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

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Revision as of 17:20, 6 January 2021 by 1d4chan>Nuln Oil
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BLOOD FOR THE BLOOD GOD

SKULLS FOR THE SKULL THRONE

LONG LIVE THE GAUR


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

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

Design Theory

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


Army Rules

Universal

Detachment Rules

Stratagems

Battle Tactic Stratagems

Epic Deed Stratagems

Requisition Stratagems

Strategic Ploy Stratagems

Wargear Stratagems

Warlord Traits

Specialist Detachments

Bounty Hunter Pack

Special Formations

Specialist Formations

Wargear

Melee Weapons

Ranged Weapons

Relics

Other Wargear

Units

HQs

Troops

Elites

Fast Attacks

Heavy Supports

Aircraft

Dedicated Transport

Lords of War

Fortifications

Crusade Rules

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