Plague Marines

Homebrew by Bammers23

Mortarion's Plague Marines, spreading their contagion across the galaxy in the name of Papa Nurgle.

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Composition

Updated data sheets for Plague Marines. Includes additional weapons for Champion, Gunner, and Fighter.

Champion
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Plasma Pistol - Standard (Range 8", Piercing 1)
4
3+
3/5
Plasma Pistol - Supercharged (Range 8", Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Infected Bolt Pistol (Range 8", Rending, Poison*, Severe)
4
3+
3/5
Power Fist (Brutal)
5
4+
5/7
Plague Sword (Severe, Poison*, Toxic*)
5
3+
4/5
Options
Grandfather's Blessing*Toxic

Grandfather's Blessing: Grandfather's Blessing (Plague Marine Champion): 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).

*Toxic: *Toxic (Plague Marine Champion): 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.

Plague Marine, Chaos, Heretic Astartes, Leader, Champion
Malignant Plaguecaster
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Entropy (Psychic, Range 7", Saturate, Severe, Poison)
4
3+
3/7
Plague Wind (PSYCHIC, Saturate, Severe, Torrent 1", Poison*)
6
3+
2/3
Corrupted Staff (PSYCHIC, Severe, Shock, Stun, Poison*)
4
4+
3/4
Abilities
1AP: 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 doesn’t 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.

Plague Marine, Chaos, Heretic Astartes, Psyker, Malignant Plaguecaster
Bombardier
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Options
Grenadier

Grenadier: Grenadier: This operative can use blight 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 Blight Grenades have the Toxic weapon rule.

Plague Marine, Chaos, Heretic Astartes, Bombardier
Reaper
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Flail of Corruption (Brutal, Severe, Shock, Poison*)
5
3+
4/5
Great Plague Cleaver (Brutal, Severe, Poison*)
5
4+
5/7
Abilities
1AP: Flail

Flail (1AP): Flail (1AP) (Plague Marine Fighter): ▶ Inflict D3+2 damage on each other operative that’s both visible to and within 2" of this operative. Roll separately for each: if it’s an enemy operative, on a 3, that enemy operative also gains one of your Poison tokens (if it doesn’t already have one). ◆ This operative cannot perform this action while it has a Conceal order, or during an activation in which it has performed more than one Fight action, and it cannot perform more than one Fight action during an activation in which it performs this action.

Plague Marine, Chaos, Heretic Astartes, Reaper
Icon Bearer
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Bolt Pistol (Range 8")
4
3+
3/4
Plague Knife (Severe, Poison*)
5
3+
3/4
Options
Icon BearerIcon of Contagion

Icon Bearer: Icon Bearer (Plague Marine 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: Icon of Contagion (Plague Marine Icon Bearer): Whenever this operative is within your opponent's territory, the Contagion strategy ploy costs you 0CP.

Plague Marine, Chaos, Heretic Astartes, Icon Bearer
Heavy Gunner
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Plague Spewer (Range 7", Saturate, Severe, Torrent 2", Poison*)
5
3+
4/5
Fists
4
3+
3/4
Plague Marine, Chaos, Heretic Astartes, Heavy Gunner
Equipment
Ploys
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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.


Plague Marines - KTDash