I go for the third option: tell the
Grand Master that the mission is
going exactly as planned. He buys it,
and seeing as we’re doing so well in
our campaign (which we’re really
not) he diverts our
requisitions and
armoury access to some
other chapter that
needs them more. My
reluctance to attribute
blame has meant I’ve
stayed onside with my
crewmates, but have
also ensured that the
next two months of our campaign are
going to be particularly gruelling.
And here I was thinking that
Daemonhunters would be a
straightforward turn-based tactics
game, content to tweak those sturdy
XCOM foundations for the
marketable mythos of Warhammer
40,000. Yes, you’ll spend most of your
time on the battlefield, hopping
between planets in four-man squads
to combat a cosmic pox propagated
by the Plague God Nurgle, but while
Daemonhunters executes its combat
very well, it also succeeds at all the
stuff between the missions.
There is
schmoozing, politicking
and appeasement,
space battles, and
text-based events,
research and ship
repair. You pick the
pace at which you
progress through the
campaign, you balance
the conflicting interests of your
frustrated, fractious crew. You’re an
active character in a compelling,
well-written space opera, and your
decisions as commander of the good
ship Baleful Edict are just as
important as your feats in battle.
Each crewmate on the upper
decks of the ship has their own
priorities within the larger conflict.
Brother Ectar is a resolute Grey
Knight veteran who’s fiercely loyal to
his fellow marines, while Vakir is an
arrogant but dedicated (but mostly
arrogant) Inquisitor who believes that
marines are expendable in the
mission to understand and stop the
Bloom. Then there’s Lucete, the
charmingly robotic Tech-Priest who’ll
often interrupt the other two’s
squabbling while preaching the
importance of non-emotion.
There’ll be times, for instance,
when Ectar will insist on observing
Grey Knight traditions, such as
organised fights between Marines or
even dedicated days of meditation.
Going through with these rituals will
boost morale and grant XP buffs for
your Marines, but frustrate the
single-minded Inquisitor, with whom
you’ll suffer a penalty to research
speed. You couldn’t have picked a less
compatible group of people, but even
though they’re all rather aloof and
often too embroiled in their personal
missions to see the bigger picture,
they’re well characterised through
solid writing, plentiful dialogue
options, and surprisingly expressive
cutscenes and animation. Hanging
over these onboard politics are
regular reports to the Grand Master,
with whom you’ll need to tread
carefully if you want to be able to
upgrade your recruits and equipment.
BLOOM TOWN
But the greatest threat is the Bloom,
the Nurgle-driven disease which
breaks out on random star systems as
you travel between them. Should you
fail to reach an outbreak on time and
quell it with your squad, that planet
will gain a point of Corruption, which
will make future missions there
harder and increase the likelihood of
Bloom spreading to other systems.
It’s pretty much the core system of
the board game Pandemic – which
any fan will attest is masterful at
generating tension. With that as a
foundation, and the fact that your
ship is seriously under-equipped at
the start of the game, it makes every
G
rand Master Kai looms over my crew via hologram like a
Greek cybergod. It’s our bimonthly report and he’s not
happy. Our Inquisitor’s desire to procure knowledge about
the Nurgle plague has accelerated its spread, and he wants to
know who’s responsible. Do I cover up for Inquisitor Vakir
and piss off Brother Ectar, or do I throw Vakir under the bus? Whatever I
do, someone will be unhappy, and that will have knock-on effects.
CONTROLLED CHAOS
Dealing with cosmic plagues in WARHAMMER 40,000: CHAOS GATE – DAEMONHUNTERS
By Robert Zak
The greatest
threat is the
Bloom, the
Nurgle-driven
disease
NEED TO KNOW
WHAT IS IT?
A turn-based tactics
game about combating
a cosmic plague.
EXPECT TO PAY
£35
DEVELOPER
Complex Games
PUBLISHER
Frontier Foundry
REVIEWED ON
Ryzen 7 5800H, Nvidia
GeForce 3070 (mobile),
16GB RAM
MULTIPLAYER
No
LINK
chaosgate.com
EVIL EVOLUTION
Warp Surges trigger progressive mutations in the enemy
STAGE 0
An entirely
unmutated cultist of
Nurgle, rather
wishing he didn’t
have to fight Grey
Knights.
STAGE 1
This Plague Marine
has grown a big horn.
May not seem like
much, but it’s the
first step on the path
to greatness.
S T A G E 2
A betentacled hand
and a tumor-ridden
foot – what greater
blessing could a
cultist ask for from
the Lord of Disease?
STAGE 3
Horns and a mouth in
his gut helps this
Plaguebearer stand
out from the crowd
- and eat two lunches
at once.
S T A G E 4
With a grimacing face
on his shoulder and
an even bigger
stomach-maw, this
guy’s got a lot of
mouths to feed.
Warhammer 40,000: Chaos Gate – Daemonhunters
REVIEW