Weirdboyz are like living batteries, gathering inside their brain the raw energy generated from the other greenskins surrounding them. They are however extremely unpredictable and dangerous, as they could discharge all of their accumulated energy in a single burst, leading to catastrophic consequences. For this reason they tend to live as outcasts, cast off the rest of the ork society and treated like loony jesters.
When brought to battle, however, their immense psychic power can be exploited and unleashed on the enemy troops, hopefully without dying in the process. The moment a weirdboy enters the warzone, all sort of strange things start to happen: lightning is vomited onto enemies, heads pop like balloons, soldiers turn into feral creatures and giant ethereal fists appear coming down from the sky to pulverize even the mightiest tanks.
Among these lunatics, Big Redd da Warphead is the craziest, the most unpredictable, and the most dangerous. His boyz fear and respect him, and he is about to unleash a mighty strike at the heart of Alaric Prime. His mission? Destroying Isle of Dominus and breaking its defenses, threatening the fall of the entire Sanctus Reach sector.
Prepare to lead into battle one of Grukk Facerippa's most ferocious commanders. In combat he’s absolutely ruthless: stronger, bigger and taller than an average weirdboy, woe to whoever crosses his path!
He can use his warp energy to provide some cover to his boyz as they advance, and even enhance their melee attacks! He can spew warp flames which deal massive morale damage. His Killbolt is lethal and causes high armour reduction and damage while his Power Blast deals a huge AoE damage. Last but not least, his boyz would follow him anywhere (as long as he provides them with good occasions to fight and destroy, something he never fails to do): he has the Rally ability.
Legacy of the Weirdboy - Behold the Venerable Dreadnought!
Veterans of countless crusades, with hundreds if not thousands of years of experience, the most hardened warriors of the chapter are a living inspiration for any of their brothers.
Losing such invaluable combatants in battle is unacceptable and, when mortally wounded, they are instead entombed into ceramite reinforced sarcophages.
Through this enforced coma, they keep on serving with their combat skills and wisdom in the name of their chapter.
Usually housed in an artificial slumber on the Fang, the largest fortress on Fenris, the Space Wolves’ home planet, these heroes are awoken only in the direst moments of the chapter.
Thanks to their unquestionable prowess in combat, such champions will carve with their Fenrisian Great Axe and Blizzard Shield a path of bodies through any enemy foolish enough to stand in their way.
In game terms the Venerable Dreadnought is a very powerful melee unit. His Blizzard Shield gives him even more protection than a normal dreadnought and his Fenrisian Great Axe can hit a whole squad of men at once as well as being very effective against armour. His axe also inflicts heavy morale damage so he can easily break units with a few hits.
As a veteran unit he has 3 attacks so even with his Storm Bolter he is effective against squads of men at mid range.
He also has a grenade launcher so can get grenade ability upgrades. He is an unstoppable force, so be careful if you’ll ever meet a Venerable Dreadnought on the battlefield!
Sanctus Reach v1.0.17 Update! Five new FREE SCENARIOS!
Hi all!
As promised we are releasing the 1.0.17 update today. It is quite a big patch, containing (among other things) a much enhanced AI and new difficulty levels!
We are also releasing an option for you to download and install player-made scenarios directly from the game! Right now we have five new scenarios available for free – they were made during the editor contest we ran some time ago. Try them, they are amazing! We are looking forward to setting up a system for all of you to send us your scenarios, so be on the lookout for that. We hope to have plenty of extra scenarios available in the near future! And as an extra, Agrippa Maxentius will be playing Rippa's Ruse, one of the new maps, tomorrow, live on our Twitch channel at 3 pm UTC! Don't miss the (Ag)Rippa's Ruse!
v1.0.17 Changelog:
· New difficulty levels added
o "Initiate: Easy difficulty, your troops are much harder to kill"
o "Veteran: Standard difficulty with even forces on each side"
o "Grim Darkness: Hard difficulty with formidable waves of enemies"
· Level balance amendments based on new difficulties
· Improved AI for Orks and Space Wolves
· Added ability cooldowns to tooltips
· Fixed fast attack death animations
· Lowered volume of VP taken sound
· Skimmer units are no longer effected by Zone of Control
· Minor unit balance and stat fixes
· When orks 'spawn in' they have reduced actions and attacks
· Fixed victory conditions on some levels
· Fixed issue with LoS and Cover behaving incorrectly on diagonals
· Colour correction on environment tiles
· Fixed frag grenades for skyclaws
· Fixed flying vehicles not removing wrecks properly when above objects
· Fixed units spawning on top of wrecks
· Fixed LoS and cover issue with wrecks
· Fixed droppods destroying terrain objects when they shouldn't
· Fixed PlaceUnit function bug
· Fixed rad grenades not working
· Death of Glory mission - changed starting location of stormboyz
· Enemy reinforcements will not attack player VP's on capture VP missions, only on
· Capture and hold missions.
· Randomized enemy reinforcements spawn location.
Legacy of the Weirdboy - Meet the Painboy!
Hi everyone! Today we’re going to have a look at the first of the new units coming in the upcoming expansion for Warhammer 40,000: Sanctus Reach, Legacy of the Weirdboy.
We’re talking of the Painboy. Not a very reassuring name, right?
Not a very reassuring appearance, either!
Orkish physiology is very resilient but, alas, there are some conditions which cannot be cured! This is where the Painboy comes into play. Did your shoota boy lose a limb in the latest fight? No worries! Ask the dok and he will fix you up with a new limb (made of metal). Unfortunately, sometimes painboys are distracted and they replace the wrong limb… and they are keen on trying out experimental procedures. Also, their choice of anesthetic isn’t exactly the most gentle: it is a synonym of “concussion”.
That said, a painboy is a useful asset in any warband. He will keep your boys up and fighting and he’ll even be able to affect the enemy with his concoctions.
He has several prosthetic limbs himself – in case you’re wondering, those powerful claws can also be used to rip an enemy apart! And the small green guy riding on his back is his assistant, a gretchin. Needless to say, assistants of painboys tend to have a high turnover.
We’ll be back in a few days to showcase more Legacy of the Weirdboy units!
A look at the upcoming custom scenarios & the patch!
Some time ago we ran a contest to see who would make the best map and scenario for Sanctus Reach. We received many beautiful maps and although only one won the contest, we thought it’d be a pity if those scearios weren’t available to everyone.
We asked the authors to give us their permission, now we’re ready to make the 5 best scenarios available for everyone. We’re going to release them next week!
Fallen Imperial City by Vince (Contest winner!)
In this epic battle the Space Wolves will fight to reclaim a fallen imperial city (obviously) from the Orkish grasp.
Rippa’s Ruse by Jason
The Space Wolves will have to thwart a cunning and brutal offensive by the Greenskins.
For Garioch by Nick
Our heroic Space Marines are the last line of defense in this massive fortress under heavy enemy fire: Garioch must not fall!
Babylon by Nikolay
It’s time to do some cleansing! Orkish stragglers are infesting this old refinery. Retake the facility and spare no vile xeno!
Rolfnir Pass by Brandon
A fierce battle for the control of a crucial pass. Victory or death!
Furthermore, we have the pleasure to announce that the release of the new patch is imminent, and will be ready in a few days. The highlights? Greatly improved AI, new difficulty levels and a functionality that allows you to download and install custom scenarios players made from in game with just a click of a button!
Would you like to give us a hand with its development, providing useful feedback which will make the game even better? And are you willing to fight in the first line (of bugfixing) for the greater glory of the Emperor (or Gork and Mork, if you prefer)?
If you answered yes to all questions, then look no further and join the Beta for Legacy of the Weirdboy! Click here to join - your help is invaluable and much needed!
NOTE: you must own the original game Warhammer 40,000: Sanctus Reach to be part of the Beta!
The Weirdboy is about to strike... the first DLC for Sanctus Reach has been announced!
Big Redd was looking at the horizon: in front of him, corpses. Lots of corpses. Some were Orks, but many were clad in blue-grey armor, their shoulder pads yellow and black. Space Wolves. The big weirdboy reached for one of the helmets littering the ground and stared at it. He looked at the visor lenses soiled with blood and dirt, and grinned. He tossed the helmet as far as he could and bellowed a mighty Waaagh! The voices of a million boyz behind his back joined in, a deafening cry which meant only one thing: destruction was upon Alaric Prime, and there would be no end to it.
Warhammer 40,000: Sanctus Reach is back with its first expansion! In Legacy of the Weirdboy you will play as Big Redd, a ferocious weirdboy. You will lead a mighty Ork horde, with the goal of unleashing a terrible strike on the Imperial defences, one which could seal the fate of the whole Sanctus Reach sector.
Following the release of Sanctus Reach fans and players gave us a lot of feedback on the game, and on what they would like to see. We listened, and we put tons of work into following that feedback.
In this first DLC you will have at your disposal several new units, many new abilities and plenty of new tactical options. Straylight have devoted the same extreme attention to detail as they had for models in the base game, and the new models are gorgeous. We’ll show them in detail soon. The Ork faction has been revamped, and now they have full unit progression in their own campaign. The sense of immersion in the campaign is enhanced thanks to the new comic book style illustrations which capture the theme of the game and its setting.
We are very satisfied by how this title is shaping up and we are sure that Sanctus Reach fans won’t be disappointed! This is only the first of a long series of releases and our work has just begun! We will show and tell more about Legacy of the Weirdboy as we get closer to release, so stay tuned.
http://store.steampowered.com//app/623140
Sanctus Reach - A developer diary!
As development continues on future content for Sanctus Reach, Straylight decided to write a bit about themselves and how they work, as well as their passion for strategy games and Warhammer 40,000!
We hope you'll enjoy this Developer diary.
You can read it here: http://slitherine.com/news/2183/Sanctus.Reach.a.Developer.Diary
Sanctus Reach v. 1.0.14 released!
Hi everyone!
We have good news for you today: Sanctus Reach v1.0.14 has been officially released. It contains numerous balance changes and fixes, as well as a brand new map playable in multiplayer: Borderlands, the same map used for the recent YouTubers online battle.
We hope to release more maps soon - the best maps that were submitted during our contest; we are working on some details. In the meanwhile, work continues on new content as well. Stay tuned for further news please.
V. 1.0.14 Changelog:
• Added new multiplayer map 'Borderlands'
• Issues with debris tiles fixed
• Issues with hit chance being incorrectly reported fixed
• Fixed incorrect company symbol on "the great wolf strikes"
• Fast Attack units with movement remaining may move even after using all their fire actions
• Back from the Brink level - Fixes to LoS issues
• Skirmish Turn limits - Reduced turn limits on skirmish maps
• Fix to AI targetting - AI finds targets more often
• Fix to orks attacking wrecks too much, AI should only attack wrecks if they dont have a better target
• Fix to orks attacking droppods
• Increased points costs - Massively increased points cost for Knights and Logan
• Reaction fire bug - fixed a bug where units would only react when the target finished the movement. Would cause the gorkanought to hit himself.
• AP bug fixed- if a unit following up after a melee attack couldn't move to the tile they would gain lots of now AP
• Change to Jump units and massive vehicles - Jump and Giant units no longer get locked in combat and ignore ZoC
• Fix to Jump pack units - general fixes to how jump pack units move
• Change to Ork Rokkits - Ork Rokkits are now anti-armour weapons. Higher damage and armour piercing but less splash damage
• Script reduction - Did some script reduction, and moved some mapgen-only fns into their own file to save loadtime and memory.
• LoS/Cover Fix - Fixed various bugs that were causing LoS and Cover to not work correctly
• XP / Abilities bug - Fixed a bug that causing units to occasionally not get abilities
• Melee Shock - Fixed a bug where Melee attacks weren't causing Morale reduction
• Super Heavy Melee - Increased Knight and Gorkanaut Melee damage, now fixed (was supposed to be in last patch)
• Skirmish Force Selection - Campaign Skirmishes will now attempt to pick your levelled-up units first in the Selection Pool
• Force points rebalance - Slight rebalance of force points cost
• Power Armour Increase - Slightly increased the effectiveness of Power Armour
• Reaction Display Bug - Fixed Reaction Display Tiles that were showing the wrong information
• Transports – loading/unloading now takes 1 action (a way to prevent infantry unloading, shooting and reloading as it’s an exploit, especially for MP)
• View Shading Option - Added View Shading option to the options menu. With this option, units are lit from all angles, making them stand out more
• Fixed jumpack units - Fixed a bug that prevented Jumpack units from firing when hovering above terrain fixed
• Spirit of the Wolf Ability - Fixed a bug that was causing Spirit of the Wolf to heal Vehicles
• Scorched Knight Lore "oversight" - After "Sky Hunt" The Scorched Knight will no longer appear in Skirmish battles (because he's supposed to be dead!)
Watch the Online Battle!
A while back we announced that two famous YouTubers would face each other in Sanctus Reach.
Unfortunately due to some private life commitments Chapter Master Valrak wasn't able to play, but don't worry, we found a substitute! Agrippa Maxentius faced Lionheart - Space Wolves vs Orks, facing each other on a brand new map.
That's right! Straylight produced a new map for the occasion: Borderlands, which will be available soon as part of a free update.
Are you curious to see who won? Then watch the battle!