"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.
Faction Specific Rules:
Heroic Sacrifice: Any unit in this faction with a grenade may use them as [Light] weapons.
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.
Grim Oath: If your army is composed of only Borii, Cyborii, Reforged and Tunnelers then all units gain +2 Integrity.
Faction Specific Secondary Missions:
The Bloodpact Anarchists score secondary points based on Sabotage and Causing Chaos. 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 if you have units within your enemy's deployment zone.
Sacrifice for the Cause: Score 1 Victory point for every one of your units killed this turn.
Dominate the Field: Score 3 Victory points at the end of the round if you have units on 3 table quarters.
Assassination: Score 2 Victory points for every enemy hero killed this turn.
Whittle them down: Score 1 Victory point for every enemy unit killed this turn.
Raise the Flag: Score 5 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: Revolutionaries are equipped with a hand weapon, heavy armor and Buckler and may add the following options:
Replace Hand Weapon and Buckler with Two Handed Weapon (Free )
Exchange Buckler for Shield (Free)
Exo-suite (1 pt)
Short Bow (5 Pts) or Throwing Weapon (4 pts)
Camo Cloak (5 pts)
Pistol (7 pts)
Synthetic Organs 5 Pts)
Bubble Shield (5 pts, may be taken multiple times )
1-3 Grenades (10 pts each)
Wise Ones are the Miracle Workers and healers of the Bloodpact. Their followers look to them for guidance and inspiration.
Wargear options: Wise Ones are equipped with a hand weapon and may add the following options:
Replace Hand Weapon with Two Handed Weapon or Spear (1 pt )
Staff (5 pts)
Buckler (1 pt)
Camo Cloak (5 pts)
Bubble Shield (5 pts, may be taken multiple times )
Synthetic Organs (1 pts)
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: Forge Fathers are equipped with a Two-Handed Weapons, Heavy Armor and may add the following options:
Exo-Suite (1 pt)
Synthetic Organs (1 pt)
Special Rules:
Master of the Forge: This unit may expend 1 point of faith to heal any cyborii, reforged, or tunneler.
Racial Paragon: This unit can only be Borii or Cyborii, the profile is not applied yet.
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: Freedom Fighter are equipped with hand weapons and armor and may add the following options:
Spear (1 pt)
buckler (1 pt)
Short Bow (5 pt)
Grenade (10 pts)
Camo Cloak (5 pts)
Lookouts are the squirrely light footed militia who keep an eye on the battlefield for the Bloodpact.
Wargear options: Lookouts are equipped with hand weapons and Composite Bows and may add the following options:
Exchange Composite Bow for Composite Bow (1 pt)
Spear (1 pt)
Camo Cloak (5 pts)
Anarchists have special relationships with the Blacksun Taders and supply grenades' to the rest of the militia.
Wargear options: Anarchists are equipped with hand weapons, armor, throwing weapons, a Buckler and 1 Grenade. They may also add the following options:
Camo Cloak (5 pts)
1-2 Extra Grenades (10 pts each)
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: Reforged are equipped with Hand Weapons and Shield and may add the following options:
Exchange Shield for Long Bow (17 Pts).
1-6 Grenades (10 pts each)
Special Rules:
Refuse Death: These units may reroll destiny when spent to ignore a wound on a 4+
Mechanized pull: Weapons of the reforged are oversized, to represent this double the Range, and Strength of their bows, they will also inflict 2 wounds if they hit.
Mechinized Strength: Weapons of the Reforged are oversized, to represent this his melee attacks have range 3 and deal 3 damage if they wound.
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: Mutants are equipped with Hand Weapons and Off Hand Weapon and may add the following options:
Exchange Off Hand Weapon for Two Handed Weapon.
1-3 Grenades (10 pts each)
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 have range 2 and deal 2 damage if they wound.
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: Profane are equipped with a Talisman, Spellbook and Hand Weapons and may add the following options:
Staff (5 pts)
Camo Cloak (5 Pts)
1-3 Grenades (10 pts each)
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 faction specific Spell List, this spell costs double charge.
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: Tunnelers are equipped with claws that act as hand weapons, magma weapons and a drill.
Special Rules:
Subterfuge: This unit may start off the battlefield.
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 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 allied Basic or Hero units 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 have range 3 and 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 3 wounds to 1 unit within range 3. After this ability is used this unit may be removed from the battlefield.
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]
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: Trucks come as-is but may add the following options:
Armor (1 pt)
Heavy Armor (2 pts)
Special Rules:
Scrap Metal Hull: This model ignores wounds on a 6+
Ramming Speed: This model may move over heroes and basic units but may not stop on top of them. Deal d6 wounds to every model affected this way.
Transport: This unit may have up to 10 Hero or Basic Units or 5 Monsters stored inside it. Move any embarking models within 1" then remove them from the game. Models may also start the game already inside this transport. Models may be removed from this unit during any point of the movement phase. If this unit is slain, each model inside it placed on the map nearest to the location of this model and each model suffers 1 wound.
Open Top: Any models inside this transport may fire ranged attacks.
Warmachine: This model is placed on a 115mm x 75mm custom base.