Hive Corrupted Marines

Homebrew by Ging3r_Ninja_08
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Composition
Common Abilities and Options

*Poison:
In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against (excluding friendly HIVE MARINE operatives) gains one of your Poison tokens (if it does not already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

*Toxic:
Whenever this operative is using this weapon against an enemy operative that has one of your Poison tokens, add 1 to both Dmg stats of this weapon.

Astartes:
During each friendly HIVE MARINE operative’s activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolt pistol, boltgun or PSYCHIC weapon must be selected for at least one of them. You cannot select the same PSYCHIC ranged weapon more than once per activation.

Each friendly HIVE MARINE operative can counteract regardless of its order.

Disgustingly Resilient:
Whenever an attack dice inflicts damage of 3 or more on a friendly HIVE MARINE operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.

Hive Marine Champion
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Plague Sword (Severe, *Poison, *Toxic)
5
3+
4/5
Abilities
*Poison*ToxicAstartesDisgustingly ResilientGrandfather's Blessing

Grandfather's Blessing: Whenever an enemy operative that has one of your Poison tokens loses one or more wounds within 7" of this operative, this operative regains up to an equal number of lost wounds (to a maximum of 3 lost wounds per turning point, and only if this operative isn’t incapacitated).

HIVE MARINE, CHAOS, HERETIC ASTARTES, LEADER, CHAMPION
Malignant Plaguecaster
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Entropy (Psychic, Rng 7", Sat, Severe, *Poison)
4
3+
3/7
Plague Wind (Psychic, Sat, Severe, Tor 1", *Poison)
6
3+
2/3
Corrupted Staff (Psychic, Severe, Shock, Stun, *Poison)
4
3+
3/4
Abilities
*PoisonAstartesDisgustingly Resilient1AP: Poisonous Miasma1AP: Putrescent Vitality

Poisonous Miasma (1AP): PSYCHIC Select one enemy operative visible to and within 7" of this operative, or one enemy operative that’s a valid target for this operative. That enemy operative gains one of your Poison tokens (if it does not already have one). If it already has one, inflict 3 damage on that enemy operative instead.

An operative cannot perform this action while within control range of an enemy operative.

Putrescent Vitality (1AP): PSYCHIC Select one friendly operative visible to and within 3" of this operative, then roll 2D6: if the result is 7, the selected operative regains 7 lost wounds; otherwise, the selected operative regains lost wounds equal to the highest D6.

An operative cannot perform this action while within control range of an enemy operative, or more than once per Turning Point.

HIVE MARINE, CHAOS, HERETIC ASTARTES, PSYKER, MALIGNANT PLAGUECASTER
Hive Marine Bombardier
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Blight Grenade (Rng 6", Blast 2", Sat, Severe, *Poison, *Toxic)
4
3+
2/4
Fists
4
3+
3/4
Krak Grenade (Rng 6", Prc1, Sat)
4
3+
4/5
Abilities
*Poison*ToxicAstartesDisgustingly ResilientGrenadier

Grenadier: This operative can use Infection and krak grenades (see faction and universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it’s doing so, improve the Hit stat of that weapon by 1 and Infection grenades have the Toxic weapon rule.

HIVE MARINE, CHAOS, HERETIC ASTARTES, BOMBARDIER
Hive Marine Fighter
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Flail Of Corruption (Brutal, Severe, Shock, *Poison)
5
3+
4/5
Abilities
*PoisonAstartesDisgustingly Resilient1AP: Flail

Flail (1AP): Inflict D3+2 damage on each other operative that iss both visible to and within 2" of this operative. Roll separately for each: if it is an enemy operative, if the D3 result is a 3, that enemy operative also gains one of your Poison tokens (if it doesn’t already have one).
For the purposes of action restrictions and the Astartes faction rule, this action is treated as a Fight action.
This operative cannot perform this action while it has a Conceal order.

HIVE MARINE, CHAOS, HERETIC ASTARTES, FIGHTER
Hive Marine Heavy Gunner
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Plague Spewer (Rng 7", Sat, Severe, Tor 2", *Poison)
5
2+
3/3
Fists
4
3+
3/4
Abilities
*PoisonAstartesDisgustingly Resilient
HIVE MARINE, CHAOS, HERETIC ASTARTES, HEAVY GUNNER
Hive Marine Icon Bearer
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Plague Knife (Severe, *Poison)
5
3+
3/4
Abilities
*PoisonAstartesDisgustingly ResilientIcon BearerIcon Of Contagion

Icon Bearer: Whenever determining control of a marker, treat this operative’s APL stat as 1 higher. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

Icon Of Contagion: Whenever this operative is within your opponent’s territory, the Contagion strategy ploy costs you 0CP.

HIVE MARINE, CHAOS, HERETIC ASTARTES, ICON BEARER
Hive Marine Warrior
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Boltgun (*Toxic)
4
3+
3/4
Plague Knife (Severe, *Poison)
4
3+
3/4
Abilities
*Poison*ToxicAstartesDisgustingly ResilientRepulsive Fortitude

Repulsive Fortitude: Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.

HIVE MARINE, CHAOS, HERETIC ASTARTES, WARRIOR
Hive Marine Fleshbound
A 5
M 6"
S 4+
W 50
Weapons
ATK
HIT
DMG
Heavy Autocannon (Ceaseless, Tor1",)
5
3+
5/6
Visage of Horror (Rng6", Dev 4, Hvy(Repos), Prc 2, *Visage of Horror)
5
4+
6/3
Crushing Claws (Brutal, Shock)
4
3+
6/8
Abilities
"Visage of HorrorAllegiance: ChaosBulkyExtra DefenceTowering SizeTrait: Tough

"Visage of Horror: Whenever within firing range of an ENEMY OPERATIVE this weapon will be used in place of the Heavy Autocannon

Allegiance: Chaos: Let The Galaxy Burn:

Whenever a Chaos NPO or friendly Chaos Nemesis operative is wholly within enemy territory, its weapons have the Balanced weapon rule.

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Towering Size: In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Trait: Tough: Some operatives are exceptionally hardy, capable of enduring even in the face of horrific wounds. Such a trait may be due to thickened endoskeletons, reinforced subsystems or even supernatural warding.

Whenever an attack dice inflicts damage of 4 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

NEMESIS - MEDIUM, HIVE MARINE, CHAOS, HERETIC ASTARTES, WARRIOR
Equipment

Bio Reslience:
You can ignore any changes to the stats of friendly HIVE MARINE operatives from being injured (including their weapons’ stats).


Ripper Rounds:
Friendly HIVE MARINE operatives' boltguns and bolt pistols have the Poison and Severe weapon rules


Spore Vents:
Whenever an enemy operative is activated within 3" of a friendly HIVE MARINE operative:

  • If that enemy operative doesn’t have one of your Poison tokens, roll one D3: on a 3, it gains one.
  • If hat enemy operative has one of your Poison tokens, inflict D3 damage on it (instead of 1).

Infection Grenade:
Friendly PLAGUE MARINE operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):

Name ATK HIT DMG Blight Grenade 4 4+ 2/4 Weapon Rules Range 6", Blast 2", Saturate, Severe, *Poison


Ploys

Firefight - Curse of Infection:
Use this firefight ploy when a friendly HIVE MARINE operative is fighting against or shooting against an enemy operative within 3" of it (or within 7" of it if that enemy operative has one of your Poison tokens), after your opponent rolls their attack or defence dice. For each result of 3 they roll, inflict 1 damage on that enemy operative, that result cannot be retained as a success, and they cannot re-roll it.


Firefight - Spore Infection:
Use this firefight ploy when a friendly HIVE MARINE operative is incapacitated, before it is removed from the killzone. Each enemy operative visible to and within 3" of that operative gains one of your Poison tokens (if they don’t already have one); for each of those enemy operatives that already has one of your Poison tokens (including if they gained one during this action), inflict 1 damage on them instead.


Firefight - Sickening Resilience:
Use this firefight ploy when an attack dice inflicts damage on a friendly HIVE MARINE operative. Until the end of the activation/counteraction, for the purposes of the Disgustingly Resilient rule for that operative, always subtract 1 from the damage inflicted (to a minimum of 2) – you do not need to roll.


Firefight - Virulent Poison:
Use this firefight ploy during a friendly HIVE MARINE operative’s activation or counteraction, before or after it performs an action. One enemy operative within 3" of, or visible to and within 7" of, that operative gains one of your Poison tokens (if it does not already have one).


Strategic - Cloud of Spores:
Place one of your Cloud of Spores markers in the killzone. Whenever an operative is shooting a friendly HIVE MARINE operative that is more than 3" from it, if that friendly operative is wholly within 1" of that marker, that friendly operative is obscured. In the Ready step of the next Strategy phase, remove that marker.


Strategic - Contagion:
Subtract 2" from the Move stat of an enemy operative and worsen the Hit stat of its weapons by 1 (this is not cumulative with being injured) whenever any of the following are true:

It has one of your Poison tokens and is visible to (or vice versa) and within 3" of friendly HIVE MARINE operatives. It is visible to (or vice versa) and within 3" of a friendly HIVE MARINE ICON BEARER operative.


Strategic - Lumbering Death:
Whenever a friendly HIVE MARINE operative is shooting or fighting during an activation in which it has not moved more than 3", or whenever it is retaliating, its weapons have the Ceaseless weapon rule.<hr/> Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)


Strategic - Abhorrent:
Select one enemy operative within 3" of a friendly HIVE MARINE operative, or one enemy operative that has one of your Poison tokens and is within 7" of a friendly HIVE MARINE operative. Until the end of the selected operative’s next activation, subtract 1 from its APL stat.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.