Battlefleet Gothic: Armada II: Difference between revisions
Line 63: | Line 63: | ||
Red Corsairs | Red Corsairs | ||
Night Lords | |||
Word Bearers | |||
===Space Marines=== | ===Space Marines=== |
Revision as of 15:50, 6 December 2018
Battlefleet Gothic: Armada II is the sequel to Battlefleet Gothic Armada and is the first 40k game to be set during the Gathering Storm (An event in which Geedubs finally decided to advance the storyline)
The game will again be developed by Tindalos Studios and published by Focus Home Interactive, and will be released in early 2019.
Setting
As mentioned above, the game is set during the Gathering Storm event. To summarize: The armless crybaby known as Abaddon the Despoiler launched his 13th Black Crusade which ended with him rage quitting and dropping a Blackstone Fortress upon the planet of Cadia, destroying the planet (though it broke before the guard did) and it's pylons resulting in a chain reaction of warp-storms that created the Great Rift and divided the galaxy in half.
During this time, Ynnead awakened (thanks to the machinations of a certain Dick) and chose the craftworlder-turned-corsair-turned-wych Yvraine as its emissary. Yvraine saved the survivors from Cadia's destruction and travelled to the Ultramarine's homeworld of Macragge where they woke up Roboute Guilliman from his ten millenia long coma.
As well as more factions being made availalbe, exisitng factions are having their ship rosters expanded tremendously, including the addition of various super-ships like the Phalanx, Macragge's Honour, Vengeful Spirit, and the like.
Plot
The game will have three campaigns at launch for the Imperium, Tyranids and Necrons.
Prologue/Tutorial
It has been confirmed that the Fall of Cadia will be the games Prologue/Tutorial. You get to command the Phalanx, so that's awesome..
Imperial Campaign
Players will again take control of Admiral Spire from the first game. Spire returns from warp travel, but due to the timey-wimy effects of the Warp, he discovers he has been transported several centuries after the Gothic War. He's now task in retaking the ruins of Cadia and safeguarding imperial worlds from the Forces of Chaos and marauding Xenos.
Necron Campaign
Players will take control of of a Necron character named "Amarkun the Gatherer", who awakens after several millennia of slumber and is ordered to reawaken the nearby tomb worlds. Amarkun will come into conflict with several factions and eventually come across Trazyn the Infinite.
Tyranid Campaign
Just eat the whole galaxy.
Gameplay
Factions and Tactics
So far, the developers have confirmed all the factions from the original are making a comeback, but also tyranid hive fleets, necron fleets, dark eldar, mechanicum forge fleets and others are coming too.
Gothic: Known from the first game for kicking Chaos ass in space and stopping the armless failure we all know and love.
Solar: A proud and storied fleet that is also Terra’s last line of defense.
Armageddon: A fleet in the Armageddon system that’s rather good at Ork killing.
Bakka: A fleet known for the first Tyrranic War and the Battle for Macragge. Admiral Rath of the Dominus Astra is a fine addition to this fleet’s badass history.
Bastion: The biggest permanently stationed fleet after Battlefleet Solar, thanks to their recruitment from multiple sectors. Will definintely need those numbers since they’re tasked with patrolling the Eye of Terror.
Koronus: Busy keeping out the worst the Halo Stars have to offer. Operates between Port Wander and Drusus Marches.
Fleets of Chaos
Alpha Legion
Lost and the Damned
World Eaters
Emperor’s Children
Thousand Sons
Iron Warriors
Death Guard
Red Corsairs
Night Lords
Word Bearers
Space Marines
Salamanders:
Ultramarines
White Scars
Iron Hands
Dark Angels
Imperial Fists
Blood Angels
Space Wolves
Raven Guard
Craftworld Aeldari
Aeldari Corsairs
Drukhari Pirate Fleets
Ork Freebooterz
Necron Fleets
T'au Merchant and Protector Fleets
Adeptus Mechanicus Fleets
Agripinaa: A world near the Cadian Gate that suffered many raids. Luckily for them, they gave as good as they get.
Tyranid Hive Fleets
Kraken: As typical of any Tyranid Fleet lucky enough to get away, they adapted and learned from their mistakes. This trait (along with many others) almost led them to omnom Craftworld Iyanden.
Leviathan: Out of all the fuckhueg Tyranid Fleets, this one is the most ECKSBAWKS HUEG of them all. Currently one of the galaxy’s biggest threats.
Ouroboris: Origins unknown, and Imperial records suggest sightings of this fleet alongside Chaos incursions (although unconfirmed). Is also rumored to have arrived at the Cadian Gate as early (or earlier) than M36.
Tiamet: One of the earliest “Forgotten Fleets” (fleets suppressed or misanalyzed thanks to the Imperial bureaucracy we all know and love). Is harder to kill than a roach infestation, and survived their original worlds being fusion-bombed.
Hydra: Awakened thanks to the pointy-eared emo faggots. More Om-Nom-Nommy than your average Tyranid Fleet, because they breed like rabbits (relatively speaking in Tyranid terms, anyway.) For some reason, they team-kill and om-nom older Tyranid fleets.
Gorgon: A Hive Fleet so adaptive it made the Tau and Imperium do a temporary alliance (which lasted a predictably short time, I might add).