Codex Blood Pact

April 5, 2018 | Author: chuystewy | Category: Infantry, Armoured Warfare, Cannon, Tanks, Artillery
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Blood Pact Sworn Servants of Khorne, Chosen of Gaur, the Archenemy of Mankind

The Blood Pact is an elite, organised, Imperial Guard-like legion of fanatical warriors that forms the backbone of the Archenemy forces in the Sabbat Worlds. Originally a warrior-priesthood in the service of the ruler (Gaur) of Ghourra, the Blood Pact has evolved enormously since the warring Chaos tribes of the Sabbat Worlds united. Led by Urlock Gaur, they have risen to a significant place of power in the Sabbat World conflict, posing a serious threat to Imperial forces across the sector. Urlock Gaur is the brutal and ferocious Archon and ruler of the Archenemy forces across dozens of worlds. Unlike the screaming masses of disorganised cultists that the other Chaos warlords in the sector

control, Gaur‟s army is well-trained, organised, powerful and wellcoordinated. Modelled almost exactly on the command structure of the Imperial Guard, they are able to meet the Guard on its own terms and defeat it like no other. Every Blood Pact soldier is personally sworn in by Gaur, and their hands are scarred on the serrated edges of their master‟s armour. The Blood Pact also wears metal face-masks with large, hooked noses or chins and a grimacing or leering expression. The masks are usually black or grey but graduate to white, silver and gold as the wearer advances in rank. Using Chaos forge worlds and salvaged Imperial equipment, the Blood Pact is able to arm and equip its soldiers with Guard-issue quality munitions and armour. Wearing tattered, blood-soaked fatigues and supported by Imperial-quality vehicles, the Blood Pact can stand toe-totoe with an equal or greater-strength Guard force and easily win. Over-zealous and utterly fearless, Gaurs private army poses an unforeseen threat to the Sabbat Worlds Crusade. If not properly dealt with, this could set a dangerous precedent amongst Chaos cults everywhere, and threaten the very foundations of the Imperium.

Special Rules Pact of Blood: Blood Pact troopers are dangerous, zealous warriorcultists of Khorne. Conditioned from birth to serve their Chieftain unconditionally, they will rarely retreat even if outnumbered badly. All Blood Pact squads may re-roll all failed Morale, Pinning or Leadership tests they are required to make, unless failure is normally automatic. Demagogue: Several squads allow you to bring along a „Demagogue‟ to inspire your troops. Demagogues are like minor equivalents to the Imperial Commissars, dedicated to upholding the faith and morale of their comrades. When upgraded with a Liber Chaotica, they become truly

dangerous. The presence of a Demagogue increases the unit‟s Leadership by one. Needless to say, a squad would be affected negatively should their Demagogue die, so any squad that loses their Demagogue must take an immediate morale check, unless they are immune to the affects of morale.

Armoury of Blood Wargear and Upgrades Blood-Poisoned Weapons (Poisoned, wounds on 4+) Heavy CCW (large axe/spear/big sword. +2 S, requires both hands) Bodyshield (a large square shield that requires one hand to wield and gives a 4+ invulnerable save to any who have one) Ketra blade (a masterfully-crafted blade of exquisite quality, Ketra blades are carried by Life Wards to protect their charges to the exclusion of all else. Power weapon. Re-roll all failed wounds.) Mark of Khorne: +1 attack added to the models profile. Dedicated to Khorne: +1 attack added to them models profile. Searchlights: May „illuminate‟ the unit it shoots at in the shooting phase, and ignore the Night Fighting rules (should they be in effect). Any other unit shooting at the „illuminated‟ enemy ignore the Night Fighting rules as well. However, the vehicle „illuminating‟ the enemy is able to be targeted by enemies as if the Night fighting rules weren‟t in effect as well. Dozer blade: May re-roll all failed dangerous terrain tests. Smoke Launchers: May be used once in the shooting phase instead of shooting. The vehicle counts as obscured for the rest of the turn, covered in smoke. Passengers may not fire either, as they cannot see. Extra armour: Treats stunned results as shaken. Daemonic Possession: The vehicle ignores all stunned and shaken results on the damage table.

Ranged Weapons Weapon Lasgun Tube Launcher (Krak) Tube Launcher (Frag) Heavy stubber Laspistol Lascannon Plasma gun

Range 24” 36”

Strength 3 8

AP 3

Type Rapid Fire Heavy 1

36”

4

5

Heavy 1, Blast

36” 12” 48” 24”

4 3 9 7

5 2 2

Flamer Sniper Rifle

Template 72”

4 X

5 5

Boltgun Battle Cannon

24” 72”

4 8

5 3

Plasma pistol

12”

7

2

Autoblaster Autocannon Plasma cannon

24” 48” 18”

4 7 7

6 4 2

Light Mortar Boltpistol Heavy bolter Heavy flamer Multi-laser Battle Cannon

G36” 12” 48” Template 36” 72”

4 4 5 5 6 8

4 5 4 5 6 3

Light Cannon (Frag)* Light Cannon (Krak)* Heavy Mortar Flechette Discharger Fire Lance** Flamer

48”

6

5

48”

9

3

Heavy 3 Pistol Heavy 1 Rapid Fire, Gets Hot! Assault 1 Heavy 1, Sniper Rapid Fire Ordnance 1, Large Blast Pistol, Gets Hot! Assault 2 Heavy 2 Heavy 1, Gets Hot! Blast Heavy 1, Blast Pistol Heavy 3 Heavy 1 Heavy 3 Ordnance 1, Large Blast Ordnance 1, Large Blast Heavy 1

G48” 18”

5 3

5 5

Special Template

5 4

3 5

Heavy 1, Blast Assault 3, Rending Assault 1 Assault 1

*The Light Cannon can be loaded with two different rounds in a similar way to missile launchers. I have labelled them as ‘frag’ and ‘krak’ for simplicity’s sake, not because it fires a large version of either. **Fire Lances are specially-modified Flamers that fire a thin spear of flame that can cut through the toughest armour like a hot knife through butter. When firing a Fire Lance, draw an imaginary 3D6”-long line from the base of the Fire

Lance-armed model towards the desired target. Any unit touched by the line (even partially) is hit by the Fire Lance.

Army List HQ Etogaur……………………………………………100 Etogaurs are the high-ranking generals of the Blood Pact, ruling many thousands of men. While an Imperial general might cower in his command bunker or hide behind defence lines, a Blood Pact warlord will lead by example, butchering the enemy with one hand and directing complex troop movements with the other. Blood Pact leaders attain their positions through a mix of strength, cunning, martial prowess and charisma, securing the unquestioning loyalty of their subjects. Commanding entire campaigns and adored by their underlings, Etogaurs are the epitome of the Blood Pact concept; a Chaos-serving, strategic, brutal warrior that can outwit and outfight its Imperial counterpart with ease. Since they are so important, an Etogaur will always be accompanied by a Life Ward; a specialised abhuman bred and conditioned to be the ultimate protector. Quick, skilled and armed with twin Ketra blades, Life Wards can slaughter threats to their charges with practiced ease, dismembering them in an eye-blink. Etogaur WS BS 5 4 Life Ward WS BS 6 -

S 4

T 3

W 3

I 4

A 3

Ld 10

Sv 4+

S 5

T 4

W 2

I 5

A 4

Ld 10

Sv 5+ In.

Special Rules Etogaur -Independent Character -Fearless

-Killer Reputation: Any enemy units within 12” must re-roll all morale, leadership or pinning tests they pass. Has no affect against enemies that do not take these tests. -We Live to Serve: An Etogaurs‟ warriors will die for him, so all friendly Blood Pact units within 12” count as being Fearless whenever they have to make morale/leadership/pinning tests, even when failure is normally automatic. -Life Ward: As long as the Etogaur‟s Life Ward is alive, he never takes any wounds, under no circumstances. Even in close combat, the Life Ward will fluidly leap in ands out, coordinating perfectly with its master to take the brunt of any attack suffered. Life Ward -Feline reflexes: Unalterable 5+ Invulnerable save Unit Composition 1 Etogaur and 1 Life Ward Unit Type -Infantry Wargear Etogaur -Power Sword -Bolt Pistol -Carapace Armour (4+ save) Life Ward -Twin Ketra blades (+1 A) Options -May take a Mark of Khorne (+1 A) for +25 points. -May exchange his power sword for one of the following: Power Fist………………………………….10 points Extra Bolt Pistol (counts as twin-linked)…..5 points -May exchange his power sword and bolt pistol for an Evicerator (rules coming) for +5 points. -May exchange his bolt pistol for one of the following: Plasma pistol………………………..10 points Extra power sword (+1 A)………….5 points

Damogaur……………………………………………70 Damogaurs are moderately-ranked generals, powerful and tactical leaders of men. While an Imperial general might cower in his command bunker or hide behind defence lines, a Blood Pact warlord will lead by example, butchering the enemy with one hand and directing complex troop movements with the other. Blood Pact leaders attain their positions through a mix of strength, cunning, martial prowess and charisma, securing the unquestioning loyalty of their subjects.

WS 4

BS 4

S 3

T 3

W 3

I 4

A 3

Ld 9

Sv 4+

Special Rules -Independent Character -Fearless -Terrifying Reputation: Any enemy units within 6” must re-roll all morale, leadership or pinning tests they pass. Has no affect against enemies that do not take these tests. -We are Yours: A Damogaurs warriors will die for him, so all friendly Blood Pact units within 6” count as being Fearless whenever they have to make morale/leadership/pinning tests, even when failure is normally automatic. Unit Type -Infantry Wargear -Power Sword -Laspistol -Carapace Armour (4+ save) Options -May take a Mark of Khorne (+1 A) for +25 points. -May exchange his power sword for one of the following: Power Fist………………………………….10 points Extra Laspistol (counts as twin-linked)…….5 points -May exchange his power sword and laspistol for an Evicerator (rules coming) for +5 points. -May exchange his laspistol for one of the following: Bolt pistol…………………………..5 points Extra power sword (+1 A)………….5 points

Gore Mage……………………………………………75 While Khorne despises sorcery in all its forms, the Blood Pact realises the importance of using Psykers in battle. Gore Mages are the Pact answer to Guard sanctioned and primaris Psykers, trained in the dark arts of demomancy and hemomancy. From summoning demons and forcing them to possess fellow soldiers to create Blood Wolves, to drowning the enemy in their own blood, Gore Mages can be a tide-turning force in any army. Harnessing the power of fear, they can rout entire platoons and petrify enemies in terror. Gore Mage WS BS 4 3

S 3

T 3

W 2

I 3

A 2

Ld 8

Sv 5+

Blood Ward WS BS 4 4

S 3

T 3

W 1

I 3

A 2

Ld 7

Sv 5+

Special Rules -Pact of Blood -Independent Character -Psyker -Bodyguards: If the Gore Mage has at least one Blood Ward, he may allocate any wounds suffered by shooting attacks to any remaining Blood Wards in the unit, instead of taking the wounds himself. Has the following powers: (only one may be used per turn) Blood is Thicker than Water… Used: Blood Pact shooting phase. Blood congeals out of the ground at the enemies‟ feet, pulling them down into a bloody grave. A shooting attack with the following stats: Range: 24” S3 AP2 Assault 1, Large Blast, Pinning Heartburn: Used: Blood Pact shooting phase. Heats up the blood in an opponent‟s body, leaving them to die in writhing torment as their veins burn and their heart catches on fire. A shooting attack with the following stats: Range 12” S4 AP2 Assault D6. Visions of Blood and Doom: Used: Blood Pact shooting phase. Bombards enemies with visions of their own grisly demise, each vision more visceral and horrific than the last. Few can withstand the sight of their body being torn asunder or ripped to shreds by nightmarish creatures before fleeing in terror. May be used on a single enemy unit within 18”. This unit cannot be Fearless or Pinned, or already fleeing. The unit must make an immediate Morale check. If they fail, roll a further D6, and on a 13 the unit is Pinned, and on a 4-6 the unit flees towards the closest board edge immediately. If they are in combat and they fail they will automatically flee. Unit Type -Infantry Wargear Gore Mage -Blood Staff (heavy CCW) -Laspistol -Sacrificial Knife -Flak Armour (5+ save) Blood Ward -Close combat weapon -Bodyshield (4+ In.) -Laspistol -Flak Armour (5+ save)

Options -May take a Mark of Khorne (+1 A) for +25 points. -May exchange his Blood Staff for a Gore Spear (2H power weapon) for +5 points -May use Blood-Poison on his Sacrificial knife, making it Poisoned (4+) for +3 points. -May be accompanied by up to five Blood Wards for +8 points each.

Elites Death Brigade………………………….…………9 When the Blood Pact need specialist work done; demolitions, sabotage, infiltration, etc, they send in Death Brigades. Death Brigades are formed from veteran warriors armed with the best weapons and armour available, and are often sent on suicide missions to cause as much damage to the enemy as possible before withdrawing or dying. With skills developed over decades of military service, Death Brigadiers can hide from the enemy in plain sight, singlehandedly destroy an armoured column and get away without a single casualty all in one day. All of them are equipped with Autoblasters; specially modified Autoguns that fire more powerful rounds. Death Brigadier WS BS 4 4 Death Sirdar WS BS 4 4

S 3

T 3

W 1

I 4

A 1

Ld 8

Sv 4+

S 3

T 3

W 1

I 4

A 2

Ld 8

Sv 4+

Special Rules -Pact of Blood -Stealth -Infiltrate -Furious Charge Unit Composition -5-15 Death Brigadier Unit Type -Infantry

Wargear

-Close combat weapon -Laspistol -Autoblaster -Carapace Armour (4+ save) -Frag + Krak grenades Options -May be dedicated to Khorne (+1 A) for +30 points for the whole squad. -One Death Brigadier may be upgraded to a Death Sirdar for +10 points -The Sirdar may exchange his close combat weapon for one of the following: Blood Poisoned CCW (4+)…………………..3 points Power sword………………………………….10 points Power fist……………………………………..25 points -The Sirdar may exchange his laspistol for a bolt pistol for +5 points -The Sirdar may have melta bombs for +5 points -One Brigadier may take one of the following: Flamer………………………………….10 points Plasma Gun……………………………..15 points Heavy Stubber…………………………..10 points Tube Launcher…………………………..20 points Sniper Rifle………………………………12 points -If squad-size permits it, they may ride in one of the following for their listed points: Half-track Armoured Car Gorebull

Blood Wolves………………………….…………30 With shadowy powers and forbidden magicks, Pact psykers- the Gore Magescan summon Khornate daemons and force them to possess willing victims. Once in control, the daemon will shape and twist the body to its liking, leaving a nearunrecognisable, inhuman beast in place of a man. These possessees- Blood Wolves- are ferocious and vicious monsters, intent on slaughter and carnage. Charging forward on all fours with bloodied claws and gore-stained spines, Blood Wolves charge headlong into the enemy, ripping and tearing fragile flesh and hardened armour with equal ease, spearheading many Blood Pact assaults. Blood Wolf WS BS 4 0 Warmonger WS BS 4 0 Special Rules -Fearless

S 4

T 4

W 2

I 4

A 3

Ld 10

Sv 5+ In.

S 4

T 4

W 2

I 4

A 4

Ld 10

Sv 5+ In.

-Frenzy -Invulnerable save (5+) Unit Composition -2-8 Blood Wolves Unit Type -Beasts Wargear -Claws, talons, fangs and other serrated and misshapen appendages. Options -Their claws may be coated in Blood-Poison (4+) by the Gore Mages before the battle for +4 points each. -One Blood Wolf may be upgraded to a Warmonger for +10 points. Note: There must be at least one Gore Mage in the army to include Blood Wolves

Loxatl Brood………………………...…………25 Being heretics, the Blood Pact are willing to deal with all manner of unwholesome or unholy creatures, including the reptilian Loxatl mercenaries. A species of nonhumanoid, lizardine quadrupeds, the Loxatl are equipped with razor-sharp claws and special harnesses. These harnesses are armed with flechette dischargers that fire a hail of shrapnel upon neural command. Extremely quick and agile, these xeno fiends are excellent at both ranged and hand-to-claw fighting, and make good shock troops.

Loxatl Mercenary WS BS S 5 3 4

T 4

W 2

I 3

A 2

Ld 9

Sv 6+

Special Rules -Scout -Move through Cover Unit Composition -1-5 Loxatl Mercenaries Unit Type -Beast Wargear -Claws (2 CCW) -Flechette Dischargers

Troops Infantry Squad……………….…………..………7 Blood Pact Infantry are the grunts of the Pact, rank-and-file soldiers wearing Guard-issue fatigues and wielding Las-weapons captured from the Imperials. A deadly combination of heavy training and religious fervour, they are terrifying in combat with their hook-nosed masks sneering at the enemy in contempt.. Many Blood Pact squads are accompanied by a Demagogue; a fiery preacher of sorts that inspires the men around him to greatness. Often Demagogues bring along great, skull-encrusted tomes known as Liber Chaoticas that they surrender their weapons to recite from. Such a constant reminder of the power of Chaos is more than enough to work soldiers up into a fearless devotion, making them resilient to the psychological affects of warfare. Soldiers WS BS 3 3 Sirdar WS BS 3 3 Demagogue WS BS 3 3 Special Rules

S 3

T 3

W 1

I 3

A 1

Ld 7

Sv 5+

S 3

T 3

W 1

I 3

A 2

Ld 7

Sv 5+

S 3

T 3

W 1

I 3

A 2

Ld 7

Sv 5+

-Pact of Blood Unit Composition -10-20 Soldiers Unit Type -Infantry

Wargear -Close combat weapon -Laspistol* -Lasgun* -Flak Armour (5+) -Frag grenades *While listed as a lasgun or pistol, the Blood Pact make extensive use of autoguns and pistols as well, which are identical in game terms. Therefore it would be appropriate and legal for many of your models to have autoguns or autopistols instead of their ordinary lasweapons. Options -May be dedicated to Khorne (+1 A) for +30 points for the whole squad. -One soldier may be upgraded to a Sirdar for +10 points -The Sirdar may exchange his close combat weapon for one of the following: Blood Poisoned CCW (4+)…………………..3 points -One of the squad members (not the Sirdar) may be upgraded to a Demagogue for +10 points. -The Demagogue may replace his laspistol and close combat weapon with a lasgun for free, or a Liber Chaotica for +10 points. The Demagogue is unable to attack or defend himself (as he is too busy reciting from the Liber) but the entire squad becomes Stubborn as long as the Demagogue survives. -The entire squad may have krak grenades for +3 points per model. -One soldier may take one of the following: Flamer………………………………….10 points Heavy Stubber…………………………..10 points Tube Launcher…………………………..20 points -If squad-size permits it, they may ride in one of the following for their listed points: Half-track Armoured Car Gorebull

Grenadiers…………………….…………..………7 Unfortunately, Blood Pact tanks are not as good as Imperial ones, as they are not captured but are made on Chaos-held forge worlds. The Imperial Guard also fields more tanks than the Blood Pact can, meaning that the Pact is often at a disadvantage when fighting Tank companies in particular. To combat their

deficiencies, the Pact deploys many anti-tank measures, such as Grenadiers. Grenadiers are similar to ordinary Pact infantry, but they have access to more heavy weapons for the sole purpose of tank-hunting. Grenadier WS BS 3 3 Sirdar WS BS 3 3 HW Team WS BS 3 3

S 3

T 3

W 1

I 3

A 1

Ld 7

Sv 5+

S 3

T 3

W 1

I 3

A 2

Ld 7

Sv 5+

S 3

T 3

W 2

I 3

A 2

Ld 7

Sv 5+

Special Rules -Pact of Blood Unit Composition -6-10 Grenadiers (HW Teams count as two models for transports) Unit Type -Infantry Wargear -Close combat weapon -Laspistol -Lasgun -Flak Armour (5+) -Frag + Krak grenades Options -May be dedicated to Khorne (+1 A) for +30 points for the whole squad. -One soldier may be upgraded to a Sirdar for +10 points -The Sirdar may exchange his close combat weapon for one of the following: Blood Poisoned CCW (4+)…………………..3 points -The Sirdar may exchange his lasgun for a sniper rifle for +12 points or a bolter for +5 points. -The entire squad may have melta bombs for +5 points per model. -May give upgrade two soldiers to a Heavy Weapons team (unlimited times) A Heavy Weapons Team must have one of the following. Note: a Sirdar may not be a part of a HW Team. Heavy Stubber…………………………..10 points Autocannon…………………………...…15 points Plasma Cannon…………………………..10 points Tube Launcher…………………………..20 points Lascannon………………………………..25 points Mortar…………………………………….15 points

-If squad-size permits it, they may ride in one of the following for their listed points: Half-track Armoured Car Gorebull

Blood-driven……………….…………..………10

Blood-driven are berserkers in every sense of the word; sadistic, fearless, cruel and utterly insane. High on a mix of combat drugs, Gore Magery and unholy fervour, Blood-driven are screaming lunatics that charge into battle wearing little more than scraps of gore-stained clothing and warpaint made from the blood of their victims. Wielding axes and clubs of all shapes and sizes, they ignore horrific personal injury and will face down any enemy, no matter how low the chances of survival are. Blood-driven WS BS 4 3 Gorechief WS BS 4 3

S 3

T 3

W 1

I 3

A 1(2)

Ld 7

Sv -

S 3

T 3

W 1

I 3

A 2(3)

Ld 7

Sv -

Special Rules -Fearless -Frenzy Unit Composition -10-25 Soldiers Unit Type -Infantry

Wargear -Two close combat weapons (+1 A, included in profile) -Frag grenades Options -One soldier may be upgraded to a Gorechief for +10 points -The Gorechief may replace his two CCWs with one of the following: Heavy CCW………………………4 points (-1 A) Power weapon…………………….10 points (-1 A) -The entire squad may coat their weapons with Blood-Poison (4+) for +5 points per model. -One in every two models may replace their twin CCWs with a Heavy CCW (-1 A) for +4 points per model.

Cultists……………………….…………..………5 While they have a disdain for the disorganised masses of screaming heretics employed as soldiers by the other Archenemy sub-factions, Blood Pact armies are often aided by these incompetents, who use the cultists as meat-shields and distractions. Their only bonus, however, is their ability to enter a trance-like state where they chant to the Dark Gods, channelling the power of the Warp. A relatively harmless exercise (to anyone but the cultists, at least) unless a psyker is nearby. Psykers loyal to Chaos can access this pool of Warp-energy created by the cultist’s channelling and use it to enhance their existing power. Many cultist squads are accompanied by a Demagogue; a fiery preacher of sorts that inspires the men around him to greatness. Often Demagogues bring along great, skull-encrusted tomes known as Liber Chaoticas that they surrender their weapons to recite from. With a constant reminder of the power of Chaos so close, the cultists become utterly fearless, willing to die on a word for their gods. Cultist WS BS 2 2 Demagogue WS BS 2 2

S 3

T 3

W 1

I 2

A 1

Ld 6

Sv -

S 3

T 3

W 1

I 2

A 2

Ld 6

Sv -

Special Rules -Stubborn -Warp-focus (only available if a model with the “Psyker” rule is a part of the unit): At the beginning of the Blood Pact player‟s turn, if they are not in Close Combat or within 8” of an enemy, the Cultists may choose to begin Chanting (arrange such units in a suitable grandiose fashion, like in a big ring around the leading psyker). Chanting cultists may not move, shoot or assault while they are in this state, and they will immediately stop Chanting and break out of their trance if they are assaulted (although they ignore being shot at). Once per turn, the Psyker with the highest Leadership in the Chanting unit may attempt to cast one of the following Psychic Powers as if he had them. In addition, the Psyker may use his own Power(s) and may re-roll the Psychic test if it fails. Chaos is the Only True Answer! All friendly units within 12” count as Stubborn for the duration of the turn. Feel the Power of the Gods! A shooting attack with the following profile: Range 18” S4 AP3 Assault 3 Know Your Doom Approaches! All enemy units within 12” suffer a -1 modifier to their leadership for duration of the turn. . Every turn of uninterrupted Chanting raises every psyker in the unit‟s Ld by +1 for as long as the unit stays Chanting. The Chanting cultists have an Invulnerable save of 6+ as long as they are Chanting, as the Warp energy protects them. This process is not without risk, however, and every turn of uninterrupted Chanting you must take a

leadership test. For every point you failed the Leadership by (if you did) one S2 AP1 hit is taken by the squad (armour and Invulnerable saves may not be taken.) Unit Composition -5-30 Cultists Unit Type -Infantry

Wargear -Close combat weapon -Laspistol Options -May be dedicated to Khorne (+1 A) for +40 points for the whole squad. -One cultist may be upgraded to a Demagogue for +10 points. -The Demagogue may be a Rogue Psyker (gains no powers except from Chanting cultists and gains the Psyker rule, enabling it to use the powers from Chanting Cultists) for +5 points. -The Demagogue may replace his laspistol and close combat weapon with a lasgun for free, or a Liber Chaotica for +10 points. The Demagogue is unable to attack or defend himself (as he is too busy reciting from the Liber) but the entire squad becomes Fearless instead of Stubborn as long as the Demagogue survives. The Liber no longer applies during Chanting, as the Demagogue is too busy.

Dedicated Transports Armoured Car...……………….…………..………70 Armoured Cars are large trucks, armoured with layer upon layer of steel plating. They are capable of carrying a large group of soldiers, and are relatively fast and well-armoured as light transports go. Armed with light weaponry, they are perfect for carrying groups of Pact soldiers to the frontline with reliability and security. BS 3

F 11

Transport Capacity 15 models Unit Composition -One Armoured Car Unit Type -Vehicle (Open-topped)

S 11

R 10

Wargear -Two pintle-mounted Autoblasters -Hull-mounted Twin-linked Boltguns -Searchlight -Smoke Launchers Options -May replace its twin-linked boltguns with a hull-mounted Heavy Stubber for +5 points. -May replace the two pintle-mounted Autoblasters with two pintle-mounted twinlinked boltguns for +5 points each. -May take extra armour for +15 points

Half-Track..……………….…………..………65 Half-Tracks are similar to armoured cars, except they are equipped with tank-like tracks at the back half of their chassis, to better negotiate rough terrain. Typically they are armed with only light weaponry and low-quality armour to maximise speed and transport capacity, but Half-Tracks cannot match other transports for capacity, although they can easily traverse rough terrain. BS 3

F 11

S 11

R 10

Special Rules -Tracks: May re-roll all failed dangerous terrain tests. Transport Capacity 10 models Unit Composition -One Half-Track Unit Type -Vehicle (Open-topped) Wargear -Two pintle-mounted Autoblasters -Searchlight -Smoke Launchers Options -May take hull-mounted twin-linked boltguns for +5 points or a hull-mounted Heavy Stubber for +10 points. -May replace the two pintle-mounted Autoblasters with two pintle-mounted twinlinked boltguns for +5 points each. -May take extra armour for +15 points

Gorebull...……………….…………..………70 A Gorebull is a variant of the Imperial Guard Chimera that the Blood Pact forge worlds have designed and fielded across the Sabbat Worlds. Most of the armour was stripped away to allow for greater transport capacity, and the standard Multilaser was replaced with a more powerful Autocannon for added punch as it charged in. Also, the front was reinforced with spikes, spines and a large, dozer blade-like construct to cause extra damage on the ram, hence the name ‘Gorebull’. If they were not vicious and intimidating enough as it is, many Gorebull’s are possessed by bloodthirsty daemons, giving them an even more bestial and brutal attitude. Any who stand in the way of a Gorebull’s charge must either get out of the way or be crushed into a bloody pulp. BS 3

F 12

S 10

R 10

Special Rules -Reinforced Ram: The Gorebull is designed to charge at people and enemy vehicles with wild abandon, flattening or wrecking anything in its way and then disgorging a squad of crazed Blood Pact troopers into their opponents midst. Whenever a Gorebull rams, it adds +1 to the strength of the hit inflicted, and -1 to the strength of the hit it suffers in return. Also, whenever a Gorebull Tank Shocks, it inflicts an automatic D6 S6 AP- hits upon the target unit, whether or not they flee. -Bloodcrazed Crew: The crew of a Gorebull is not chosen for their sensibility, caution or sanity. A Gorebull must ram or tank shock any enemy that it is within 9” of it at the start of its turn, to the exclusion of all else. Transport Capacity 8 models Fire Points -3 on either side (6 altogether) Unit Composition -One Gorebull Unit Type -Vehicle (Tank) Wargear -Turret-mounted Autocannon -Dozer blade -Smoke Launchers -Searchlight Options

-May have a pintle-mounted bolter for +3 points. -May be Daemonically Possessed for +20 points.

Fast Attack Aerial Atrocity Brigade………………….…………11 When ordinary Death Brigades cannot get to their targets and the enemy are too powerful to defeat with simple force, Aerial Atrocity Brigades are deployed covertly to accomplish what others cannot. Equipped with jump-packs, they are taken by transport-flier to their destination, where they leap off and land safely behind enemy lines. Whether to launch a rear-assault on the enemy or sever supply lines, Atrocity Brigades are vital components of a successful Blood Pact campaign, and can inflict ghastly damage. All of them are equipped with Autoblasters; specially modified Autoguns that fire more powerful rounds. Aerial Atrocity Brigadier WS BS S 4 4 3 Brigadier-Sirdar WS BS S 4 4 3

T 3

W 1

I 4

A 1

Ld 8

Sv 4+

T 3

W 1

I 4

A 2

Ld 8

Sv 4+

Special Rules -Pact of Blood -Deep Strike -Infiltrate Unit Composition -5-15 Atrocity Brigadiers Unit Type -Jump Infantry Wargear -Close combat weapon -Laspistol -Autoblaster -Carapace Armour (4+ save) -Frag + Krak grenades Options -May be dedicated to Khorne (+1 A) for +30 points for the whole squad.

-One Atrocity Brigadier may be upgraded to an Atrocity Brigadier-Sirdar for +10 points -The Sirdar may exchange his close combat weapon for one of the following: Blood Poisoned CCW (4+)…………………..3 points Power sword………………………………….10 points Power fist……………………………………..25 points -The Sirdar exchange his laspistol for a bolt pistol for +5 points -The Sirdar may have melta bombs for +5 points -One Brigadier may take one of the following: Flamer………………………………….10 points Plasma Gun……………………………..15 points

0-1 Stalker Pack…………………………..40 Stalkers are vicious and abominable fusions of human and ogrynn DNA, bred to be massive, fierce hunters. Encountered first by the Imperium on AncreonSextus, the Stalkers staged nocturnal raids upon isolated Imperial positions, using their unnatural skills to ambush and pick off lone warriors or squadrons. These merciless animals ignore all but the most grievous wounds, shrugging off lasfire and bolt rounds with equal contempt. With the stealth and reflexes of a cat, the temperament and strength of a bear, the toughness and armour of a small tank and the claws and teeth of a dragon, Stalkers are the ultimate terror and war weapon, stretching the enemies’ morale and discipline past breaking point. As a Stalker gets older, it gets tougher, stronger, more cunning and generally better, going from the impetuous, once-wrought youngsters to the grizzled, thricewrought veterans. If you hear one Stalker in the distance, run, because there is another right behind you. Stalker Once-wrought WS BS S 3 4 Stalker Twice-wrought WS BS S 3 5 Stalker Thrice-wrought WS BS S 4 5 Special Rules Once-Wrought -Frenzy -Infiltrate -Stealth Twice-wrought

T 4

W 2

I 5

A 3

Ld 6

Sv 6+

T 4

W 3

I 5

A 4

Ld 7

Sv 5+

T 5

W 3

I 4

A 6

Ld 8

Sv 4+

-Frenzy -Infiltrate -Stealth -Furious Charge Thrice-wrought -Infiltrate -Stealth -Furious Charge Unit Composition -1-5 Once-wrought Stalkers Unit Type -Beast Wargear -Claws, teeth and crushing strength -Bone-plating (varies) Options -Up to half the Pack (rounding up) may be upgraded to twice-wrought for +15 points each -One Stalker in every Pack may be upgraded to a thrice-wrought from a twicewrought for +15 points

Warbike …………………………………………..22 Warbikes are large, and cumbersome monstrosities equipped with side-cars that the Pact use in battle. Heavily-armoured and armed with powerful guns, Warbikes can provide valuable anti-infantry and anti-light vehicle support for the rank-and-file Blood Pact soldiers. Warbiker: WS BS 3 3

S 3

T 3(5)

W 2

I 3

A 2

Ld 7

Sv 3+

Special Rules -Pact of Blood Unit Composition 1-3 Warbikes Unit type -Bike Wargear -Close Combat weapon -Twin-linked Laspistols (built into the bike) -Side-car-mounted Heavy Stubber -Reinforced chassis (+1 T, 3+ sv, included in profile) Options -May replace the twin-linked Laspistols with twin-linked boltpistols for +5 points each. -May replace the heavy stubber with one of the following: Heavy Bolter…………………………5 points Heavy flamer…………………………10 points Autocannon…………………………...10 points Tube launcher…………………………13 points Lascannon……………………………..15 points

Stalk Tank Squadron……………………………72 Suspended on several arachnoid legs, Stalk Tanks are smaller and less powerful Defilers, fielded extensively by the Pact as scouts, vanguards, and harassers. Similar to Imperial sentinels, but larger and more dangerous, they are usually armed with in-built Multi-lasers but often appear with heavy stubbers, bolters, or even Autocannons and lascannons. Versatile and lithe, Stalk Tanks are muchfeared by Imperials far and wide for their ability to appear from unexpected quarters and unforeseen locations.

WS

BS

S

I

A

F

S

R

3

4

5

3

2

11

10

10

Special Rules -Outflank -Scout -Fleet Unit Composition -1-3 Stalk Tanks Unit Type -Vehicle (walker) Wargear -Turret-mounted twin-linked Multi-laser -Searchlight -Smoke Launchers Options -May have a hull-mounted flamer for +8 points, a hull-mounted bolter for +5 points or a hull-mounted plasma gun for +12 points. -May replace the turret-mounted Multi-laser with a turret-mounted twin-linked Autocannon for +5 points or a turret-mounted Lascannon for free. -May take extra armour for +15 points.

Heavy Support Reaver………..……………….……………………140 The AT70 Reaver is the main Archenemy battle tank, similar to the Leman Russ in many respects, but is slightly inferior to the iconic Guard workhorse. Nevertheless, it is a useful engine of destruction and can plough through the massed ranks of enemy infantry, guns blazing as the enemy fall like wheat. BS 3

F 13

Unit Composition -One Reaver Unit Type -Vehicle (Tank) Wargear -Turret-mounted Light Cannon -Hull-mounted Heavy Bolter

S 12

R 11

-Searchlight -Smoke Launchers Options -May replace the turret-mounted light cannon with a turret-mounted battle cannon for +11 points. -May take a pintle-mounted bolter for +6 points, a pintle-mounted tube launcher for +15 points or a pintle-mounted Heavy Stubber for +11 points -May replace the hull-mounted heavy bolter with a hull-mounted heavy flamer for free, a hull-mounted autocannon for +5 points or a hull-mounted multi-laser for +8 points. -May take extra armour for +15 points or a dozer blade for +5 points.

Brigand………..……………….……………………173 Brigands are powerful battle tanks, designed and built based on Imperial designs, they are the epitome of the Archenemy armoured brigades. Brigands are driven by skilled crewmen who view it as an honour to drive such a vehicle. Slightly superior to the Imperial Leman Russ, they are a feared sight upon the battlefields of the Sabbat Worlds. BS 4

F 14

S 12

R 11

Unit Composition -One Brigand Unit Type -Vehicle (Tank) Wargear -Turret-mounted Battle Cannon -Hull-mounted Heavy Bolter -Searchlight -Smoke Launchers Options -May take a pair of heavy bolter sponsons for +15 points or a pair of Lascannon sponsons for +25 points. -May replace the hull-mounted heavy bolter with a hull-mounted heavy flamer for free, a hull-mounted autocannon for +5 points or a hull-mounted multi-laser for +8 points. -May take extra armour for +15 points or a dozer blade for +5 points.

0-1 Howitzer Battery………….……….……28 per gun

An old concept made new by a vehicle-starved army, howitzers are essentially massive guns on wheels. Unlike Basilisks or Griffons, howitzers lack an armoured chassis or an engine, relying on a handful of struggling crewmen to drag it into position. Although not ideal for many combat situations like retreats or rapid deployment, howitzer teams are perfect for static or long-term defence, and are able to provide valuable anti-tank firepower against the superior armoured forces of the enemy. Howitzer Light Artillery Piece BS F 3 11 Crewman WS BS S T 3 3 3 3

S 10 W 1

R 10 I 3

A 1

Ld 6

Sv 5+

Special Rules Mass of Iron: Being far heavier than standard artillery pieces, a howitzer may only be dragged by its crew D6” every movement phase. This is reduced to D3 if they are going through difficult or dangerous terrain. Unit Composition -1-4 Howitzer Light Artillery (with 3 Blood Pact crew per Howitzer) Unit Type -Vehicle (Artillery) Wargear Howitzer -Heavy Mortar Crewman -Laspistol -Flak Armour (5+) Options -May replace the heavy mortar with a light cannon for +25 points or a battle cannon for +35 points.

Defiler….……………………………………160 Created by the Dark Mechanicus in their unholy Forge of Souls, Defilers are daemon-engines of immense and terrifying power. A horrific fusion of dark

science, engineering and foul daemomancy, Defilers are a mass of claws, pistons, gears, cogs and spikes, able to kill from afar or up close with equal ease and abandon. WS

BS

S

I

A

F

S

R

3

3

6

3

3

12

12

10

Special Rules -Fleet Unit Composition -1 Defiler Unit Type -Vehicle (walker) Wargear -Turret-mounted Light Cannon -Autocannon -Daemonic Possession -Two Dreadnaught close combat weapons (extra attack included in profile) -Twin-linked heavy flamer

Options -May upgrade the light cannon to a battle cannon for +8 points. -May replace the autocannon with a twin-linked heavy bolter or a close combat arm (+1 A) for free or a twin-linked lascannon for 20 points. -The heavy flamer may be replaced by a close combat arm (+1 A) for free, or a tube launcher for +8 points

Notes on Models Unlike the models for other Fandexs I have written, it is fairly easy to get accurate models for the Blood Pact (and many people have done so already). While you could just proxy Imperial Guard or already-converted Imp. Renegades, where is the fun in that? :D Here are some pictures of Blood Pact units other people have done, to get your creative juices flowing!

A few Loxatl conversions.

A few Stalk Tank conversions

And heaps of converted Blood Pact infantry

View more...

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