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Genestealers appeared in every Space Hulk game. Whereas Drukhari have yet to make an experience, although they’ll get one in the upcoming Rogue Trader game.
Genestealer Cultists were in Deathwing. Albeit, only a few types.
As much as I'd like to see GSC, too, they don't have many core units - there are many characters. Dark Eldar dlc is far more likely.
I referred to both the tabletop Space Hulk games and the video games like Space Hulk: Deathwing. You’re right about Soulstorm, I confused them for a modded addition.
I very much agree with all of this. The continued absence of Genestealers from Tyranid roster gives me hope that Genestealer Cult is at least considered as a possible faction in Gladius. I think they have massive potential for some completely new and unique infiltration and hostile takeover type game mechanisms. Their units offer a compelling mix of mundane and monstrous while their faction quest pretty much writes itself.
Genestealer army list is pretty short and heavy on heroes but I think they have enough for a standard Gladius faction. One example of Genestealer Cult list in Gladius could be something like this:
Heroes (4)
Primus (combatant, buffer)
Magus (psychic, healer?)
Jackal Alphus (buffer, sniper)
Patriarch (super unit)
Infantry (7)
Brood Brothers (settlers?)
Neophyte Hybrids (standard ranged)
Acolyte Hybrids (anti-inf melee)
Atalan Jackals (on dirtcycles, scan, shotguns+melee, repair unit?)
Hybrid Metamorphs (anti-armour melee)
Aberrants (tanky melee)
Purestrain Genestealers (fast, deadly, large squad size for late infantry)
Vehicle/Monstrous (7)
Wolfquads (mining lasers, light anti-armour, 2-3 models)
Achilles Ridgerunner (mortar, indirect artillery)
Goliath Truck (transport, fire support)
Goliath Rockgrinder (melee vehicle)
Abominants (even tankier and melee'er, 2-3 models)
Leman Russ variant (e.g. Demolisher, melta/plasma sponsons from research)
Baneblade variant (e.g. Doomhammer: tier 10 armor breaker, transport)
Air (1)
Arvus Lighter (cheap, mainly a transport)
Fortification (1)
Fortified Ruins (deployed on imperial ruins, can shoot when garrisoned, only visible from 1 tile range unless scanned, essentially an ambush setup)
That would be 20 units and that's without breaking any Gladius conventions (which are by no means set in stone). For comparison, Chaos Space Marines have 22 Units: [Heroes 4, Infantry 8, Veh/Monst 8, Flyers 1, Fort 1] and after one unit pack the Adepta Sororitas have 19 units: [Heroes 3, Infantry 8, Veh/Monst 6, Flyer 2].
Someone might shriek at the thought of GC using Imperial Guard vehicles that are already in the game, but A) That is highly thematic for the Cults, and B) It's no more sharing than what's already taking place between Space Marines, Chaos Space marines and Adepta Sororitas.
Ideally I'd like to see as many new factions in the game as possible but Genestealer Cults are definitely my most anticipated of all the armies that remain. Dark Eldar are a distant second.
p.s. I was also disappointed that Darktide went with the genre standard zombies. Genestealer Cults would have made for such novel, varied and fresh enemies by comparison. Maybe in some future Darktide DLC...
edit. Added some details on possible unit role/purpose to the list.
Some mechanics I'd expect to be widespread among the GC would be temporary ranged damage reduction and reaction fire avoidance. In addition, units like Acolyte Hybrids and Hybrid Metamorphs could have an "ambusher" trait that would allow them to do a melee attack as part of their reaction fire. These mechanics (together with the fortification described in previous post) would emphasize the use of prepared ambushes.
Blasting Charges and Demolition Charges would be the unlockable explosives for select infantry (with the two types likely falling somewhere between Frag and Krak, and Krak and Melta Bomb respectively). Regular Frag Grenade would also be an option but it seem a bit redundant. Another interesting detail about Demolition Charges is that the Goliaths can have a "Cache" of them, which would mean an extra blast attack by the vehicle when transporting infantry. Similar cache would also be fitting for the fortifications.
The suggested Fortified Ruins structure could be laid down by Brood Brothers and Neophyte Hybrids, maybe even Atalan Jackals. When garrisoned it would have an attack (e.g. Autoguns/Heavy Stubbers, Mining Lasers and Demolition charge cache with research). The Fortification could also serve as a transportation point for tunneling/concealed movement action that would allow GC infantry and heroes to travel between cities and fortifications. Unlike the existing "teleportations" (Eldar, Necron, Drop Pod), the transition from one site to the next could take one or more turns (depending on the distance) with the unit "off" the map for the duration. The tunneling unit could be displayed greyed out in the target garrison with the remaining turns shown, which would set a cap on the tunnelling capacity without having to make it cost resources. This would give GC some thematic sneaky mobility and force the opponent to search for the hidden fortification (i.e. an ambush opportunity) to stop the stream of GC infantry.
Brood Brothers and Neophyte Hybrids could have an ability to "go underground" in enemy city centers. If the units make it next to the enemy city they could disband themselves to the city (bit like the chaos cultist sacrifice) to earn Research and Influence as well as lower the target city Loyalty for duration.
In terms of unit production buildings the GC could do something a bit different: Starting building ("Hidden Imperial cache") could produce the Brood Brothers, Leman Russ, Doomhammer and Arvus Lighter. One building for heroes, one for Cult infantry/monstrous units and one for Cult vehicles. With low research, building and resource investment, the Arvus Lighter would allow the GC to move its infantry to unexpected areas and set up fortified ruins there.
When it comes to the grim-dark market economy of the 3rd millennium, Genestealer Cults also have a few units that could be added in the annual unit pack DLCs. They have a large selection of heroes, most of which could be viable DLC additions since there's no real reason why a Gladius faction couldn't have more heroes than typical. As a more conventional solution, any one of Acolytes, Metamorphs, Aberrants and Abominants could be left out for a future DLC without creating a major gap in the GC unit roster. (Maybe even two as long they aren't Metamorphs and Aberrants which would leave quite a big gap between Acolytes and Abominants.)
These quick ideas are of course just the tip of the iceberg when it comes to the many possibilities of Genestealer Cult faction in Gladius. I don't think there's any truth in the arguments that they don't have enough going for them to make a complete Gladius faction or that they wouldn't be competitive in Gladius. It would be such a huge shame if they never made it to the game and I really hope they will be the next added faction.