.
Always have been.

Then again it wouldn‘t be a huge issue if they were not shared, if the crafting system wasn‘t garbage.

We can. No one is quite sure who or what the Leagues of Votann are because they don’t bother explaining things, so have got confused as all sorts of different species when encountered, but when they do get correctly identified as the Squats by the Imperium then there’s occasionally trade or them being hired as mercenaries.

There are even times when they’ve settled on Imperium Worlds more long-term, like Necromunda has a large population because after the Horus Heresy they went to help rebuild, and since then have been utterly integral to keeping the place running (they built and manage the underground tunnels connecting the planet), and have underground cities as large as Imperial Hives.

An Inquisitor hiring a League mercenary, or recruiting one that’s been living on Imperial Planets, isn’t unlikely. In the latter case they could be fit within the framing of the game even, as a criminal.

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Maybe it was clear, I just didn’t get it since English isn’t my first language. Sorry. To answer to your question, I would suggest you to see the wikia of “Necromunda: Underhives Wars” game, under “character” and “equipment”. There are a lot of weapons and skills that could be introduce in Darktide that aren’t currently here like bionic abilities, rivet cannon, acid-thrower, spud-jacker, power saw, etc. Even sawblade-thrower would be insane to see in Darktide! :slight_smile:

Yeah, GW makes a lot of stuff really unclear. I think it’s intentional for the sake of tabletop, but I’m not that experienced in 40K because I’ve only really gotten into it since around 2018.

What part are you referring to as GW making unclear?

A lot of stuff in general. Why must I specify? I’ll be here all day.

I thought you meant something to do with what I’d said.

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Oh! Well, in this regard the details of certain abhumans. We know that most Squats are considered okay, but Squats aren’t usually Imperial because they’re largely independent from the Imperium via the Leagues of Votann and all that. Squats also commit copious amounts of Tech Heresy to get that sweet, sweet mining kink fulfilled.

They’re not usually Imperial, but as they operate as mercenaries all across the galaxy and there are some on Imperial World, it’s still something that would fit in with the lore if they showed up in the game.

Although they probably wouldn’t have much in the way of the usual high-tech League equipment, but from what we’ve seen League Mercenaries are equipped a little more like the classic squats based on Grenl Grendlsen and the art of what I expect are probably them in the codex.

I used to think they made the classes as they did so it would be easier to add additionel classes down the road.

I don’t think they’ll add new classes anymore.

I think it’s all about new maps and weapons from now on.

A new class would need new voice lines, new voice lines for the old classes, a crap-ton of cosmetics and probably 20 new weapons. That seems like waaay too much for a what a DLC is now.

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In fairness, new archetype (What a lot call Classes) have never been mentioned by FS, only classes (Sub Classes), which we got with the new branches, but there is nothing saying atm that there will only be those current branches.

Currently we settled in on a three blitz, three combat ability and three keystone configuration per talent tree, with a varied assortment of talents and stat nodes to provide the core of the tinkering space.

Starting from the sad assumption that new Classes will never be added to Darktide, with a more versatile gameplay and a better crafting/rewards system it would be enough to take inspiration from Dark Heresy to create new Classes. The Arbitrator, Scum, Tech-Priest, and Adept would all be great ideas.

In particular, I would adore the Adept (i.e. the Administratum pencil pusher) and I would imagine him as the Antiquarian of Darkest Dungeon: a character who is weak in combat but who would allow you to obtain better rewards.

the one thing they are Following is the Codex Units for Imperial Guard. I doubt will we see any units that are out from, other then IG units. i Can’t quite rememeber were i saw this but i remember a Post saying they had to Wait for GW approval for new Classes/Archtypes. as you don’t see them Rushing forwards with things that are common in the lore. and what we should probable have. I would expect maybe 3 more archtypes/Branches. and maybe 2 New classes, it depends on A. How long the Community Continues playing this game, and B. Who is Making the Sub-Classes and what inspirtation and Lore are they following. Example like Veteran Scion/ Karskin/Stormtrooper. as there are many Conflicting orgination of that particular Classes from Inquisitional Goon only, to Schola Progenium Trained Child or a Cadian Whitehield promoted to Karskin. (to be Fair Scions are the General Special Force of the Imperium while Cadia Karskin were only from Cadian Schola’s Based very much on the Progenium), their Weapon’s Selection to depend on Who is Writing the Class. Zealot Crusader is another Branch option FS has a good Trackwork for Melee Combat, which seemingly they are no using here with the Lack of melee weapon’s you can Import the attack patterns of the Two handed or Executioner Swords from V2 add in a Strike, Block. or Activation like Power activation. While Shield’s a Stormshield or Suppression Shield Similiar to that of Ogyrn but not as Strong, with a Perils Like Generation for the Stormshield from Abosving attakcs. with C being a Stacker Release, the Mace or Sword and Shield Attack Pattern are all good to import.

While Tech-adepts from a Failed Tech Draft could be sent to an Imperial Penal Legion as Punishment. while Adeptus Arbties Really don’t have a Role for this Game as Our Job as Penal legionary is to be Sacrificial Unit and to Kill heretics Adeptus Arbities is to enforce the LEX imperium, and the High Lord of Terra Laws. while an Common Enforce or Magistrate enforce common Planetary Laws.

With all kind of suggestions… it falls down to “What kind of introduction” can new classes get. And i kind of get it. In order to get a new classes, they need to get a reason to be there

Why not? Enemies get a net gun? We could too. Special ability could even be a Nuncio Aquila!

What use would being able to disable an enemy, unlike with the Trappers where disabler are much more useful to play against.

Even the trapper in it’s voice lines reference that he want to capture the reject alive for some reason. We have no reason or purpose of doing such.


I think it’s more likely that they are inspired by the Rpg, namely Only War, but I’m certain they wouldn’t restrict themselves to 1 particular rpg over another (Same way they take inspiration from Necromunda for cosmetics and weapons, like the Anthax Combat axes, but also from things that aren’t in the IG Codex, like the Achlys Tactical axe (GSC Jackal miniature).

It was near the Udder and teat Dev Blog, and iirc it was for a Vox Interception, not sure which.

For the current archetypes I wouldn’t expect more than 2 per archetype (1 on either side), but even 1 new archetype would already be a lot. So I would table on that.

Sure Scions and Karskin don’t work as they require specific origins, but Regimental Stormtroopers would work just as well, and they would easily be an expansion on what the Veteran can do:
Blitz: Distraction Charges: create stunning explosions that attract nearby aggro.
Aura:
Ability: Hellgun, with talent that change it to Volleygun and Hellpistols
Keystone:

Scion and karskin do work. Since your Background can include a Schola Progenium and Cadia. Your Can include both in one i.e. Karskin, while if your world isn’t of a Cadian Option it a Scion. While if you select it it’s a Stormtrooper. It a simple Name change maybe a Voice Line. But otherwise it not actually a effect game-play it’s a Nice Touch to keep in line with the Warhammer Lore and Universe.

for an Aura ability: Stand against the Storm: i would opt for something like a Damage Reduction or Toughness Regeneration on Range kills. say 1.5% of Toughness on a Range Kill

For a Combat Ability Kappa A10 Ordnances (land mines), Gas/Acid Grenades. Rad Grenades, Melta Bombs.

Why would you have an Ability for just Hotshot Lasgun, though a Hotshot Volleygun as an Ability, sure. But just for the Hotshot Lasgun not, viable same as a Hotshot Pistol. An outcast engineer style of doing the Ultimate with a recharge rate Up of a Period of time like 1 seconds every 3 seconds and you have 20 seconds of Firing with a 60 cool down. As the Ultimate with Talents could modify how the weapon itself works or which weapon it could be like a Heavy Stubber or Mining laser. But I would think that of the two, the Heavy Stubber is the other option similar to the Psyker dome or two shields. You have to option on how to use it. Hotshot Vollleygun accuracy within an aim box like a Agripinaa Mk VII Combat Shotgun while ADS focusing reduces the weapon’s spread by 75%, it has Suppression but is minimal compared to the Heavy Stubber and does penetration of Armoured Targets (Flak, Infested, Unarmoured, Manic). It can’t over penetrate carapace but it can Stagger them with enough time. While the Heavy Stuber is not very accurate, a large Firing Volume – More Bullets with a High Spread High Suppression, Low Damage. ADS is more akin to a Bracing of the Weapon then True ADS. Tightening the accuracy. You can change what type of ammo you’re firing from Explosive Rounds that Stagger to Rippers that Shred lightly armoured (Infested, Unarmoured). In total, 30 seconds of Constant Firing. With this Ultimate, you can just whip it out whenever you have any form of Charge.

I don’t understand why you’re against a Hotshot Lasgun as a Common weapon with you are able to have Multiple Variants such as Voss/Cadian. Scoped Ryza and Scoped Lucius. While you can throw in Pistols such as a Ryza Hotshot Pistol, along with a Hotshot Marksman Rifle with its sister being the Long-las. As for difference in Kit itself, I do not see the problem with creating this as the Components for the weapons are in the Game. The Base Models have the art work showing them for the Skull Throne Event of around 2022, showing them with a Scoped Ryza Hotshot Lasgun. With this as Common Weaponry, I don’t see why you don’t change how it operates once you select a Branch for the Ultimate. Your Weaponry option is restricted if anything, it increases how engaging the game is you need to play with weaponry that you otherwise can’t access like each Class in v2 which doesn’t have access to the full range of weapons; why should each Branch of a Class have access to the full range of weapon? On top of that we can now start having a conversation on how the Hotshot mechanics work in game.

To me it should Aim to be a something akin to a MG LA or a MG XII. With how Damage works with an upper limit of 250 and a Lower limit being 120. With the states of Stability, AMMO, Penetration/Collateral. (In this instance, it’s about Overpenetration on a Number of Targets [Lower end 1 at 10% while 8 at 80%.) Since Hotshot ammunition in itself is basically packer punched Las Shot it has penetration for most forms of Armour Category in this game except for Carapace, Unyielding. While ammo is Unique here rather than using the current system of bags, cans and crates. We switch to using the energy cells from Medi-packs and Heal station with Medi-packs healing a 75% Normal rate for 1 Shot per second and if you take Field Improvisation it heals at 150% and a 3 Shots Per seconds. While the Heal station heals you for 100% for 25% ammunition or a 50% for 100% ammunition (i.e. 50% of total HP pool) to ensure Balance and making of Sensible and Smart play of using something that is otherwise Quite Powerful. It makes you think about when you shoot and when you need to Heal. It adds a layer of tactical thinking to your game-play such as where the Next Heal station is to replenish ammo? Do I need to shoot or can I run with my Melee for awhile? Questions that people don’t ask themselves when playing the game due to the Abundancy of Ammunition and a Abundancy of Abilities that let you ignore ammo completely with some builds being almost 100% ammo efficient. For Hotshot Lasgun’s Ammo their isn’t really a Magazine as the Big Battery/Generator/High Discharge Capacitor, connects to the HotShots Lasgun via Cables. So in sense you can keep firing till the Energy is run out, which does work due to how Low amount of ammunition you have.

For those put the above in the TLDR category, the Basic Break down of the Various Hotshot Based Weapons:
All scoped weapons (Ryza, Dedicated Long-las, MGXII Long las, and Hotshot Marksman Rifle. all should have Range Finders so you can see how fair your Target is.

Ryza Hotshot lasgun (Base MGXII):

  1. Damage 125-275
  2. Penetration/Collateral 3-10 over penetrations (Base Line Like most Weapons is about 2 Targets)
  3. Ammo – 125 shots to 250 shots
  4. Stability. (self evident)
  5. Mobility. (Self evident)
    No ADS: Semi-Automatic
    ADS: Semi-Automatic
    Special. RYZA Wrath: Increase Damage By 50% but at the cost of increased ammunition consumption by 1 so one shot takes 2 rounds.
    Notes: Ignore armour on Manic, Unarmoured, flak and Infested. While Carapace and Unyielding take 75% of Damage and full damage, respectively. The Ammo Regn from Heal kits and Healing Station apply to the Scoped Ryza Hotshot Lasgun.

Voss/Cadian (base MG LA)

  1. Damage 125-200
  2. Ammo- 250-500 total
  3. Stability
  4. Mobility
  5. Stopping Power
    Non-ADS: Full Automatic
    ADS: 3 Round Burst
    Special action Cadian’s Fire: each shot Sets a Burn stack at a Cost of 2 ammo per shots
    Notes: Same Rules as above in regards to Penetration but unlike the RYZA the Voss/Cadian pattern Hotshot Lasgun does not Over Penetrated Many Targets but instead Staggers significantly. Same rules about ammo as above.

Long Las can have about 3 Variants Long-las Dedicated, Long-Las MG XII Base. Hotshot Marksman
Ammo, the Problem with the Long-las in Lore and In Narrative is people being to disagree with what type, and Amount of Ammunition each Mag/Clip has.as seen in Guants ghost it changes between stories from each mags a Shot to each mag hold 5 shots. While in Long-shots it says it 20 Shots per magazine. While again in the only war it 40 Shots a Clip. With an Overcharge mode. To be Fair and balance I would say 20 Rounds a Magazine with an Overchage mode using 5 but with increase damage.
Expect for the hotshot Marksman rifle which has a 10 round Mag but it’s version of Overcharge uses the Full MAG.
Long-las Dedicated

  1. Damage 200-400
  2. Stability
  3. Ammo 20/200 (10 Mags of 20)
  4. Penetration
  5. Collateral. Suppression due to it being a Sniper and Traditionally if your squad is shot by a sniper they being to cower and start to panic. It makes sense to it to trigger suppression around targets
    ADS: Single Shot
    Non-ads: Single Shot
    Special: Brace, if you Brace your Movement speed is reduced by 75% but your Stability is increased by 75% and your weak spot damage is increased by 10%
    Notes:
    Long-las MGXII Base
  6. Damage 200-300
  7. Stability
  8. Ammo 40/200 (5mags of 40)
  9. Penetration
  10. Finesse 1.25-2.5 Critical damage
    ADS
    Non ADS
    Notes Overcharge increase Damage by 25% but each Overcharge shot uses 8 shots (1/5th of the Mag).
    Hotshot Marksman rifle
  11. Damage 250-500
  12. Stability
  13. Ammo 10/50 (5 Clips/Magazines of 10)
  14. Penetration/Collateral.
  15. Stopping Power
    ADS Single Shot
    Non ADS Single Shot
    Special. Snipe/Full charge. Use up all Ammuntion Minnium is 5 round left to increase damage by 10% for each shot left in the Mag this Shot ignore Cover and Armour. Over penetration all forms of Targets.
    Notes
    Unlike the other Hotshot weapon’s this ammunition is gain from Normal Sources. Your limited in your ammunition but to compensate your given a greater damage.

Hotshot-laspistol

  1. Damage 100-200
  2. Mobility
  3. Penetration/Collateral: 2-4 Targets
  4. Stopping Power
  5. Ammo: 100-300.
    Non ADS: Semi-automatic
    ADS: Semi Automatic
    Special Push/Bash
    Note: Penetration of Unarmoured, Flak Armour and Infested. Manic 25% DR and 75% DR for Carapace, 50% DR for Unwieldying. While ammo is the Medi- kits and the Heal station.

Images


Long-las List of the RPGs
image
Scoped Ryza Hotshot Lasgun
image
Cadian/Voss Armed Karskin.
image
Karskin Armed with Hotshot Marksman Rifle

Tempestus scion Armed with Hotshot Vollygun
image
Cadian Pattern Hotshot/Hellgun.


Fatsharks Own Concept Art for Veteran.


Karskin with Hotshot Las-pistol

Tmepestus scion squad

other Fatshark thread.

Kasrkin*

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When i was Writting this it was over several Hours. spelling wasn’t going to be achived before 2 am.

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Still. You made a lot of nice content… for a mediocre thread
I never thought that a lot of people were thinking about new classes. But i guess that makes me wrong here

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