"Freedom for all!"
The Bloodpact Anarchists are rebels, revolutionaries, and warriors of freedom. They seek to overthrow the influence of the Old Ones and restore the galaxy to its former ways, before the rise of the United Solar Systems Galactic Council. Their mantra is simple: freedom for all, and the right to self-governance. They fight against all forms of imperialism and tyranny, hoping to create a galaxy where every planet can govern itself without interference.
1 Hideout
3 Ruins
3 Believers
2 Lookouts
Faction Specific Rules:
Heroic Sacrifice: units in this army may be sacrificed when activated in the shoot phase to cause 1 wound to an adjacent enemy unit.
Iconoclasts: Enemies must roll two dice and choose the lower when using any faith or affinity while in coherency of any unit from this faction.
Friendly Fire: This Faction will shoot even if an ally is in the way.
Faction Specific Secondary Missions:
Secondaries: roll a d3 to pick one.
1. Spread the word: retrieve 5 reliquaries.
2. Fund the cause: Bank 100 points from mines.
3. Moral Victory: build a hideout in your opponent's starting table quarter.
A hub of resistance that is masked and hidden.
Key Words: [HQ] [Starter][Commander]
1 2 R
21 R
21 R
21 R
Lighting: 6", Perception 2, Strength 6 [Fortress]
Laboratories are secret research facilities where any desperate solution is studied.
Key Words: [Fortess][Commander][Temple][Harvest 20]
33 R 7 A
33 R 7 A
33 R 7 A
33 R 7 A
[Locked Spellbooks]
Ballista: 12", Perception 2, Strength 3 [Fortress]
The Forge contains all the great technology of the Citadel, ready to bring victory to the comrade.
Key Words: [Fortress][Commander]
5 R
5 R
5 R
10 R
[Locked] Shields
8 R
Ruins are scapegoat cities used to mask the true military operations of the revolution.
Key Words:[Elite]
Mines are special facilities dedicated to harvesting minerals or gas.
Key Words: [Mine] [Harvest 20]
Average citizens who heed the call to a cause greater than themselves.
Key Words: [Build][Harvest 20][Starter]
Special Rules:
Just a Civilian: Believers have Cover 2
Trucks: +4 Movement [Locked Trucks]
Freedom Fighters are the backbone of the Militia for the Bloodpact Movement.
Key Words:
Short Bows: 1", Strength 2, No Penalty [Arc]
Camo Cloaks: Cover 2
Upgrades:
Revolutionaries: +2 Destiny, +1 Faith [Locked Revolutionaries]
Trucks: +4 Movement [Locked Trucks]
Lookouts are the squirrely light footed militia who keep an eye on the battlefield for the Bloodpact.
Key Words: [Starter]
Long Bows: 6", Strength 2, Half Penalty [Arc]
Camo Cloaks: Cover 2
Special Rules:
Trucks: If this unit is coherent with a unit that has the Trucks upgrade, they may travel with that unit as part of their movement.
Wise Ones are the Miracle Workers and healers of the Bloodpact. Their followers look to them for guidance and inspiration.
Key Words: [Elite]
Camo Cloaks: Cover 2
Special Rules:
Trucks: If this unit is coherent with a unit that has the Trucks upgrade, they may travel with that unit as part of their movement.
Spellbook:
Root: Charge: 1, Range: 1", Special Rules: Shooting Phase. Reduce Movement and Marital of the target by 2.
Cloak: Charge: 1, Range: Self, Special Rules: Movement Phase. This unit and any coherent unit has cover 4.
[Locked Spellbooks] Blast: Charge: 1, Range: 1", Strength: 2, Damage: 1, Special Rules: Shooting Phase.
[Locked Spellbooks] Lighting: Charge: 2, Range: 1", Strength: 6, Damage: 1, Special Rules: Shooting Phase.
In an attempt to create super soldiers to bolster their cause, many of the Anarchists have resulted in horrible but power mutations. While monsterous, these brave souls are seen as heroes who sacrificed their bodies for the cause.
Key Words: [Elite]
Special Rules:
Mutant Organs: These units ignore a wounds on a 5+
Mutant Strength: Weapons of the Mutants are oversized, to represent this their melee attacks deal 2 damage if they wound.
Trucks: If this unit is coherent with a unit that has the Trucks upgrade, they may travel with that unit as part of their movement.
Some of the Anarchists have reached out to every divine power they can think of with hopeless prayers and occultic offerings. Their profanity has been rewarded with dark gifts and ascension into something arcane.
Key Words: [Elite]
Camo Cloaks: Cover 2
Special Rules:
Arcane Profanity: Opponents must pay double faith to resist spells and add bonuses to their resistance rolls from a Profane.
Occult Alliance: Profane may take 1 spell from any factions' Profile's Spell List, this spell costs double charge.
Trucks: If this unit is coherent with a unit that has the Trucks upgrade, they may travel with that unit as part of their movement.
Spellbook:
Root: Charge: 1, Range: 1", Special Rules: Shooting Phase. Reduce Movement and Marital of the target by 2.
Cloak: Charge: 1, Range: Self, Special Rules: Movement Phase. This unit and any coherent unit has cover 4.
Blast: Charge: 1, Range: 1", Strength: 2, Damage: 1, Special Rules: Shooting Phase.
Lighting: Charge: 2, Range: 1", Strength: 6, Damage: 1, Special Rules: Shooting Phase.
Anarchists have special relationships with the Blacksun Taders and supply grenades' to the rest of the militia.
Key Words: [Elite]
Grenades: 1", Strength 8, No Penalty [Arc]
Camo Cloaks: Cover 2
Upgrades:
Revolutionaries: +2 Destiny, +1 Faith [Locked Revolutionaries]
Trucks: +4 Movement [Locked Trucks]
The reforged are Anarchists who have lost life and limb to their cause but have refused to die after mortal wounds. Their power suits are also life support systems keeping them going long after they should be dead. Their existence is painful yet purposeful.
Key Words: [Elite]
Ballista: 3", Strength 4, No penalty.
Grenades: 1", Strength 8, No Penalty [Arc]
Special Rules:
Refuse Death: These units may reroll destiny when spent to ignore a wound on a 4+
Mechanized Assault: This model deals 2 wounds when it deals damage.
Tunnelers are a creations of the Borii used to drill the mines of Cyberus, now used by the Bloodpact to access behind enemy lines for ambush tactics.
Key Words: [Elite]
Special Rules:
Tunneling: In the Movement Phase this unit may be removed from the battlefield and take any allied units within range 1 with it.
Ambush: If this unit begins the Movement phase off the battlefield, you may set it up anywhere on the battlefield within 9" of allied models during that phase. If it is placed within 1" of any enemy units, roll a die for each model within range—on a 6+, that model suffers 1 wound. After placing this unit, you may immediately deploy any this models taken with it within 1" of it.
Armored Hull: This model ignores wounds on a 4+
Mechanized Claws: Weapons of the Tunneler are oversized, to represent this its melee attacks deal 2 damage if they wound.
Boring Drill: When activated in the fight phase this model may skip its fight activation to roll 1d6, on a 4+ it causes 2 wounds to 1 enemy unit in coherency. After this ability is used this unit may be removed from the battlefield and take any allied units within coherency with it.
Magma Weapons: This unit may fire it's magma weapons in the shooting phase with the following profile: 1", Strength 8, No penalty, [Quick Shot].