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Genestealer cults have a few unique units on the tabletop but they can utilise Imperial tech and Tyranid as allies on the tabletop. Essentially it would be a faction of GSC specific units, Imperial Guard and Tyranids in game.
/thread
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As they are a rebellion, there could be some interesting mechanics with invoking loyalty issues within enemy cities. I could see them getting some similar abilities to the Tau, with recruiting AI units like the wandering Neophytes (bringing them back into the fold).
GSC units would mostly have low health, but the potential of high damage (making them glass cannons), and as such most of their infantry would likely die in 1 or 2 attacks. Most research upgrades would likely just increase their damage output (ex. flamers for infantry and industrial weapons for armored units).
There could be a possible ability added where they can capture enemy vehicles.
They would also be a very hero centered faction, as roughly half of the GSC roster is made up of independent characters, which I think would be very unique.
They would also include genestealers of course, as a fast anti-infantry unit.
They are of course missing a flyer unit, as I have seen people mention before. Which could present an issue with moving around the map (especially ones with water). But I think any movement ability they could get, related to digging underground, could help settle that issue.
Their closest similar faction would be the Imperial Guard, however that could be said of Space Marines and Sisters of Battle, yet here we are, a nice new faction in the game.
The lower and mid tiers are well and truly covered by the current model range for the faction. They have about 20 different unit types which is more than enough to flesh out a roster. Even converting some of the heroes to units if necessary, ala Space Marine Apothecaries.
The high tiers could be fleshed out by Guard Flyers and Heavy Vehicles (looking at you Tier 10 Shadow Sword). Imperial Guard have a huge array of vehicle models and variants that can be easily pulled from and remain unique.
Apart from the roster there are some areas that could be looked into to differentiate them for the current factions.
* Emphasize Influence mechanics and upkeep, which could represent the cults hold over all their units.
* I like the idea of unit stealing, which would be some nice design space to explore.
* Add a variation on the synapse mechanic found in the Tyranids.
However I do think their addition is quite unlikely. I would really love to see them in the game but not before Dark Eldar.
Apothecaries are not heroes though. They are normal troops, they just attach to other squads instead of being their own squad which was probably done for gameplay reasons in Gladius.
Thematically they're a fun mix of Lovecraftian horror and heroic rebellion against an oppressive regime with a heavy helping of classic sci fi horror tropes. They got alien hybrids, mad scientists, mutant experiments, and evil psychic powers all wrapped up in deep space mining equipment reminiscent of the Aliens franchise. Like the orks the cults can cover the full range between funny, campy nonsense to legitimately being one of the most terrifying and grimdark factions in the entire setting, which makes them very flexible in how you present them.
In terms of gameplay they make for an interesting stealth and ambush army. They rely a lot on numbers and massed shooting like the Guard, but they don't form shooting lines like the Guard and Tau do. They use hit and run tactics and surprise attacks to overwhelm their foes.
I imagine them as being able to move units around the map underground short distances so they can disappear and pop out on the enemy's flank the next round. Fighting them should feel like a game of wack-a-mole where you take heavy casualties every time they spring up, but where if you catch them out in the open they'll fold pretty quickly. Ideally it should be hard to gauge their numbers too, as you never know how many of their troops are hidden in reserve.
They'd also be an army that relies way more on heroes and agent-like units than anyone else. Most of their roster are single operatives that are meant to support their actual troops on a wide variety of ways. Their army should be terrifying when supported by these units but fairly weak and disorganized when these single entity champions are missing. A couple units of Aberrants are scary, but they're truly terrifying when supported by a Biophagus and a Primus.
Another fun mechanic they could have is stealing vehicles from other factions, if just giving them a couple Imperial Guard vehicles seems too boring. The cults are infamous for getting their grimy, clawed hands all over the Imperium's stuff. You could take it a step further and give Genestealers an ability for the Genestealer's Kiss, in which they infect enemy infantry so that they join the Broodmind if they attack a unit and do say, 50% or more of their health bar in damage without killing them. Necrons and Tyranids would be immune to this, but everyone else is fair game.
That is more or less how the Genestealer Cults win wars. Sneak attacks, petty theft, and subversion of enemy forces to their own cause. They're a faction that won't win in an all out brawl so they do everything in their power to undermine their enemy before battle lines are drawn.
If anything it might work better in Gladius because Gladius can simulate underground movement a lot easier than the tabletop. The Tabletop has to abstract it heavily while units can literally move unseen across the map in Gladius if the devs wants them to be able to.
The Genestealer Cult's crossfire mechanic would translate pretty well to Gladius too. This mechanic basically means that if they're shooting at you from two different angles they do substantial bonus damage. This would further encourage the Cults to use their underground movement and stealth units to flank their opponent, as that'd be how they cut down heavier infantry.
Playing against them you'd always need to watch your flanks and try to out-play their ambushes with overwatch in key locations while the Cults player tries to find or just make openings to pull off their crossfire attacks.
And of course, the Cults have some pretty terrifying melee options. They aren't pure shooty like the guard. Purestrain genestealers are terrifying once they get close, and aberrants are big, beefy shock infantry that can rip a part vehicles if they get their sledgehammers on them. The trick is actually getting those units into melee, as they don't have the sheer armor of the space marines.
The faction has a lot of potential for fun tactics and counterplay.