Codex - Blood Pact: /tg/'s 9th Edition

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BLOOD FOR THE BLOOD GOD

SKULLS FOR THE SKULL THRONE

LONG LIVE THE GAUR


Welcome to the Blood Pact /tg/ codex. This Codex was made because gw hates everything that isn't a space marine and won't give us rules for some of the coolest factions in the lore. Hopefully these rules should allow you to finally put those nasty red cultists on the field without having to make them world eaters. Spill some blood for us, and long live the Gaur.

Design Theory

PLAN: The goal with this codex is to make an army that reflects the lore of the blood pact with a few rules to make a unique experience. The general plan is to base the units in this codex off of ones from the imperial guard, gene stealer cults, renegades and heretics, and past examples of rulesets like the lost and the damned.

MODELS: The intent is to also provide possible examples for what sort of models that can be used or kitbashed to create a convincing model for each unit

BALANCE: The intent is to make this codex so that it will be abstractly "C" Tier, and when in doubt, to make it worse. Sometimes it can be hard enough to get people to agree to playing against a completely homebrew codex, let alone a good one.

Army Rules

possibly an order system similar to imperial guard

Orders ideas: instead of in the shooting phase, orders happen in the fight phase

  • Shoot guns in melee at -1 to hit
  • Fight again
  • Reroll hits to fight
  • Have a unit fight first
  • Give a unit +1 toughness for the fight phase
  • A Taunt that won’t let enemies in engagement range of this unit pull back unless they get a 6+ on a dice roll

In the grim darkness of the 42nd millennia the icon warriors of humanity, the space marines, imperial guard, adeptus sorotitas or adeptus mechanicus, make up only a tiny part of the humans. Everyone else is just...human, in the wide diversity you would expect from the dark future. Some of these are just mildly abhuman people, leading what passes for normal on their planet, while others are the twisted monstrosities of fallen hive cities, while others may be space faring trade ships, plying the galaxy for trade but their minds subtly changed by the warp. When creating a Blood Pact army you may either select a Traitor Regiment keyword, or two Provenance of War keywords. If your army is battle forged you gain the associated traits.

Traitor Regiments:

  • Armagedon: Corrupted Machine Spirits
Infantry with this trait may quadruple the number of shots they fire instead of double when using Rapid Fire weaponry. However, when they do so hit rolls 1 are instead assigned to the firing unit instead of missing. In addition, roll a D6 for every Vehicle in your army at the start of each turn; on a 5+ the unit regains 1 previously lost wound, on a 1 however that unit suffers a mortal wound. This effect activates regardless of whether or not the Vehicle has lost any wounds.
  • Cadia: The Fallen of Cadia
All units in your army may reroll hit rolls of 1. However, all units subtract 1 from their leadership characteristic and your army must contain at least twice as many Infantry units as Vehicle units.
  • Catachan: Power is All
Add 1 to the strength characteristic of all Infantry units in your army. In addition, add 1 to the toughness characteristic of an Infantry units during the fight phase if it charged, was charged or performed a heroic intervention during the previous charge phase. However, during the morale phase if an Infantry unit rolls a 1 during your morale phase then D6 models from that unit are removed from play, in addition to any other models which would be lost during that morale phase.
  • Death Korps of Krieg: The Grime and Muck of War
All units count as having the benefit of light cover and automatically pass morale tests when they would otherwise not benefit from any kind of cover. In addition, all your units may fire their Blast weapons into melee, but all missed attacks are instead assigned to the nearest friendly unit engaged in melee to the enemy unit.
  • Militarium Tempestus: Usurped Discipline
'Infantry units in your army may target enemy Characters as if they were the closest unit. In addition, roll a D6 each time a friendly Character unit would loose a wound within 6" of a friendly Infantry unit; on a 2+ the Character does not lose a wound and the friendly Infantry unit takes 1 mortal wound instead. On a roll of 1 the Character takes a wound as normal and the friendly Infantry unit takes 1 mortal wound as well.
  • Tallarn: Tides of the Immaterium
  • Mordian: Lockstep Minds
  • Valhalla: Fury of Battle
  • Vostroya: Loot of Fallen Grandeur


  • Tallarn copy-paste
  • Ocean of Bodies: +1 to ws when attacking an enemy with less models than your own unit, vehicles count as 5 models
  • Siege Experts: Models that don’t advance are treated as having the benefit of cover to their save
  • Melee Fanatics: Models lost as a result of attacks from a unit in engagement range are not counted towards morale check, vehicles count as having double wounds for the purposes of their combat bracket
  • Fast as fuck: models that advance always roll maximum for their dice and can still charge

Alternative to regiments:

  • Feral world denizens, +1 to hit on charge, ignore casualties inflicted in fight phase for morale, may not take “advanced” weaponry.
  • Heretics of the machine god, 6+ fnp, +1 to armour saves, all vehicles each turn within 6” of this unit suffer from scrap code and suffer 1 mortal wound on a 5+.
  • Genetic monsters, +1 strength and toughness, but loose objective secured and -1 leadership.
  • Mutant swarm, do not take morale tests, gain a 6++ but may only ever move towards the closest enemy unit.
  • Penal legion,
  • Hive gangers

Universal

Detachment Rules

Stratagems

Strategem ideas:

  • 2cp: Blood for the Blood Pact: Unit fights again
  • 1cp: For the Gaur: Unit can advance and charge
  • 2cp: Flood them with Lead: shooting phase, unit gets -1 to hit but if they hit an enemy unit, that enemy unit can’t make overwatch shots until your next shooting phase
  • 1cp: Consolidate squads: Select two INFANTRY SQUAD units within 2" of each other that share the same <REGIMENT>. The selected units combine to form one big unit.
  • 1cp: Crush them: A Vehicle Unit may charge, even if it has advanced this turn. In addition, all attacks made by the vehicle will hit on a 2+.
  • 1cp: Grenadiers: Use this stratagem before a BLOOD PACT INFANTRY unit either shoots or fires overwatch. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so
  • 1cp: Flames of Rage: unit may reroll wound rolls with “flamer” weapons
  • 1cp: Bayonet Drill: fight phase: when resolving an attack, unmodified hit rolls of 6 generate an additional attack
  • 2cp: Brass Treads: fight phase: use on a vehicle that is in combat: the unit gains objective secured while the unit is in combat until your next fight phase
  • 1cp: Forward for Khorne: Use at the start of a turn; pick a Chimera in your army and until the end of the turn, any embarked officers may issue orders to units outside the vehicle, measuring range from the vehicle. He is also treated as having access to a Vox.
  • 1cp: Bring them with us: when one of your vehicles is destroyed, it automatically explodes

Battle Tactic Stratagems

Epic Deed Stratagems

Requisition Stratagems

Strategic Ploy Stratagems

Wargear Stratagems

Warlord Traits

Specialist Detachments

Bounty Hunter Pack

Special Formations

Specialist Formations

Wargear

Weapon ideas:

  • Plasmagun that is stuck on overcharged but in return has s9
  • Flamer that blows up if you roll a 1 for shots but in return has ap-2
  • Autogun = lasgun
  • Blessed combat weapon, gives an extra attack like a ccw, but also gives ap-1
  • Bayonet upgrade that just gives an extra ap but costs a point or two

Melee Weapons

Ranged Weapons

Relics

Other Wargear

Units

Named Characters

Named Character Ideas:

  • Urlock Gaur - Gaur - To the Blood Pact, the only personality of note is Urlock Gaur himself, for not only is he their warlord and commander-in-chief, but it is to him personally that they pledge themselves forever in blood. Gaur sometimes leads the massed Pact forces himself, but so tight is its discipline, and so great his faith in it, he is happy to charge divisions to the command of senior officers or other warlords.
  • Enok Innokenti - Sirdar - Enok served as one of Gaur's trusted demagogue lieutenants.
  • Vesh Etogaur - Etogaur - Vesh Etogaur (the second word possibly indicative of rank, as in "demi-gaur" or colonel). Under his strict command, his forces demonstrated brutal efficiency during the battle of the Akkorite Peninsula on Belshiir Binary in 771.M41, when they lay in baking heat for three days without faltering or breaking line until the Imperial Guard unit had moved into the cone of their ambush. Not one Guardsman survived the brutal slaughter.

HQs

  • Gaur (Commander-in-chief) (Creed or something)
  • Etogaur (Colonel) (Strakken-esk)
  • Damogaur (Major) (better commander boi)
  • High Sirdar (Captain) (Company Commander)
  • Sirdar (Lieutenant) (Platoon Commander)

Troops

  • Pact Militia Squad (Chaos Cultist Squad)
  • Pact Trooper Squad (Infantry Squad)
  • Death Brigade Squad (Melee Tempestus Scion minus the deepstrike)

rough concept for layout:

  • Militia, 4-5 points, 10-30 man
  • BS: 5+, WS: 5+, Sv: 7+
  • Range 24”, Rapid Fire 1, S-3, AP-0, D-1 Or Pistol and ccw
  • Trooper, 5 points, 10 man
  • BS: 4+, WS: 4+, Sv: 5+
  • Range 24”, Rapid Fire 1, S-3, AP-0, D-1 Or Pistol and ccw
  • Death Brigade, 8 points, 5-10 man
  • BS: 4+, WS: 3+, Sv: 4+, maybe 2 attacks?
  • Range 18”, Rapid Fire 1, S-3, AP-2, D-1 or Hot-shot laspistol and some kind of hot-shotish ccw, maybe chainswords or chain axes

Elites

  • Blood Priest (Adminostorum Priest)
  • Pact Enforcer (Commissar)
  • Death Brigade Champion (character killer thing)
  • Gore Mage (Astropath thingy) (trust me, it exists in the lore)
  • Here-Tek (Tech-Priest Enginseer)
  • Pact Weapons Squad (Special Weapon Squad)
  • Pact Command Squad (Command Squad)
  • Blood Wolves (Possessed Troopers) (trust me, it exists in the lore)
  • Death Brigade Scouts (forward deploying death brigade)

Fast Attacks

  • Technical (stats for the dedicated transport truck, but replace the transport capacity with a few gun options, anti tank, anti infantry, or anti air)
  • Sentinel (maybe with a better melee weapon option)
  • Light Tank / hellhound
  • Troopers on Bikes
  • Death Brigade on Bikes

Heavy Supports

  • Leman Russ (and variants)
  • Basilisk
  • Earthshaker gun
  • Stalk Tank
  • Heavy Weapon Team

Aircraft

  • Fighter
  • Transport
  • Heli Gunship

Dedicated Transport

  • Chimera (give an option to replace guns with melee weapons)
  • Cheap Unarmored Transport Truck (think ork trukks)

Lords of War

  • Baneblade
  • Some kind of Railway Gun or something cool
  • Melee baneblade?

Fortifications

UNIT TEMPLATE (TEMP)

UNITNAME

This unit contains 10 UNITNAME (Power Rating: 3). It can include up to 10 more UNITNAME (Power Rating: +3)or up to 20 more UNITNAME (Power Rating: +6).

Name M WS BS S T W A Ld Sv Pts/model
MODELNAME 6" 4+ 4+ 3 3 1 1 6 5+ 5
MODELSARGE 6" 4+ 4+ 3 3 1 2 7 5+ 5

Wargear:

-Autogun

Weapon Range Type S AP D Abilities
Autogun 24" Rapid Fire 1 3 0 1

Special Rules: <tabs> <tab name="Command Protocols"> See Army Rules - Detachment Rules </tab> <tab name="Reanimation Protocols"> See Army Rules - Universal </tab> </tabs>

Upgrades: <tabs> <tab name="UPGRADE NAME"> UPGRADE ABILITY DESCRIPTION </tab> </tabs>

Options:

Any model may replace its Autogun with an Autopistol and a Melee Weapon- free

Weapon Range Type S AP D Abilities
Autopistol 12" Pistol 1 3 0 1
Melee Weapon Melee Melee User 0 1 When this model fights, make a single additional attack with this weapon

The entire unit may take the UPGRADE NAME upgrade and UPGRADE KEYWORD keyword - +3 pts./model

Keywords:

  • Faction: <FACTION KEYWORD>, Blood Pact
  • Troops, Infantry, Cultist, Core

Crusade Rules

Probably not in the current scope, will add once I personally get some experience with crusade.

Agendas

Requisitions

Battle Traits

Weapon Enhancements

Battle Scars

Crusade Relics

Artificier Relics

Antiquity Relics

Legendary Relics