recursal/Fanatic-Fandom huggingface dataset:
Resources

There are 5 types of resources in the game. Two of them are currency, two are resources for crafting / upgrading and the last one is coins you get for completing weekly challenges.

# Currency

## Dockets

This is the basic currency rewarded for completing missions and optional objectives. The rewards vary in amount depending on the difficulty of the mission. You can use this currency to buy gear at the Armoury Exchange.

## Aquilas

This is the premium currency, bought using real money. You can use this currency to purchase cosmetics from the in game cosmetic store, called the Commodore's Vestures.

# Crafting

Crafting in the game is done by heading towards the Shrine of the Omnissiah. Weapons and Curios can be upgraded(concecrated) and can have up to 2 blessing or perk slots changed. Consecrating gear allows you to add an additional perks and blessings to them and increase the overall rating of it.

## Plasteel

Found during missions in small & large stashes. Found more often than Diamantine stashes. The amount available on each mission is based on difficulty.

* Uprising - 205 plasteel
* Malice - 265 plasteel
* Heresy - 440 plasteel
* Damnation - 805 plasteel

## Diamantine

Rarer than Plasteel, Diamantine is also found in stashes throughout the map. The amount available on each mission is based on difficulty.

* Uprising - 40 Diamantine
* Malice - 125 Diamantine
* Heresy - 195 Diamantine
* Damnation - 300 Diamantine

# Weekly challenges

Every week players get a new set of weekly challenges, in return for completing them the player is awarded coins which they can use to purchase new gear.

## Requisitorium marks (markers)

The coins are awarded for completing weekly challenges, used to purchase limited time acquisitions (weapons and gear).
Rashad Mk II Combat Axe

## Equipable On

The humble combat axe is an unfashionable but effective weapon, its weighted head often doing far more damage on the swing that the blade itself.

## Attributes

### **Strikedown**

The use of the largest, hardest-hitting attack, designed to take out the toughest targets that might otherwise be untouchable.

### **Armour Piercing**

Improved effectiveness against armoured targets.

## Special Attack

A sweeping uppercut that ignores Stagger reduction and inflicts higher Impact & Damage vs armoured enemies.

## Comparison to Similar Patterns

* Achlys Mk VIII Combat Axe
	+ Same damage
	+ Better armour penetration on heavy attacks (Carapace)
	+ Similar attack patterns
* Antax Mk V Combat Axe
	+ Same damage and penetration
	+ Better attack speed (Finesse bonus)
	+ Worse Critical and Weakspot power (0.35x/0.65x vs no Finesse modifier)
	+ Worse cleave and stagger (no Cleave Targets bonus)
	+ Similar attack patterns
Ironhelm Mk IV Thunder Hammer

## Equipable On

Power weapons of ancient design, Thunder Hammers are devastating, bone-shattering close combat weapons, though heavy and unwieldy.

Where other power weapons emit a constant energy field, the Thunder Hammer is designed to energize the power field only upon impact, enabling it to conserve energy until it is actually needed, and allowing the weapon to deliver a particularly devastating blow. Upon impact, the Thunder Hammer's blue energy field explodes with a thunderous crack, more often than not smashing through armour, and leaving a smoking hole that crackles with blue sparks.

The power unleashed on impact is such that a warrior not in Terminator armour will likely be knocked over. The weapon's main drawback in combat is its slowness in delivering a strike compared to most other close combat weapons.

## Attributes

### Crowd Control

Increased effectiveness versus enemy hordes, clearing or suppressing large numbers of foes at once

### Obliterating

Large, heavy and powerful, this weapon unleashes devastation upon each blow, with a sound like a thunderclap

## Special Attack

Power up the weapon for a stronger attack by activating the power field.

* The field will deactivate if the weapon does not hit within 4 seconds.
* There is strong kickback on a successful hit, leaving the wielder briefly defenseless.
	+ Unlike the Crucis, this kickback only happens if the hammer doesn't overkill the first target it hits or hits Flak or higher armour.
* This hit has a small AoE and will damage and stagger nearby enemies.
Graia Mk VIII Infantry Autogun

## Equipable On

Autogun is the general name for any rapid-firing automatic rifle reminiscent of M2-era battle rifles. A typical weapon may not be incredibly accurate or as reliable as lasgun, but will make up for it with a high rate of fire and cheap ammunition.

Many different patterns and models of autogun produced across the Imperium. Cheap and easy to produce on even the low-tech planets, autoguns are a staple weapon across the Imperium. The simple technology needed to manufacture autoguns makes them common on frontier worlds and also with gang members on Hive Worlds. Autoguns are not as common as the lasgun amongst Imperial Guard regiments, but they are still issued in substantial numbers, especially by second or third line planetary defense forces or militias.

This pattern of infantry autogun uses integrated iron sights to allow for more accurate shots. Well-regarded for their high rate of fire and sturdy construction, these autoguns are in short supply after a series of calamities befell the forge world of Graia.

## Attributes

### Rapid Fire

Ranged weapon that sacrifices accuracy for a high rate of fire

### Precise

Improved aim, rewarding careful selection of targets and ammo-efficient shots

## Special

Turn on or off the weapon mounted torch. Useful in dark areas.
Columnus Mk V Infantry Autogun

## Equipable On

Autogun is the general name for any rapid-firing automatic rifle reminiscent of M2-era battle rifles. A typical weapon may not be incredibly accurate or as reliable as lasgun, but will make up for it with a high rate of fire and cheap ammunition.

Many different patterns and models of autogun produced across the Imperium. Cheap and easy to produce on even the low-tech planets, autoguns are a staple weapon across the Imperium. The simple technology needed to manufacture autoguns makes them common on frontier worlds and also with gang members on Hive Worlds. Autoguns are not as common as the lasgun amongst Imperial Guard regiments, but they are still issued in substantial numbers, especially by second or third line planetary defense forces or militias.

This pattern of infantry autogun uses integrated iron sights to allow for more accurate shots. A rarity in the Moebian Domain, Colummus autoguns are prized for the high rate of fire, if somewhat deafening report.

## Attributes

### Torrent

Ideal for mowing down hordes of enemies and controlling large areas of the combat arena with weight of fire

### Precise

Improved aim, rewarding careful selection of targets and ammo-efficient shots

## Special

Turn on or off the weapon mounted torch. Useful in dark areas.
Equinox Mk III Trauma Force Staff

## Equipable On

*"The Inquisitor leads the way with words of benevolence, his force staff held like a symbol of faith. But make no mistake: they are no shepherds of the meek. They are destroyers of worlds."* - High Ecclesiarch Renald Kothar

Force staves are mighty weapons in the hands of a Psyker. Within the structure of the weapon is interwoven a powerful device called a Psi-Convector, formed into a precise serpentine shape which concentrates and directs psychic energy. If wielded by a non-psyker it simply functions as finely-crafted staff.

This pattern of stave allows the wielder to best create a great explosion of warp fire; the shockwave deals the majority of the damage. The longer the charge, the greater the explosion.

## Attributes

### Force Weapon

This weapon draws upon the power of the Warp and builds Perils in certain situations

### Charged Attack

This weapon can be charged to deliver a more powerful attack. The higher the charge level, the more damage is inflicted.

## Special

Combo attacks using the staff as a melee weapon

## Weapon Notes

* The Soulblaze stacks are the same type as applied by other Psyker feats.
	+ It cannot apply more stacks to targets already suffering this DoT more than the weapon can on its own (e.g. at 80%, a maximum of 14)
* Damage from the Psyker's rank 10 feat **Psykinetic's Wrath** only applies to the initial damage, not the DoTs. [Verification needed]
Artemia Mk III Purgation Flamer

## Equipable On

Hailing from the same forge world as the mighty Hellhound flame tank, this weapon uses volatile promethium to scour heretics with fire.

## Attributes

### Torrent

Ideal for mowing down hordes of enemies and controlling large areas of the combat arena with weight of fire

### Close Combat

A weapon designed for close-quarter melee fighting

## Special

Using the firearm to attack your enemy in close combat
Tigrus Mk II Heavy Eviscerator

## Equipable On

With their honed, monomolecular-edged teeth, chainswords are prized within the Astra Militarum, where they are often issued to squad sergeants as a symbol of authority.

An obscenely oversized chainsword, the Eviscerator utilizes a low-power disruption field to enhance its incredibly messy, destructive capabilities.

## Attributes

### **Unstoppable**

A heavy charged attack mode, slow to set up, but resulting in a devastating hit

### **Ravage**

This weapon's razor-sharp teeth are propelled by a powerful motor, allowing it to tear through flesh and armour with equal ease

## Special Attack

Power up the weapon for a stronger attack by revving the motor.

* The motor will deactivate if the weapon does not hit within 4 seconds.
* It takes approximately 0.5 seconds for the full damage to be dealt, during which the wielder is immobilized.
	+ If the target dies before this, it releases early.
* If the special attack crits, all ticks of sawing damage will also be crits
Krourk Mk VI Cleaver

## Equipable On

A heavy slashing weapon, devastating in the hands of an enraged Ogryn.

## Special Attack

A heavy uppercut that ignores Stagger reduction, and sets enemies up for follow-up attacks.

## Comparison to Similar Patterns

* Bull Butcher Mk III Cleaver
	+ Narrower-hitting light attack (S-S-S attack pattern vs. V-V-V of the Mk III)
	+ Wider-hitting heavy attack (V-V vs. S-V)
	+ Better armour penetration on light attacks (Flak and Carapace)
	+ Worse armour penetration on heavy attacks (Flak and Carapace)
	+ Worse cleave on light attacks
	+ Significantly better cleave on heavy attacks (6.5/33.5 vs. 1.1/2.9)
	+ Lower light and heavy attack damage (112.5/157.5 light and 175/225 heavy vs. 125/175 light and 187.5/262.5 heavy)
* Krourk Mk IV Cleaver
	+ Wider-hitting heavy attack (V-V attack pattern versus S-V of the Mk IV)
	+ Same armour penetration
	+ Significantly better cleave on heavy attacks (6.5/33.5 vs. 1.1/2.9)
	+ Lower heavy attack damage (175/225 heavy vs. 187.5/262.5 heavy)

## Weapon Notes and Recommendations

* Blessings that increase damage (like Slaughterer) and cleave (like Savage Sweep) make this an excellent horde clearer with chained heavy attacks.
	+ Mixing Slaughterer and Thrust may be more effective as the weapon can have a base cleave bonus of up to 33.5 (26.8 at Cleave Damage of 80%). This can make up for the slower swing speed.
	+ With this kind of build you should take the the Ogryn's Level 5 feat **Best Form of Defence** for consistent Toughness regeneration.
Catachan Mk I "Devil's Claw" Sword

## Equipable On

The Catachans refer to these massive blade as knives. To everyone else, they're hefty swords.

## Attributes

### **Flurry**

Improved attack speed during close combat.

### **Crowd Control**

Increased effectiveness versus enemy hordes, clearing or suppressing large numbers of foes at once

## Special Attack

The wielder reacts to an incoming attack, performing a fast and deadly counter.
Metalfab-36

# Manufactory HL-17-36, "Metalfab 36"

## Consignment Yard HL-17-36

Raid // Hadron, Morrow, Zola

Heretics have a supply train out at HL-17-36. We want it. Secure the Consignment Yard and signal for reinforcements.

## Power Matrix HL-17-36

Repair // Hadron, Morrow, Zola

HL-17-36 is heading towards a power systems failure. Access the operations array and use cryonic rods to flush the system.

## Smelter Complex HL-17-36

Strike // Hadron, Morrow, Zola

The primary smelter's been disabled at Manufactorum HL-17-36. Get it operating, whatever it takes.

# Metalfab 36 - Lore

Hadron states that the heretics haven't destroyed the smelter complex because they want to control it in order to make Leman Russ Battle Tanks for their own traitor forces.

Groaners in Metalfab 36 maps a clothing variant where they have long black, brown, and dirty yellow overcoats with a variety of admech symbols. Many of the groners and poxwalkers appear to be former tech serfs and acolytes in service to Metallica tech priests likely on the Atoma. It is likely the ancient manufactorums of Atoma atract Tech-Priests from Forge Worlds across the Imperium, such as Metallica, Graia, and possibly others.

Mourningstar Vox Announcer: Warning. detecting increased heretic activity in HL-17-30 through HL-17-39

### Rejects Quotes

* Female Veteran comments that she overheard Rannick saying Metalfab 36 provides weapons for half the subsector.
* Male Fanatic comments that one Atoman manufactorum is worth three of the lesser manufactorums in the subsector(or did he say segmentum?).

## Consignment Yard

After securing Consignment Yard Sigma-57 at the end of the mission, the support team that arrives after reject team extracts is Reclamation Strike Force Beta-5, a squad made up of Moebian 21st. Hadron states they are one of the best.

## Power Matrix HL-17-36

On elevator down to final arena area where cyonic rods are ultimately deposited.

* Hadron: Administratum scribes have already reclassified zone HL 39-01 to HL 43-02 from 'merchant' grade to 'labourer'.

## Smelter Complex HL-17-36

Home to the primary smelter of HL-17-36, Metalfab 36.

# Gallery

## Concept Art

Concept Art by Joakim EricssonConcept Art by Joakim EricssonConcept Art by Joakim EricssonConcept Art by Joakim EricssonConcept Art by Joakim EricssonConcept Art by Joakim EricssonConcept Art by Joakim Ericsson
## Screenshots

Front Entrance of Metalfab 36Entrance to Primary Smelter.Front entrance of Metalfab 36 (macro view)
Lucius Mk III Helbore Lasgun

## Equipable On

Lasguns are energy based weapons and the most common and widely used type of las weapon in the Imperium. It is standard issue for all Imperial Guard infantry and most lower-ranked officers.

The Helbore patterns hailing from Lucius are capable of charging up for high-damage shots.

## Attributes

### Precise

Improved aim, rewarding careful selection of targets and ammo-efficient shots

### Charged Attack

This weapon can be charged to deliver a more powerful attack. The higher the charge level, the more damage is inflicted
Catachan Mk VII "Devil's Claw" Sword

## Equipable On

Named after the Catachan Devil, a fearsome predator from the Catachan jungles, this massive blade is the most prized weapon of the eponymous regiment.

## Attributes

### **Flurry**

Improved attack speed during close combat.

### **Crowd Control**

Increased effectiveness versus enemy hordes, clearing or suppressing large numbers of foes at once

## Special Attack

The wielder reacts to an incoming attack, performing a fast and deadly counter.
Atrox Mk VII Tactical Axe

## Equipable On

Derived from ancient hunting weapon designs, tactical axes are simple and cheap to produce, and deadly in the hands of a trained warrior.

*"Axes, hammers, knives, sticks and stones. These are the weapons of humble, working folk. These are the tools of our liberation."* -Jax Groll

## Attributes

### Flurry

Improved attack speed during close combat

### Assassin

This weapon delivers quick, precise strikes, perfect for finding enemy weak spots and hitting them right where it hurts

## Special Attack

Fast combo, dealing less damage but with increased Stagger
Environment

## Statues

Statue of the Lord Militant Ennic Baross, so called Hero of Atoma.Space Marine Statue
## Explosive

In your regular mission gameplay, you will encounter some objects in the environment which can be useful or detrimental to your teammates. All explosives will explode if hit twice, or explode after a few seconds if hit once. If hit once a sparking fuse effect will appear and the player's character will call a warning of the imminent explosion nearby. Both types affect teammates and enemies, and both have a player knockback radius close to the barrel when exploding. Fire will quickly drain your toughness and set enemies ablaze. See Health & Armour for detailed information on how toughness works. The pushback will stagger all enemies including Monstrosities. They also send teammates hurtling a moderate distance.

There are two types of explosives: Yellow ones have a high-stagger, knockback blast and Red ones create a circular pool of fire on the ground temporarily.

### Barrels

One of these objects is a barrel that upon being hit once will light a fuse and explode within a few seconds, or explode immediately if hit twice. Depending on the barrel colour, it will either explode in a damaging pushback effect or create a temporary pool of fire at it's location.

Explosive Blast Barrel
### Gas Tanks

They share similarities to the barrels in terms that they will fizzle and explode. Both of these objects can be forced to explode sooner if shot or melee attacked multiple times rather than just once. Like the barrels, both can either create a blast or create a radius of fire on the ground around it.

Explosive Blast Gas Tank
### Hanging Explosives

On maps you can also encounter a type of ball hanging from the ceiling that can be shot to explode.

Hanging Fire Explosive
Dreg Tox Flamer

A flame worshipping female of the Cult of Admonition. Likely a mix of promethium and metaphysical plagues, the green fires will surely leave blight and contagion in its wake.

## Quotes

* "Fire and rot will consume!"
* "The flames will caress you!"
* "Nurgle's flames consume!"
* "Fire, death, renewal. Fire, death, renewal!"
* "Flames are *truth*! Trust them!"
Orox Mk II Battle Maul & Mk III Slab Shield

## Equipable On

Slab shields are large, heavy shields wielded by Imperial Guard Ogryns. The simple but effective slab shields are the trademark of Bullgryns, who lock together to form a mobile defense line.

So deployed, these units provide their comrades with a wall of walking cover as they advance across the battlefield, soaking up vast volumes of enemy fire in the process.

These shields may be used alongside other weapons such as grenadier gauntlets or mauls. In this configuration it is being used alongside the Orox Mk II Battle Maul.

## Attributes

### **Crowd Control**

Increased effectiveness versus enemy hordes, clearing or suppressing large numbers of foes at once

### Defensive

This weapon is wielded defensively, providing strong protection and allowing the bearer to push back enemies

## Special Attack

Plant the Slab Shield into the ground and enter a defensive stance, capable of withstanding all but the strongest attacks
Gorgonum Mk IV Twin-Linked Heavy Stubber

## Equipable On

Heavy stubbers are projectile weapons similar in appearance and effect to an M2-era heavy machine gun, firing large-calibre bullets able to stop a man dead in his tracks. They are inferior in penetration to a boltgun (being stopped by anything heavier than Flak armour) they compensate through sheer volume of fire.

## Attributes

### High Damage

A high-powered weapon with greatly improved damage output

### Torrent

Ideal for mowing down hordes of enemies and controlling large areas of the combat arena with weight of fire

## Special

Using the firearm to attack your enemy in close combat
Equinox Mk IV Voidstrike Force Staff

## Equipable On

*"Let your mind be the weapon. The staff is merely there to light the darkness."* - Primaris Psyker Glena Tor

Force staves are mighty weapons in the hands of a Psyker. Within the structure of the weapon is interwoven a powerful device called a Psi-Convector, formed into a precise serpentine shape which concentrates and directs psychic energy. If wielded by a non-psyker it simply functions as finely-crafted staff.

This pattern of stave allows the wielder to create a great blaze bolt projectile that deals high damage and can pass through crowds in a great line of destruction.

## Attributes

### Force Weapon

This weapon draws upon the power of the Warp and builds Perils in certain situations

### Charged Attack

This weapon can be charged to deliver a more powerful attack. The higher the charge level, the more damage is inflicted.

## Special

Combo attacks using the staff as a melee weapon
Scab Shotgunner

An Elite enemy armed with a powerful shotgun. They are of little threat at long range but can do large amounts of damage to the player at short range. If forced into melee combat they will switch to a close combat weapon instead.

They can be difficult to approach due to their high damage and knockback. They will not change to melee until a player is at point-blank range, which is quite dangerous at higher difficulties.

The enemy firing cue (flash and audio stinger) are not timed like other shooters. You should not dodge immediately on hearing/seeing the cue but instead immediately *after*, otherwise you will be shot just after your dodge completes.
Turtolsky Mk VII Heavy Sword

## Equipable On

Originally created for the Vostroyan Firstborn, the Turtolsky heavy sword became a popular weapon amongst navy crews and Rogue Traders.

Taking their design from the traditional shashka swords of the Vostroyan Astra Militarum regiments, these popular weapons are effective at both slashing and thrusting.

## Attributes

### Cleaving Strike

Each swing of this weapon cuts through great swathes of enemies at a time

### Strikedown

The use of the largest, hardest-hitting attack, designed to take out the toughest targets that might otherwise be untouchable

## Special Attack

Backslash combo-starter, setting up the enemy for a killing blow
Obscurus Mk II Blaze Force Sword

## Equipable On

The **Force Sword** is an elegant weapon. It will only display its mighty abilities in the hands of a Psyker. Within the structure of the weapon is interwoven a powerful device called a Psi-Convector, formed into a precise serpentine shape which concentrates and directs psychic energy.

The wielder may channel their power through the force weapon, making it a conduit between their mind and their target's flesh. If wielded by a non-psyker it simply functions as a sword.

## Attributes

### **Flurry**

Improved attack speed during close combat.

### **Force Weapon**

This weapon draws upon the power of the Warp and builds Peril in certain situations

## Special Attack

The Psyker channels the warp to Activate the Force Sword and deal devastating damage to a single target. This generates Peril based on its Warp Resistance stat.

* The Force Sword deactivates after 4 seconds if no target is hit.
* Being hit while charging causes failure to charge and peril gain.
* After striking the target, the power must be discharged into the target. On a light attack this takes 0.5 seconds, on heavy 1 second.
	+ Being hit during this period will interrupt the damage, only applying the base hit's damage.

## Media

Sword activationLight attack patternHeavy attack patternWeapon depiction
Graia Mk IV Braced Autogun

## Equipable On

Autogun is the general name for any rapid-firing automatic rifle reminiscent of M2-era battle rifles. A typical weapon may not be incredibly accurate or as reliable as lasgun, but will make up for it with a high rate of fire and cheap ammunition.

Many different patterns and models of autogun produced across the Imperium. Cheap and easy to produce on even the low-tech planets, autoguns are a staple weapon across the Imperium. The simple technology needed to manufacture autoguns makes them common on frontier worlds and also with gang members on Hive Worlds. Autoguns are not as common as the lasgun amongst Imperial Guard regiments, but they are still issued in substantial numbers, especially by second or third line planetary defense forces or militias.

This pattern of autogun traded its iron sights for a heavy stock and counter-balanced barrel, allowing it to be easily braced for more controllable spread while firing on full auto.

## Attributes

### Torrent

Ideal for mowing down hordes of enemies and controlling large areas of the combat arena with weight of fire

### Precise

Improved aim, rewarding careful selection of targets and ammo-efficient shots

## Special

Using the firearm to attack your enemy in close combat
Chasm Terminus

# Transit Hub HL-16-11, "Chasm Terminus"

## Ascension Riser 31

Raid // Hallowette(& Melk), Morrow

The heretics are transferring a consignment of Prismata Crystals to their allies in the Hive. You're to intercept and seize that shipment.

## Chasm Logistratum

Raid // Hadron, Morrow, Zola

It's time to replenish our special issue ammo reserve. It begins at Chasm Station Logistratum.

## Chasm Station HL-16-11

Assassination // Hadron, Morrow, Zola

A warlord is arriving by train. Make your way into Chasm Terminus, and execute the heretic.

## Hab Dreyko

Investigation // Hadron, Morrow, Zola

A new form of the Blight has hit Transit Hub HL-16-11 hard. Scan the plague residue and maybe we'll get lucky.

# Chasm Terminus - Lore

### Ascension Riser 31

Morrow states Prismata crystals are useful in weapons manufacturing in the mission intro.

* Morrow: *"The Moebians are due to pay off some of their co-conspirators. The exchange is happening in a Chasm Station Transit Hub. Said payment's taking the form of prismata crystals. Worthless to you, but handy if you're manufacturing heavy weapons."*

Ascension Riser Transcript

### Chasm Logistratum

The subrails of Chasm Station is a hub of smuggler activity, refered to as "Railers" still active after the heretic uprising.

* Zola: Plenty of goods pass through these Subrails. People, too. / The Chasm Station's subrails are a smugglers dream. Some things never change. / You know your way around these Subrails, they'll take you anywhere for ten districts in any direction.

### Hab Dreyko

**Hab Dreyko** is a quarantine zone and is normally sealed, as seen in other mission variants the Chasm Station map. The Fanatic Zealot remarks on this in the Chasm Logistratum mission saying, "The hab block be sealed. Maybe there be danger within." In Morrow's intro for the Hab Dreyko mission he states, "the Dregs are all over the neighboring districts".

Hab Block Laranax, HL-16-11-318, at the end of **Hab Dreyko**, has some kind a daemonic flesh-tree, as the source of corruption. This is likely why Inquisitor Grendyl has a personal interest in this investigation mission, as mentioned by Morrow. The Seer's Beloved says "these growths are very old, and also very young." Nurgle is a god fond of growth, in a way, often manifesting as a parody of plants and gardens. A tree isn't an uncommon Nurgle design, from the feculent gnarlmaw in the table-top game, to the Gallows Tree in Warhammer Fantasy lore, often being a locus of Nurgle's influence.

In **Hab Dreyko**, just after exiting the elevator that delivers players to **Hab Block Laranax**, the initial Moebian 21st recon team's, from the Official Teaser Trailer and World Intro Trailer, corpse's can be found.

Hab Dreyko Transcript

# Gallery

Concept Art by Joakim EricssonConcept Art by Joakim EricssonA standard hab block.
Quartermaster Brunt

**Quartermaster Brunt** operates the Armoury Exchange aboard the Mourningstar. Recently, he has been working on refurbishing scavenged weapons from battlefield on Atoma Prime for the warband.

It can be assumed there have been at least 143 servitors in service to **Brunt**, or his armoury, assisting in the various quartermaster duties of dispensing, exchanging, and working on the armaments used by the warband.

Brunt can be seen in the Trust Level 14 cutscene kicking down a door for Ranick, Zola, and the 2 other operatives investigating traitor activity aboard the Mourningstar.

## Gallery

Brunt's Armoury cutsceneBrunt's Workbench from cutsceneBrunt in trust level 14 cutscene
## Trivia

### Catchan to Abhuman

Brunt the Ogryn appears to have originally have been planned to be a human from Catachan. This was during the Beta, prior to the addition of the small cutscenes for the various hub stations, the Armoury included. He was referred to as Gurry “Brunt” Cernik. This follows the Catachan naming convention of having a nickname between their first and last name.

His name is mentioned in the various Ogryn clubs weapon descriptions, back when weapons had descriptions, but this feature was removed after the Beta. These descriptions are still recorded on the Game Lantern Darktide site. There is also mention of reject dialogue directly stating Brunt is from Catachan, however this is simply stated by the Darktide community and I've yet to find a quote.

The idea of a Catachan favouring Ogryns might be due to how feral and strong Catachan people are. His dialogue in the weapon description also have a Catachan flair to them. The writing is distinctly not Ogryn, but they surely have some overlap in mannerisms. They are sometimes described as being so muscular they are like miniature Ogryn themselves. For whatever reasons, he has instead been made an Ogryn abhuman instead of a Catchan human.

* Catachan version of Brunt in the item descriptions from the Beta:
	+ **"Brunt Special" Mk I Bully Club**: Junk? Oo called it junk? Extra special club, this is. My own design. I got two meself just like it. - Gurry “Brunt” Cernik
	+ **"Brunt's Basher" Mk IIIb Bully Club**: One of a variety of weapons constructed by the Mourningstar's formidable quartermaster, Gurry “Brunt” Cernik, which he reserves for his favourite Ogryn customers.
	+ **"Brunt's Pride" Mk II Bully Club**: Best club I ever made, dis. Modelled after me favourite club dat I lost on Fortanis. Eaten by a bleedin' Tyranid. Nearly brought me to tears, I tell ya. - Gurry “Brunt” Cernik
Groaners

Groaners are former citizens of Tertium who have been infected by one of the many plagues specially concocted by Nurgle.

Many of Nurgle's diseases have a metaphysical as well as a physical component, eating away not only at the flesh but also at the spirit. This manifests in its victims as various psychoses and conversion to Chaos cults. Unlike Poxwalkers they are still alive, bleed red blood, and will feel hunger and pain from injuries. However, unlike Dregs they have not progressed to a point where they no longer feel pain or fear. Groaners typically carry crude, low-quality melee weapons such as pipes, gear-head axes, and other improvised close-combat weapons.

Groaners are still conscious humans, fully aware of their surroundings, but are no longer in control of their body. They can be heard crying or calling out to the player "Help me!", "Save me!" or "KILL ME!" for example.

As of patch 13, large stationary groups of 20+ are no longer found during missions.

### Map Specific Clothing Variety

Each map has unique clothing variations for both the hordes of poxwalkers and groaners to better reflect the former civilian population of the area.

Some maps have unique clothing variants added to the pool of groaner models spawned. The Throneside maps has some wearing bright red and blue robes with opulent gold leafed patterns. This is a reference to a powerful noble house in Tertium, House Barquette.

The Torrent has the additional of purple cowls, the same color as the ruling criminal organization for the district, the Water Cartel.

Metalfab 36 groaners sometimes have black robes with a metalfab symbol and numerals VII, likely in reference to loading dock 7 of the consignment yard, on the back.

## Quotes

* "Help me.. [sobs] Help me!" [sobs]
* "Cold, Hungry!"
* "Hungry... Hungry!"
* "Cold... cold... Warm!"
* "Feed. Hungry. Feed."
* "Need... need... NEED!"
* "Help me... help me... HELP ME!"
* "Starving... starving... starving!"
* "Need to feed!"
* "WANT!"
* "Peeling... [grunt] my... flesh..."
* "Peeling... flesh... peeling... flesh..."
* "END IT!"
* "So cold! So hungry!"
* "[grunts] No. More. Pain."
* "It hurts.. [sobs]"
* "Maggots, worms, f-feeding..."
* "Maggots, m-maggots everywhere!"
* "Why... why... why? Why!? Why."
* "SOMETHING'S CRAWLING IN MY THOUGHTS!"
Scab Captain

Damnation: 13,500 (x5)

Assassination mission target with a randomized name. Uses a regenerating shield that pushes players back when broken or regenerated. Is accompanied by waves of additional heretics that spawn during the fight.

Uses a combination of a ranged weapon (seemingly a type of bolter, plasma gun, or shotgun) and two-handed melee weapon (may be a crusher).

## Strategies

Captains should be engaged at close range, both for the bonus damage and to avoid them from using their ranged weapon (which at higher difficulties can take down most operatives in two to three shots).

Over time, while attacking in melee his shield will begin to glow red. Players should dodge out of the way when they see this (crouch-slide for extra range) as he will very shortly emit a short-range burst that both sends operatives flying backwards and immediately draining their Toughness.

A similar burst happens when the shield is depleted, however it does not deplete toughness. The shield will recharge once the captain has taken sufficient damage (somewhere between 1/6th and 1/4th of his total health). If you are using a high burst-damage weapon like the Crucis Thunder Hammer you can deal more damage than usual before the shield comes back up.

Chain weapons (chainsword, chainaxe, etc.) do not deal all of their damage in one burst so they cannot bypass shield protection like above, however their shredder is highly effective at damaging the shield itself.

## Quotes

**Encounter:**

* "More meat for the cauldron!"
* "Rend them limb from limb!"
* "Little bugs, scurrying underfoot!"

**Combat Taunt:**

* "Pain is a gift, let me share it with you!"
* "Hurts does it? I've only just started!"
* "Take these loyalists alive!"

## Trivia

The voice actor for Markus Kruber, Dan Mersh, voices some of the Traitor Captain variants.
Accatran Mk II Recon Lasgun

## Equipable On

Lasguns are the workhorse of the Astra Militarum. This recon pattern is a lighter carbine with a high rate of fire but low damage per shot.

## Attributes

### Rapid Fire

Ranged weapon that sacrifices accuracy for a high rate of fire

### High Capacity

A ranged weapon with increased ammo capacity

## Special

Turn on or off the weapon mounted torch. Useful in dark areas
Nomanus Mk VI Surge Force Staff

## Equipable On

*"Let your mind be the weapon. The staff is merely there to light the darkness."* - Primaris Psyker Glena Tor

Force staves are mighty weapons in the hands of a Psyker. Within the structure of the weapon is interwoven a powerful device called a Psi-Convector, formed into a precise serpentine shape which concentrates and directs psychic energy. If wielded by a non-psyker it simply functions as finely-crafted staff.

This pattern of stave generates an electric charge that damages and stuns nearby enemies. The current leaps from the psyker's hands from target to target, completing a chain of hops until finally grounding itself.

## Attributes

### Force Weapon

This weapon draws upon the power of the Warp and builds Perils in certain situations

### Charged Attack

This weapon can be charged to deliver a more powerful attack. The higher the charge level, the more damage is inflicted.

## Special

Combo attacks using the staff as a melee weapon

## Weapon Notes

* All enemies smaller than Monsters, including Mutants, are stunned for the duration of the shock.
	+ Currently this is the only weapon that can stun Mutants.
* While the shock is applied it only applies minimal damage until the ending snap.
	+ If the discharge is interrupted before that snap, the full damage is not dealt.
* The charged attack splits damage across multiple enemies.
	+ Due to the spread DPS, it will take multiple charges to actually kill a crowd.
	+ This weapon works well for support by increasing the critical chance and damage against shocked enemies.
* The maximum number of leaps appears to be 8. Charge level appears to increase the range and damage but not maximum number of targets.
* It does not require line of sight to discharge, only that all targets be in front of the wielder.
Scab Mauler

Scab Maulers are an Elite enemy type in the ranks of the Moebian 6th Regiment.

## Overview

Scab Maulers are armor clad juggernauts of the Moebian 6th. they are dressed head to toe in carapace armor and armed with a 2 handed variant of the Chainaxe.

Maulers are incredibly dangerous, they are capable of downing a player with just a few hits from their chainaxe. this combined with their armor that prevents them from being staggered through most conventional weapons makes them a nearly unstoppable force. Due to their armor Maulers have practically no soft spots or weakpoints.

Maulers are commonly found in either pairs or small groups of 3-4 depending on mission difficulty. unlike most other melee enemy types Maulers are quite slow, often times only jogging at a brisk pace to close the gap between themselves and their victims.

## Strategy

Maulers can be tricky to deal with for lower level players who do not have access to higher tier weapons. while they can be dispatched with standard ranged weapons, this will result in the player using a massive amount of ammo if the weapon lacks any kind of armor piercing ability.

Weapons that possess armor piercing abilities or traits like the Locke Mk IIb Spearhead Boltgun are a great choice as these will easily dispatch a Mauler with a few well placed shots. Melee weapons like the Cadia Mk IV Assault Chainsword or Ironhelm Mk IV Thunder Hammer are easily able to dispatch a Mauler when their alternate attacks are used. Furthermore most alternate melee attacks are capable of staggering Maulers which can provide players with a bit of breathing room and allow them to reposition out of the Maulers range.

The Psykers Nomanus Mk VI Surge Force Staff is capable of dispatching a Mauler quickly when its charged attack is used. Smite can also stun lock Maulers while damaging them making them easy targets for other players.

## Trivia

* According to a stat total image released by Fatshark, Scab Maulers are responsible for the most player deaths out of any enemy type.
Agripinaa Mk I Infantry Autogun

## Equipable On

Autogun is the general name for any rapid-firing automatic rifle reminiscent of M2-era battle rifles. A typical weapon may not be incredibly accurate or as reliable as lasgun, but will make up for it with a high rate of fire and cheap ammunition.

Many different patterns and models of autogun produced across the Imperium. Cheap and easy to produce on even the low-tech planets, autoguns are a staple weapon across the Imperium. The simple technology needed to manufacture autoguns makes them common on frontier worlds and also with gang members on Hive Worlds. Autoguns are not as common as the lasgun amongst Imperial Guard regiments, but they are still issued in substantial numbers, especially by second or third line planetary defense forces or militias.

This pattern of infantry autogun uses integrated iron sights to allow for more accurate shots.

## Attributes

### Rapid Fire

Ranged weapon that sacrifices accuracy for a high rate of fire

### Precise

Improved aim, rewarding careful selection of targets and ammo-efficient shots

## Special

Turn on or off the weapon mounted torch. Useful in dark areas.
Cosmetics

Cosmetics are items used to personalize your operative.

They can be acquired by completing penances, buying them at the Armory Exchange for Ordo Dockets or at the Commodore's Ventures for the premium currency Aquilas.

In the cosmetic menu there are 7 sub-menus, Head, Upper Body, Lower Body, Accessories, Frame, Insignia and Stances.

Weapons has their own cosmetics menu for Appearance and Trinkets, which can be obtained from all the same sources as Operative cosmetics.

## Penances

*Armour Skins, Weapon Skins, Weapon Trinkets, Frames, and Insignias*

Players can unlock different armour skins, frames, and weapon trinkets through various in-game achievements.

## Commissary

*Armour Skins and* *Weapon Skins*

The Commissary has penance set colour variations and Weapons camo cosmetics for each class.

## Commodore's Vestures

*Armour Skins, Weapon Skins, and Weapon Trinkets*

In the Commodore's Vestiges you can buy the in-game 'premium' cosmetics currency, Aquilas, and trade them for fashionable items.

## Frames

Frames can be acquired by completing Penances, leveling up, and playing during special events.

They are rewards for in-game progression. An equipped frame is visible around your character's portrait. Frames must be equipped on each Operative individually, but they can be used by any Operative in your collection.

## Insignias

Insignias can be acquired by completing Penances.

They are rewards for in-game progression. An equipped insignia is visible next to your character's portrait. Insignias must be equipped on each Operative individually, but they can be used by any Operative in your collection.
Poxwalkers

Poxwalkers are victims of the so-called Walking Pox who have died, only to rise again. The fate of these poor souls is especially cruel as their souls remain trapped in their dead bodies, conscious and aware of all that happens. These living corpses stagger around in search of living meat to feast on, their faces forever trapped in a rictus grin. When injured, puss and maggots will explode from their wounds instead of any normal blood and viscera. Destroying them is truly a mercy. Groaners typically carry a variety of crude melee weapons, such as pipes, gearhead axes, and other improvised and low-quality weapons.

Their flesh is more resilient than that of an average Groaner due to the advanced state of infestation and decay. The Walking Pox can be transmitted not only by their touch but also by their horrible groan. Those with true faith may be protected against infection.

As of patch 13, large stationary groups of 20+ are no longer found during missions.

### Map Specific Clothing Variety

Each map has unique clothing variations for both the hordes of **poxwalkers** and groaners to better reflect the former civilian population of the area.
Scab Stalker

Scab Stalkers are a Scab-type enemy commonly found in hordes and patrols. They are armored in less places than Shooters, but have more health (though still less than Bruisers). Stalkers are armed with a lasgun and sword, plus head and chest body armor. They commonly show up in groups, but typically appear less commonly than Bruisers and Shooters.
Dreg Shotgunner

An Elite enemy armed with a powerful shotgun. They are of little threat at long range but can do large amounts of damage to the player at short range. If forced into melee combat they will switch to a close combat weapon instead.

They can be difficult to approach due to their high damage and knockback. They will not change to melee until a player is at point-blank range, which is quite dangerous at higher difficulties.

The enemy firing cue (flash and audio stinger) are not timed like other shooters. You should not dodge immediately on hearing/seeing the cue but instead immediately *after*, otherwise you will be shot just after your dodge completes.
Enginseer Kayex-8

> *"The solace of unfunction, delivered by imprecise hands. It will serve." -Kayex*
>
>

## Allegiance

### Faction

Adeptus Mechanicus,House Brahms, Inquisition

## Informative

### Personality

Solemn, Dutiful, Devout

An Enginseer in service of Shipmistress Brahms, Kayex-8 has studied Tertium's systems having made a deep system-study of an area of Hive Tertium that includes the Carnival district's Warrens 6-19. He wishes to see Tertium restored and the children of the Omnissiah freed from heretic hands.

The enginseer assists Hadron in directing the strike team by searching the fusion-grid for any anomalies likely linked to the blighted stimm production facility in the area. As the strike team proceeds deeper into the district and uncover the Alchem Refinery for stimms.

Kayex-8 becomes more enraged by the heretics' blasphemy and torture of the Omnissiah's holy machines as the team proceeds deeper into the district.

## Hadron and Kayex

As Hadron and Kayex interact, it is apparent that he is a more devout and zealous adherent to the Cult Mechanicus (Cult of the Machine) than Hadron. Kayex often speaks of the machines and technology as living being rather than tools, as Hadron is more inclined to.

They are both of similar mid-rankings in the in their respective disciplines within the Adeptus Mechanicus. Enginseers are part of the Divisio Fabricator and Technoarchaeologists the Divisio Archaeos. Hadron, of course, has some Inquisitorial backing from the Imperium. So she holds some additional sway in joint Imperium-Adeptus Mechanicus affairs.

## Quotes // Warrens 6-19

   Disruption // Hadron (+**Kayex**), Morrow (+Rannick), Zola (+Krall)

Head into the back alleys of the Carnival. Wyrmwood agents report increased traitor activity and a worrying rise in Stimm use. Find out what you can and destroy any facilities you uncover.

### Mission Transcript

Transcript of Hadron (+**Kayex**) dialogue.
Shrine of the Omnissiah

## Overview

Hadron Omega-7-7 is running this shop. Inside, the player can entreat her in order to upgrade or adjust their weapons. Following patch 4, rejects can now *Consecrate*, *Refine*, *Re-Bless* a weapon and *Earn Blessing* from it. This station is unlocked for a character at level 4.

The cost of the Shrine actions will adjust based on the rating of the item being modified. This makes it much more viable for modification at lower levels over the course of progression within the game.

## Entreat Hadron

Talking to Hadron allows the player to upgrade their gear (Weapons and Curios).

### Consecrate

When selecting a gear (a ranged weapon, melee weapon or curio), this option will upgrade the player item rating and add another perk to it in exchange for Plasteel and Diamanite. No Diamantine is required to upgrade to the Anointed (Blue rarity) level. Together with purchasing Weapons directly from Brunt’s Armoury, this makes it easier to upgrade and earn Blessings as desired.

### Refine Item

This option allows the reject to replace one of the Perks inside the selected gear by one of Hadrons' chosing (means a random one). This replacement will costs Plasteel and Diamanite.

* Once a Perk has been replaced, other Perks on the same item cannot be modified.
* After refining the same item several times, each attempt will costs less materials, to the point that any other attempt will be free.

### Re-Bless

Selecting this option allows the reject to change a Blessing on a weapon, by swapping out an existing Blessing on a weapon with one of his earned Blessings. Each weapon pattern has unique Blessings available to them, and he can only swap these with Blessings belonging to the same pattern.

When re-Blessing, he must choose an existing Blessing to replace on the weapon; if this weapon has another Blessing it will be locked in place.

### Earn Blessing

This option allows the reject to extract a Blessing from a weapon in his inventory, by clicking on "Surrender Weapon". This will sacrifice the weapon in the process. After extracting the Blessing, he will earn the permanent ability to use this Blessing on another weapon of the same mark. Earned Blessings are shared between all characters on the account. It can be a good strategy to buy a weapon from Sire Melk's Requisititorium in order to obtain a desirable level 3 or 4 blessing to be "surrendered" at the Shrine to use on another weapon.