- 1 Paingiver Bloodrunners
- 2 Thoughts on Paingiver Bloodrunners
- 3 Other
Weapons and Attacks
Assassin's Blade - RNG 0.5, P+S 8
- Advance Deployment - Models with advance deployment are placed after normal deployment and may be placed up to 6" further forward.
- Gang - When making a melee attack targeting an enemy model in the melee range of another model in this unit, this model gains +2 to melee attack and melee damage rolls.
- Pathfinder - This model treats rough terrain as open terrain while advancing. While charging, slam power attacking, or trample power attacking, this model does not stop its movement when it contacts an obstacle.
- Stealth - Ranged and magic attacks targeting this model from a point of origin greater than 5˝ away automatically miss. This model is not an intervening model when determining line of sight from a model more than 5˝ away.
- Anatomical Precision - When this model's melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.
- Apparition - This model may be placed 2" from its current location during the Control Phase.
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
Thoughts on Paingiver Bloodrunners
Paingiver Bloodrunners in a nutshell
Paingiver Bloodrunners are an advance deploying unit of skirmishers whose job it is to kill other advance deploying units of skirmishers. They struggle to hurt anything that's not either a trooper or solo - but they have an excellent threat range and tech to ensure that they can shank skirmishers and remain relatively safe. In a shooting-heavy metagame Stealth and their high threat range really helps, as does the ability to jump back behind walls and obstacles. And as shield walls are the safest infantry in the current shooting heavy meta their Anatomical Precision can be really useful. (Metagames differ of course)
Combos & Synergies
- Paingiver Bloodrunner Master Tormentor - their veteran leader gives them +1 to hit.
- Archdomina Makeda on feat turn can make them really really irritating to remove.
- Supreme Archdomina Makeda can send them odd places with Dash and granting them immunity to free strikes.
- Void Seer Mordikaar loves expendable units to Hollow and units that are good at getting weird places for Essence Blast attacks.
- Lord Assassin Morghoul gives them Parry.
Drawbacks and Downsides
- They don't hit hard at all. Gang allow them to threaten single wound infantry, solo, and maybe the odd high-def, low-arm beast or jack, but don't expect them to take on MoW or protectorate jacks.
- Terrible ARM - they die to blast damage, and need to bunch up for gang and because of their melee range.
- Their only way out of melee without taking free strikes is Apparition.
Tricks and Tactics
- Reposition allows you to hide behind solid objects or trees too deep into a forest to be seen - and Apparition to jump out from behind them before charging.
- Reposition and Gang work really well together, spreading you out after using Gang before blast damage gets you.
- high mat, gang, and their veteran leader allow them to hit thoses annoying def 14-16 targets.
- Because of their high melee skill and gang, they are much more dangerous to most warcasters than normal infantry of that cost.
Changes from Mk2
In Mk2 the Bloodrunners were a janky unit with tricky movement abilities that relied on multiple attacks hitting. Mk3 Bloodrunners are very good at what they do - at the cost of not being quite as good at getting into seriously weird positions. Oh, and they got slightly cheaper.
The Great Skorne Errata replaced CMA with Gang for a boost to their effectiveness.
The Paingivers are inspired by Japanese ninjas with generous helpings of sadistic fetishes thrown in.
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