Increased difficulty can come from combinations of enemy variants rather than just Specialist spam.
With variants like these affecting existing Elites to create difficulty spikes, spawn rates of Specialists can be reduced to more sustainable levels that don’t result in constant sound cues for Bursters/Trappers not playing on higher difficulties. ![]()
Traitor Commisar:
Details
Health (Auric) - 1700
Armor - Flak head, Carapace chest, Flak everywhere else
Ability - Rally. VoC visual stagger wave w/ reddish flair, knocks players within 5m back. All Gunners/Reapers within sight of Commisar during this ability’s use enter their Volley Stance and cannot be suppressed for a period of time. Scab Shooters, Snipers and Dreg Stalkers within sight of Commisar are extra aggressive, get 2x attack speed for melee/ranged attacks.
Weapon - Bolt Pistol. Low fire rate, medium range, Shotgunner comparable stagger/damage on hit. Chain sword sweep attack in melee range that knocks player back if hit.
Behavior - Spawns with Scab Gunners, remains within 8m of a Scab Gunner.
Basically takes Gunner groups that can normally be countered with using slide spam to close the distance and wreck them in melee, to fearsome death squads protected by a Commander who players must deal with before engaging Gunner groups.
Scab Radio Operator
Details
Health - 1700
Armor - Flak
Ability - Reinforcements: Finds nearby cover, does his little radio animation, throws a smoke bomb that 2x Scab Gunners, 2x Snipers, 8x Scab Shooters spawn in and shoot from while obscured by smoke. Hyper lethal in combination with Traitor Commisar for obvious reasons.
Behavior - Will hide behind cover when players are present, periodically peaking out to shoot his Laspistol if Reinforcements is on cooldown. Spawns with Scab Gunner groups.
Weapon - Laspistol
Plaguebearer:
Details
Health - 6000
Armor - Infested
Ability - Heal over time, immune to 90% of stagger sources. (Combat Ability stagger excluded) 2x Resistance to all DoTs. Slowest Elite enemy in the game.
Weapon - Plaguesword, minor Corruption damage to players every 5s spent within 8m of him - similar to Corruption from Pox Gas. 2 slow Bulwark style Sweep attacks followed by one Crusher style overhead.
Basically a big tanky enemy to pull player attention away from more dangerous enemies, serves as a “Dreg” combination of Bulwark/Crusher.
Focus him down as a team using ranged attacks, or kite surrounding enemies away from him then deal with him afterwards; but caution against uncoordinated melee attacks against this Elite when large groups of enemies are near.
Dreg Psyker Specialist:
Details
Health - 1400
Armor - Unarmored
Ability - Blessing Ritual. Targets the nearest 5 Elites and begins his ritual. During his ritual the 5 affected Elites are healed continually until his ritual is completed. Ritual takes 8s to complete. If completed, each Elite receives a blessing based on Elite type until death.
Most of his threat stems from buffing other Elites and it’s pretty easy to spot his ritual magic trailing to Elites. Most of his time would be spent buffing enemies, when he’s interupted or attacked he performs a ritual on the player that attacked him instead.
Gunners/Reapers/Shotgunners - Increased hitmass, increased rate of fire. Cranial Corruption visual cue.
Maulers/Crushers/Scab Ragers - Rotten Armor visual cue w/ Final Toll
Dreg Ragers/Enforcers - Final Toll w/ Cranial Corruption visual cue
Attack - When Psyker is attacked by a player, they will teleport out of sight line and attack with a magical spell that drags that player toward the Psyker. The attack does not deal damage until the captured victim is right in the face of the Psyker, allowing teammates with quick reaction times to save their friend before any damage is done.
Behavior - buffs enemies until attacked by a player, then performs ritual on player.
Glitchling Specialist:
Details
Health - 1400
Armor - Infested
Ability - Glitch. Targets one player and leaps at them, attempting to bite them after sound cue; “Bite, bite, chew, chew, your gun won’t work and I’m coming for you!”
If hit, player loses ranged weapon and Combat Ability for 8s. If hit while Ability is active, Ability is shut down but refunded when the 8s period is completed. Player Ability Cooldown continues as normal through the 8s.
Dreg Enforcer:
Details
Health - 3000
Armor - Unarmored
Ability - Amped up. Rather than slow movement speed with an overhead like his Scab counterpart, the Enforcer charges at his target with the speed of a Mutant, knocking human sized enemies aside and unleashes a sweeping uppercut attack that if not dodged will stun an opponent. He then unleashes a flurry of Vanguard style sweeping attacks before amping himself up again. He can be baited into attacking barrels or allies, if his target positions themselves well at the start of his flurry combo or his charge.
If dodged correctly, the Enforcer will have a period of vulnerability upon colliding with an object, much like the Mutant.









