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40K Saga (Age of Plasma) - All Factions Done

40K Saga (Age of Plasma) - All Factions Done

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The Cadians (Generic Guardsmen)

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Skill 1
Idea 5
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Here's the First Draft for the Cadians

Officer: Armour 5 (5).   Aggression 8.

Hearthguards (Veterans): Armour 5 (5).   Aggression 2 (2).  (Lasguns or Shotguns)

Shotguns: Veterans May be armed with Shotguns which count as Javelins and do not reduce a units armour, they may still close ranks.

Couldn't ResistCouldn't Resist

Warriors: Armour 4 (4).   Aggression 1 (1) (Lasguns)

Levy: Armour 3 (3).   Aggression 1/3 (1/2). (Lasguns)

Lasguns: Lasguns Are Bows that give the user no penalties to defence.

The Currency of Cadia: Cadian Hearth Guard have One extra Man (5 Total), Warriors have Two Extra Men (Ten Total) and Levy have Four Extra (Sixteen Total).

The Men of the Guard have but one task, to die for the Emperor and when they manage to do so in a most glorious fashion it inspires their weary comrades to do the same.

By our deaths shall they know us! (1-3, 4-5 or 6)
(Orders)
One Cadian Unit may remove one Model for each point of fatigue (Two Models for Levy) on their unit. For each miniature removed one point of fatigue is also removed and one re-roll is added to a pool that may be used by any unit in this turn.  If a 6 is used re-roll the Dice and add it to the pool. This Ability may be used as many times as the player wishes provided they have enough dice but the re-rolls may never exceed 6.

With their brothers falling all around them the men of Cadia are driven by desperation and vengeance.

Courage and courage alone stands above them all! (1-3 and 4-5)
(Reaction)
When a Unit is destroyed before they are removed each friendly unit within M removes one Fatigue or Two Fatigue if the original unit was a Hearth Guard or Hero.

When Panic is about to set in or the men are getting tired nothing perks them up like a bit of good old fashioned drill.

First Rank Fire! Second Rank Fire! (1-3 or 4-5)
(Shooting)
The unit performs a shooting attack as normal. The enemy may not use fatigue to effect this action. The Firing Unit Gains Two Fatigue after Resolving.

Never Underestimate the Power of Full Auto Even When Fired in Blind Retaliation.

Suppressing Fire! (4-5 or 6)
(Shooting/Reaction)
Gain Two Defence Dice. At the End of the Shooting Attack the Attacking Unit takes as many fatigue as your unit has.

Whiteshield Conscripts are forever bullied by their Guardsmen Superiors and any opportunity to show them up is taken.

Whiteshield’s Show them How it’s Done! (1-3)
(Reaction)
When a unit of Hearth guard or Warriors take a point of fatigue within S of a Unit of Levy the Levy may remove one point of Fatigue.

The Men of Cadia know they are all that stands between the Eye of Terror and Holy Terra itself.

Defenders of the Imperium (4-5 or 6)
(Melee)
Gain One Attack and One Defence Dice. If your Unit contains 10 Figures gain one extra of each.

When You’ve tried the Lasgun and found your weapon lacking you thank the Emperor they had the good sense to issue you with a foot of cold steel.

FIX BAYONETS!!! (6)
(Melee)
Until the end of the turn the unit uses the aggressiveness of troops one tier higher than themselves. If there is nor tier higher they instead add +1 on all dice.

The sheer weight of fire of the Lasgun can overcome any foe.

Blind them with Lasguns! (1-3, 4-5 or 6)
(Shooting)
If the Shooting attack inflicts at least one casualty, the enemy unit takes a fatigue once the shooting attack is resolved.

When the enemy hides the Guardsmen smiles.

GRENADES! (6+6)
(Shooting)
Activate a unit to shoot. They may shoot at any target within M and count as having line of sight to them. Gain One fatigue after resolving. This Attack Ignores all Cover and if a Unit is in an Enclosed Space Gains a +1 on the Attack Dice.

The Men of the Guard know that alone they cannot hope to face the Galaxies greatest terrors, fortunately for the Guardsmen he is rarely alone.

Burn the heretic. Kill the mutant. Purge the unclean. (4-5)
(Activation)
Activate Two of your units within S of each other to charge.

''Who told you to die? Keep fighting!" - Commissar Otto Xavier

I’ve taken some Activation’s directly from Battle-boards, tweaked others and created some myself that I think fit in the SAGA System.

"When you decide to die, remember to give your enemy the same honour." Commissar Grenville

Additional Units:

Commissar: Any Lieutenant May be a Commissar and Keeps his Profile while Gaining the “Summary Execution” Rule

Summary Execution: Any Unit that Starts the Turn Exhausted within M of the Commissar immediately removes One Model (Two for Levy) and one fatigue. It then uses the new number of Fatigue to calculate Exhaustion. This can only happen once per unit per turn.

EXAMPLE: A Group of Warriors starts the turn with 4 Fatigue near a Commissar. He Kills One Warrior but they are still Exhausted as they still have 3 Fatigue.

EXAMPLE: A Group of Warriors starts the turn with 3 Fatigue near a Commissar. He Kills One Warrior but they are no longer Exhausted as they only have 2 Fatigue.

Ministorum Priest: 1 Point

Saga Dice: 1

Armour 5 (5)

Aggression 4 (2)

Determination, Resilience, Loyal, Protector, Vision

May Take a Heavy Weapon in which Case his Armour will be 4 (5).

"Never forget you are the walls of steel and iron, between Mankind and a thousand horrors too unspeakable to name." - Preacher Eran Gudi

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