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    Default The Blood Pact -- Chaos Renegades Homebrew Supplement

    In the same vein as producing and finishing the Bearers of the Word homebrew supplement for the Codex: Chaos Space Marines, I've decided to make another 40K supplement, this time devoted to one of my favorite bad-guy armies to show up in the fluff in a long time: the Blood Pact. My main reason for making this is because -- while there are rumors of cult-oriented supplments soon to come -- I have no faith in GW doing something cool enough for this kind of feel. They'll likely focus on the big four traitor legions: World Eaters, Emperor's Children, Thousand Sons, and Death Guard. But the vast majority of Chaos forces are in fact non-Astartes armies, deluded into the service of Chaos either from a desire to be free of the Imperium or a personal desire to attain power. I feel that simply using the Astra Militarum codex and calling them "Traitor Guard" isn't enough and lacks flavor. So here we are. Please feel free to use this supplement as you like, alter it for your local gaming group if you like, or use as is. I've made sure to try and make it as balanced and point-appropriate as possible. Commentary and constructive criticism are welcome!

    Special note: You will need to have the Codex: Astra Militarum, Codex: Chaos Daemons and Codex: Chaos Space Marines in order to play this supplement.


    Blood Pact


    "For the Gaur and Khorne!"

    - Blood Pact war cry


    The exact origin of the Blood Pact is unknown, but it is generally held they originated some 3,000 years ago on a planet known as Ghourra, sometimes pronounced Gaurra, at the edge of the Sabbat Worlds. At that time, the tribal society of Ghourra was ruled by a feudal overlord, or Gaur (sometimes referred to as "Ghour" or "Gour"). The Gaur surrounded himself with an elite priesthood who conducted the ritual observances by which the Gaur made tribute to his god, Khorne. This militant-priesthood evolved over time into a bodyguard force which practiced its martial skills as diligently as it had once conducted its simple bloody rites.

    As the Gaur's influence grew and spread to neighboring worlds, it was this bodyguard force that led his conquering armies. It soon became a mark of respect to be 'bloody-pacted" to the Gaur. Numbers grew, recruited from vassal worlds, and the bodyguard force eventually became an army in its own right; the current Blood Pact.

    Uniquely, every single member of the Blood Pact (and Imperial tactical estimates suggest there may be as many as three quarters of a million Blood Pact warriors) is personally inducted into service by the Gaur himself. To prove his allegiance in blood to both the Gaur and the Blood God, each aspirant ritually gashes his hands on the sharpened edges of the Gaur's battle armor.

    The Blood Pact were first encountered by the Imperium during the Sabbat Worlds Crusade. An oft-disputed area, the Sabbat Worlds had first been colonised as part of the Imperium in M35, when Chaos was driven from the sector by the original crusade of Saint Sabbat, after whom the sector was named. In the middle period of M41, a vast Chaos host commanded by the warlord, Archon Nadzybar, swept through the Sabbat Worlds and tore them out of Imperial hands. Nadzybar's host was not one single army, but in fact a cooperative alliance of many, each one led by its own warlord, known by his title of Magister. These warlords became Nadzybar's lieutenants, and the names of many live in infamy: Anakwanar Sek, Enok Innokenti, Sholen Skara, Heritor Asphodel, Nokad the Blighted and Urlock Gaur of the Blood Pact.

    In 755.M41, the High Lords of Terra charged Warmaster Slaydo with the task of raising a liberating army and retaking the Sabbat Worlds. Slaydo built a formidable Crusade and eventually took on a major part of Nadzybar's strength at Balhaut. Though Slaydo himself perished in the battle, this was a famous Imperial victory. Archon Nadzybar was slain and his forces put to rout. After protracted infighting, a new Archon emerged from the ranks of the Chaos warlords to take Nadzybar's place: Urlock Gaur.

    Gaur's Blood Pact had been encountered in combat during the early years of the Crusade, but never properly identified. However, once he became Archon, the Blood Pact became a backbone element of the Chaos host. It is believed many other arch-enemy units and divisions, wishing to prove their loyalty to the new Archon, converted to the Blood Pact. Within just a few years, the Crusade forces came to recognize the Blood Pact as elite infantry of the arch-enemy.



    HQ



    Urlock Gaur - Overlord of the Blood Pact [180 Points]
    WS: 5 BS: 5 S: 4 T: 4 W: 4 I: 4 A: 4 Ld: 10 Sv: 3+
    Unit Type: Infantry (Character)
    Unit Composition: 1 (Unique)

    Warlord Trait:
    • Avatar of Khorne


    Wargear:
    • Frag Grenades
    • Krak Grenades
    • Bolt Pistol

    Chaos Artefacts:
    • Axe of Khorne (see Codex: Chaos Daemons p. 61)
    • Armour of the Blood Sworn

    Special Rules:
    • Exalted Champion of Chaos
    • Daemon
    • Fearless
    • Adamantium Will
    • Independent Character
    • Mark of Khorne
    • War Leader


    Armour of the Blood Sworn: To become one of the Blood Pact, you must first swear your allegiance to the Gaur by bending the knee before him and stretching out thy right hand to press it against the sharp edges and hooks of his armour, giving blood to your Gaur and to Khorne. The Armour of the Blood Sworn is a suit of power armour, giving it's wearer a 3+ armour save. It is especially blessed by the Chaos God, Khorne. In the beginning of all rounds of close combat rounds, at the Initiative 10 Step, all models in base contact with the wearer receive a S6 AP- automatic hit with the Rending Special rule. If the wearer is in a challenge the enemy model in the challenge receives D3+1 S6 AP- automatic hits with the Rending Special rule.



    Mabbon Etogaur - Loyal Unto the Overlord [140 Points]
    WS: 5 BS: 5 S: 3 T: 3 W: 3 I: 3 A: 3 Ld: 10 Sv: 4+
    Unit Type: Infantry (Character)
    Unit Composition: 1 (Unique)

    Warlord Trait:
    • Clever Butcher


    Wargear:
    • Frag Grenades
    • Krak Grenades
    • Close Combat Weapon
    • Bolt Pistol
    • Carapace Armour

    Chaos Artefacts:
    • Witstealer Sword (see Codex: Chaos Daemons p. 63)

    Special Rules:
    • Exalted Champion of Chaos
    • Aura of Dark Glory
    • Fearless
    • Feel No Pain
    • Adamantium Will
    • Independent Character
    • Mark of Khorne
    • War Leader



    Etogaur - General of the Blood Pact [100 Points]
    WS: 4 BS: 4 S: 3 T: 3 W: 3 I: 3 A: 3 Ld: 9 Sv: 4+
    Unit Type: Infantry (Character)
    Unit Composition: 1 (Unique)

    Wargear:
    • Frag Grenades
    • Krak Grenades
    • Power Weapon
    • Bolt Pistol
    • Carapace Armour


    Special Rules:
    • Champion of Chaos
    • Aura of Dark Glory
    • Fearless
    • Independent Character
    • Mark of Khorne
    • Adamantium Will
    • War Leader


    Options:
    • May take items from the Blood Pact Chaos Artifacts, Ranged and Melee Weapons lists.
    • May exchange bolt pistol and/or power weapon for chain fist.........25 pts
    • May upgrade carapace armour to power armour......40pts



    Khornate Aspiring Champion - Chaos Space Marine [30 Points]
    WS: 5 BS: 4 S: 4 T: 4 W: 2 I: 5 A: 5 Ld: 9 Sv: 3+
    Unit Type: Infantry (Character)
    Unit Composition: 1 (Unique)


    Wargear:
    • Power Armour
    • Bolt Pistol
    • Frag Grenades
    • Krak Grenades
    • Chain Axe

    Special Rules:
    • Champion of Chaos
    • Aura of Dark Glory
    • Independent Character
    • Veterans of the Long War
    • Adamantium Will
    • Preferred Enemy (All)


    Options:
    • May take items from the Chaos Space Marine's Ranged Weapons and Melee Weapons lists (See Codex: CSM)
    • May replace power armour with Terminator Armour and may take items from the Terminator Weapons list................30 pts


    Numbers/Squad Size: You may include 0-3 Khornate Aspiring Champions for each HQ choice your select. This does not count towards your HQ FoC allotment. These champions may be allocated to lead Blood Pact units at player discretion, splitting them up or keeping them together. A Khornate Aspiring Champion can never be your Warlord choice.


    Blood Sworn - Bodyguards of the Pact [70 Points]
    WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 8 Sv: 4+
    Unit Type: Infantry and Infantry (Character)
    Unit Composition: 1 Blood Magir (Unique), 9 Blood Sworn (Infantry)

    Wargear:
    • Frag Grenades
    • Krak Grenades
    • Close Combat Weapon
    • Laspistol
    • Carapace Armour
    • Grotesque Mask


    Special Rules:
    • Champion of Chaos (Blood Magir only)
    • Fearless
    • Mark of Khorne


    Options:
    • Any model may take items from the Blood Pact Ranged and Melee Weapons lists.
    • The entire squad may exchange their las pistol and close combat weapon for lasguns......free
    • The entire squad may exchange their las pistol and close combat weapon for bolt guns.......20 pts



    Grotesque Mask: A sign of their loyalty and the mark of a true Blood Pact warrior. A model equipped with a Grotesque Mask causes Fear.

    Note: For each HQ choice you take that has the Etogaur rank title or is Urlock Gaur, you may include one unit of Blood Sworn. They take up no FoC slot. They are a non-scoring unit.


    Gore Magus - Sorcerer Thrall of the Blood Pact [70 Points]
    WS: 3 BS: 3 S: 3 T: 3 W: 2 I: 3 A: 1 Ld: 8 Sv: 4+
    Unit Type: Infantry (Character)
    Unit Composition: 1 Blood Magus (Unique)

    Wargear:
    • Frag Grenades
    • Force Staff
    • close combat weapon
    • flak armour


    Special Rules:
    • Champion of Chaos
    • Independent Character
    • Psyker (Mastery Level 2)
    • Abhorred


    Psyker:
    • Blood Magi generate their powers from the Telepathy, Biomancy, or Divination disciplines.



    Options:
    • May take items from the Chaos Artifacts list.
    • May exchange close combat weapon for a las pistol.......10 pts
    • May exchange force staff for a force weapon.......20 pts


    Abhorred: Khorne despises the weak and those that rely upon sorcery to achieve their ends. If the Blood Magus suffers a Perils of the Warp, follow through its effects as normal. After you have resolved the Perils as normal, roll a D6. On a 2-6, nothing happens. On a roll of 1, a the Blood Magus is removed from play.



    TROOPS



    Blood Pact Assault Battalion
    Composition: 1 Blood Pact Damogaur Squad, 2-6 Blood Pact Assault Squads, 0-3 Blood Pact Support Squads, 0-1 Prisoner of War Sacrificial Squad Each Blood Pact Assault Battalion counts as a single Troops Slot on the force organization chart.

    Blood Pact Damogaur Squad [40 Points]
    Each Blood Pact Assault Battalion must include one and only one Blood Pact Damogaur Squad.
    Damogaur: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 8 Sv: 5+
    Blood Pact Trooper: WS: 4 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 7 Sv: 5+
    Unit Type: Infantry and Infantry (Character)
    Unit Composition: 1 Damogaur (Unique, Character), 4 Blood Pact Troopers (Infantry)

    Wargear:
    • Frag Grenades
    • Close Combat Weapon
    • Laspistol
    • Flak Armour
    • Grotesque Mask


    Special Rules:
    • Champion of Chaos (Damogaur only)
    • Mark of Khorne
    • Battle Leader (Damogaur only)
    • Adamantium Will (Damogaur only)


    Options:
    • The Damogaur may take items from the Blood Pact Melee Weapons and Blood Pact Ranged Weapons lists.
    • The Damogaur may exchange las pistol and/or close combat weapon for a power weapon.......15 pts
    • The Damogaur may take melta bombs..........5 pts
    • Any Blood Pact Trooper may take a lasgun......3 pts/model
    • The unit may be equipped with krak grenades.......10 pts
    • One Blood Pact Trooper may carry an Icon of Khorne.......10 pts
    • One Blood Pact Trooper may carry a medi-pack...........15 pts
    • Any Blood Pact Trooper that has not been already upgraded with any of the above may replace their range weapon with a weapon from the Blood Pact Specialist Weapons list.


    Blood Pact Assault Squad [60 Points]
    Each Blood Pact Assault Battalion must include two Blood Pact Assault Squads, with the option to include four more.
    Sirdar: WS: 4 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 8 Sv: 5+
    Blood Pact Trooper: WS: 4 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 7 Sv: 5+
    Unit Type: Infantry and Infantry (Character)
    Unit Composition: 1 Sirdar (Character) and 14 Blood Pact Troopers

    Wargear:
    • Frag Grenades
    • Close Combat Weapon
    • Laspistol
    • Lasgun or Autogun
    • Flak Armour
    • Grotesque Mask


    Special Rules:
    • Mark of Khorne
    • Adamantium Will (Sirdar only)


    Options:
    • The Sirdar may take items from the Blood Pact Melee Weapons and Blood Pact Ranged Weapons lists.
    • The Sirdar may exchange las pistol and/or close combat weapon for a power weapon.......15 pts
    • The Sirdar may take melta bombs..........5 pts
    • The unit may be equipped with krak grenades.......20 pts
    • One Blood Pact Trooper may carry an Icon of Khorne.......10 pts
    • Any Blood Pact Trooper may replace his lasgun or autogun, laspistol, and close combat weapon for a Blood Falx......free
    • Up to three Blood Pact Troopers may replace their lasgun or autogun with a weapon from the Blood Pact Specialist Weapons list.
    • The unit may take a Chimera, Half-track, or Rampager as a Dedicated Transport.



    Blood Pact Support Squad [40 Points]
    Each Blood Pact Assault Battalion may include up to three Blood Pact Support Squads.
    Blood Pact Support Team: WS: 4 BS: 3 S: 3 T: 3 W: 2 I: 3 A: 1 Ld: 7 Sv: 5+
    Unit Type: Infantry
    Unit Composition: 3 Support Teams

    Wargear:
    • Frag Grenades
    • Close Combat Weapon
    • Laspistol
    • Lasgun or Autogun
    • Flak Armour
    • Grotesque Mask


    Special Rules:
    • Mark of Khorne


    Options:
    • Each Blood Pact Support Team must take one item from the Blood Pact Heavy Weapons list.




    Blood Pact Prisoner of War Sacrificial Squad [60 Points]
    Each Blood Pact Assault Battalion may include up to one Blood Pact Prisoner of War Sacrifical Squad.
    Blood Pact Enforcer: WS: 4 BS: 3 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 7 Sv: 5+
    Prisoner of War: WS: 2 BS: 2 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 4 Sv:-
    Unit Type: Infantry and Infantry (Character)
    Unit Composition: 1 Blood Pact Enforcer (Character) and 25 Prisoners of War

    Wargear:
    • Frag Grenades (Blood Pact Enforcer only)
    • Close Combat Weapon
    • Laspistol (Blood Pact Enforcer only)
    • Flak Armour (Blood Pact Enforcer only)
    • Grotesque Mask (Blood Pact Enforcer only)


    Special Rules:
    • Dominating Will (Blood Pact Enforcer only)
    • Flesh First (Blood Pact Enforcer only)
    • Flesh Shield
    • Mark of Khorne (Blood Pact Enforcer only)


    Options:
    • Blood Pact Enforcer may take replace his las pistol with a bolt pistol.........5 pts
    • May include up to 25 additional Prisoners of War............................2 pts/model


    Dominating Will: By either the lash, the fist, the bullet or the blade the will of the Blood Pact will be maintained! If a unit of Blood Pact Prisoners of War fail a morale test, for any reason, the Blood Pact Enforcer must immediately execute D3 Prisoners of War. Roll the D3 and remove that many Prisoner of War models from play with no saves of any kind allowed. After the execution roll has been resolved and all models removed, the Prisoners of War immediately regroup and gain the Fearless special rule until the next turn.

    Flesh First: It is by the will of the Archon that these honorless prisoners be pressed into combat before any blessed member of the Blood Pact! If an enemy should issue a challenge to the Blood Pact Enforcer in close combat, the controlling player may have a Prisoner of War accept the challenge instead of the Blood Pact Enforcer with no other negative effects occurring.

    Flesh Shield: Advance! Forward and die for the glory of the Gaur and Khorne! If any friendly model is partially obscured by a unit of Prisoners of War -- as described by the rules for intervening models in the BRB -- they receive a +4 cover save. If the cover save is successfully made, remove D3 Prisoners of War models from that unit.



    FAST ATTACK



    Flesh Wrought [75 Points]
    Thrice Wrought: WS: 4 BS: 2 S: 5 T: 5 W: 2 I: 3 A: D3+1 Ld: 7 Sv: 6+
    Flesh Wrought: WS: 4 BS: 2 S: 5 T: 5 W: 2 I: 3 A: D3 Ld: 6 Sv: 6+
    Unit Type: Beast and Beast (Character)
    Unit Composition: 1 Thrice Wrought (Beast, Unique), 2 Flesh Wrought (Beast)

    Wargear:
    • Frag Grenades
    • Close Combat Weapon or claws & fists


    Special Rules:
    • Mark of Khorne
    • Feel No Pain
    • Bulky


    Options:
    • May include up to seven additional Flesh Wrought...................25 pts/model
    • Up to two Flesh Wrought may be upgraded to count as carrying a flamer.........5 pts/model
    • The unit may be upgraded with scaly skin that improves their armour save to +4..........10 pts/model



    Stalk Tank Squadron [50 Points]
    WS: 3 BS: 3 S: 5 ARMOUR: F-11, S-11, R-10 I: 3 A: 2 HP 2
    Unit Type: Vehicle (Walker)
    Unit Composition: 1 Stalk Tank

    Wargear:
    • One twin-linked Heavy Bolter
    • One Heavy Stubber


    Special Rules:
    • Mark of Khorne


    Options:
    • May include up to two additional Stalk Tanks...................50 pts/model
    • Any Stalk Tank may exchange its twin-linked heavy bolter for:
      twin-linked autocannon.............10 pts/model
      twin-linked assault cannon.........20 pts/model
      heavy flamer.................20 pts/model
      twin-linked missile launcher (frag & krak)........30 pts/model
      twin-linked lascannon..................50 pts/model
    • Any Stalk Tank may exchange its heavy stubber for a dreadnought close combat weapon or a heavy flamer...........20 pts/model
    • Any Stalk Tank may take camo-nets...................15 pts/model



    Captured Imperial Valkyrie [100 Points]
    BS: 3 ARMOUR: F-12, S-12, R-10 HP 3
    Unit Type: Vehicle (Flyer, Hover, Transport)
    Unit Composition: 1 Captured Imperial Valkyrie

    Wargear:
    • Multi-laser
    • Six Hellstrike Missiles
    • Extra Armour
    • Search light


    Special Rules:
    • Grav Chute Insertion


    Transport Capacity:
    • 12 Models


    Options:
    • May replace multi-laser with lascannon......10 pts
    • May replace all Hellstrike Missiles for two twin-linked autocannon.........30 pts
    • May replace all Hellstrike Missiles for one twin-linked Punisher gatling cannon.........50 pts



    ELITES



    Blood Pact Death Brigade
    Composition: 1 Death Brigade Damogaur Squad and 2-4 Death Squads Each Blood Pact Death Brigade counts as a single Elite Slot on the force organization chart.


    Death Brigade Damogaur Squad [75 Points]
    Each Blood Pact Death Brigade must include one and only one Death Brigade Damogaur Squad.
    High Damogaur: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 9 Sv: 4+
    Death Trooper: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 8 Sv: 4+
    Unit Type: Infantry and Infantry (Character)
    Unit Composition: 1 High Damogaur (Unique, Character), 4 Death Troopers (Infantry)

    Wargear:
    • Frag Grenades
    • Krak Grenades
    • Close Combat Weapon
    • Laspistol
    • Carapace Armour
    • Silver Grotesque Mask


    Special Rules:
    • Champion of Chaos (High Damogaur only)
    • Mark of Khorne
    • Deep Strike
    • Battle Leader (High Damogaur only)
    • Adamantium Will (High Damogaur only)


    Options:
    • The High Damogaur may take items from the Blood Pact Melee Weapons and Blood Pact Ranged Weapons lists.
    • The High Damogaur may exchange las pistol and/or close combat weapon for a power fist.......15 pts
    • Any Death Trooper may take a hot-shot lasgun......5 pts/model
    • One Death Trooper may carry an Icon of Khorne.......10 pts
    • One Death Trooper may carry a medi-pack...........15 pts
    • Any Death Trooper that has not been already upgraded with any of the above may replace their range weapon with a weapon from the Blood Pact Specialist Weapons list.
    • The unit may take a Captured Imperial Valkyrie, Chimera, Half-track, or Rampager as a Dedicated Transport.


    Silver Grotesque Mask Only the favored of the Etogaur and most devoted to the Blood Pact are allowed to wear Silver grotesques. A unit equipped with Silver Grotesque masks cause Fear and have the Fearless special rule.

    Death Squad [50 Points]
    Each Blood Pact Death Brigade must include two Death Squads with the option to include two more beyond the minimum.
    High Sirdar: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 2 Ld: 8 Sv: 4+
    Death Trooper: WS: 4 BS: 4 S: 3 T: 3 W: 1 I: 3 A: 1 Ld: 8 Sv: 4+
    Unit Type: Infantry and Infantry (Character)
    Unit Composition: 1 High Sirdar (Unique, Character), 4 Death Troopers (Infantry)


    Wargear:
    • Frag Grenades
    • Krak Grenades
    • Close Combat Weapon
    • Laspistol
    • Carapace Armour
    • Silver Grotesque Mask


    Special Rules:
    • Mark of Khorne


    Options:
    • May include an additional five Death Troopers....................15 pts/model
    • The High Sirdar may take items from the Blood Pact Melee Weapons and Blood Pact Ranged Weapons lists.
    • The High Sirdar may exchange las pistol and/or close combat weapon for a power fist.......15 pts
    • Any Death Trooper may take a hot-shot lasgun......5 pts/model
    • One Death Trooper may carry an Icon of Khorne.......10 pts
    • One Death Trooper may carry a medi-pack...........15 pts
    • If the Death Squad includes 10 models, two models that have not been already upgraded with any of the above may replace their range weapon with a weapon from the Blood Pact Specialist Weapons list.
    • The unit may take a Captured Imperial Valkyrie, Chimera, Half-track, or Rampager as a Dedicated Transport.


    Silver Grotesque Mask Only the favored of the Etogaur and most devoted to the Blood Pact are allowed to wear Silver grotesques. A unit equipped with Silver Grotesque masks cause Fear and have the Fearless special rule.


    Chaos Space Marine Squad [75 Points]
    WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 1 Ld: 9 Sv: 3+
    Unit Type: Infantry and Infantry (Character)
    Unit Composition: 1 Chaos Space Marine Champion (Character), 4 Chaos Space Marines

    Wargear:
    • Power Armour
    • Bolt Pistol
    • Frag Grenades
    • Krak Grenades
    • Close Combat Weapon
    • Bolt Gun


    Special Rules:
    • Champion of Chaos (Champion only)
    • Veterans of the Long War
    • Adamantium Will


    Options:
    • Chaos Space Marine Champion May take items from the Ranged Weapons and Melee Weapons lists
    • Up to two Chaos Space Marines may take items from the Specialists Weapons list.
    • The unit may take a Dedicated Transport from the dedicated transport list.




    DEDICATED TRANSPORTS



    Chimera
    *See unit entry in Codex: Astra Militarum p.97, with all options as specified there.


    Blood Pact Half-Track [40 Points]
    BS: 3 ARMOUR: F-12, S-10, R-10 HP 3
    Unit Type: Vehicle (Tank, Transport, Opened-topped)
    Unit Composition: 1 Blood Pact Half-Track

    Wargear:
    • One pintle mounted Heavy Bolter
    • Search Light
    • Smoke launchers


    Special Rules:
    • Trundling


    Transport Capacity:
    • 12 Models


    Options:
    • May replace pintle mounted heavy bolter with a hull mounted autocannon......10 pts
    • May exchange pintle mounted heavy bolter and all transport capacity for a Vengeance Mortar Launcher.....50


    Trundling: These tracks keep us from going too fast. Curse it! The tank model with this special rule can never go Flat Out.

    Vengeance Mortar Launcher: This is a specially designed weapon created by Urdeshi hereteks by order of Urlock Gaur. The Vegeance Mortar Launcher is a weapon with the following profile:

    Range: 60"
    Str: 7
    AP: 4
    Type: Heavy 6, Barrage


    Rampager [70 Points]
    BS: 3 ARMOUR: F-13, S-10, R-10 HP 3
    Unit Type: Vehicle (Tank, Fast, Transport, Opened-topped)
    Unit Composition: 1 Rampager

    Wargear:
    • One pintle mounted heavy stubber
    • Smoke launchers
    • Destroyer Blades (see Codex: Chaos Space Marines)


    Special Rules:
    • Ramming Speed


    Transport Capacity:
    • 16 Models


    Ramming Speed: Stomp down on the gas! Break through the line! Come on! Ram the *******s! Any model is rammed by this vehicle, it takes not one, but two ramming attacks as described in the BRB, resolved as normal. This vehicle also ignores immobilized results as a result of Dangerous/Difficult terrain tests on a roll of 4+.



    HEAVY SUPPORT





    AT70 Reaver Battle Tank Squadron [120 Points]
    BS: 3 ARMOUR: F-13, S-13, R-10 HP 3
    Unit Type: Vehicle (Heavy Tank)
    Unit Composition: 1 AT70 Reaver Battle Tank

    Wargear:
    • Smoke launchers
    • Search light
    • Hull Mounted Lascannon
    • Reaver Battle Cannon


    Options:
    • May include an additional two AT70 Reaver Battle Tanks at the cost listed above.
    • May take pintle mounted heavy stubber......10 pts
    • Any AT70 Reaver Battle Tank may take Destroyer Blades......20 pts/model
    • Any AT70 Reaver Battle Tank may take camo-netting........20 pts/model


    Reaver Battle Cannon: Designed upon the captured forgeworld of Urdeshi, this cannon is sadly not the same as the Imperial battle cannon. The Reaver Battle cannon is a weapon with the following profile:

    Range: 60"
    Str: 8
    AP: 3
    Type: Heavy 1, Large Blast


    STeG IV Tank Squadron [150 Points]
    BS: 3 ARMOUR: F-14, S-13, R-10 HP 3
    Unit Type: Vehicle (Heavy Tank)
    Unit Composition: 1 STeG IV Tank

    Wargear:
    • Smoke launchers
    • Search light
    • Extra Armour
    • Hull-mounted Vanquisher Battle Cannon


    Options:
    • May include an additional two STeG IV Tanks at the cost listed above
    • May take pintle mounted heavy stubber......10 pts
    • Any STeG IV Tank may take camo-netting........20 pts/model



    AT83 Brigand Battle Tank [300 Points]
    BS: 3 ARMOUR: F-14, S-14, R-11 HP 5
    Unit Type: Vehicle (Super Heavy Tank)
    Unit Composition: 1 AT83 Brigand Battle Tank

    Wargear:
    • Smoke launchers
    • Search light
    • Extra Armour
    • Hull-mounted Demolisher Cannon
    • Turret-mounted Battle Cannon


    Options:
    • May take pintle mounted heavy stubber......10 pts
    • May take two side sponsons with:
      heavy bolters........20 pts
      multi-meltas.........30 pts
      plasma cannons.......30 pts
      autocannon............25 pts
    • May replace hull-mounted Demolisher cannon with a Punisher gatling cannon.......40 pts
    • May take camo-netting........20 pts
    • May replace Battle Cannon with a Vanquisher Battle Cannon.......50 pts





    Blood Pact Special Rules


    Exalted Champion of Chaos: Few are truly worthy of being a champion of chaos, but a handful of those few are beyond all others. These exalted individuals can bring worlds to their knees at the mere mentioning of their name. Men fall into despair, women cry out in terror, and children weep at the coming of these dark harbingers of Chaos.

    A model with this special rule ignores all "Unworthy Offering" and "Spawnhood" results from rolling on the Chaos Boon talbe. Further, if the controlling player rolls a "Dark Apotheosis" result, he may choose to re-roll that result, but must accept the 2nd roll no matter if it is the same result as before.


    War Leader: Few have known war as well as these men. A model with this special rule is an officer, able to command men in the heart of battle. A war Leader may issue two orders each turn from the Blood Pact Battle Orders List. These orders are given and resolved at the beginning of your shooting phase. If you have multiple models with this special rule, issue battle orders in order of highest leadership value to the lowest -- any ties in leadership, it becomes your choice as to which model issues orders first. A model may attempt to issue an order only if he is not locked in combat, falling back, or gone to ground. Issuing an order does not prevent the officer's unit from acting (shooting, running, charging, etc).

    Issuing a Battle Order: To issue a Battle Order, declare which Battle Order it is that your War Leader will be giving and then select one friendly non-vehicle unit from the Blood Pact supplement that is within 24" - this can be the officer's own unit. The unit selected must, after selection, immediately take a leadership test. If the Leadership test is passed, the battle order takes effect as described in its description.

    If the test is failed, the order does not take effect.

    You cannot be given to units embarked on a transport or that has already received an order that turn. Unless otherwise stated, an order cannot be given to a unit that is locked in close combat, falling back, or has gone to ground.

    Threatening Command: If a double one is rolled for a unit's leadership test when receiving an order, then the officer that issued that order may give one additional order past the normal limit. This additional order is automatically given and no leadership test for the receiving unit is required. However, no officer may give more than three orders as a result of rolling double ones.

    Blood-curdled Throat: If a double six is rolled for a unit's leadership test when recieving an order, then the officer that issued that order may not give any further orders that turn. The order is not received.

    Battle Leader: Few have known war as well as these men. A model with this special rule is an officer, able to command men in the heart of battle. A Battle Leader may issue one battle order each turn from the Blood Pact Battle Orders List. These orders are given and resolved at the beginning of your shooting phase. If you have multiple models with this special rule, issue battle orders in order of highest leadership value to the lowest -- any ties in leadership, it becomes your choice as to which model issues orders first. A model may attempt to issue an order only if he is not locked in combat, falling back, or gone to ground. Issuing an order does not prevent the officer's unit from acting (shooting, running, charging, etc).

    Issuing a Battle Order: To issue a Battle Order, declare which Battle Order it is that your War Leader will be giving and then select one friendly non-vehicle unit from the Blood Pact supplement that is within 12" - this can be the officer's own unit. The unit selected must, after selection, immediately take a leadership test. If the Leadership test is passed, the battle order takes effect as described in its description.

    If the test is failed, the order does not take effect.

    You cannot be given to units embarked on a transport or that has already received an order that turn. Unless otherwise stated, an order cannot be given to a unit that is locked in close combat, falling back, or has gone to ground.

    Threatening Command: If a double one is rolled for a unit's leadership test when receiving an order, then the officer that issued that order may give one additional order past the normal limit. This additional order is automatically given and no leadership test for the receiving unit is required. However, no officer may give more than three orders as a result of rolling double ones.

    Blood-curdled Throat: If a double six is rolled for a unit's leadership test when recieving an order, then the officer that issued that order may not give any further orders that turn. The order is not received.


    Blood Pact Wargear Lists


    Blood Pact Melee Weapons List
    A model may exchange its las pistol, bolt pistol and/or close combat weapon for:
    • Power weapon......15 pts
    • Lightning Claw.....20 pts
    • Blood Falx........10 pts


    Blood Falx: Khorne still honors those who fight in melee above all others. Blood Falx is a melee weapon with the following profile:

    Range: -
    Str: +2
    AP: 3
    Type: Two-handed, specialist weapon, Rending


    Blood Pact Ranged Weapons List
    A model may replace his las or bolt pistol with:
    • Bolt pistol …........ 3 pts
    • Plasma pistol ….... 10 pts
    • Bolt gun …......... 5 pts


    Blood Pact Heavy Weapons List
    • Heavy Stubber..................5 pts
    • Heavy Bolter....................10 pts
    • Autocannon......................10 pts
    • Multi-melta......................15 pts
    • Missile Launcher (frag & krak) …...20 pts
      ...to add flakk missiles......10 pts



    Blood Pact Specialist Weapons List
    • Flamer …....... 5 pts
    • Melta Gun …....15 pts
    • Plasma Gun....... 20 pts
    • Demolition Charge …... 10 pts*


    *If a model chooses Demolition charge, they may keep their previous wargear instead of exchanging it.


    Blood Pact Chaos Artifacts List



    Bones of Nadzybar [50 Points]
    The first great Archon of the Chaos forces in the Sabbat Crusade, Nadzybar, fell upon the world of Balhaut to the insidious Imperial Guard under Warmaster Slaydo. Even as the Archon died however, his loyal followers scrambled to his body and retrieved what relics that they could. Cleaned and ritually used, the bones of Nadzybar empower and strengthen the Chaos champion who carries them into battle – the bones eager to reclaim the glory that once failed to be achieved by the flesh.

    The Bones of Nadzybar do not replace any pistol or close combat weapon, such a token is worn around the neck of the champion. The Bones of Nadzybar grant the model wearing them the It Will Not Die (+4) special rule. The model and all models in the same unit also count as having the Stubborn special rule.


    Voice of the Heritor [40 Points]
    Magister “Heritor” Asphodel was an dark genius of mechanical prowess. While skilled with the arts of the machine, it was by his own black charisma that he was able to sway an entire hive city to the powers of Chaos in little more than a few months. Such was the power and strength of his oratory. Both man and machine were bent to his grim will.

    A model with the Voice of the Heritor can use one of the following special rules each game turn at the player's discretion: Tank Hunters, Fleshbane, or Armourbane.



    Armour of Khorne [65 Points]
    Only a true warrior of Khorne may wear his mantle. All fear the coming of a warrior that should wear this benighted brass armour. Truly, such a being is worthy of conquest.

    The Armour of Khorne grants the wearer a +2 Armour Save, a 4+ Feel No Pain save, and the Fearless special rule.


    Fist of the Archon [90 Points]
    A relic from the dark founding days of the Blood Pact, when the Gaur's forces first overran and pillaged the forgeworld of Urdeshi. Deep in the Mechanicum vaults, protected by the most elaborate defenses that the Urdeshi could muster, was a room of archeotechnological wonders. From this room was the Fist of the Archon taken, a weapon given as tribute to Nadzybar upon his ascension – and returned to the Blood Pact upon his death.

    The Fist of the Archon is a Power Fist with the following profile:

    Range: -
    Strength: x3
    AP: 2
    Type: Melee, Unwieldy, Specialist Weapon


    The Golden Grotesque of Gaur [75 Points]
    Created from the melted, golden crowns of defeated kings upon the planet of Ghourra – the original homeworld of the Blood Pact – this was the first 'grotesque' mask worn by the ruling Gaur and later inhereted by Urlock Gaur. From this all other grotesques were modeled and fashioned.

    The Golden Grotesque of Gaur grants the wearer a 3+ Invulnerable save. This mask also allows the wearer to re-roll any dice used for the Chaos Boon Table.


    The Daemon Heart [80 Points]
    The pulsing and freakish thing that is a daemon's heart – in this case that of a greater daemon of Khorne – lies in the grasp of whomever wishes to gain more power. Careful however, as even when dead a daemon never dies.

    The Daemon Heart may only be taken by a Gore Magus. It allows the model equipped with it to re-roll power dice when trying to generate psykic powers on the battlefield. It also allows the user to Deny The Witch on a roll of 3+ when the model, or the unit the model is in, is targeted by any enemy psykic powers. If the model equipped with the daemon heart rolls a perils of the warp, after making re-rolls, then the model is removed from play automatically after resolving the effects of the Perils. [Note: A Deny The Witch roll with a model that has the Daemon Heart artifact does *not* stack with the Gore Magus' Mastery Level. The roll using the Daemon Heart can never be better than 3+]


    Blood Pact Battle Orders



    Death and Glory!
    Only by shedding our blood for the Gaur and Khorne can we gain favor in life!
    The ordered unit, even if locked in close combat, gains the Stubborn and Fleet special rules.

    Blood for the Blood God!
    The war cry since time immemorial...
    The ordered unit, even if locked in close combat, may count all their close combat attacks as having the Rending special rule.

    Discipline within! Discipline without!
    We are not some crazed cultists from an Imperial backwater world. We are Blood Pact!
    The ordered unit may re-roll all failed To-Hit ranged attacks for one turn.

    Everyone fights! No one retreats!
    No one would dare to run away from the enemy beneath our Gaur's watchful gaze...
    The ordered unit, if falling back, immediately regroups. After the unit regroups, immediately and randomly remove one model from play -- even death may be too cheap for executed cowards.

    Heads down!
    Just because we're bloodthirsty and fearless in the face of those Corpse-Emperor-loving fools, doesn't mean that we'll just walk into enemy fire...
    The ordered unit immediately goes to ground and gains +1 to its cover save. If the unit was in open ground, that would add an additional +1 for going to ground, meaning that they would receive a 5+ cover save instead of the normal 6+.


    Blood Pact Warlord Traits Table



    D6 Warlord Trait

    (1) Desecrator of Saints: This warlord is oathed to Khorne to bring the heads of Imperial saints to the dread god's throne of skulls. The Warlord re-rolls all failed to hit rolls in close combat when engaged in a challenge.

    (2) Black of Blood: This warlord is energized by the corrupting flow of warp power given by the clawed, armored hands of Khorne himself. The Warlord has the Feel No Pain (4+) special rule.

    (3) Slayer of Sabbat: This warlord has slain the Saint Sabbat in previous carnations; the next will meet the same fate as her predecessors. The Warlord may re-roll all failed to wound rolls in close combat when engaged in a challenge.

    (4) Traitor General: This warlord once fought for the False-Emperor, leading entire crusades in that rotting corspe's name -- but no longer. The Warlord may nominate D3 units in your army before deployment. Nominated units have the Infiltrate special rule.

    (5) Clever Butcher: This warlord was raised up from the lowliest of ranks by sheer brutality and cunning. The Warlord may nominate D3 units in your army before deployment. Nominated units have the Outflank special rule.

    (6) Avatar of Khorne: This warlord is truly touched by the power of the Blood God. The Warlord gains the Eternal Warrior special rule and It Will Not Die special rule.
    Last edited by Katharon; 02-04-2015 at 11:00 AM.
    http://www.lounge.belloflostsouls.net/showthread.php?52423-The-Blood-Pact-Chaos-Homebrew-Supplement&p=472214&viewfull=1#post472214

  2. #2
    Brother-Captain
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    Update:

    (1) Added the Blood Pact Chaos Artifacts List to the wargear lists section.

    Soon to Come:

    Working on creating more Flufftastic HQ units.
    http://www.lounge.belloflostsouls.net/showthread.php?52423-The-Blood-Pact-Chaos-Homebrew-Supplement&p=472214&viewfull=1#post472214

  3. #3
    Brother-Captain
    Join Date
    Aug 2013
    Location
    Japan
    Posts
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    Update:

    (1) Removed extra "pistol" from "Laspistol pistol".

    (2) Added Warlord Traits Table (see bottom of OP).

    (3) Clarified rule on the Daemon Heart daemonic artifact.
    http://www.lounge.belloflostsouls.net/showthread.php?52423-The-Blood-Pact-Chaos-Homebrew-Supplement&p=472214&viewfull=1#post472214

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