Faction Specific Rules:
Heroic Sacrifice: Any unit in this faction with a grenade may use them as [Light] weapons.
Friendly Fire: This Faction will shoot even if an ally is in the way.
Grim Oath: If your army is composed of only [Machine] units then all units gain +2 Integrity.
Faction Specific Secondary Missions:
The Bloodpact Anarchists score secondary points based on Sabotage and Causing Chaos, no more than 15 secondary points may be scored per round. At the start of every round, roll a 1d6 and consult the table below:
Subterfuge and espionage: Score 3 victory points at the end of the round for each unit within your enemy's deployment zone.
Sacrifice for the Cause: Score 3 Victory point for every one of your units killed this turn.
Dominate the Field: At the end of the round, if you have units on 3 table quarters, score victory points equal the the least ammount of units you have on a table quarter.
Assassination: Score 5 Victory points for every enemy hero killed this turn.
Whittle them down: Score 3 Victory point for every enemy unit killed this turn.
Raise the Flag: Score 15 Victory points if a hero gets within 3" of the center of the board and spends a point of destiny on this action in the shooting phase. they cannot shoot that phase.
Bloodpact Heroes are revolutionaries, mystics, and survivors who lead through conviction rather than command. They inspire not through rank, but through sacrifice, belief, and the fire of rebellion.
Revolutionaries are the leaders of the rag-tag militia of the Bloodpact Anarchists. They lead their brothers with destiny and faith and if they bend some rules it's all excused for the cause!
Wargear options: Armor 3, Stealth 2, Melee 2, Ranged 3, Blacksun 1
Enhancement Options: Limit 50
Wise Ones are the Miracle Workers and healers of the Bloodpact. Their followers look to them for guidance and inspiration.
Wargear options: Armor 2, Melee 1, Ranged 1, Affinity 2
Enhancement Options: Limit 30
Voice of Command: This unit adds their Integrity (I) to any fight that is within 12" of them. 3 Points
Rally: May spend 1 point of faith when a unit within coherency is wounded, on a 4+ ignore that wound. 5 points
Medic: This unit may expend 1 point of a Faith to heal a unit 1 Wound. 5 points
Spell Book: Wise Ones have access the the following Spells: Cloak, Root.
Forge Fathers hail from the deep core of Cyberus. They Work to emancipate their race from all who would seek to control his proud race.
Wargear options: Armor 3, Melee 2, Ranged 2, Blacksun 4
Enhancement Options: Limit 30
Engineer: All allied [Machine] units of this faction within 6" of this model will regain 1 lost wound after this model finishes it's movement. 20 Points
Special Rules:
Racial Paragon: This unit can only be Borii or Cyborii.
The militia of the Bloodpact is chaotic but relentless. Freedom Fighters, Lookouts, and Anarchists fight with improvised tactics, overwhelming their enemies through unpredictability and sheer will.
Freedom Fighters are the backbone of the Militia for the Bloodpact Movement.
Wargear options: Armor 1, Melee 1, Ranged 1, Stealth 1
Enhancement Options: Limit 5
Grenade: 6", Strength 8, No penalty, One use per game [L], [A], [B1], [W2],[QS]. 17 points
Lookouts are the squirrely light footed militia who keep an eye on the battlefield for the Bloodpact.
Wargear options: Armor 1, Melee 1, Ranged 2, Stealth 2
Enhancement Options: Limit 10
Anarchists have special relationships with the Blacksun Taders and supply grenades' to the rest of the militia.
Wargear options: Armor 1, Melee 1, Ranged 1, Stealth 1.
Enhancement Options: Limit 20
Grenade: 6", Strength 8, No penalty, One use per game [L], [A], [B1], [W2],[QS]. 17 points
The Bloodpact’s monstrous units are the result of desperation and defiance—mutated bodies, reforged survivors, and profane ascensions. They are not accidents… they are sacrifices made for the cause.
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.
Wargear options: Melee 2, Ranged 2
Enhancement Options: Limit 50
Grenade: 6", Strength 8, No penalty, One use per game [L], [A], [B1], [W2],[QS]. 17 points
Armored Hull [Shield X]. X Points
Hulking Pull: Ranged weapons gain +24" Range and Strength +2 and +1 Wound. 9 points
Invisibility Cloak: When targeted by ranged attacks outside of 6" this unit has cover 4. 3 points
Hulking Might: Melee Weapons gain Range 3, [Wound 3]. 13 points
Refuse Death: This unit gains +1 on Heroic Resolve Rolls. 2 points
Special Rules:
This is a [Machine Unit].
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.
Wargear options: Melee 2, Ranged 2, Stealth 1
Enhancement Options: Limit 50
Shield X: This unit has [Shield X]. X points
Grenade: 6", Strength 8, No penalty, One use per game [L], [A], [B1], [W2],[QS]. 17 points
Armored Hull [Shield X]. X Points
Hulking Pull: Ranged weapons gain +24" Range and Strength +2 and +1 Wound. 9 points
Hulking Might: Melee Weapons gain Range 3, [Wound 3]. 13 points
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.
Wargear options: Armor 2, Melee 1, Ranged 1, Affinity 2
Enhancement Options: Limit 100
Spell Reflect X: Within X" ranged Spell Attacks that miss this unit cause a wound on the attacker on a 4+. X points
Arcane Profanity: Opponents must pay double faith to resist spells and add bonuses to their resistance rolls from this unit. 1 Point
Occultic Alliance: Profane may take 1 spell from any faction specific Spell List, this spell costs double charge. Free
Master of Affinity: This unit may cast 3 spells per phase. 10 Points
Contageous Spells: Any Spells this uniit casts has affect all units in coherency: 15 points
Conduit of Affinity: Other allied units can measure distance from this unit when casting spells. 1 Point
Special Rules:
Faithless: This unit can never have faith.
Bloodpact Titans are crude, dangerous, and devastating. Whether tunneling war machines or barely-held-together transports, they embody rebellion itself—unstable, unstoppable, and willing to burn everything down.
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.
Wargear options: Melee 2, Ranged 2
Enhancement Options: Limit 100
Armored Hull: This model has [Shield X]. X Points
Transport: This unit may have up to 10 Basic or Hero units, 5 Monstrous Units or 1 Titanic Unit stored inside it. 1 Point
Exfiltrate: This unit may be taken off the map in the movement phase and redeployed on another turn. 1 Point
Subtrefuge: This model may deploy anywhere on the board if it is not the first battle round. 5 Points
Ramming Speed: When this unit or any unit within half of this unit's movement is selected to fight in the fight phase, this unit may move up to half its movement over any models. This unit will then fight every unit it moved over using its defense as its martial and its remaining wound count as its strength. This unit may not stop on any models. 3 Points
Hulking Might: Melee Weapons gain Range 3, [Wound 3]. 13 points
Magma Weapons: This unit may fire it's magma weapons in the shooting phase with the following profile: 6", Strength 8, No penalty, [Quick Shot], [Blast 1]. 15 points
Special Rules:
This is a [Machine Unit].
Trucks deliver squads of Anarchists into the front lines. They are rickety and risky but those inside are willlling to die for the cause!
Wargear options: Ranged 2, Blacksun 1
Enhancement Options: Limit 100
Armored Hull: This model has [Shield X]. X Points
Transport: This unit may have up to 10 Basic or Hero units, 5 Monstrous Units or 1 Titanic Unit stored inside it. 1 Point
Ramming Speed: When this unit or any unit within half of this unit's movement is selected to fight in the fight phase, this unit may move up to half its movement over any models. This unit will then fight every unit it moved over using its defense as its martial and its remaining wound count as its strength. This unit may not stop on any models. 3 Points
Open Top: Any units inside this unit may fire ranged attacks. 5 Points
Hulking Pull: Ranged weapons gain +24" Range and Strength +2 and +1 Wound. 9 points
Special Rules:
This is a [Machine Unit].