New Skitarii Class Out Now!

Warband!

Introducing New Class: Alpha Primus Skitarius

Darktide’s third Class DLC is out now! Rising above the shackles of the flesh, the Skitarii have been rebuilt with the divine augments of the Adeptus Mechanicus to best serve the Omnissiah, as an impossibly efficient tool of war.

Arm your Skitarius Alpha Primus with deadly Adeptus Mechanicus weapons! Rip your enemies apart with melee weapons such as the Mechanicus Power Sword, the Paired Transonic Blades or the Arc Maul. Decimate the enemies of the Omnissiah at range with weapons such as the Arc Rifle and the Mechanicus Phosphor Blast Pistol, or assassinate them with precision with the Galvanic Rifle.

This class also features a unique talent tree layout built for extreme versatility, and unique customization options! See under the robes of the Adeptus Mechanicus, choose from four distinct personalities and even customize your voice!

The class DLC is available for the price of $11,99 / 11,99€
Steam
PS5
Xbox
Microsoft Store

Narrative Introduction

Hadron has been granted access to an ancient Adeptus Mechanicus facility in the wastes outside Tertium. This Alpha Primus Shrine grants her the ability to upgrade veteran Skitarii warriors into Skitarii Alpha Primus: elite combatants with access to a vast array of specialised weaponry and blessed with superior combat protocols, allowing them enough freedom to operate alongside warband strike teams.

Talent Tree

As a Skitarii you have a wide variety of options in how you wish to customize your talent tree. It is the first Talent Tree that starts from the center, and lets you expand your build in any direction. You will have more nodes to choose from than from any previous Class.

Let us quickly go through the more impactful choices you can make in the Talent Tree.

Combat Abilities

Your Abilities are powered by your Motive Engine. You have 3 Base Charges. Abilities require at least 1 Charge to be activated, and can spend up to 3 charges.

Generate 2% Capacitance each second. At 100% Capacitance you generate 1 Charge and the Capacitance is reset. You also generate 2% Capacitance on Kills, increased to 4% on Elite and Specialist Kill.

Voltaic Expander

Your base Ability. Uses up to 3 Charges.

Unleash an Electric Discharge around you. Enemies within 6m are Electrocuted for 2s, Stunning them and dealing damage

Using the ability at 2 charges extends the Range to 9m. Using the ability at 3 charges extends the range to 12m.

Voltaic Emitter

The improved version of Voltaic Expander. Uses up to 3 Charges.

Unleash an Electric Discharge around you. Enemies within 12m are Electrocuted for 2s, Stunning them and dealing damage.

Using the ability at 2 charges or above causes Ranged Enemies within 30m to have their weapons Malfunction for 12s.

Using the ability at 3 charges or above makes your attacks Electrocute enemies hit for 2s, dealing damage.

Chordclaw Strike

Perform a Powerful Heavy Melee Attack using a Chordclaw. The Attack is a Guaranteed Critical Strike and has +50% Rending. Uses 1 Charge.

Advanced Combat Doctrines

Spend 25% Capacitance and Swap to your Secondary Weapon. Your weapon locks onto enemies close to your targeting reticule, granting you inhuman accuracy. You gain -90% Spread and -60% Recoil for its duration.

While active, you drain 10% Capacitance per second, and an additional 1% per shot. The drain is paused while reloading.

The Ability is disabled if you switch from your Secondary Weapon, if you reach 0% Capacitance and 0 Charges, or if you reactivate it. Only usable if you have at least 1 Charge available.

Servo-Skulls

When you have created your Skitarius, you will be accompanied by a Servo-Skull. If you choose, you can improve it in different ways.

Servo-Skull

The base Servo-Skull.

Equipped with a Laspistol it will shoot at your enemies, and you can order it by double-tapping your Tag input. If you encounter a Data Interrogation minigame, you can also double-tap your Tag to have your Servo-Skull solve it for you.

You can empower your Servo-Skull by using your Blitz Ability Input. For 8s it gains +100% Fire Rate, +25% Damage, its attacks apply 1 stack of Burn (Max 8), and causes the target to take +15% more damage for 5s.

16s Cooldown.

Artificer Servo-Skull

The Improved Servo-Skull. The previously temporary bonuses of your Servo-Skull are now made permanent.

Medicae Servo-Skull

You have an additional Servo-Skull equipped with Adapted Medicae Syringes. Target a Knocked Down, Hogtied, or Netted Ally to inject them. The injection Revives them, as well as granting them +75% Toughness Damage Reduction and 20% Toughness per second, for 5s.

4 Charges. Charges are shared with the Purgator Servo-Skull.

Purgator Servo-Skull

You have an additional Servo-Skull equipped with a Flamer. Target an Area to deploy it. Use your Primary Action to switch between a Dispersed or Focused Fire Mode.

4 Charges. Charges are shared with the Medicae Servo-Skull.

Additional Blitz Abilities

If you don’t wish to bring your Servo-Skull along, you can choose to swap it out for one of the following Blitz Abilities.

Arc Grenades

Throw an Arc Grenade, creating an electrical explosion that Arcs 4 times, prioritizing Armoured and Specialist Enemies, dealing massive Damage and Impact.

Charges: 3.

Integrated Refractor Emitter

Surround yourself in a shield that absorbs all incoming Ranged Damage. Lasts 8s. Upon activation and again when it ends, cause an electric explosion around you, applying Electrocution to enemies within 5m.

Charges: 3.

Auras

Resurgence

You and Allies in Coherency regenerate 25% Coherency Toughness regardless of enemy proximity.

The upgraded variant increases the Coherency Toughness percentage to 50% and increases your Toughness by +25.

Foe-Render Creed

Gain +25 Toughness. You and allies in Coherency gain +15% Cleave and 7.5% Rending.

Ammunition Deposit

Gain +25 Toughness. You and your Allies have +10% Ammo Reserve. This effect is deactivated if you die.

Keystones

Redline Capacitors

Spending or gaining a Charge grants +5% Toughness Damage Reduction and +5% Capacitance generation for 12s. Stacking 4 times. Stacks decay one at a time. Additionally, you have +1 Max Ability Charges.

Power Overload

Kills by you and allies in coherency grant 1 stack of Power Overload. Elite and Specialist enemy kills grant 2 stacks. Max 30 stacks. Reaching max stacks causes an overload and reset to 0 stacks.

The overload grants you and allies in Coherency +15% Damage and +15% Toughness Damage Reduction, for 8s.

Flensing Protocols

You have up to 6 stacks of Flensing Protocols. Each stack grants +2.5% Damage and +2.5% Toughness Damage Reduction. Taking damage removes 1 stack. Can only occur once every 1s. Elite and Specialist kills restore 2 stacks and restore 15% Toughness.

Skitarii Weapons

Arc Maul

“The night sky clears, and the bellows cry

May the Machine-God bless us beyond the end”

Overview

Absorbing voltaic energy in its coil with each swing, the Arc Maul is capable of releasing hi-intensity Arc lightning.

Even while not activated, this rod still has respectable Damage and a good amount of Stagger potential through its multiple Relentless and Strikedown attacks, ideal to control both hordes and larger enemies.

Additionally, each swing of the Arc Maul applies a 5s Electrocuted debuff on each enemy hit.

Against Electrocuted targets, the weapon gains a +10% Damage bonus and triggers additional Arc lightning jumps.

Weapon Special

When the weapon is not activated, Special charges are gained slowly over time and much faster upon hitting enemies in melee.

When at least one Special charge is stored, performing the Special action activates the weapon.

The attack chain is not disrupted by the activation, allowing to continue the combo.

While the Arc Maul is activated, successful attacks trigger an Arc lightning discharge on the first enemy hit by each sweep, consuming a Special charge.

Arc lightning deals a large amount of Damage and applies the Electrocuted debuff, and can jump up to 2 enemies if the previous target was already Electrocuted.

Arc lightning Damage and Impact values increase after each jump.

Additionally, a unique Push-attack is available while the Arc Maul is activated.

Attacks

  • Light 1: Fast, diagonal upwards Relentless attack with good Impact and Cleave.
    • Chains into Light 2 and Heavy 4.
  • Light 2: Fast, horizontal Relentless attack with good Impact and Cleave.
    • Also accessed after a Push.
    • Chains into Light 3 and Heavy 3.
  • Light 3: Fast, vertical Strikedown attack with good Damage and Impact.
    • Chains into Light 4 and Heavy 2.
  • Light 4: Fast, diagonal Vanguard attack with good Damage and Cleave.
    • Chains into Light 1 and Heavy 1.
  • Heavy 1: Slow, vertical Strikedown attack with great Damage and good Armour piercing properties.
    • Chains into Light 2 and Heavy 2.
  • Heavy 2: Slow, vertical Strikedown attack with great Damage and good Armour piercing properties.
    • Chains into Light 3 and Heavy 3.
  • Heavy 3: Slow, horizontal Relentless attack with great Cleave and Impact over secondary targets.
    • Chains into Light 4 and Heavy 4.
  • Heavy 4: Slow, horizontal Relentless attack with great Cleave and Impact over secondary targets.
    • Also accessed after a Push.
    • Chains into Light 3 and Heavy 3.
  • Push-attack: Diagonal Strikedown attack with good Impact over secondary targets
    • Chains into Light 1 and Heavy 1.
  • Push-attack (Special active): Voltaic release in a frontal cone AoE, with great Impact and Suppression.
    • Consumes a Special charge.
    • Chains into Light 4 and Heavy 2.

Suggested Horde combos

  • L1 > L2 > H3 > H4 > H3 > …

  • L1 > L2 > H3 > L4 > L1 > …

  • L1 > H4 > …

  • Push > L2/H4 > …

  • Push-attack > L1 > …

  • Push-attack (Special active) > L4 > …

Suggested Single Target combos

  • H1 > H2 > L3 > H2 > …

  • Push-attack > H1 > …

  • Push-attack (Special active) > H2 > …

  • H1 > H2 > Block cancel > …

Blessings

  1. Hammerblow

    • +19-25% Impact for 3.5s on Hit. Stacks 5 times.
  2. All or Nothing

    • Up to +25-40% Strength, as Stamina depletes.
  3. Lightning Reflexes

    • Timed Blocks Stun the attacker, and grant you +10-25% Melee Strength for 5s. Cooldown 5s.
  4. Overwhelming Force

    • Staggering an Elite or Specialist Enemy has a 10-25% Chance to Stun the enemy. Cooldown 5-3.5s.
  5. Execution

    • +5-20% Damage Bonus vs Staggered enemies.
  6. Thunderous

    • Hitting an enemy gives them 1-4 stacks of 2.5% Brittleness. Debuff lasts for 5 seconds and can have a maximum of 16 stacks.
  7. Confident Strike

    • +4-7% toughness on Chained Hit.
  8. Enhanced Voltaic Arcs

    • Arc lightning gains +5-20° jump angle and +0.5-2m jump distance, and can jump 1/1/2/2 additional times.
  9. Voltagheist Overload

    • 5-12.5% chance to Instakill Human-sized enemies hit by Arc lightning. Note that potential other triggers will not be activated on Instakill.

Mechanicus Power Sword

“No errors. No miss.”

Overview

The exquisitely crafted and religiously maintained power weapons of the Adeptus Mechanicus don’t suffer from the common failings of other similar instruments used in the Imperium, providing instead a constant disruption field which can be channeled momentarily into devastating Energised strikes.

The moveset of this weapon features multiple stab attacks and a flow rich in quirkyness and personality, inviting rigorous precision and study from its wielder.

Weapon Special

The Mechanicus Power Sword’s energy core can store up to 6 Special charges, which are replenished over time with a short cooldown after any is used.

Each available Special charge provides a stack of +4% Melee Strength to all attacks, both standard and Energised (max +24% at full Special charges).

Pressing the Special input consumes a Special charge and initiates the next attack in the combo chain, granting it Energised properties.

Energised attacks have enhanced offensive properties, with in particular higher Damage and better Armour Damage Modifiers against all enemy armour types.

If the Special input is released immediately, the weapon will perform a Light Special attack; if the input is held, the weapon will enter the windup for an Heavy Special attack.

If this windup is maintained for a longer period of time, the Mechanicus Power Sword will accumulate up to 4 stacks of +12.5% Melee Strength (max +50%) for the following Heavy Special attack. The animation during the windup, alongside the visual and sound effects, can be used to recognize when the maximum amount of stacks has been reached.

Attacks

  • Light 1: Fast, stab Strikedown attack with good Finesse multiplier.
    • Chains into Light 2 and Heavy 2.
  • Light 2: Fast, stab Strikedown attack with good Finesse multiplier.
    • Chains into Light 3 and Heavy 2.
  • Light 3: Fast, vertical Strikedown attack with good Damage and Finesse multiplier.
    • Also accessed after a Push.
    • Chains into Light 4 and Heavy 3.
  • Light 4: Fast, diagonal Vanguard attack with good Cleave and Damage over secondary targets.
    • Chains into Light 2 and Heavy 2.
  • Heavy 1: Slow, stab Strikedown attack with great Damage, Finesse multiplier and Armour piercing properties.
    • Chains into Light 2 and Heavy 2.
  • Heavy 2: Slow, diagonal Vanguard attack with great Cleave and Damage over secondary targets.
    • Also accessed after a Push.
    • Chains into Light 4 and Heavy 3.
  • Heavy 3: Slow, vertical Strikedown attack with great Damage, Finesse multiplier and Armour piercing properties.
    • Chains into Light 1 and Heavy 1.
  • Push-attack: Fast, diagonal Vanguard attack with good Cleave and Damage over secondary targets.
    • Chains into Light 4 and Heavy 3.

Suggested Horde combos

  • Push-attack > L4 > H2 > L4 > …

  • Push > H2 > …

Suggested Single Target combos

  • L1/H1 > L2 > L3 > H3 > L1/H1 > …

  • Push > L3 > …

  • Push-attack > H3 > …

  • L1 > L2 > Block Cancel > …

Each attack in the above combos can be substituted with the equivalent Special attack, for a stronger Energised swing at the cost of a Special charge.

Blessings

  1. Supercharge

    • 1-4 stacks of Brittleness on Energised Hit.

      • Dev Note: Each stack provides 2.5% Brittleness; debuff lasts for 5 seconds and can have a maximum of 16 stacks (40% Brittleness).
  2. Sunder

    • Increased Cleave and +4-10% Heavy Melee Attack Damage on Energised Attacks.
  3. Devastating Strike

    • +65-80% Cleave for 5 seconds on Critical Hit.
  4. Chained Deathblow

    • +5-20% Critical Chance for 3s on Weak Spot Kill.
  5. Bloodthirsty

    • +10-40% Critical Chance on your next Melee Attack after Special Attack Kill.
  6. Superiority

    • +4-10% Melee Strength for 5s on Elite or Specialist Kill. Stacks 3 times, deteriorating one at a time.
  7. Decapitator

    • +18-24% Finesse for 5s on Enemy One-Shot. Stacks 5 times.

      • Dev Note: This version of the Blessing removes stacks one by one instead of all at the same time.
  8. Machine Spirit Resurgent

    • Refund a Special charge on weapon Special weakspot kill. Can occur only every 6-3s.

Paired Transonic Blades

“My Blades possess a 100% chance of cleaving

straight through the material they are attuned to.”

Overview

The Transonic technology is a secret heavily guarded by the Cult Mechanicus, for in the hands of a skilled warrior these blades can cut and pierce through enemies like they weren’t there, leaving only a gory, sliced mess.

The Paired Transonic Blades are a dual-wield weapon combining a long Transonic Blade with a nimble Transonic Razor, and they can be adapted to face any kind of opposition by rapidly switching their resonant attunement between two modes: Slayer and Dueller.

Each attunement mode is targeted against a specific set of armour types, gaining enhanced offensive properties towards them (Damage, ADMs, Cleave). However, the performance against the non-attuned armour types will be diminished.

Additionally, entering each mode will switch to a different moveset, with an ample selection of Vanguard, Assassin and Strikedown attacks.

Finally, through the Special action it is possible to switch attunement during a combo, seamlessly continuing the attack chain in the new mode.

In Slayer mode, the Light and Heavy chains consist of mostly Vanguard attacks with enormous Cleave, while the Push-attack grants access to a short Strikedown chain.

This mode is enhanced against the Unarmoured, Infested and Maniac armour types.

In Dueller mode, the Light and Heavy chains consist of mostly Strikedown attacks with high Damage and Finesse properties, while the Push-attack grants access to a short Vanguard chain.

This mode is enhanced against the Unyielding, Flak and Carapace armour types.

Weapon Special

Activating the weapon Special while not in an attack combo will swiftly toggle the current attunement between the two modes, and then return to the idle position.

If the Special input is pressed while in an attack combo, the weapon will instead toggle the attunement while entering a stance with Block properties.

If an Attack input is chained from this stance, a unique powerful followup attack will be performed.

(The Special followup attacks’ properties depend on the mode that was just entered)

Attacks (Slayer Mode)

  • Light 1: Fast, diagonal Vanguard attack with good Damage and Cleave.
    • Performed with the right hand Blade.
    • Chains into Light 2 and Heavy 2.
  • Light 2: Fast, diagonal Vanguard attack with good Damage and Cleave.
    • Performed with the right hand Blade.
    • Also accessed immediately after Wielding the weapon, instead of performing a Light 1.
    • Chains into Light 3 and Heavy 1.
  • Light 3: Fast, horizontal Assassin attack with good Damage and Finesse multiplier.
    • Performed with the left hand Razor.
    • Chains into Light 1 and Heavy 2.
  • Heavy 1: Moderately slow, diagonal Vanguard attack with good Damage and great Cleave.
    • Performed with the right hand Blade.
    • Chains into Light 2 and Heavy 2.
  • Heavy 2: Moderately slow, double horizontal Vanguard attack with good Damage and great Cleave.
    • Performed with both the Blade and the Razor.
    • Chains into Light 3 and Heavy 1.
  • Heavy Wield: Moderately slow, diagonal Vanguard attack with good Damage and great Cleave.
    • Accessed immediately after Wielding the weapon, instead of performing a Heavy 1.
    • Performed with the right hand Blade.
    • Chains into Light 1 and Heavy 1.
  • Push-attack: Fast, vertical Strikedown attack with good Damage and Finesse multiplier.
    • Performed with the right hand Blade.
    • Chains into Push-attack Light followup and Heavy 2.
  • Push-attack Light followup: Fast, vertical Strikedown attack with good Damage and Finesse multiplier.
    • Performed with the right hand Blade.
    • Chains into Light 3 and Heavy 1.
  • Special followup (Attunement changed to Slayer mode): Fast, rising diagonal Vanguard attack with good Damage and great Cleave.
    • Performed with the right hand Blade.
    • Chains into Light 3 and Heavy 1.

Attacks (Dueller Mode)

  • Light 1: Fast, stab Assassin attack with good Finesse multiplier.
    • Performed with the left hand Razor.
    • Chains into Light 2 and Heavy 2.
  • Light 2: Fast, vertical Strikedown attack with good Damage and Finesse multiplier.
    • Performed with the right hand Blade.
    • Chains into Light 3 and Heavy 1.
  • Light 3: Fast, vertical Strikedown attack with good Damage and Finesse multiplier.
    • Performed with the right hand Blade.
    • Chains into Light 1 and Heavy 2.
  • Heavy 1: Slow, cross Strikedown attack with great Damage and Finesse multiplier.
    • Performed with both the Blade and the Razor.
    • Chains into Light 2 and Heavy 2.
  • Heavy 2: Slow, vertical Strikedown attack with further enhanced Damage and Finesse multiplier.
    • Performed with the right hand Blade.
    • Chains into Light 1 and Heavy 1.
  • Push-attack: Fast, horizontal Vanguard attack with good Damage and Cleave.
    • Performed with the right hand Blade.
    • Chains into Push-attack Light followup and Heavy 1.
  • Push-attack light followup: Fast, diagonal Vanguard attack with good Damage and Cleave.
    • Performed with the right hand Blade.
    • Chains into Light 3 and Heavy 1.
  • Special followup (Attunement changed to Dueller mode): Fast, reverse grip Strikedown attack with very good Damage and Finesse multiplier.
    • Performed with the left hand Razor.
    • Chains into Light 2 and Heavy 2.

Suggested Horde combos (Slayer)

  • Any Light or Heavy > Any Light or Heavy

  • (From Dueller mode) > Special > (Slayer) Special followup > …

Suggested Single Target combos (Slayer)

  • Push-attack > Push-attack Light followup > Special > (Dueller) Special followup > …

  • H1 > H2 > H1 > …

Suggested Horde combos (Dueller)

  • Push-attack > Push-attack Light followup > Special > (Slayer) Special followup > …

  • H1 > Special > (Slayer) Special followup > …

  • H1 > Block Cancel > H1 > …

Suggested Single Target combos (Dueller)

  • Any Light or Heavy > Any Light or Heavy

  • (From Slayer mode) > Special > (Dueller) Special followup > …

Blessings

  1. Bladed Momentum

    • Hitting multiple enemies in one sweep gives +4-7% Melee Rending for 2.5-4s. Stacks 4 times.
  2. Rampage

    • Hitting at least 3 enemies with an attack, increases your damage by 9-18% for 3.5 seconds.
  3. Savage Sweep

    • Hitting at least 3 enemies with an attack, increases your cleave by +110-150% for 3 seconds.
  4. Perfect Strike

    • Critical Hits ignore Hit Mass bonus from Armour. +2.5-10% Melee Critical Hit Damage.
  5. Shred

    • +2.5-4% Bonus Critical Chance on Chained Hit. Stacks 5 times.
  6. Riposte

    • +10-16% Critical Chance for 4s on successful Dodge.
  7. Precognition

    • +30-45% Finesse Damage for 2s on successful Dodge.
  8. Superiority

    • +4-10% Melee Strength for 5s on Elite and Specialist Kill. Stacks 3 times, deteriorating one at a time.
  9. Deadly Frequencies

    • +8-20% Melee Strength (next 3 attacks) on Weapon Special attack Hit.

Arc Rifle

“No backpack included.”

Overview

Unleash the power of Adeptus Mechanicus Arc weaponry. A heavy electrocuting, slow firing but fully-automatic rifle. High magazine capacity but slow reload speed.

The Arc Rifle shares the Arc mechanic with the Arc Maul and Arc Grenades. Shooting a target will deal damage and mark the target with the Electrocuted debuff. If a target is hit while already Electrocuted, an Arc jump will be triggered to damage an additional target within proximity.

Primary Fire

Slow rate of fire, fully automatic

Secondary Fire

Braced stance with lowered mobility but iIncrease accuracy. Enables shots to Arc to an additional target.

Special

Bash with the Arc coil of the weapon; useful to push away close enemies.

Blessings

  • Blaze Away:
    • +1% to 3% Strength for every 10% of magazine spent during continuous fire. Stacks 5 times.
  • Roaring Advance:
    • -10% to -25% Movement Speed Reduction for every 5% of magazine spent during continuous fire. Stacks 5 times.
  • No Respite:
    • Up to +14% to +20% Damage on Hit (Staggered Enemy), scaling with Stagger
  • Charmed Reload:
    • 1 Bullet loaded from Reserve on Critical Hit.
  • Overwhelming Fire:
    • +1.5% to +4% Strength for every 4 Single Target Hits. Lats 2s and Stacks 5 times.
  • Enhanced Voltaic Arcs:
    • Arc lightning gains +3 to +10 degrees jump angle and +0.3 to 1.0 jump distance, and can jump an additional time.
  • Dumdum:
    • +1% to +4% Close Range damage on Repeated Hit. Stacks 5 Times.
  • Inspiring Barrage:
    • +1% to +4% Toughness for every 10% of magazine spent during continuous fire. Stacks 5 times.
  • Cavalcade:
    • +3.5% to 5% Critical Chance for every 10% of magazine spent during continuous fire. Stacks 5 times.

Galvanic Rifle

“*Ping*”

Overview

The Galvanic Rifle is an accurate and high powered semi-automatic rifle, with a small clip. In the right mechanical hands it can deal a great amount of damage.

Very effective when hitting weakspots.

Primary Fire

Shoots from the hip. Accurate at first shot but builds up spread when shooting quickly. Has good spread recovery so pacing your shots is advisable.

Secondary Fire

Aim down sights for pinpoint accuracy at the cost of mobility.

Special

A forward Thrust with the weapon, which can interrupt attacking enemies.

Blessings

  • Between the Eyes:
    • Gain Suppression Immunity for 2.4 to 3.6 seconds on Weakspot Hit.
  • Ghost:
    • Immune to Ranged Attacks for 0.6s to 1.2s on Weakspot Hit.
  • Opening Salvo:
    • +14% to +20% Strength on Salvo’s First shot.
  • Headhunter:
    • +14% to +20% Critical Chance on Weakspot Hit until your next Critical Hit. Stacks 5 times.
  • Hot-Shot:
    • Weakspot Hits gain +20 to +35% Cleave.
  • Deadly Accurate:
    • +30% to +60% Critical Weakspot Damage.
  • Man-Stopper:
    • Increased Cleave on Critical Hit and gain +10% to +25% Ranged Attack Stagger.
  • Pinpointing Target:
    • +1% to +2.5% Strength every 0.4 seconds while aiming, stacking 5 times. Discharges all stacks upon firing.
  • Gloryhunter:
    • +10% to +16% Toughness on Elite Kill.
  • Trickshooter:
    • +4.5% to +6% Strength on Chained Weakspot Hit (Any Target). Stacks 5 times.

Mechanicus Phosphor Pistol

“One does not simply wipe off phosphor.”

Overview

A mighty fine pistol. Used by the Skitarii to mark high priority targets. Limited ammunition but packs a good punch.

The Phosphor sticks to enemies, slowly and painfully burning through armour and flesh:

Hitting a target causes a minor Phosphor splash. Targets affected by the direct hit or the Phosphor blast are more susceptible to damage and have reduced hit-mass, allowing attacks to Cleave through them more efficiently.

Primary Fire

Shoots from the hip, with decent accuracy but a fair amount of recoil.

Secondary Fire

Aim down sights for improved accuracy at the cost of mobility

Weapon Special

Bash with the grip, to quickly stagger enemies in melee range.

Blessings

  • Powderburn:
    • +14% to +20% Damage against Suppressed Enemies, +28% to +40% Suppression and -28% to -40% Recoil on Close Range Kill.
  • Crucian Roulette:
    • +4.5% to 6% Critical Chance for each expanded round in your weapon (resets on reload).
  • Showstopper:
    • 14% to 20% chance Elite and Special enemies Explode on Kill.
  • Infernus:
    • 2 to 5 Stacks on Critical Hit to a maximum of 4 to 15 Stacks.
  • Gloryhunter:
    • +17.5% to +25% Toughness on Elite Kill.
  • Opening Salvo:
    • +14% to +20% Strength on Salvo’s First shot.
  • Man-Stopper:
    • Increased Cleave on Critical Hit and gain +10% to +25% Ranged Attack Stagger.
  • Surgical:
    • +10% to Critical Chance for every 0.45 to 0.33 second while aiming. Stacks 10 times. Discharges all stacks upon firing.
  • Pinpointing target:
    • +1% to +4% Strength every 0.4 seconds while aiming, stacking 5 times. Discharges all stacks upon firing.
  • Hand-Cannon:
    • +5% to +15% Rending on Critical Hit.

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New Regimental Bundle: Mordian Iron Guard

To celebrate the release of this new class, the Commodore’s Vestures will see a new rotation of Premium Cosmetics with tons of goodies, including a brand new Regimental Bundle - the Mordian Iron Guard!

Drilled to perfection, uniforms crisp and medals gleaming, the Mordian Iron Guard pride themselves on their immaculate appearance and strict, disciplined drills. This isn’t all show, though. These fierce warriors have gathered a reputation for efficient and effective warfare. It just doesn’t hurt that they look good while doing it.

There’s also the Ecclesiarchy Faithful bundle coming with the same rotation, and plenty of other cosmetics! Make sure to check them out!

As the Battle for Tertium rages, more and more converts and zealots flock to emergent Imperial cults, throwing themselves at the enemy with curses on their lips.

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That’s all for today!

Check out the patch notes for patch 1.12.0 here.

Praise the Omnissiah!

We’ll see you on the Mourningstar.

– The Darktide Team

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PSA ABOUT DELUXE EDITION CUSTOMIZATION OPTIONS

Due to an error, Deluxe Edition cosmetics will only unlock once you enter the hub for the first time.

Until the bug is fixed, please enter the hub with one of your existing characters before making your Skitarii to create it with Deluxe Edition customization options (or you can create your Skitarii and then change the customization options at the Chirurgeon).

are blessing changes coming at some point? seems really weird to have a bunch of nerfed numbers here, but then goofy numbers on other things (precog on force greatsword)

When does the DLC that frees the modifiers drop? I hear it’s highly anticipated.

PSA ABOUT DELUXE EDITION CUSTOMIZATION OPTIONS

Due to an error, Deluxe Edition cosmetics will only unlock once you enter the hub for the first time.

Until the bug is fixed, please enter the hub with one of your existing characters before making your Skitarii to create it with Deluxe Edition customization options (or you can create your Skitarii and then change the customization options at the Chirurgeon).

Sad… No way to play the class in solo… And I am tired to run after the players.
Not sure I will buy that.

the numbers are nerfed here on purpose afaik

*So am I right in understanding that this is it? Just Skitarii and nothing else no balance changes (yes, I’m talking about balance), but that’s kind of weak. Where’s the description of what was changed and what new rituals were added to Havoc? Is it that hard to add? Where’s the new dog in the Psykhanium, or the shield Ogryns? Is it really that difficult to release a proper patch so players don’t have to go looking for visual changes?

Is there not a way to skip the training etc??? I’m 2k hours in and I have to do training? C’mon!


“Grateful”
Very minor just thought I would mention it. (In all honesty should probably be spelt this way).

Another one. I assume “frequest” is supposed to be “furious”? Restless?

Why are some hands/feet locked? the deluxe edition has no mention of this

They will be unlockable via penances. They are cosmetics

I’ve just played an entire mission with weapon items popping up nonstop on the inventory log due to having to purchase over 200 weapons to sacrifice. For some reason it said there were 3000 notifications despite my only buying 200.

They take up half the screen so could we turn them off on options pls?

I think I experienced this new bug as well. Logged on to try a mission with the new enemies and had 1 penance pop like 50 times via notifications.

I’m not sure if I will buy Skitarii.

I’ve watched several hours of streams, but I’m still unsure.

Their weapon loadout is incredibly cool (and lore, obviously), but those weapons would be just as cool on my Veteran, and I’m not sure if Skitarii as a class will be enjoyable to play for 1000s of hours like my Veteran has been.

What I’m trying to say is that, aside from the novelty of the Skitarii class, I’m not sure if their gameplay is really exciting enough and adds enough.

I had the exact same issue with Arbites which novelty with the dog and being a copper was cool and all, but they got boring really fast to me due to a lack of weapon variety and just gameplay variety overall.

Skitarii seem a lot better in that part, but it’s another class with zero cosmetics and no way to have a face, hairstyle or just something to make your character feel unique and set you apart from other players like you can with the OG classes.

I also really like the Mordian Iron Guard Veteran uniform so thinking of getting that one.

I think it’s very cool on the second light attack, your skitarii alternates to thrusting from his left (with his right hand).

really enjoying the class and weapons so far. absent mods, you can’t see how many charges you have without expending a charge (unless I’m doing something wrong). audible or visual cue when it’s fully charged would be welcome. if the charge meter isn’t visible = it’s fully charged. :+1:

i got it gifted to me and i’m having fun so far, although i have to say the voice effects are fried and overdone to the point of not even being able to hear the voices anymore. they should’ve more carefully tuned that to not make everyoen sound like a mcdonalds mic from 2008.

the weapons generally are good but they’re a little annoyingly overcomplicated. the swords are good but the shock maul really made me wonder which MMO rotation addict came up with the combos on this one, i’m not memorizing an attack sequence if it goes beyond light light heavy or heavy light light or heavy light heavy light sorry. doesn’t feel intuitive at all and i’m constantly annoyed how obstrusive the attack pattern is to actually just swinging a goddam mace. i like complex weapons but this is a cheap, annoying way to achieve complexity and not fun to me at least. this is disappointing to me because i looked forward to this weapon the most, because the mechanic is cool.

there are also some broken visual effects. the galvanic rifle is hitscan but shoots a slow projectile. it’s really notably jarring when you watch someone else shoot and feels low quality and broken, the enemies get hit before the projectiles reach them. the arc rifle effects also seem low quality and unfinished. phosphor pistol is very strong, but does a very poor job at actually making you feel what phosphor does. it’s one of those things you have to analyze in the psykhanium to understand what actually goes on, which i consider to be bad design, it should be apparent from using it.

the class definitely is weak from the “unique gameplay” perspective unless you do the chordclaw build which is the exception. the other builds kinda just feel like you’re playing a vet with weird weapons and weird blitzes. for all the flat design that arbites and hs had at least they made you really feel like you’re playing that class. it’s not coming together on this one for me but maybe there’s a learning curve. however i feel like i may not get past that learning curve because the weapon variety is poor. the new weapons dont even have marks.

i think it would also make the class way more interesting if the capacity mechanic was better tuned.

take this feedback with a grain of salt, i’ve not played it a ton yet obviously. but before this was gifted to me, i wanted to wait before buying it, and playing it now it confirms that this would’ve been the smart choice.

Thank you for the feedback!

Lots of good details in there, and I define understand some o what you are talking about (haven’t played the class yet), because I saw/was shown some of these things by Jeficus in EA.

The Power Sword for example has a needlessly complex attack pattern unless you use it as a boss killer where it’s very straight forward.

Claw seem to be the best ability in Skitarii’s whole kit while the shield seem to be fairly weak for that it does and costs to use.

Hopefully Fatshark can go over the class and buff/nerf what needs to be adjusted so every playstyle feel rewarding.

my only complaints are that the power sword is nothing but strikedowns (please add a mark with some vanguard and relentless) and the blast pistol is weak as hell for single target (i understand that it’s meant to be a start to a combo, but it’d be nice to have a second mark that is better for single target rather than AOE). aside from that, it’s great.

I had thousands of pop-ups, too, after I bought 50 random curios from Melk. The list just kept growing infinitely long after I stopped buying and I just restarted my game after it got over 3k.