Warhammer 40,000: Darktide

Warhammer 40,000: Darktide

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Horde, Special and Monster Spawn Times
By Combine00
why are there so many specials, and where are the hordes
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small notes
timers can be modified by a ramp period, where they become roughly 60% faster. for example, a coordinated strike could go from 70s down to 28ish seconds because of ramp
rush intervention is more about being separated from another player
Specials
The max amount of same type enemies that can spawn:
Mutants: 3
Pox Hounds: 2
Scab Bomber : 3
Pox Burster: 2
Scab Trapper: 2
Scab Sniper: 2
Scab Flamer: 2
Dreg Flamer: 2

Disabler target chance vs alone players:
There is a 50% chance Scab Trappers will target the alone player, a 75% chance for hounds to target the alone player and a 25% chance a mutant will

The specials that will coordinate a strike:
Pox Hounds, Scab Bomber, Scab Trapper, Mutants, Flamers

The specials that spawn for rush prevention
Pox Hounds, Mutants

The specials that spawn for speedrun prevention
Pox Hounds, Mutants, Scab Trapper

Special Pacing
Sedition (Tier 1):
10% chance for coordinated strike, with with 120 seconds to 160 seconds between strikes. A strike will have 2 enemies attacking at once.

Specials cap at 3, and spawn with a 140 seconds to 300 seconds range

Time between rush prevention is 150 seconds to 250 seconds, and happen after 80 units of distance.

There is no speedrun prevention (from what I saw)

Uprising (Tier 2):
10% chance for coordinated strike, with with 100 seconds to 120 seconds between strikes. A strike will have 2 enemies attacking at once.

Specials cap at 3, and spawn with a 120 seconds to 280 seconds range

Time between rush prevention is 80 seconds to 120 seconds, and happen after 60 units of distance.

Speedrun Prevention has a 20 to 40 second cooldown, checking for a distance of 12 units every 5 seconds and is triggered after 4 checks.

Malice (Tier 3):
12.5% chance for coordinated strike, with with 80 seconds to 100 seconds between strikes. A strike will have 3 enemies attacking at once.

Specials cap at 4, and spawn with a 110 seconds to 250 seconds range

Time between rush prevention is 60 seconds to 100 seconds, and happen after 50 units of distance.

Speedrun Prevention has a 20 to 40 second cooldown, checking for a distance of 12 units every 5 seconds and is triggered after 4 checks.

Heresy (Tier 4)
:
15% chance for coordinated strike, with with 80 seconds to 160 seconds between strikes. A strike will have 5 enemies attacking at once.

Specials cap at 5, and spawn with a 90 seconds to 230 seconds range

Time between rush prevention is 50 seconds to 80 seconds, and happen after 45 units of distance.

Speedrun Prevention has a 10 to 20 second cooldown, checking for a distance of 12 units every 5 seconds and is triggered after 4 checks.

Damnation (Tier 5):
15% chance for coordinated strike, with with 70 seconds to 140 seconds between strikes. A strike will have 6 enemies attacking at once.

Specials cap at 6, and spawn with a 70 seconds to 200 seconds range

Time between rush prevention is 30 seconds to 50 seconds, and happen after 40 units of distance.

Speedrun Prevention has a 10 to 15 second cooldown, checking for a distance of 12 units every 5 seconds and is triggered after 4 checks.

Preventions and Exceptions

There are a few situations where specials can exceed cap: During rush prevention, speedrun prevention, mutators and events. They spawn separate of special caps and will exceed same-type parameters

Rush prevention is when one player rushes ahead a certain distance and specials will spawn on the loneliest player, speedrun prevention happens when you move quickly through a map in short periods of time and specials will spawn on furthest player for the most part, but will sometimes spawn behind too.
Hordes
Horde Pacing
Sedition (Tier 1):
Max active enemies is 90, there are 17 seconds between horde waves and they spawn between 300 and 450 seconds. Ambush hordes have 1 wave and top at 50 active enemies, other hordes have 3 waves. There is a 150 unit to 190 unit distance travel requirement for horde to spawn.

Trickle hordes spawn between 40 seconds and 45 seconds, with a travel distance between 90 and 180 units.

Uprising (Tier 2):
Max active enemies is 90, there are 15 seconds between horde waves and they spawn between 260 and 420 seconds. Ambush hordes have 1 wave and top at 50 active enemies, other hordes have 3 waves. There is a 120 unit to 170 unit distance travel requirement for horde to spawn.

Trickle hordes spawn between 40 seconds and 45 seconds, with a travel distance between 70 and 140 units.

Malice (Tier 3):
Max active enemies is 100, there are 10 seconds between horde waves and they spawn between 230 and 400 seconds. Ambush hordes have 1 wave and top at 50 active enemies, other hordes have 3 waves. There is a 80 unit to 130 unit distance travel requirement for horde to spawn.

Trickle hordes spawn between 40 seconds and 45 seconds, with a travel distance between 40 and 90 units.

Heresy (Tier 4):
Max active enemies is 110, there are 10 seconds between horde waves and they spawn between 210 and 340 seconds. Ambush hordes have 1 wave and top at 60 active enemies, other hordes have 3 waves. There is a 50 unit to 80 unit distance travel requirement for horde to spawn.

Trickle hordes spawn between 40 seconds and 45 seconds, with a travel distance between 40 and 75 units.

Damnation (Tier 5):
Max active enemies is 120, there are 10 seconds between horde waves and they spawn between 140 and 280 seconds. Ambush hordes have 1 wave and top at 70 active enemies, other hordes have 3 waves. There is a 40 unit to 70 unit distance travel requirement for horde to spawn.

Trickle hordes spawn between 40 seconds and 45 seconds, with a travel distance between 40 and 75 units.

There are different types of horde: Ambush, Far Vector, Trickle and Flood.
They are self explanatory: Ambush are the ambush hordes, Far Vectors are the horde waves you see just ambiently around (which spawn instead of ambush hordes, both just happen on timers), Trickle are enemies that spawn in groups that "trickle" in to keep you entertained, and Flood are the hordes that have the warcry.


This is meant to be more esoteric and not really meant as something that really matters unless you really want to minmax pacing or are purely curious about the pacing settings.

High intensity will change both special and horde pacing. There is a 1.5x modifier on max alive specials, and their spawn time range is halved (so there are 50% more specials and they spawn twice as fast).
Hordes timers are 10% of the time, with a 1 unit distance requirement. (So if you dont progress you will still get hordes).
It does other things but those are most relevant
Monsters
Number per https://github.com/Aussiemon/Darktide-Source-Code/blob/9afa8db645b2025a5afe019be66f118cbe53bd36/scripts/managers/pacing/monster_pacing/templates/renegade_monster_pacing_template.lua

Might have more or less than stated, and sometimes (specifically on sedition) you might just get 1 of each.

Per Blooddrunk
"i got a dh on sedition so that 0 witches might be wrong"

Sedition (Tier 1):
Range of 0 - 1 Bosses
0 Witches
Plague Ogryns pause horde pacing for 60 seconds, trickle horde pacing for 40 seconds and specials for 50 seconds
Beast of Nurgle pause horde pacing for 60 seconds, trickle horde pacing for 40 seconds and specials for 50 seconds
Daemonhost will despawn when you move 65 units away and it is passive.

Uprising (Tier 2):
Range of 0 - 1 Bosses
Range of 0 - 1 Witches
With an empty boss trigger, there is a chance that it is replaced with a patrol
Plague Ogryns pause horde pacing for 50 seconds, trickle horde pacing for 20 seconds and specials for 20 seconds
Beast of Nurgle pause horde pacing for 50 seconds, trickle horde pacing for 20 seconds and specials for 20 seconds
Daemonhost will despawn when you move 65 units away and it is passive.

Malice (Tier 3):
Range of 0 - 1 Bosses
Range of 0 - 1 Witches
With an empty boss trigger, there is a chance that it is replaced with a patrol
Plague Ogryns pause horde pacing for 20 seconds, and specials for 15 second. Does not pause trickle horde.
Beast of Nurgle pause horde pacing for 20 seconds, and specials for 15 second. Does not pause trickle horde.
Daemonhost will despawn when you move 65 units away and it is passive.

Heresy (Tier 4):
Range of 0 - 2 Bosses
Range of 0 - 2 Witches
With an empty boss trigger, there is a chance that it is replaced with a patrol
Plague Ogryn does not pause pacing.
Beast of Nurgle does not pause pacing.
Daemonhost will despawn when you move 65 units away and it is passive.

Damnation (Tier 5):
Range of 1 - 2 Bosses
Range of 0 - 2 Witches
With an empty boss trigger, there is a chance that it is replaced with a patrol
Plague Ogryn does not pause pacing.
Beast of Nurgle does not pause pacing.
Daemonhost will despawn when you move 65 units away and it is passive.
Patrol Comps (Scab)
Sedition (Tier 1):
Comp A:
2x Scab Shotgunner
6x Scab Stalker

Comp B:
2x Scab Gunner
6x Scab Shooter

Comp C:
2x Scab Mauler
6x Scab Bruiser

Uprising (Tier 2):
Comp A:
4x Scab Shotgunner
6x Scab Stalker

Comp B:
3x Scab Gunner
6x Scab Shooter

Comp C:
3x Scab Mauler
6x Scab Bruiser

Malice (Tier 3):
Comp A:
4x Scab Shotgunner
9x Scab Stalker

Comp B:
5x Scab Gunner
8x Scab Shooter

Comp C:
5x Scab Mauler
8x Scab Bruiser

Heresy (Tier 4):
Comp A:
4x Scab Shotgunner
12x Scab Stalker

Comp B:
6x Scab Gunner
10x Scab Shooter

Comp C:
6x Scab Mauler
10x Scab Bruiser

Comp D:
4x Crusher
2x Scab Mauler

Comp E:
4x Bulwark
2x Scab Mauler

Comp F:
4x Reaper
2x Scab Gunner

Damnation (Tier 5):
Comp A:
6x Scab Shotgunner
8x Scab Stalker
2x Bulwark

Comp B:
8x Scab Gunner
6x Scab Shooter
1x Bulwark
1x Reaper

Comp C:
8x Scab Mauler
6x Scab Bruiser
2x Crusher

Comp D:
9x Crusher

Comp E:
9x Bulwark

Comp F:
9x Reaper

CompG:
15x Scab Mauler

Comp H:
15x Scab Gunner
Patrol Comps (Dreg)
Sedition (Tier 1):
Comp A:
2x Dreg Shotgunner
6x Dreg Stalker

Comp B:
2x Dreg Gunner
6x Dreg Stalker

Comp C:
2x Dreg Rager
6x Dreg Bruiser

Uprising (Tier 2):
Comp A:
4x Dreg Shotgunner
6x Dreg Stalker

Comp B:
3x Dreg Gunner
6x Dreg Stalker

Comp C:
3x Dreg Rager
6x Dreg Bruiser

Malice (Tier 3):
Comp A:
4x Dreg Shotgunner
9x Dreg Stalker

Comp B:
5x Dreg Gunner
8x Dreg Stalker

Comp C:
5x Dreg Rager
8x Dreg Bruiser

Heresy (Tier 4):
Comp A:
4x Dreg Shotgunner
12x Dreg Stalker

Comp B:
6x Dreg Gunner
10x Dreg Stalker

Comp C:
6x Dreg Rager
10x Dreg Bruiser

Comp D:
7x Crusher

Comp F:
7x Bulwark

Comp G:
7x Reaper

Comp H:
12x Dreg Rager

Comp i:
12x Dreg Gunner

Damnation(Tier 5):
Comp A:
6x Dreg Shotgunner
8x Dreg Stalker
2x Bulwark

Comp B:
8x Dreg Gunner
6x Dreg Stalker
1x Bulwark
1x Reaper

Comp C:
8x Dreg Rager
6x Dreg Bruiser
2x Crusher

Comp D:
9x Crusher

Comp F:
9x Bulwark

Comp G:
9x Reaper

Comp H:
15x Dreg Rager

Comp i:
15x Dreg Gunner
54 Comments
Xariann 20 Nov, 2023 @ 1:01am 
It would be amazing if you could update it for patch 15! Thanks for this.
Combine00  [author] 4 May, 2023 @ 8:35am 
Combine00  [author] 18 Apr, 2023 @ 4:51pm 
@kungfupandah huh, weird. youre right. apparently update from last month did it
kungfupandah 18 Apr, 2023 @ 12:37pm 
Any changes in the patrol compositions? They seemed to have shadow dropped crusher patrols that get to around 6 in damnation
Combine00  [author] 13 Mar, 2023 @ 11:43am 
@Blooddrunk how weird, ill add a note to that section
Blooddrunk 13 Mar, 2023 @ 12:48am 
ok i got a game with both a witch and a boss in sedition no modifiers https://streamable.com/ih4j58
Combine00  [author] 7 Mar, 2023 @ 9:14am 
@Blooddrunk daemonhost have a witches and boss tag, so it could be that they can spawn in either. if you didnt have any boss in that run it could seem possible, best way to test would be to do a lights out since it fills witch triggers and makes bosses only witches (which may just be done by disabling other bosses spawning) and seeing if theres ever more than 1 witch
https://github.com/Aussiemon/Darktide-Source-Code/blob/9afa8db645b2025a5afe019be66f118cbe53bd36/scripts/settings/breed/breeds/chaos/chaos_daemonhost_breed.lua#L58
Blooddrunk 7 Mar, 2023 @ 12:37am 
i got a dh on sedition so that 0 witches might be wrong