Sons of Cadia - Units Preview #1

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AlbertoC
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Sons of Cadia - Units Preview #1

Post by AlbertoC »

Sons of Cadia is the name of the next expansion for Warhammer 40,000: Sanctus Reach and it introduces for the first time a new faction to the game. It’s the Astra Militarum, also known as the Imperial Guard, the largest army in the 41st millenium.

Castellan Stein leads his forces on Alaric Prime in an effort to put an end to Krugg Face-Rippa’s rampage in the Sanctus Reach system. His men, all proud sons of Cadia, are ready for the ultimate sacrifice in the name of the Emperor. Cadians are exceptional soldiers: their entire society is militarized and everyone receives military training. For thousands of years Cadia has been an important recruitment center for the Astra Militarum.

Today we’ll look at some of those proud Cadian units, starting with the infantry.


Guardsmen

Guardsmen are the common soldiers of the Imperium of Man, they number beyond count and fight for the Imperium across the galaxy. Hailing from a million different worlds the Guardsmen of the Astra Militarum are the biggest army the galaxy has ever seen. Many regiments are known far and wide but none are more renowned or feared as the mighty soldiers from the fortress world of Cadia, where every man and woman is trained from birth in the way of warfare.

Role on the battlefield: Guardsmen serve as the backbone of every Astra Militarum army. They can be used to create a solid wall of weapons fire to stop an enemy attack or lead the charge to storm the enemy defences. They are cheap and expendable and you can have a lot of them. Numbers do matter!
Special skills: Veterans can gain access to grenades and better equipment like camo gear and carapace armour.
Weapons: The standard Lasgun is accurate, with a long range and is good at penetrating armour at any distance, it however suffers from a low power rating and an inability to use different ammo types. Its rate of fire makes it perfect against massed infantry.
The Grenade launcher is a short to medium range anti-infantry weapon that specializes in breaking enemy morale, it has an unpredictable and inaccurate AoE and it is advisable to use it carefully when fired close to friendly forces. It can be upgraded to use different grenade types.
The Plasma gun is a high powered rifle that is equally effective against infantry and armoured opponents, it has a good range and a high rate of fire but it suffers from low, unpredictable accuracy and cannot use different ammo types. Use with caution when firing past friendly forces.
The Flamer is a more reliable AoE anti-infantry weapon, with good damage and high shock effect; its only weakness is its limited range and versatility.
Strengths / Weaknesses: Guardsmen are strong in numbers, cheap to field and able to stack up more ranged attacks per turn than other forces, they are especially good against enemies that bring massed infantry forces. They are weak against most attacks and will need a solid piece of cover to survive in a firefight, they are particularly vulnerable in melee. Single shot weapons will be ineffective against their sheer numbers.

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Ogryn/Bullgryn

Ogryn are a breed of abhuman that have grown to exceptional size. Being naturally suited to combat, the rules around mutations were relaxed so that they could serve in the Astra Militarum. Stubborn as a mule and as tough as a Space Marine, their lack of intelligence is made up for by their ability to crush anything in their way.

Role on the battlefield: Ogryn will serve as your damage soakers, protecting the men behind them. They are best placed at the front and excel in close range combat.
Special skills: Veterans can gain access to different ammo types and better equipment, they can gain the stubborn trait which makes them resistant to morale damage.
Weapons: The Ripper Gun is a short to medium range, rapid fire weapon that can be upgraded to use different ammo types. The Grenadier Gauntlet can fire grenades at short to medium range and can be upgraded to use different grenade types.
Strengths / Weaknesses: Ogryn are one of the few Astra Militarum units that can fight in melee, their Zone of Control will be vital to stop the enemy engaging your other more vulnerable forces in melee. Range and poor accuracy are their only weaknesses.

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Tempestus Scion

Tempestus Scions are the special forces of the Astra Militarum, they are highly trained and gain access to some of the best equipment the Imperium has to offer. In the hands of a skilled commander these specialists are a mighty weapon.

Role on the battlefield: Scions take the role of heavy weapon specialists, they’ll be able take down even the toughest of opponents, so pick your targets carefully.
Special skills: Veterans can gain access to grenades and better equipment like the Rosarius, a personal energy shield.
Weapons: The Hot-Shot Lasgun shares the characteristics of the standard Lasgun but has more Power and Armour Penetration. The Hot-Shot Vollygun fires more shots than a Hot-Shot Lasgun but has a shorter range.
The Plasma Pistol shares the characteristics of the Plasma Gun but with much shorter range, however it gains the 360 degree reaction fire arc that all pistols share. The Power Sword is a high power melee weapon that is equally good against any opponent. The Meltagun is a high power, short to medium range anti-tank weapon, it has extremely good Armour Penetration but it’s single shot is ineffective against massed infantry units.
Strengths / Weaknesses: A full Strength squad of Scions has some of the highest damage potential of units in the game, however they are a glass cannon, they’ll need protection to fulfil their mission.

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We’ll be back next week with more units to showcase, so stay tuned!
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