CODEX HERETIC MILITARUM BLOOD PACT

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WARHAMMER 40,000 CODEX HERETIC MILITARUM BLOOD PACT AN UNOFFICIAL CODEX FOR 8 TH EDITION BY PETER MASON

Transcript of CODEX HERETIC MILITARUM BLOOD PACT

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WARHAMMER

40,000

CODEX HERETIC MILITARUM

BLOOD PACT

AN UNOFFICIAL CODEX FOR 8TH

EDITION

BY

PETER MASON

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THE BLOOD PACT SOLDIERS OF THE ARCHENEMY

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CONTENTS

THE BLOOD PACT .................................................................................................................................................... 1

CONTENTS........................................................................................................................................................... 2

INTRODUCTION ...................................................................................................................................................... 5

CREDITS & DISCLAIMERS .................................................................................................................................... 5

SOLDIERS OF THE ARCHENEMY .............................................................................................................................. 6

ABILITIES ............................................................................................................................................................. 6

VOICE OF COMMAND ..................................................................................................................................... 6

BLOOD PACT ORDERS ..................................................................................................................................... 6

DAEMONIC RITUAL ......................................................................................................................................... 7

HERETIC MILITARUM WARGEAR LISTS ............................................................................................................... 8

URLOCK GAUR, ARCHON OF THE SABBAT WORLDS ........................................................................................... 9

MABBON ETOGAUR .......................................................................................................................................... 10

SAGITTAR SLAITH .............................................................................................................................................. 11

VESH ETOGAUR ................................................................................................................................................. 12

ETOGAUR .......................................................................................................................................................... 13

BLOOD WITCH................................................................................................................................................... 14

PSYKER STALK-TANK ......................................................................................................................................... 15

LOXATL BROODMASTER ................................................................................................................................... 16

BLOOD PACT INFANTRY SQUADS...................................................................................................................... 17

BLOOD CULTISTS ............................................................................................................................................... 18

SLAVE RABBLE ................................................................................................................................................... 19

LOXATL BROOD ................................................................................................................................................. 20

DAMOGAUR ...................................................................................................................................................... 21

BLOOD DISCIPLE SQUADS ................................................................................................................................. 22

BLOOD PACT SPECIAL WEAPON SQUADS ......................................................................................................... 23

BLOOD PACT SLAVERS ...................................................................................................................................... 24

DEATH BRIGADES .............................................................................................................................................. 25

GOREMAGE COVEN .......................................................................................................................................... 26

BLOOD PRIEST ................................................................................................................................................... 27

LIFE WARD ........................................................................................................................................................ 28

ACOLYTE OF ASPHODEL .................................................................................................................................... 29

FLESHWROUGHT STALKERS .............................................................................................................................. 30

THRICE-WROUGHT ........................................................................................................................................... 31

SAUL, MASTER SNIPER ...................................................................................................................................... 32

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STALK TANKS ..................................................................................................................................................... 33

STeG 4 ARMOURED CAR ................................................................................................................................... 34

BLOODWOLVES ................................................................................................................................................. 35

STUMBLE GUN .................................................................................................................................................. 36

BLOOD PACT HEAVY WEAPON SQUAD ............................................................................................................. 37

AT-70 REAVER BATTLE TANK ............................................................................................................................ 38

AT-83 BRIGAND HEAVY TANK ........................................................................................................................... 39

USURPER SELF-PROPELLED GUN ...................................................................................................................... 40

N-20 HALF TRACK .............................................................................................................................................. 41

ARMOURY OF THE BLOOD PACT ....................................................................................................................... 42

RANGED WEAPONS ...................................................................................................................................... 42

MELEE WEAPONS ......................................................................................................................................... 44

OTHER WARGEAR ......................................................................................................................................... 44

BOUND IN BLOOD ................................................................................................................................................. 45

SPECIAL RULES .................................................................................................................................................. 45

ENEMIES OF REASON .................................................................................................................................... 45

BLOODY HANDED FANATICS ......................................................................................................................... 45

SLAVES AND MERCENARIES .......................................................................................................................... 45

WARLORD TRAITS ............................................................................................................................................. 46

NAMED CHARACTERS AND WARLORD TRAITS ............................................................................................. 46

STRATAGEMS .................................................................................................................................................... 47

ARTIFACTS OF SLAUGHTER ............................................................................................................................... 49

The Black Sword of Nadzybar ....................................................................................................................... 49

The Bloody Grotesk ...................................................................................................................................... 49

Goregutter .................................................................................................................................................... 49

Hellforged Athame ....................................................................................................................................... 49

Jagged Plate .................................................................................................................................................. 49

HAEMATURGY DISCIPLINE ................................................................................................................................ 51

POINTS VALUES ................................................................................................................................................. 52

UNITS ............................................................................................................................................................ 52

NAMED CHARACTERS ................................................................................................................................... 52

RANGED WEAPONS ...................................................................................................................................... 52

MELEE WEAPONS ......................................................................................................................................... 53

OTHER WARGEAR ......................................................................................................................................... 53

TACTICAL OBJECTIVES ....................................................................................................................................... 54

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INTRODUCTION Amongst the Imperial forces prosecuting the

Crusade to reclaim the Sabbat Worlds from

the forces of the Archenemy, few names

conjure such dread as the Blood Pact.

Comprising disciplined, well-trained cult

soldiers with a fanatical devotion to their fell

warlord Urlock Gaur, the Blood Pact is a

formidable military force, clad in ragged

uniforms dyed in the blood of countless

sacrificial victims, their features hidden by

hideous iron Grotesk masks and equipped

with weapons and vehicles from captured

forge worlds including Urdesh and Neffethyl.

Initial Imperial estimates placed the Pact at

approximately three quarters of a million

warriors, each personally inducted into the

cult by the Gaur himself. Since Urlock Gaur

triumphed in the bloody infighting amongst

the various chaos warlords in the wake of the

death of Archon Nadzybar and ascended to

command the entire Archenemy force

occupying the Sabbat Worlds, the Blood Pact’s

numbers have expanded exponentially as the

other Chaos Magisters were forced to submit

to the Gaur along with their followers. Now

numbering millions, the Blood Pact have

exacted a bloody toll on the Imperial forces

on such worlds as Phantine, Herodor, Ancreon

Sextus and Morlond.

CREDITS & DISCLAIMERS Cover Image: Blood Pact - Unknown Artist. Used without permission.

Title Page Image: Bloody Handprint Icon - Robert Ringefors. Used without permission.

Above Image: - Blood Pact Warrior - Unknown GW Artist. Originally published in White Dwarf. Used without permission.

The Blood Pact and the Sabbat Worlds and associated characters and vehicles created by Dan Abnett. Used without permission. No

challenge is intended. You should read all about them in his Gaunt’s Ghosts novels published by the Black Library.

Warhammer 40,000 and related terms are trademarks of Games Workshop. Used without permission. No challenge to their ownership is

intended. The author of this document is not affiliated with or endorsed by Games Workshop in any way.

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SOLDIERS OF THE ARCHENEMY There are a number of Astra Militarum and Chaos Space Marine datasheets that can also be used by the Blood

Pact – presented below. Those that do replace the <REGIMENT> or <LEGION> keyword on their datasheet in all

instances with BLOOD PACT, the ASTRA MILITARUM or HERETIC ASTARTES keyword with HERETIC MILITARUM

and the IMPERIUM keyword with CHAOS.

CHIMERA Codex: Astra Militarum

HELLHOUNDS Codex: Astra Militarum

SCOUT SENTINELS Codex: Astra Militarum

ARMOURED SENTINELS Codex: Astra Militarum

VALKYRIES Codex: Astra Militarum

LEMAN RUSS BATTLE TANKS Codex: Astra Militarum

BANEBLADE Codex: Astra Militarum

LEMAN RUSS DEMOLISHERS Codex: Astra Militarum BASILISKS Codex: Astra Militarum

WYVERNS Codex: Astra Militarum

HYDRAS Codex: Astra Militarum

DEFILER Codex: Chaos Space Marines

KHORNE LORD OF SKULLS Codex: Chaos Space Marines

ABILITIES The following abilities are common to several BLOOD PACT units.

VOICE OF COMMAND

This unit may issue one order per turn to the soldiers under their command at the start of their Shooting

phase. Orders may only be issued to BLOOD PACT INFANTRY units within 6" of this unit. To issue an order, pick

a target unit and choose which order you wish to issue from the table below. A unit may only be affected by

one order per turn.

BLOOD PACT ORDERS

ORDER EFFECT

Forward for the Gaur! With the correct motivation, Heretic Militarum soldiers can march at full pace without eschewing their duty to fire upon their enemy. The ordered unit can shoot and charge this turn even if it Advanced in its Movement phase.

Pour it on! By sheer weight of fire, the mortal soldiers of the Heretic Militarum can annihilate whole armies of enemies. A good officer is quick to take advantage of this. All lasguns and all autoguns in the ordered unit change their Type to Rapid Fire 2 until the end of the phase.

Blood for the Blood God! The officer’s blasphemous exhortations encourage their troops no new heights of ferocity. This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase.

Leave none alive! The officer orders that a specific enemy unit be massacred without mercy. If the ordered unit inflicts any casualties on an enemy INFANTRY unit in this shooting phase, it may immediately fire again at the same target. It may not split fire between different target units with its shooting this phase.

Death to cowards! There can be no retreat under the watchful eyes of the officers of the Blood Pact. Inflict a mortal wound on the ordered unit. It can shoot and charge this turn even if it fell back in its movement phase.

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Tear them apart! The officer incites his troops to an orgy of bloodletting. The ordered unit can reroll failed hit rolls in the fight phase if it charges this turn.

DAEMONIC RITUAL

Through dark pacts and blasphemous rituals, a champion of Chaos weaken the fabric of reality, a gateway to

the warp through which Daemonic allies can pour through to rend and tear the enemies of the Dark Gods.

Instead of moving in their Movement phase, any BLOOD PACT CHARACTER or GOREMAGE COVEN can, at the

end of their Movement phase, attempt to summon a KHORNE DAEMON unit with this ability by performing a

Daemonic Ritual (the character cannot do so if they arrived as reinforcements this turn, or if they themselves

have been summoned to the battlefield this turn).

Roll up to 3 dice – this is your summoning roll. You can summon one new KHORNE DAEMON unit with the

Daemonic Ritual ability to the battlefield that has a Power Rating equal to or less than the total result.

This unit is treated as reinforcements for your army and can be placed anywhere on the battlefield that is

wholly within 12" of the character and is more than 9" from any enemy model. If the total rolled is insufficient

to summon any unit, the ritual fails and no new unit is summoned.

If your summoning roll included any doubles, your character or Goremage Coven then suffers a mortal wound.

If it contained any triples, it instead suffers D3 mortal wounds.

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HERETIC MILITARUM WARGEAR LISTS Many of the units you will find on the following pages reference one or more of the wargear lists below. When

this is the case, the unit may take any item from the appropriate list. The profiles for the items in these lists

can be found in the Armoury of the Archenemy section.

RANGED WEAPONS

Bolt pistol

Boltgun

Shotgun

Plasma pistol MELEE WEAPONS

Brutal assault weapon

Chainsword

Chainaxe

Eviscerator

Power sword

Power axe

Power maul

Power fist SPECIAL WEAPONS

Sniper rifle

Flamer

Grenade launcher

Meltagun

Plasma gun

HEAVY WEAPONS

Mortar

Autocannon

Heavy bolter

Heavy Stubber

Missile launcher

Lascannon VEHICLE EQUIPMENT

Augur array

Dozer blade

Heavy stubber *

Hunter-killer missile

Storm bolter *

Track guards

*A vehicle cannot have both a heavy stubber and a storm bolter.

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URLOCK GAUR, ARCHON OF THE SABBAT WORLDS Urlock Gaur is a powerful champion of Khorne and the leader of the Blood Pact, and is said to personally

induct every new member of the cult, who must pledge their eternal loyalty in blood by ritually scarring their

hands on the sharpened edges of his jagged armour.

HQ 5 Power URLOCK GAUR, THE ARCHON NAME M WS BS S T W A Ld Sv Urlock Gaur 6” 2+ 2+ 5 4 5 4 9 3+ Urlock Gaur is a single model armed with a pair of Jagged Claws. WEAPON RANGE TYPE S AP D ABILITIES Jagged Claw Melee Melee User -2 2 You can re-roll failed wound

rolls for this weapon. If a model is armed with two jagged claws, each time it fights it can make 1 additional attack with them.

ABILITIES Voice of Command Senior Officer: This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order. Archon of the Sabbat Worlds: If your army is Battle-forged and Urlock Gaur is your Warlord, you receive 1 additional Command Point. Lord of the Blood Pact: You can re-roll hit rolls of 1 for friendly BLOOD PACT units that are within 6" of Urlock Gaur. Protection of Khorne: This model has a 4+ invulnerable save. This model may attempt to deny one psychic power in each enemy Psychic phase as if it was a PSYKER. Jagged Armour: If this model passes a save in the fight phase, the attacking model suffers a mortal wound.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS CHARACTER, INFANTRY, CHAOS LORD, OFFICER, ARCHON, URLOCK GAUR

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MABBON ETOGAUR A former senior officer of the Imperial Guard, Mabbon became a general of the Blood Pact after betraying his

oath to the Emperor and pledging his loyalty to Urlock Gaur. He would later commit further betrayals,

defecting to the rival warlord Anakwanar Sek and ultimately returning to Imperial service after being captured

once again.

HQ 2

POWER MABBON ETOGAUR

NAME M WS BS S T W A Ld Sv Mabbon Etogaur 6” 3+ 3+ 3 3 4 3 8 5+ Mabbon Etogaur is a single model armed with a Bolt Pistol, Athame and Frag Grenades. WEAPON RANGE TYPE S AP D ABILITIES Bolt Pistol 12” Pistol 1 4 0 1 - Athame Melee Melee User -1 1 On a roll of 6+ to wound this

weapon has Damage D3. Frag Grenades 6” Grenade D6 3 0 1 - ABILITIES Voice of Command

Refractor Field: This model has a 5+ invulnerable save. Senior Officer: This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order. Turncoat: If Mabbon Etogaur is in your army, your opponent gains access to the following Unique Strategem: TURNCOAT.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT, SONS OF SEK

KEYWORDS CHARACTER, INFANTRY, OFFICER, ETOGAUR, MABBON ETOGAUR

2CP TURNCOAT

Unique Stratagem Originally an officer of the Astra Militarum, Mabbon defected to the Blood Pact to save his life. Betrayal is in his nature. Use this Stratagem at the start of your turn. Roll 2D6. If the result is greater than an enemy MABBON ETOGAUR model’s Leadership, you can treat the model as if it were a friendly model in your army in your Shooting, Charge and Fight phases. At the end of the Fight phase, the character reverts to being an enemy model.

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SAGITTAR SLAITH One of Urlock Gaur’s most favoured commanders, Sagittar Slaith commanded the Blood Pact forces on the

planet Phantine, before he was assassinated in a daring special operation called Operation Larisel.

HQ 5

POWER SAGITTAR SLAITH

NAME M WS BS S T W A Ld Sv Sagittar Slaith 6” 2+ 3+ 4 4 4 4 8 3+ Sagittar Slaith is a single model armed with a plasma pistol, power sword, frag grenades and krak grenades. WEAPON RANGE TYPE S AP D ABILITIES Plasma Pistol – Standard

12” Rapid Fire 1 7 -3 1 -

Plasma Pistol - Supercharge

12” Rapid Fire 1 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.

Power Sword Melee Melee User -3 1 - Frag Grenade 6” Grenade D6 3 0 1 - Krak Grenade 6” Grenade 1 6 -1 D3 - ABILITIES Voice of Command

Conversion Field: This model has a 4+ invulnerable save. Senior Officer: This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order. Charismatic: All friendly BLOOD PACT units that are within 6" of this model in the Morale phase can use his Leadership instead of their own.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC ASTARTES HERETIC MILITARUM, BLOOD PACT

KEYWORDS CHARACTER, INFANTRY, OFFICER, MAGISTER, SAGITTAR SLAITH

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VESH ETOGAUR A patient hunter and master of ambush tactics, Vesh Etogaur is one of the Blood Pact’s most able battlefield

commanders.

HQ 2 Power VESH ETOGAUR NAME M WS BS S T W A Ld Sv Vesh Etogaur 6” 3+ 3+ 3 3 4 3 8 5+ Vesh Etogaur is a single model armed with a shotgun, bolt pistol, power sword and frag grenades. WEAPON RANGE TYPE S AP D ABILITIES Shotgun 12” Assault 2 3 0 1 If the target is within half range,

add 1 to this weapon’s Strength. Bolt Pistol 12” Pistol 1 4 0 1 - Power Sword Melee Melee User -3 1 - Frag Grenades 6” Grenade D6 3 0 1 - ABILITIES Voice of Command

Refractor Field: This model has a 5+ invulnerable save. Senior Officer: This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order. Stealthy: You can add 2 to saving throws of this model when he receives the benefit of cover, instead of 1.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS CHARACTER, INFANTRY, OFFICER, ETOGAUR, VESH ETOGAUR

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ETOGAUR Etogaurs are senior officers of the Blood Pact typically found in command of forces ranging from company to

battalion strength.

HQ 2 Power ETOGAUR NAME M WS BS S T W A Ld Sv Etogaur 6” 3+ 3+ 3 3 4 3 8 5+ An Etogaur is a single model armed with a laspistol or autpistol, brutal assault weapon and frag grenades. WEAPON RANGE TYPE S AP D ABILITIES Laspistol/Autopistol 12” Pistol 1 3 0 1 - Brutal Assault Weapon

Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

Frag Grenades 6” Grenade D6 3 0 1 - WARGEAR OPTIONS This model may exchange their brutal assault weapon for an item from the

Melee Weapons list.

This model may take assault armour changing their Sv to 4+ or power armour changing their Sv to 3+.

This model may replace its laspistol or autopistol with an item from the Ranged Weapons list.

ABILITIES Voice of Command Refractor Field: This model has a 5+ invulnerable save. Senior Officer: This model may use the Voice of Command ability twice in each of your turns. Resolve the effects of the first order before issuing the second order.

FACTION KEYWORDS CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT KEYWORDS CHARACTER, INFANTRY, OFFICER, ETOGAUR

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BLOOD WITCH The Blood Pact is unusual among the servants of Khorne in that they are more willing to make use of psykers

and sorcerers than most, although even they do not usually allow them command authority. It is speculated

by the Inquisition that this is because the Blood Pact originated in the Sanguinary Worlds outside Imperial

space, and therefore is not as shaped by the prejudices of Angron’s World Eaters as Khornate factions

originating within the Imperium.

HQ 2

POWER BLOOD WITCH

NAME M WS BS S T W A Ld Sv Blood Witch 6” 4+ 4+ 3 3 3 2 7 6+ A Blood Witch is a single model armed with an athame. WEAPON RANGE TYPE S AP D ABILITIES Athame Melee Melee User -1 1 On a roll of 6+ to wound this

weapon has Damage D3. Laspistol/Autopistol 12” Pistol 1 3 0 1 - WARGEAR OPTIONS This model may take a laspistol or autopistol.

ABILITIES Dark Blessing: This model has a 5+ invulnerable save.

Blood Sacrifice: You may inflict mortal wounds on this unit or any friendly INFANTRY units within 3” when taking a psychic test. Add 1 to the test for each mortal wound inflicted in this way. Advisor: This model may not be your warlord and may never be given a warlord trait.

PSYKER This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Haematurgy discipline.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS CHARACTER, INFANTRY, PSYKER, BLOOD WITCH

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PSYKER STALK-TANK First encountered on Herodor, these new developments of the Blood Pact’s signature stalk tanks make use of

psychic servitors bonded into warp amplifiers in order to disrupt enemy communications and morale.

HQ 3

POWER PSYKER STALK TANK

NAME M WS BS S T W A Ld Sv Psyker Stalk Tank 9” 4+ 4+ 6 6 8 2 7 3+ This unit contains 1 Psyker Stalk Tank armed with twin heavy stubbers. WEAPON RANGE TYPE S AP D ABILITIES Twin Heavy stubbers 36” Heavy 6 4 0 1 - Heavy Flamer 8” Heavy D6 5 -1 1 This weapon automatically hits

its target. Multi-laser 36” Heavy 3 6 0 1 - WARGEAR OPTIONS Any model may replace its twin heavy stubbers with a heavy flamer or multi-

laser.

ABILITIES Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this unit can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target it. Warp Shield: This model has a 5+ Invulnerable save.

PSYKER This unit can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one power from the Haematurgy discipline.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS VEHICLE, PSYKER, PSYKER STALK TANK

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LOXATL BROODMASTER Loxatl are alien mercenaries which have been encountered in the service of Blood Pact forces on a number of

occasions. They are reptilian or amphibian in nature and each force is made up of a family group of related

individuals. Broodmasters are the patriarchs or matriarchs of these groupings, acting as commanders in battle

and negotiating mercenary contracts with potential clients.

HQ 2 Power LOXATL BROODMASTER NAME M WS BS S T W A Ld Sv Broodmaster 9” 3+ 3+ 4 4 4 3 7 5+ This unit consists of a single model armed with a flechette blaster. WEAPON RANGE TYPE S AP D ABILITIES Flechette blaster 12” Pistol 5 3 0 1 - ABILITIES Chameleonic Skin: You can add 2 to saving throws of this model when it receives the

benefit of cover, instead of 1. Las Resistant: This model gains +2 Toughness against las or lance weapons (e.g. lasgun, multi-laser, lascannon, bright lance etc.) Slinking Advance: After deployment but before the first battle round this unit may make a normal move. Broodmaster: You can re-roll hit rolls of 1 for friendly LOXATL units that are within 6" of a Loxatl Broodmaster. Mercenary: This unit can be included in a Battle Forged BLOOD PACT or KHORNE Detachment without affecting its battle forged status, but is not considered a BLOOD PACT or KHORNE unit.

FACTION KEYWORDS

CHAOS, XENOS

KEYWORDS CHARACTER, INFANTRY, BEAST, MERCENARY, LOXATL BROODMASTER

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BLOOD PACT INFANTRY SQUADS The Blood Pact’s organisation is closely modelled on that of the Astra Militarum, and their troops are equipped

in a broadly similar manner.

Troops 3 Power

BLOOD PACT INFANTRY SQUAD

NAME M WS BS S T W A Ld Sv Trooper 6” 4+ 4+ 3 3 1 1 6 5+ Sirdar 6” 4+ 4+ 3 3 1 2 7 5+ Heavy Weapon Team 6” 4+ 4+ 3 3 2 2 6 5+ This unit consists of 1 Sirdar and 9 Troopers Each Trooper is armed with a lasgun or autogun and frag grenades. The Sirdar is armed with a laspistol or autopistol and frag grenades. WEAPON RANGE TYPE S AP D ABILITIES Lasgun/Autogun 24” Rapid fire 1 3 0 1 - Laspistol/Autopistol 12” Pistol 1 3 0 1 - Brutal Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it

can make 1 additional attack with this weapon.

Frag Grenades 6” Grenade D6 3 0 1 - WARGEAR OPTIONS One Trooper may take a vox-caster.

Two other Troopers may form a Heavy Weapons Team who must take an item from the Heavy Weapons list.

One other Trooper may replace his lasgun with an item from the Special Weapons list.

Any Trooper may replace their lasgun or autogun with a laspistol or autopistol.

Any model may take a brutal assault weapon.

The Sirdar may replace their laspistol with an item from the Ranged Weapons list.

The Sirdar may take a chainsword, chainaxe, power sword, power maul or power axe.

ABILITIES Vox-caster: If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.

FACTION KEYWORDS CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT KEYWORDS INFANTRY, BLOOD PACT INFANTRY SQUAD

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BLOOD CULTISTS The more organised military formations of the Blood Pact are often supported by less well trained cultists, who

may comprise of converts from the populations of captured worlds, who give their allegiance to the Pact in

order to avoid torture and slavery.

Troops 3 Power BLOOD CULTISTS NAME M WS BS S T W A Ld Sv Blood Cultist 6” 4+ 4+ 3 3 1 1 5 6+ Blood Cult Champion 6” 4+ 4+ 3 3 1 2 6 6+ This unit contains 1 Blood Cult Champion and 9 Blood Cultists. It can include up to 10 additional Blood Cultists (Power Rating +3), or up to 20 additional Blood Cultists (Power Rating +6). Each model is armed with an autogun. WEAPON RANGE TYPE S AP D ABILITIES Autogun 24” Rapid fire 1 3 0 1 - Autopistol 12” Pistol 1 3 0 1 - Shotgun 12” Assault 2 3 0 1 - Brutal Assault Weapon

Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

Flamer 6” Assault D6 4 0 1 This weapon automatically hits its target.

Heavy Stubber 36” Heavy 3 4 0 1 - WARGEAR OPTIONS Any Blood Cultist may replace their autogun with an autopistol and brutal

assault weapon.

For every ten models in the unit, one Blood Cultist may replace their autogun with a heavy stubber or a flamer.

The Blood Cult Champion may replace their autogun with a shotgun or autopistol and a brutal assault weapon.

FACTION KEYWORDS CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT KEYWORDS INFANTRY, BLOOD CULTIST

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SLAVE RABBLE Much of the logistical support that fuels the Blood Pact’s military is provided by slaves, and the Pact is not

above using these poor unfortunates as sacrificial cannon fodder when necessary.

Troops 2 Power SLAVE RABBLE NAME M WS BS S T W A Ld Sv Slave 6” 5+ 5+ 3 3 1 1 4 7+ This unit consists of 10 Slaves. It may include up to an additional 10 Slaves (power rating +1) or up to an additional 20 Slaves (power rating +2). Each Slave is armed with an improvised weapon. WEAPON RANGE TYPE S AP D ABILITIES Improvised Weapon Melee Melee User 0 1 - WARGEAR OPTIONS None.

ABILITIES Property: This unit can be included in a Battle Forged BLOOD PACT or KHORNE

Detachment without affecting its battle forged status, but is not considered a BLOOD PACT or KHORNE unit.

FACTION KEYWORDS CHAOS, HERETIC MILITARUM KEYWORDS INFANTRY, SLAVE RABBLE

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LOXATL BROOD Loxatl are alien mercenaries which have been encountered in the service of Blood Pact forces on a number of

occasions. They are reptilian or amphibian in nature and each force is made up of a family group of related

individuals.

Troops 3 Power LOXATL BROOD NAME M WS BS S T W A Ld Sv Loxatl 9” 4+ 3+ 4 4 2 2 6 5+ This unit consists of 3 Loxatl. It may include an additional 3 Loxatl (+3 Power) or up to an additional 6 Loxatl (+6 Power). Each model is armed with a flechette blaster. WEAPON RANGE TYPE S AP D ABILITIES Flechette blaster 12” Pistol 5 3 0 1 - ABILITIES Chameleonic Skin: You can add 2 to saving throws of this model when it receives the

benefit of cover, instead of 1. Las Resistant: This model gains +2 Toughness against las or lance weapons (e.g. lasgun, multi-laser, lascannon, bright lance etc.) Slinking Advance: After deployment but before the first battle round this unit may make a normal move. Mercenary: This unit can be included in a Battle Forged BLOOD PACT or KHORNE Detachment without affecting its battle forged status, but is not considered a BLOOD PACT or KHORNE unit.

FACTION KEYWORDS

CHAOS, XENOS

KEYWORDS INFANTRY, BEAST, MERCENARY, LOXATL BROOD

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DAMOGAUR Damogaurs are junior officers of the Blood Pact, usually commanding a platoon level force comprising several

squads. They may also be found commanding smaller units of the Pact’s Death Brigade elite on special

operations.

Elite 2 Power DAMOGAUR NAME M WS BS S T W A Ld Sv Damogaur 6” 3+ 3+ 3 3 3 3 7 5+ A Damogaur is a single model armed with a laspistol or autopistol, brutal assault weapon and frag grenades. WEAPON RANGE TYPE S AP D ABILITIES Laspistol/Autopistol 12” Pistol 1 3 0 1 - Brutal Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it

can make 1 additional attack with this weapon.

Frag Grenades 6” Grenade D6

3 0 1 -

WARGEAR OPTIONS This model may take an item from the Melee Weapons list.

This model may replace its laspistol or autopistol with an item from the Ranged Weapons list.

This model may take assault armour, changing its Sv to 4+. ABILITIES Voice of Command

Refractor Field: This model has a 5+ invulnerable save.

FACTION KEYWORDS CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT KEYWORDS CHARACTER, INFANTRY, OFFICER, DAMOGAUR

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BLOOD DISCIPLE SQUADS Blood Disciples are the warriors of the Blood Pact who are chosen to accompany its officers in battle, acting as

adjutants, bodyguards and standard bearers.

Elite 2 Power BLOOD DISCIPLE SQUAD NAME M WS BS S T W A Ld Sv Disciple 6” 3+ 4+ 3 3 1 1 6 5+ Disciple Weapon Team 6” 3+ 4+ 3 3 2 2 6 5+ This unit contains 4 Disciples. Each model is armed with a laspistol or autopistol, brutal assault weapon and frag grenades. WEAPON RANGE TYPE S AP D ABILITIES Lasgun/Autogun 24” Rapid fire 1 3 0 1 - Laspistol/Autopistol 12” Pistol 1 3 0 1 - Shotgun 12” Assault 2 3 0 1 - Heavy Flamer 8” Heavy D6 5 -1 1 This weapon automatically hits

its target. Brutal Assault Weapon

Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

Frag Grenades 6” Grenade D6 3 0 1 - WARGEAR OPTIONS Any Disciple may replace their laspistol or autopistol with a lasgun, autogun

or shotgun.

Any Disciple may replace their brutal assault weapon with a chainsword or chainaxe.

All models in the unit may take assault armour, changing their Sv to 4+.

One Disciple may take a vox-caster.

One other Disciple may take a heavy flamer.

One other Disciple may take a bloody standard.

One other Disciple may take a medi-pack.

Two other Disciples may form a Disciple Weapons Team which must take an item from the Heavy Weapons list.

Any other Disciple may take an item from the Special Weapons list. ABILITIES Medi-pack: At the end of any of your Movement phases, a model with a medi-pack

can attempt to heal a single model. Select a friendly ASTRA MILITARUM INFANTRY unit within 3" and roll a D6. On a roll of 4+, one model in the unit recovers a wound it lost earlier in the battle (if the unit has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn. Bloody Standard: All friendly BLOOD PACT units add 1 to their Leadership whilst they are within 6" of any BLOOD PACT Disciple with a bloody standard. Vox-caster: If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.

FACTION KEYWORDS CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT KEYWORDS INFANTRY, BLOOD DISCIPLE SQUAD

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BLOOD PACT SPECIAL WEAPON SQUADS Weapon specialists are often grouped together in squads to concentrate their firepower.

Elite 2 Power BLOOD PACT SPECIAL WEAPON SQUAD NAME M WS BS S T W A Ld Sv Trooper 6” 4+ 4+ 3 3 1 1 6 5+ This unit contains 6 Troopers. Each model is armed with a lasgun or autogun and frag grenades. WEAPON RANGE TYPE S AP D ABILITIES Lasgun/Autogun 24” Rapid Fire 1 3 0 1 - Frag Grenades 6” Grenade D6 3 0 1 - WARGEAR OPTIONS 3 models must take an item from the Special Weapons list.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS INFANTRY, SPECIAL WEAPON SQUAD

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BLOOD PACT SLAVERS These brutal overseers command the slave rabble who serve the Blood Pact. They are accompanied by

fearsome canids fed on human flesh.

ELITE 2

POWER BLOOD PACT SLAVER

NAME M WS BS S T W A Ld Sv Slaver 6” 4+ 4+ 3 3 1 2 7 5+ Hate-Hound 8” 3+ - 4 3 1 1 5 6+ This unit consists of a Slaver and 2 Hate Hounds. The slaver is armed with a laspistol or autopistol and barbed whip. Each Hate-Hound is armed with ravenous jaws. WEAPON RANGE TYPE S AP D ABILITIES Barbed Whip Melee Melee User 0 1 Subtract 1 from the Attacks

characteristic of enemy INFANTRY models within 1”, to a minimum of 1.

Autopistol/Laspistol 12” Pistol 1 3 0 1 - Ravenous Jaws Melee Melee User 0 1 On a to-hit roll of 6+ this model

may make an additional attack. WARGEAR OPTIONS ABILITIES Slave Taker: Each time an enemy INFANTRY model loses its last wound in the Fight

phase to a model from this unit, add one model to a friendly SLAVE RABBLE unit within 3”.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS INFANTRY, BLOOD PACT SLAVER

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DEATH BRIGADES The Elite of the Blood Pact forces, the Death Brigades are an army within an army, formed from the toughest

and most devout soldiers of the Pact.

Elite 6 Power DEATH BRIGADE SQUAD NAME M WS BS S T W A Ld Sv Death Brigade Trooper 6” 3+ 4+ 3 3 1 1 6 5+ Death Brigade Sirdar 6” 3+ 3+ 3 3 1 2 7 5+ Death Brigade Trooper Weapon Team

6” 3+ 4+ 3 3 2 2 6 5+

This unit consists of 1 Death Brigade Sirdar and 9 Death Brigade Troopers Each Death Brigade Trooper is armed with a lasgun or autogun and frag grenades. The Death Brigade Sirdar is armed with a laspistol or autopistol and frag grenades. WEAPON RANGE TYPE S AP D ABILITIES Lasgun/Autogun 24” Rapid fire 1 3 0 1 - Laspistol/Autopistol 12” Pistol 1 3 0 1 - Shotgun 12” Assault 2 3 0 1 - Heavy Flamer 8” Heavy D6 5 -1 1 This weapon automatically hits

its target. Brutal Assault Weapon

Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

Frag Grenades 6” Grenade D6 3 0 1 - WARGEAR OPTIONS Any Death Brigade Trooper may replace their lasgun or autogun with a

shotgun, autopistol or laspistol.

Any model may take a brutal assault weapon, chainsword or chainaxe.

All models may take assault armour, changing their Sv to 4+.

One Death Brigade Trooper may take a vox-caster.

One other Death Brigade Trooper may replace their lasgun with a heavy flamer.

Two other Death Brigade Troopers may form a Death Brigade Trooper Heavy Weapons Team who must take an item from the Heavy

Weapons list.

Up to three other Death Brigade Troopers may replace their lasgun with an item from the Special Weapons list.

The Death Brigade Trooper Sergeant may take a chainsword or an item from the Melee Weapons list.

The Death Brigade Sirdar may replace their laspistol with an item from the Ranged Weapons list.

ABILITIES Vox-caster: If a friendly OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.

FACTION KEYWORDS CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT KEYWORDS INFANTRY, DEATH BRIGADE SQUAD

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GOREMAGE COVEN The goremages of the Consanguinuity use the spiritual power inherent in the blood of living creatures to

power their sorceries. They frequently make sacrifices of slaves and prisoners, but so devoted are they to their

bloody patron that if necessary they will let their own blood to enact their profane rituals.

Elite 1 Power GOREMAGE COVEN NAME M WS BS S T W A Ld Sv Goremage 6” 4+ 5+ 3 3 1 1 7 6+ This unit contains 3 Goremages. It may contain up to 3 additional Goremages (Power Rating +1) or up to 6 additional Goremages (Power Rating +2). Each model is armed with an athame. WEAPON RANGE TYPE S AP D ABILITIES Athame Melee Melee User -1 1 On a roll of 6+ to wound this

weapon has Damage D3. ABILITIES Choir of Minds: Each time you take a Psychic test or Deny the Witch test for this unit,

roll 1D6 instead of 2D6. You can add 1 to Psychic tests you make for this unit if it has 3 or more models, or 2 to tests if it has 6 or more models. Blood Sacrifice: You may inflict mortal wounds on this unit or any friendly INFANTRY units within 3” when taking a psychic test. Add 1 to the test for each mortal wound inflicted in this way.

PSYKER This unit can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one power from the Haematurgy discipline. When manifesting or denying a psychic power, first select a model in the unit – measure range, visibility etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the manifesting unit to be slain.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS INFANTRY, PSYKER, GOREMAGE COVEN

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BLOOD PRIEST The most insanely devoted members of the Blood Pact lead their brethren in the cult’s foul rites, stoking the

fires of rage and hatred which drive them to fearless acts of violence.

Elite 2 Power BLOOD PRIEST NAME M WS BS S T W A Ld Sv Blood Priest 6” 4+ 4+ 3 3 4 3 7 6+ A Blood Priest is a single model armed with a laspistol or autopistol, brutal assault weapon, frag grenades and krak grenades. WEAPON RANGE TYPE S AP D ABILITIES Laspistol/Autopistol 12” Pistol 1 3 0 1 - Brutal Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it

can make 1 additional attack with this weapon.

Krak Grenades 6” Grenade 1 6 -1 D3 - Frag Grenades 6” Grenade D6 3 0 1 - WARGEAR OPTIONS This model may exchange their laspistol or autopistol for an additional

brutal assault weapon.

This model may exchange a brutal assault weapon for a chainsword or chainaxe.

ABILITIES Zealot: You can re-roll failed hit rolls for this unit in a turn in which it charged, made a heroic intervention, or was charged by an enemy unit. Protection of Khorne: This model has a 5+ invulnerable save. This model may attempt to deny one psychic power in each enemy Psychic phase as if it was a PSYKER. Hymns of Slaughter: You can add 1 to the Attacks characteristic of all models in BLOOD PACT INFANTRY units that are within 6" of any friendly BLOOD PRIESTS.

FACTION KEYWORDS CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT KEYWORDS CHARACTER, INFANTRY, BLOOD PRIEST

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LIFE WARD These enigmatic creatures serve as supremely loyal bodyguards to the most high ranking officers and

Magisters of the chaos forces in the Sabbat Worlds. Little is known of their origins, whether they are some

xenos breed or human mutants, but they have the stink of the warp about them.

Elite 2 Power LIFE WARD NAME M WS BS S T W A Ld Sv Life Ward 7 3+ 3+ 4 4 3 3 7 4+ A Life Ward is a single model armed with a power sword and bolt pistol. WEAPON RANGE TYPE S AP D ABILITIES Power Sword Melee Melee User -3 1 - Bolt Pistol 12” Pistol 1 4 0 1 - ABILITIES Bodyguard: Roll a D6 each time a friendly INFANTRY CHARACTER (excluding LIFE

WARDS) loses a wound whilst they are within 3" of any models with this ability; on a 3+ the character does not lose a wound but one model with this ability suffers a mortal wound. In addition, this model may not be selected as your Warlord, and may not be given a Warlord Trait. Lightning Reflexes: This model has a 4+ invulnerable save.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS CHARACTER, INFANTRY, DAEMON, LIFE WARD

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ACOLYTE OF ASPHODEL Heretical tech priests of the Dark Mechanicus, these servants of the mad genius Heritor Asphodel maintain the

vehicles and Woe Machines employed by the forces of the Archenemy throughout the Sabbat Worlds.

ELITE 2

POWER ACOLYTE OF ASPHODEL

NAME M WS BS S T W A Ld Sv Acolyte of Asphodel 6” 4+ 4+ 4 4 4 2 8 3+ An Acolyte of Asphodel is a single model armed with a laspistol, Corrupted Omnissian Axe and Mechatendrils. WEAPON RANGE TYPE S AP D ABILITIES Laspistol 12” Pistol 1 3 0 1 - Corrupted Omnissian Axe

Melee Melee +1 -2 2 -

Mechatendrils Melee Melee User 0 1 Each time the bearer fights, it can make 2 additional attacks with this weapon.

ABILITIES Master of Mechanisms: At the end of your Movement phase, an Acolyte of Asphodel can repair a single friendly HERETIC MILITARUM VEHICLE or URDESH VEHICLE (other than models that can FLY) within 1". That model regains D3 lost wounds. an Acolyte of Asphodel can instead curse a single enemy VEHICLE within 18". Roll a D6; on a roll of 2+, that vehicle suffers a mortal wound. A VEHICLE cannot be repaired or cursed by more than one Acolyte of Asphodel in the same turn. Mercenary: This unit can be included in a Battle Forged BLOOD PACT or KHORNE Detachment without affecting its battle forged status, but is not considered a BLOOD PACT or KHORNE unit.

FACTION KEYWORDS

CHAOS, DARK MECHANICUS, HERETIC MILITARUM, URDESH

KEYWORDS CHARACTER, INFANTRY, TECH-PRIEST, ACOLYTE OF ASPHODEL

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FLESHWROUGHT STALKERS These hulking monstrosities are gene-bred from ogryn stock and altered with crude augmentics and heretical

sorceries to turn them into frenzied killing machines. They are frequently deployed via arcane warp tunnels to

sow terror and disruption in the enemy rear.

ELITE 5

POWER FLESHWROUGHT STALKERS

NAME M WS BS S T W A Ld Sv Fleshwrought Stalker 8” 3+ 6+ 5 5 3 3 7 5+ Twice-Wrought Stalker 8” 3+ 6+ 6 5 3 4 7 4+ Thrice-Wrought Stalker 8” 3+ 6+ 6 5 4 5 8 3+ This unit consists of 3 Fleshwrought Stalkers. It may contain up to 3 more Fleshwrought Stalkers (Power Rating +5) or up to 6 more Fleshwrought Stalkers (Power Rating +10). Each model is armed with Steel-Wrought Claws. WEAPON RANGE TYPE S AP D ABILITIES Steel-Wrought Claws Melee Melee User -1 1 - ABILITIES Mindless Frenzy: This unit may not receive Orders.

Warp Tunnels: During deployment, you can set up this unit in a Warp Tunnel instead of placing it on the battlefield. At the end of any of your Movement phases the unit can use a Warp Tunnel to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9"away from any enemy models.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS INFANTRY, BEAST, OGRYN, FLESHWROUGHT STALKERS

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THRICE-WROUGHT

ELITE 4

POWER THRICE-WROUGHT

NAME M WS BS S T W A Ld Sv Thrice-Wrought 8” 3+ 6+ 6 5 4 4 8 3+ A Thrice-Wrought is a single model armed with Steel-wrought claws. WEAPON RANGE TYPE S AP D ABILITIES Steel-Wrought Claws Melee Melee User -1 1 - WARGEAR OPTIONS ABILITIES Mindless Frenzy: This unit may not receive Orders.

Warp Tunnels: During deployment, you can set up this unit in a Warp Tunnel instead of placing it on the battlefield. At the end of any of your Movement phases the unit can use a Warp Tunnel to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9"away from any enemy models. Alpha Stalker: You can add 1 to the Strength and Attacks characteristics of all models in FLESHWROUGHT STALKER units that are within 6" of any friendly THRICE-WROUGHT in a turn in which they charge.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS INFANTRY, BEAST, OGRYN, FLESHWROUGHT STALKER, THRICE-WROUGHT

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SAUL, MASTER SNIPER A true artist of death, Saul was dispatched to attempt to Assassinate the risen Saint Sabbat on the shrine world

of Herodor.

ELITE 1

POWER SAUL

NAME M WS BS S T W A Ld Sv Saul 6” 4+ 2+ 3 3 2 2 7 5+ Saul is a single model armed with a sniper rifle, bolt pistol and frag grenades and wearing a camo-cloak. WEAPON RANGE TYPE S AP D ABILITIES Sniper Rifle 36” Heavy 1 4 0 1 A model firing a sniper weapon can target an

enemy CHARACTER even if they are not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.

Bolt Pistol 12” Pistol 1 4 0 1 - Frag Grenades 6” Grenade

D6 3 0 1 -

WARGEAR OPTIONS

ABILITIES Camo Cloak: You can add 2 to saving throws of this model when it receives the benefit of cover, instead of 1. Find the Best Spot: Instead of deploying normally, this unit may wait until both armies are fully deployed and then be placed anywhere on the board that is more than 18" from any enemy models.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS CHARACTER, INFANTRY

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STALK TANKS Originally designed by Heritor Asphodel and enthusiastically embraced by the Blood Pact these insectoid war

machines are deployed in large numbers in support of Pact infantry, especially in urban operations.

FAST ATTACK

3 POWER

STALK TANK

NAME M WS BS S T W A Ld Sv Stalk Tank 9” 4+ 4+ 6 6 8 2 7 3+ This unit contains 1 Stalk Tank. It can include 1 additional Stalk Tank (Power Rating +3) or 2 additional Stalk Tanks (Power Rating +6). Each model is equipped with twin heavy stubbers. WEAPON RANGE TYPE S AP D ABILITIES Twin Heavy stubbers 36” Heavy 6 4 0 1 - Twin Autocannon 48” Heavy 4 7 -1 2 - Heavy Flamer 8” Heavy D6 5 -1 1 This weapon automatically hits

its target. Multilaser 36” Heavy 3 6 0 1 - WARGEAR OPTIONS Any model may replace its twin heavy stubbers with a heavy flamer or

multilaser.

Any model may take a twin autocannon. ABILITIES Explodes: If a model in this unit is reduced to 0 wounds, roll a D6 before removing the

model from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this unit can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target it. Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS VEHICLE, STALK TANK

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STeG 4 ARMOURED CAR An Imperial design from the captured forge world of Urdesh, this light armoured car is typically used in

reconnaissance and flanking operations.

FAST ATTACK

4 POWER

STeG 4 ARMOURED CAR

NAME M WS BS S T W A Ld Sv STeG 4 Armoured Car * 6+ * 6 6 10 * 7 This unit contains 1 STeG 4 Armoured Car. It can include 1 additional STeG 4 Armoured Car (Power Rating +4) or 2 additional STeG 4 Armoured Cars (Power Rating +8). Each model is equipped with an autocannon and a heavy stubber.

Damage

Some of this model’s characteristics change as it suffers damage, as shown below: Remaining

W M BS A

6-10+ 12” 4+ 3 3-5 8” 5+ D3 1-2 4” 6+ 1

WEAPON RANGE TYPE S AP D ABILITIES Autocannon 48” Heavy 2 7 -1 2 - Heavy Stubber 36” Heavy 3 4 0 1 - WARGEAR OPTIONS Any model may take items from the Vehicle Equipment list.

ABILITIES Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the

battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS VEHICLE, STEG 4 ARMOURED CAR

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BLOODWOLVES These fearsome daemonic shock troops are created by a bloody ritual involving the sacrifice of a willing

devotee of Khorne. Runes of binding are carved on the still living sacrifice’s flesh and then a daemonic entity is

summoned into the subject. The host form rapidly begins to succumb to the intense power contained within

it, but while the host remains intact, a blood wolf is almost unstoppable.

FAST ATTACK

3 POWER

BLOODWOLVES

NAME M WS BS S T W A Ld Sv Bloodwolf 10” 3+ - 5 4 4 2 7 6+ This unit consists of 3 Bloodwolves. It may include up to an additional 3 Bloodwolves (Power rating +3) or up to 6 additional Bloodwolves (+6 Power). Each Bloodwolf is armed with warpfire claws. WEAPON RANGE TYPE S AP D ABILITIES Warpfire claws Melee Melee User -1 D3 - WARGEAR OPTIONS None.

ABILITIES Daemonic Ritual.

Unstoppable Ferocity: If this unit charges, is charged, or performs a Heroic Intervention, add 1 to the Strength and Attacks characteristics of all its models until the end of the turn. Warp-fire Body: Models in this unit have a 3+ invulnerable save. At the end of each battle round, inflict D3 mortal wounds on this unit.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS INFANTRY, DAEMON, BLOODWOLVES

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STUMBLE GUN Another of Heritor Asphodel’s insane creations, the Stumble Gun would be comical if it weren’t so deadly.

Resembling a wheel or lattice work sphere, the weapon careens around crazily, unleashing lethal plasma bolts

at anything nearby and crushing anyone unfortunate enough to get in its way.

FAST ATTACK

4 POWER

STUMBLE GUN

NAME M WS BS S T W A Ld Sv Stumble Gun 9” 6+ 4+ 6 6 6 D6 7 3+ This unit contains 1 Stumble Gun. It can include 1 additional Stumble Gun (Power Rating +4) or 2 additional Stumble Guns (Power Rating +8). Each model is armed with a plasma array and a spiked wheel. WEAPON RANGE TYPE S AP D ABILITIES Plasma Array - Standard

18” Heavy 2D6 7 -3 1 Shots with this weapon may be split between any targets within range.

Plasma Array - Supercharge

18” Heavy 2D6 8 -3 2 Shots with this weapon may be split between any targets within range. For each hit roll of a 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.

Spiked Wheel Melee Melee User -1 1 Add +1 to hit and +1 to wound with this weapon in a turn when the bearer charges.

WARGEAR OPTIONS ABILITIES Unstable Explosion: If this model is reduced to 0 wounds, roll a D6 before removing it

from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D6 mortal wounds. Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.

FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, STUMBLE GUN

KEYWORDS VEHICLE, STUMBLE GUN

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BLOOD PACT HEAVY WEAPON SQUAD Heavy weapon squads provide supporting fire for Blood Pact assaults.

Heavy Support

3 Power BLOOD PACT HEAVY WEAPON SQUAD

NAME M WS BS S T W A Ld Sv Blood Pact Weapon Team 6” 4+ 4+ 3 3 2 2 6 5+ This unit contains 3 Blood Pact Heavy Weapons Teams. Each model is armed with a lasgun or autogun and frag grenades. WEAPON RANGE TYPE S AP D ABILITIES Lasgun/Autogun 24” Rapid Fire 1 3 0 1 - Frag Grenades 6” Grenade D6 3 0 1 - WARGEAR OPTIONS Each model must take an item from the Heavy Weapons list. ABILITIES FACTION KEYWORDS

CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT

KEYWORDS INFANTRY, HEAVY WEAPON SQUAD

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AT-70 REAVER BATTLE TANK An obsolete design based on a captured STC from the forge world of Urdesh, the Reaver is similar in role to the

Leman Russ, but is less capable of firing accurately on the move due to lacking the Russ’s sophisticated fire

control systems and stabilizers, and is somewhat less durable.

HEAVY SUPPORT

8 POWER

AT-70 REAVER BATTLE TANK

NAME M WS BS S T W A Ld Sv AT-70 Reaver Battle Tank * 6+ * 7 7 11 * 7 3+ This unit contains 1 AT-70 Reaver Battle Tank. It can include 1 additional AT-70 Reaver Battle Tank (Power Rating +10) or 2 additional AT-70 Reaver Battle Tanks (Power Rating +20). Each model is equipped with a Battle cannon and a heavy stubber.

Damage

Some of this model’s characteristics change as it suffers damage, as shown below: Remaining

W M BS A

7-11+ 10” 4+ 3 4-6 7” 5+ D3 1-3 4” 6+ 1

WEAPON RANGE TYPE S AP D ABILITIES Battle Cannon 72” Heavy D6 8 -2 D3 - Heavy Stubber 36” Heavy 3 4 0 1 - Heavy Bolter 36” Heavy 3 5 -1 1 - Heavy Flamer 8” Heavy D6 5 -1 1 This weapon automatically hits

its target. Lascannon 48” Heavy 1 9 -3 D6 - WARGEAR OPTIONS Any model may replace its heavy stubber with a heavy bolter, a heavy flamer

or a lascannon.

Any model may take items from the Vehicle Equipment list.

ABILITIES Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.

FACTION KEYWORDS CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT KEYWORDS VEHICLE, AT-70 REAVER BATTLE TANK

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AT-83 BRIGAND HEAVY TANK Another Urdeshi design based on an up-armoured and up-gunned Reaver chassis, the Brigand is much less

commonly encountered due to its greater cost, higher fuel consumption and poor reliability.

HEAVY SUPPORT

10 POWER

AT-83 BRIGAND HEAVY TANK

NAME M WS BS S T W A Ld Sv AT-83 BRIGAND HEAVY TANK * 6+ * 7 8 14 * 7 3+ This unit contains 1 AT-83 Brigand Heavy Tank equipped with a twin Battle Cannon and a heavy stubber.

Damage

Some of this model’s characteristics change as it suffers damage, as shown below: Remaining

W M BS A

8-14+ 8” 4+ 3 4-7 6” 5+ D3 1-3 4” 6+ 1

WEAPON RANGE TYPE S AP D ABILITIES Twin Battle Cannon 60” Heavy 2D6 8 -2 D3 - Twin Demolisher Cannon

24” Heavy 2D3 10 -3 D6 When attacking units with 5 or more models, change this weapon’s Type to Heavy 2D6.

Heavy Stubber 36” Heavy 3 4 0 1 - Heavy Bolter 36” Heavy 3 5 -1 1 - Heavy Flamer 8” Heavy D6 5 -1 1 This weapon automatically hits

its target. Lascannon 48” Heavy 1 9 -3 D6 - WARGEAR OPTIONS Any model may replace its twin battle cannon with twin demolisher cannon.

Any model may replace its heavy stubber with a heavy bolter, a heavy flamer or a lascannon.

Any model may take two heavy stubbers, two heavy bolters or two heavy flamers.

Any model may take items from the Vehicle Equipment list.

ABILITIES Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.

FACTION KEYWORDS CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT KEYWORDS VEHICLE, AT-83 BRIGAND HEAVY TANK

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USURPER SELF-PROPELLED GUN The Usurper is an inferior copy of the Basilisk designed and built on the fallen forge world of Urdesh.

HEAVY SUPPORT

6 POWER

USURPER SELF-PROPELLED GUN

NAME M WS BS S T W A Ld Sv Usurper Self Propelled Gun * 6+ * 6 6 10 * 7 3+ This unit contains 1 Usurper Self Propelled Gun. It can include 1 additional Usurper Self Propelled Gun (Power Rating +5) or 2 additional Usurper Self Propelled Guns (Power Rating +10). Each model is equipped with a Battle Cannon and a heavy stubber.

Damage

Some of this model’s characteristics change as it suffers damage, as shown below: Remaining

W M BS A

6-10+ 12” 4+ 3 3-5 8” 5+ D3 1-2 4” 6+ 1

WEAPON RANGE TYPE S AP D ABILITIES Usurper Cannon 120” Heavy D6 9 -3 D3 This weapon can target units

that are not visible to the bearer.

Heavy Stubber 36” Heavy 3 4 0 1 - Heavy Bolter 36” Heavy 3 5 -1 1 - Heavy Flamer 8” Heavy D6 5 -1 1 This weapon automatically hits

its target. WARGEAR OPTIONS Any model may replace its heavy stubber with a heavy bolter or a heavy

flamer.

Any model may take items from the Vehicle Equipment list.

ABILITIES Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes. Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle.

FACTION KEYWORDS CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT KEYWORDS VEHICLE, USURPER SELF PROPELLED GUN

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N-20 HALF TRACK A lightly armoured, open topped transport built on Urdesh in huge quantities. The N-20 enables the Blood

Pact to deploy quickly, and then provides fire support once in combat.

DEDICATED TRANSPORT

3 POWER

N-20 HALF TRACK

NAME M WS BS S T W A Ld Sv N-20 Half Track * 6+ * 5 6 10 * 7 4+ An N-20 Half Track is a single model equipped with a heavy stubber.

Damage

Some of this model’s characteristics change as it suffers damage, as shown below: Remaining

W M BS A

6-10+ 12” 4+ 3 3-5 8” 5+ D3 1-2 4” 6+ 1

WEAPON RANGE TYPE S AP D ABILITIES Heavy Stubber 36” Heavy 3 4 0 1 - Autocannon 48” Heavy 2 7 -1 2 - Heavy Flamer 8” Heavy D6 5 -1 1 This weapon automatically hits

its target. WARGEAR OPTIONS This model may replace its Heavy Stubber with an Autocannon or Heavy

Flamer.

This model may take items from the Vehicle Equipment list.

ABILITIES Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. Open-topped: Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.

TRANSPORT This model can transport 12 HERETIC MILITARUM INFANTRY models. Each Heavy Weapons Team takes the space of two other models and each OGRYN takes the space of three other models.

FACTION KEYWORDS CHAOS, KHORNE, HERETIC MILITARUM, BLOOD PACT KEYWORDS VEHICLE, TRANSPORT, N-20 HALF TRACK

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ARMOURY OF THE BLOOD PACT

RANGED WEAPONS

WEAPON RANGE TYPE S AP D ABILITIES

Autocannon 48” Heavy 2 7 -1 2 - Autogun 24” Rapid Fire 1 3 0 1 - Battle Cannon 72” Heavy D6 8 -2 D3 - Bolt Pistol 12” Pistol 1 4 0 1 - Boltgun 24” Rapid Fire 1 4 0 1 - Demolisher Cannon

24” Heavy D3 10

-3 D6 When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.

Flamer 8” Assault D6 4 0 1 This weapon automatically hits its target. Flechette blaster 12” Pistol 5 3 0 1 - Frag Grenade 6” Grenade D6 3 0 1 - Grenade Launcher - Frag

24” Assault D6 3 0 1 -

Grenade Launcher - Krak

24” Assault 1 6 -1 D3 -

Heavy Bolter 36” Heavy 3 5 -1 1 - Heavy Flamer 8” Heavy D6 5 -1 1 This weapon automatically hits its target. Heavy Stubber 36” Heavy 3 4 0 1 - Hunter-Killer Missile

48” Heavy 1 8 -2 D6 Each hunter-killer missile can only be fired once per battle.

Hydra Quad Autocannon

72” Heavy 8 7 -1 2 Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.

Krak Grenade 6” Grenade 1 6 -1 D3 - Lascannon 48” Heavy 1 9 -3 D6 - Lasgun 24” Rapid Fire 1 3 0 1 - Laspistol 12” Pistol 1 3 0 1 - Meltagun 12” Assault 1 8 -4 D6 If the target is within half range of this

weapon, roll two dice when inflicting damage with it and discard the lowest result.

Missile Launcher – Frag

48” Heavy D6 4 0 1 -

Missile Launcher - Krak

28” Heavy 1 8 -2 D6 -

Mortar 48” Heavy D6 4 0 1 This weapon can target units that are not visible to the bearer.

Multi-Laser 36” Heavy 3 6 0 1 - Plasma Array - Standard

18” Heavy 2D6 7 -3 1 Shots with this weapon may be split between any targets within range.

Plasma Array - Supercharge

18” Heavy 2D6 8 -3 2 Shots with this weapon may be split between any targets within range. For each hit roll of a 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.

Plasma Gun – Standard

24” Rapid Fire 1 7 -3 1 -

Plasma Gun - Supercharge

24” Rapid Fire 1 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.

Plasma Pistol – Standard

12” Rapid Fire 1 7 -3 1 -

Plasma Pistol - Supercharge

12” Rapid Fire 1 8 -3 2 On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.

Shotgun 12” Assault 2 3 0 1 If the target is within half range, add 1 to this

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weapon’s Strength. Sniper Rifle 36 Heavy 1 4 0 1 A model firing a sniper weapon can target an

enemy CHARACTER even if they are not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.

Storm Bolter 24” Rapid Fire 2 4 0 1 - Twin Autocannon 48” Heavy 4 7 -1 2 - Twin Battle Cannon

72” Heavy 2D6 8 -2 D3 -

Twin Demolisher Cannon

24” Heavy 2D3 10

-3 D6 When attacking units with 5 or more models, change this weapon’s Type to Heavy 2D6.

Twin Heavy Bolter

36” Heavy 6 5 -1 1 -

Twin Heavy Flamer

8” Heavy 2D6 5 -1 1 This weapon automatically hits its target.

Usurper Cannon 120” Heavy D6 9 -3 D3 This weapon can target units that are not visible to the bearer.

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MELEE WEAPONS

WEAPON RANGE TYPE S AP D ABILITIES

Athame Melee Melee User -1 1 On a roll of 6+ to wound this weapon has Damage D3.

Barbed Whip Melee Melee User 0 1 Subtract 1 from the Attacks characteristic of enemy INFANTRY models within 1”, to a minimum of 1.

Black Sword of Nadzybar

Melee Melee +2 -3 D3 Re-roll failed rolls to wound when fighting a CHARACTER.

Brutal Assault Weapon

Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

Chainaxe Melee Melee +1 -1 1 - Corrupted Omnissian Axe

Melee Melee +1 -2 2 -

Eviscerator Melee Melee X2 -4 D3 When attacking with this weapon, you must subtract 1 from the hit roll.

Goregutter Melee Melee x2 -4 3 Hellforged Athame

Melee Melee +1 -1 D3 This model gains a +1 bonus to Deny the Witch tests.

Improvised Weapon

Melee Melee User 0 1 -

Jagged Claw Melee Melee User -2 2 You can re-roll failed wound rolls for this weapon. If a model is armed with two jagged claws, each time it fights it can make 1 additional attack with them.

Mechatendrils Melee Melee User 0 1 Each time the bearer fights, it can make 2 additional attacks with this weapon.

Power Axe Melee Melee +1 -2 0 - Power Fist Melee Melee X2 -3 D3 When attacking with this weapon, you must subtract

1 from the hit roll. Power Maul Melee Melee +2 -1 1 - Power Sword Melee Melee User -3 1 - Ravenous Jaws Melee Melee User 0 1 On a to-hit roll of 6+ this model may make an

additional attack. Spiked Wheel Melee Melee User -1 1 Add +1 to hit and +1 to wound with this weapon in a

turn when the bearer charges. Steel-Wrought Claws

Melee Melee User -1 1 -

Warpfire claws Melee Melee User -1 D3 -

OTHER WARGEAR

VEHICLE EQUIPMENT

Augur Array Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.

Dozer Blade If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.

Track Guards A vehicle with track guards always counts as having its starting number of Wounds

when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).

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BOUND IN BLOOD

SPECIAL RULES

ENEMIES OF REASON

The Blood Pact is the backbone of the chaos forces in the Sabbat Worlds. Through ferocity and cunning it seeks

to bring the Imperial Crusade to a standstill.

If your army is Battle-forged, all Troops units in BLOOD PACT detachments gain this ability. Such a unit that is

within range of an objective marker (as specified in the mission) controls the objective marker even if there are

more enemy models within range of it. If an enemy unit within range of the same objective marker has a

similar ability, then the objective marker is controlled by the player who has the most models within range of it

as normal.

BLOODY HANDED FANATICS

For all their tactical brilliance, most members of the Blood Pact seek the joy of slaughter at close quarters.

If your army is Battle-forged, all BLOOD PACT units in a BLOOD PACT detachment gain +1 Strength in the fight

phase on a turn in which they charge.

SLAVES AND MERCENARIES

The blood pact makes extensive use of slave labour and is not above driving their prisoners into the guns of the

enemy. They are also willing to work with xenos mercenaries such as the alien Loxatl.

The following units can be included in a Battle Forged BLOOD PACT detachment without affecting its battle

forged status. However they are never considered BLOOD PACT units for any reason and do not gain the

BLOOD PACT or KHORNE keywords.

Slave Rabble

Loxatl Brood

Loxatl Broodmaster

Acolyte of Asphodel

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WARLORD TRAITS The commanders of the Death Guard combine the strategic and tactical planning of Imperial forces with the

savagery and ruthlessness of their terrifying God.

If a BLOOD PACT CHARACTER is your Warlord, he can generate a Warlord Trait from the following table instead

of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a

Warlord Trait, or you can select the one that best suits his temperament and preferred style of waging war.

D6 Warlord trait

1 DEVOTEE OF SLAUGHTER The warlord leads from the front, wading in the blood of his enemies. Whenever the warlord slays an enemy model in the fight phase they may immediately make another attack against an enemy model within 1”.

2 CUNNING TACTICIAN The warlord is a master of strategy and tactics. At the beginning of the game add D3 additional command points to your command pool.

3 BLASPHEMOUS DEMAGOGUE The warlord constantly utters blasphemous prayers to the Blood God, inspiring their followers to fight harder. You can re-roll failed Morale tests for friendly BLOOD PACT INFANTRY units within 6" of your Warlord in the Morale phase.

4 TRAITOR GENERAL The warlord was once an officer of the Imperial Guard, and knows their forces’ weaknesses. You can re-roll to-wound rolls of 1 for friendly BLOOD PACT units within 6” of your Warlord when attacking IMPERIUM units.

5 BLOOD MAGUS The Warlord is one of the rare few blood sorcerers to rise to a position of authority in the Blood Pacton the strength of their martial prowess. Your Warlord gains the PSYKER keyword and knows the Smite power and one power from the Haematurgy discipline. They can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase.

6 MASTER OF AMBUSH The warlord is an expert at leading his enemies into a perfect killing ground. After deployment but before the first battle round you may re-deploy D3 friendly units. They may be placed anywhere on the battlefield more than 9” from any enemy unit.

NAMED CHARACTERS AND WARLORD TRAITS

If one of the following named characters is your Warlord, they must be given the associated Warlord Trait

listed below.

NAMED CHARACTER WARLORD TRAIT

Urlock Gaur Devotee of Slaughter Vesh Etogaur Master of Ambush Mabbon Etogaur Traitor General Saggitar Slaith Blasphemous Demagogue

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STRATAGEMS If your army is Battle-forged and includes any HERETIC MILITARUM Detachments (excluding Auxiliary Support

Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to

activate them. These help to reflect the unique tactics and strategies used by the Traitor Guard on the

battlefield.

1 CP FIGHT TO THE DEATH

Heretic Militarum Stratagem Many traitor guard are far more afraid of appearing unworthy in the eyes of their dark gods than of dying in battle. Use this Stratagem at the start of the Morale phase. Pick a HERETIC MILITARUM INFANTRY unit from your army that is required to take a Morale test. You can roll a D3 for the unit, rather than a D6, when taking this test.

1 CP CHAOS BOON

Heretic Militarum Stratagem The path of Chaos can lead a warrior to daemonhood, or it can see him transformed into a gibbering Chaos Spawn. Use this Stratagem at the end of a Fight phase in which one of your HERETIC MILITARUM CHARACTERS (not a Daemon Prince) slays an enemy CHARACTER, VEHICLE or MONSTER. Roll 2D6 and look up the result below. 2D6 Boon

2. Spawndom: Your character is slain. However, before removing the model as a casualty, you can add a Chaos Spawn to your army. If you do, set up the Chaos Spawn within 6" of your character before removing them.

3. Arcane Occulum: Add 6" to the Range of all of the character’s ranged weapons. 4. Temporal Distortion: Add 3" to the character’s Move characteristic. 5. Strength of the Berzerker: Add 1 to the character’s Strength characteristic. 6. Warp Frenzy: Add 1 to the character’s Attacks characteristic. 7. The Eye Opens: Choose a boon of your choice (you cannot choose Spawndom or Daemonhood). 8. Blademaster: Subtract 1 from hit rolls that target the character in the Fight phase. 9. Cosmic Fate: Add 1 to all saving throws made for the character. 10. Crystalline Body: Add 1 to the character’s Toughness characteristic. 11. Fragment of Immortality: Add 1 to the character’s Wounds characteristic. 12. Daemonhood: Your character is slain. However, before removing the model as a casualty, you can add

a Daemon Prince to your army. If you do, set up the Daemon Prince within 6" of your character before removing them.

Boons last for the rest of the battle. The same boon cannot be received by a model more than once – if this happens, choose a result the model has not yet received (excluding Spawndom and Daemonhood). Chaos Spawn or Daemon Princes created by a boon must have the same Mark of Chaos as the model had (if any), and they do not cost any reinforcement points in a matched play game.

1CP/3CP REWARDS OF CHAOS

Heretic Militarum Stratagem Those who excel in the service of the Blood Pact can expect to be rewarded with the finest wargear. Use this Stratagem before the battle. Your army can have one extra relic from the Artifacts of Slaughter for 1 CP, or two extra relics for 3 CPs. All of the relics that you include must be different and be given to different HERETIC MILITARUM CHARACTERS. You can only use this Stratagem once per battle.

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2CP SPOILS OF WAR

Heretic Militarum Stratagem The forces of the Archenemy frequently employ equipment captured from their enemies and despoiled. Use this Stratagem before the battle. Your army can have one extra relic taken from any other Codex, although you must be able to fulfil its requirements. All of the relics that you include must be different and be given to different HERETIC MILITARUM CHARACTERS. You can only use this Stratagem once per battle, and may not use both this Strategem and REWARDS OF CHAOS.

1CP CRUSH THEM!

Heretic Militarum Stratagem Should the enemy be too close to engage with heavy cannons, heretic armour will simply rumble forward to crush them beneath their grinding treads. Use this Stratagem at the start of the Charge phase. Select a HERETIC MILITARUM VEHICLE unit from your army. This unit can charge even if it Advanced this turn. In the following Fight phase, attacks made by this unit hit on a 2+.

2CP PRELIMINARY BOMBARDMENT

Heretic Militarum Strategem A Blood Pact assault often begins with an initialbombardment of the enemy line, softening up the foe before the mass advance of infantry and armour. Use this Stratagem after both sides have deployed, but before the first battle round begins. Roll a dice for each enemy unit on the battlefield. On a 6, that unit suffers 1 mortal wound. You can only use this Stratagem once per battle.

1CP INSPIRED TACTICS

Heretic Militarum Stratagem A skilled officer can turn a battle on its head, throwing the enemy into confusion and inspiring their own soldiers to acts of remarkable heroism. Use this Stratagem after an OFFICER from your army has issued an order or tank order. That officer may immediately issue an additional order.

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ARTIFACTS OF SLAUGHTER If your army is led by a HERETIC MILITARUM Warlord, then before the battle you may give one of the following

Heirlooms of Conquest to an HERETIC MILITARUM CHARACTER. Named characters such as Urlock Gaur already

have one or more artefacts, and cannot be given any of the following relics.

Note that some weapons replace one of the character’s existing weapons. Where this is the case, if you are

playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon

that is being replaced. Write down any Heirlooms of Conquest your characters may have on your army roster.

The Black Sword of Nadzybar

This daemonic greatsword was the weapon wielded by the former Archon when he duelled the Warmaster

Slaydo on Balhaut. The Imperial forces never found it after the battle, as it had apparently been spirited away

by his followers in the confusion.

Model with Power Sword only. The Black Sword of Nadzybar replaces the model’s Power Sword and has the

following profile.

WEAPON RANGE TYPE S AP D ABILITIES

Black Sword of Nadzybar

Melee Melee +2 -3 D3 Re-roll failed rolls to wound when fighting a CHARACTER.

The Bloody Grotesk

This bestial iron mask is carved in the likeness of Khorne himself. It has a reddish tinge to the metal, having

been quenched in freshly spilled blood during its forging.

INFANTRY CHARACTER only. KHORNE units within 6” of the bearer gain a +1 bonus to their leadership. Enemy

units within 6” of the bearer suffer a -1 penalty to their leadership.

Goregutter

This vicious chain weapon seems to guide its bearer’s hand, thirsting for blood and tearing gaping wounds in

those it strikes.

Model with Eviscerator only. Goregutter replaces the model’s Eviscerator and has the following profile.

WEAPON RANGE TYPE S AP D ABILITIES

Goregutter Melee Melee x2 -4 3

Hellforged Athame

This wicked ritual dagger is forged from a shard of a Bloodletter’s sword. It channels Khorne’s disdain for the

weakling ways of sorcerers who do not spill blood.

Model with Athame only. A Hellforged Athame replaces the model’s Athame and has the following profile.

WEAPON RANGE TYPE S AP D ABILITIES

Hellforged Athame

Melee Melee +1 -1 D3 This model gains a +1 bonus to Deny the Witch tests and attempts to summon a unit using the Daemonic Ritual rule.

Jagged Plate

Modelled on the razor edged suit worn by Urlock Gaur, this armour is as much a weapon as it is a defence.

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If this model passes a save in the fight phase, the attacking model suffers a mortal wound.

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HAEMATURGY DISCIPLINE Goremages and Blood Witches draw on the power inherent in the blood of the living, making generous

sacrifices to their daemonic patrons to manifest powers similar to other psykers.

Before the battle, generate the psychic powers for PSYKERS that can use the Haematurgy discipline using the

table below. You can either roll a D6 to generate their powers randomly (re-roll duplicates), or you can select

the powers you wish them to have.

D6 RESULT

1 BLOODLUST Calling on the blessings of their daemonic patron the psyker incites their allies to an orgy of murder. Bloodlust has a Warp Charge value of 8. If manifested target one friendly KHORNE unit within 12”. That unit can immediately attack as if it was the Fight Phase.

2 BLOOD QUAGMIRE The psyker causes thick, viscous blood to bubble up through the ground beneath their enemies, softening the ground beneath their feet and causing them to become bogged down. Blood Quagmire has a warp charge value of 8. If manifested target D3 enemy units within 18” of the psyker and within 6” of each other that do not have the FLY keyword. Those units’ Movement values, charge and advance rolls are halved until the start of your next psychic phase.

3 BLOOD AUGURY By reading patterns in the blood spatter and entrails of their sacrifices the psyker examines the possible futures available. Blood Augury has a warp charge value of 8. If manifested inflict D3 Mortal Wounds on a friendly INFANTRY unit within 3”. Add a Command Point to your command pool.

4 BLOOD RAIN The psyker causes the clouds above them to darken and roil, unleashing a crimson rain which drenches the immediate area, bolstering the servants of the Blood God and terrifying the foe. Blood Rain has a warp charge value of 8. If manifested all KHORNE units within 12” of the psyker gain +1 Leadership and all enemy units within 12” lose -1 Leadership for the remainder of this battle round.

5 BLOOD GIFT With a swipe of their sacrificial blade the psyker draws the lifeblood and life force from one being and gives it to another. Blood Gift has a Warp Charge value of 8. Inflict D3 mortal wounds on a friendly INFANTRY unit within 3”. Target another Friendly KHORNE unit within 3”. One model in the unit recovers the same number of wounds lost earlier in the battle (if the unit has a Wounds characteristic of 1, the same number of models slain earlier in the battle are returned to the unit instead). A unit can only be the target of this ability once in each turn.

6 BLOOD RAGE Gesturing with a blood drenched hand, the psyker incites their allies to a frenzy of violence. Blood Rage has a Warp Charge value of 8. If manifested target a friendly KHORNE unit within 12”. Each model in the unit gains +1 to their Attacks characteristic until the start of your next psychic phase.

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POINTS VALUES If you are playing a matched play game, or a game that uses a points limit, you can use the following lists to

determine the total points cost of your army. Simply add together the points costs of all your models and the

wargear they are equipped with to determine your army’s total points value.

UNITS

UNIT MODELS PER UNIT POINTS PER MODEL (Does not include wargear)

Acolyte of Asphodel 1 30 AT-70 Reaver Battle Tank 1-3 100 AT-83 Brigand Heavy Tank 1 120 Blood Priest 1 35 Blood Cultists 10-30 5 Blood Disciple Squad 4 6 Blood Pact Infantry Squad 10 5 Blood Pact Heavy Weapon Squad 3 6 Blood Pact Special Weapon Squad 6 5 Blood Pact Slaver 3 10 Blood Witch 1 30 Bloodwolves 3-9 30 Damogaur 1 20 Death Brigade Squad 10 8 Etogaur 1 30 Fleshwrought Stalkers 3-9 40 Goremage Coven 3-9 8 Life Ward 1 25 Loxatl Brood 3-9 15 Loxatl Broodmaster 1 30 N-20 Half Track 1 40 Psyker Stalk Tank 1 60 Slave Rabble 10-30 3 Stalk Tanks 1-3 40 Stumble Guns 1-3 75 Thrice-wrought 1 65 Usurper Self-Propelled Gun 1-3 85

NAMED CHARACTERS

UNIT MODELS PER UNIT POINTS PER MODEL (including wargear)

Mabbon Etogaur 1 40 Sagittar Slaith 1 80 Saul 1 32 Urlock Gaur 1 150 Vesh Etogaur 1 45

RANGED WEAPONS

WEAPON POINTS PER WEAPON

Autocannon 15 Autogun 0 Battle Cannon 22 Bolt Pistol 1 Boltgun 1 Flamer 7 Frag Grenades 0 Grenade Launcher 5

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Heavy Bolter 8 Heavy Flamer 17 Heavy Stubber 4 Krak Grenades 0 Lascannon 20 Lasgun 0 Laspistol 0 Meltagun 12 Missile Launcher 20 Mortar 5 Multilaser 10 Plasma array 30 Plasma gun (model with BS 4+) 7 Plasma gun (other models) 13 Plasma Pistol 5 Shotgun 0 Sniper Rifle 2 Storm Bolter 2 Twin Autocannon 28 Twin Heavy Bolter 14 Twin Heavy Flamer 30 Usurper Cannon 0

MELEE WEAPONS

WEAPON POINTS PER WEAPON

Athame 3 Brutal Assault Weapon 0 Chainsword 0 Chainaxe 1 Corrupted Omnissian Axe 0 Eviscerator 22 Improvised Weapon 0 Jagged Claws (Single/Pair) 0 Mechatendrils 0 Power Axe 5 Power Fist 12 Power Maul 4 Power Sword 4 Spiked Wheel 0 Steel-wrought claws 0 Warpfire claws 0

OTHER WARGEAR

WARGEAR POINTS PER ITEM

Augur array 10 Bloody standard 5 Dozer blade 5 Medi-pack 10 Track guards 10 Vox-caster 5

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TACTICAL OBJECTIVES If your army is led by BLOOD PACT Warlord, these Tactical Objectives replace the Capture and Control Tactical

Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players

use the normal rules for using Tactical Objectives with the following exception: when a Blood Pact player

generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Blood

Pact Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.

11 Blood for the Blood God!

Score 1 victory point if a friendly KHORNE unit made a successful charge this turn. If at least 3 friendly

KHORNE units made successful charges score D3 victory points instead.

12 Skulls for the Skull Throne!

Score 1 victory point if an enemy CHARACTER was destroyed this turn. If at least 3 enemy CHARACTERS were

destroyed, score D3 victory points instead.

13 Khorne Cares Not!

Score 1 victory point if at least one non-VEHICLE unit (friendly or enemy) was destroyed during the fight phase

this turn. If at least 3 non-VEHICLE units were destroyed in the fight phase, score D3 victory points instead.

14 Fear and Terror

Score 1 victory point if at least one enemy unit failed a Morale test during this turn.

15 Claim and Despoil

Score D3 victory points if you control an objective marker that was controlled by your opponent at the start of

the turn.

16 The Dominion of Chaos

Score D3 victory points if you control more objective markers than your opponent at the end of this turn.