Add Zoats to the Genestealer Cults

Add Zoats to the Genestealer Cults

Zoats! Psychic ambassadors/spies of the early Hive Fleets, either engineered or enslaved (or enslaved and retro-engineered) to undermine and assess the galaxy ahead of the Tyranid arrival.

Functionally independent of the Hive Mind, we can assume they acted as a 'symbiotic' species for the Tyranids, like pilot fish for sharks (or the Silver Surfer for Galactus), up until the Hive Fleets determined the relationship had outlasted its benefits, and began reacting to absorb their biomass... a fate which at least some Zoats escaped, such as the Forerunner and Archivist, who both made their way to the Blackstone Fortress.

A symbiotic, semi-independent species that serves the Tyranids until being consumed... sounds familiar?

I think Zoats would fit perfectly into the Genestealer Cults, having learned to 'hack' each Broodmind's psychic IFF to recognise them as friendly heralds of the Star Children. Some of them might act as wandering 'mercenaries', passing through and using the Cult as a safe haven before moving on once their goals are achieved. Others might try to outright usurp effective control of a Cult, positioning themselves as long-term 'advisors' to the parasitised Patriarch.

I wouldn't want them to be a major chunk of the faction, but Zoats could add a new visual angle to the GSC roster, expanding them beyond "space miners", "xenomorph mutants", and "Illuminati cultists". They'd also potentially open up more outlandish alien technology, contributed or adapted from Imperial tech by Zoat technologists.

u/revlid — 13 hours ago

Why do you think Corpse-grinder Cults got abandoned?

Almost every "real" gang in the game has a plastic gang box, a plastic weapon/upgrade set, one or more plastic boxes of specialists, elites, and/or juves, plus a resin specialist/character or two (or three, or four...). Most also have a vehicle and/or bikes. The exceptions are the Malstrain Genestealer Cult and the Spryers, both of which are unconventional gangs and also both the newest to be introduced.

Oh, and the Corpse-grinder Cults, who after seven years have a single gang box and one resin bounty hunter. Five years after their release, they also got a resin weapon set.

Palanite Enforcers were released in the same box, and now have three plastic ganger boxes (four if you count Justicars), a plastic weapon/upgrade sprue, plastic big guys, a plastic vehicle, and four-odd resin character sets.

And they're not a huge outlier! The two more recent gangs, Ash Waste Nomads and Ironhead Squats, each have three plastic ganger boxes, a plastic weapon/upgrade sprue, plastic mounted gangers, and a variety of resin specialists, characters, and big guys (plus the Squat tank).

It's *specifically* the Corpse-grinder Cults who have been left on the cutting room floor. No plastic weapons and upgrades, no possessed ghouls or gory ritualists, no corpse-golem big guy or bone-gnawer pets, no Cargo-8 upgrade sprue to make a corpse-harvesting food truck.

Why do you think the Corpse-grinder Cults got neglected, so specifically? Did we ever hear any rumours or gossip about why?

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u/revlid — 4 days ago

Maulbeast photobashes MUST continue; I give you Longbeast and Snoutbeast

u/revlid — 8 days ago

[Photobash] Maulbeasts should have lips

The new Maulbeasts have really, really weird-looking mouths. It bothered me so much that I photobashed them some lips and blunted their teeth.

Let me explain.

For starters, Maulbeasts have no lips, which constantly exposes their teeth and gums. This is something in the real world that you only really see on aquatic or amphibious predators like crocodiles (air exposure is bad for teeth). As a result, it looks very weird on a clearly land-based mammal. It makes the Maulbeast look like a cartoon monster designed to be scary, instead of a real (if fantastical) creature... which, ironically, makes it less scary to me.

Maulbeasts also have overlapping razor-sharp teeth, which indicates they're at least faculative carnivores. That's pretty weird on its own, because large carnivores are a real pain to feed, and if there's one thing Mawtribes definitely wouldn't tolerate, it's competition over meat supplies.

However, it gets weirder when you look at their feet. Maulbeasts don't have claws, which are almost obligatory on land-based predators. Instead they have the kind of unguligrade blunt-nailed toe-walking feet we associate with herbivores like rhinos, and especially with prehistoric odd-toed ungulates.

They also have notably protruding tusks, which is something found almost exclusively on herbivores (or omnivorous scavengers), in order to scrape bark and dig up roots or water. Maulbeasts obviously aren't scraping bark or roots, because their teeth are all razor-sharp. The only famously 'tusked' predators, like the sabre-toothed tiger, used their oversized teeth as precision neck-piercing tools; the Maulbeast also obviously isn't doing that!

On top of that, they have huge ridged goat-horns, as well as a separate rhino-like nose-horn. Outside of reptiles, horns are traits associated almost exclusively with herbivores; they're used as defensive weapons to ward off and injure predators, and as tools to (again) scrape bark and roots. It's kind of weird to have two different 'styles' of horn, but hardly impossible. What's weird is to have them on a creature that's clearly not interested in bark or roots, and wants to catch and eat other animals rather than driving them away.

They also have forward-facing eyes (ish), which is a "predator" signal so well-known it's basically a meme. Not the biggest deal, really, but it still looks a bit odd on an animal with a big obscuring nose-horn; the poor thing's going to be cross-eyed every time it tries to look past its nose.

Overall, everything about the Maulbeast says that it's a big, lumbering bad-tempered prehistoric land-based creature that scrapes bark and crushes branches and digs up roots and generally devours all the vegetation the Ogors have no time for. Everything... except the big sharp teeth and weird lipless mouth (and to a lesser extent the forward-facing eyes).

So I took at crack at giving it lips, making it look more herbivorous/omnivorous, and nudging the eyes back a bit. And here we are.

u/revlid — 8 days ago

Codex: Aeldari Outcasts seems inevitable

Characters

  • Ynnari (3): Yvraine, The Visarch, Yncarne
  • Corsairs (2): Prince Yriel, Kharseth
  • Harlequins (4): Troupe Master, Shadowseer, Death Jester, Solitaire
  • Exodites (1): Dragon Masters

Infantry/Mounted

  • Corsairs (3): Corsair Voidreavers, Corsair Voidscarred, Corsair Skyreavers
  • Harlequins (2): Harlequin Players, Harlequin Skyweavers
  • Exodites (3): Dragon Knights, Rangers, Shroud Runners

Vehicles

  • Corsairs (2): Starfang, Corsair Vyper
  • Harlequins (2): Starweaver, Voidweaver

With the new Exodites Kill Team, we've got 22 datasheets associated with Aeldari Outcasts. That's before including any "shared units" beyond the Rangers and their bikes (who are already Outcasts) and the Vyper (which already has Corsair build options in the kit). No Corsair/Ynnari Wave Serpent or Venom, no extra tanks, no Ynnari infantry or leaders borrowed from Drukhari or Asuryani rosters.

It also doesn't include a generic Corsair Prince, which seems like the perfect kit to accompany such a Codex release, or any of the other obvious expansion possibilities; updating the ancient War Walker kit and including a Wasp Walker Corsair build, for example, or adding more Exodite dinosaurs, or bespoke Ynnari cultists, or bringing back Mimes or Harlequin 'Dreadnoughts'.

By comparison, Leagues of Votann and Emperor's Children launched with 12 and 18 datasheets, respectively. Imperial Agents have 22 unique datasheets *right now*, and are much less cohesive as a self-contained faction that fights together. We already know that Corsair Princes act as patrons to Harlequin troupes, that Harlequin troupes perform for Exodite courts, that Exodite knights hitch rides with Corsair fleets to see the stars, and that Ynnari seek souls and followers wherever they can.

Splitting Aeldari Outcasts off into their own Codex seems basically inevitable at this point, and I couldn't be happier. They deserve so much more attention than a page or two of lore in the Asuryani Codex.

Include Detachments themed around each specific subfaction, plus soup Detachments for adding specific subfactions to Asuryani and Drukhari armies. Done.

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u/revlid — 9 days ago
▲ 6 r/skaven

Which Great Clan needs a bump next?

Verminus, Skryre, and Eshin have essentially had full range refreshes at this point. They've all got their core infantry, plus support units and specialists.

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Meanwhile, the Clans Pestilens have the Underworlds Plaguepack, but are otherwise stuck with decades-old Plague Monks, as well as the old (but still good-looking) Plague Furnace, and the End Times-era Plagueclaw and Verminlord Corruptor. It desperately needs updated Plague Monks for its core infantry, as well as revived Plague Censer Bearers, and ideally an extra hero or cauldron-palanquin or something.

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Moulder has new Rat Ogors, the Master Moulder, and the Brood Terror, as well as the End Times-era Hell Pit Abomination, but it's out of its old "core infantry" standby of Giant Rats, has lost its Packmasters, and has none of the other smaller beasties like Wolf Rats or Brood Horrors.

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Which of these two Great Clans deserves the next wave of updates more?

View Poll

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u/revlid — 19 days ago

What kind of force field do Storm Shields use?

The Imperium uses a bunch of different force fields, with the most prominent being refractor fields, conversion fields, void shields, and ion shields. They all operate in different ways, such as dispersing hostile energy throughout the field, converting it into light energy, or distorting and shunting it through the warp.

​

Storm Shields (and the lesser Combat Shields) are said to integrate a power field generator... but I don't know what kind. Is it a refractor field? A molecular disruption field like a power weapon, but used to disrupt hostile energies somehow? Something else entirely?

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u/revlid — 22 days ago

Hope for another difficulty option

As far as I can tell, all the difficulty options in Mechanicus 2 focus on skirmishes (how much health do enemies have, how much damage do you do, etc), and the campaign map (how many resources do you get).

But the biggest stumbling block I've been hitting (and hearing about) is *between* battles in the same mission, when my units are damaged or dead enough that I just can't possibly win and have to restart.

Aside from a "return to mission select" restart option, I think it could really help to add a difficulty option that provides some of the later mid-mission revival/healing upgrades for free.

If my units all healed a bit between missions (or full heal, if you turn the dial down all the way), if I always got the option to revive or recruit an extra unit at camp, if squads always refilled (for a resource cost?) unless they were destroyed, etc.

Not as a standard, but for a lower difficulty option I think it'd make a huge difference without turning individual battles into cakewalks.

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u/revlid — 1 month ago

How straightforward do you think this kind of kitbash would be? I've used the 30k heavy bolter for this photobash for simplicity, but anything similar would work.

I just feel like the plasma incinerators look too heavy to be carried like bolt rifles. They're more like light plasma cannons. I'm hoping this solution would be workable...

u/revlid — 2 months ago