Pox Spreaders
Composition
1 Plague Marine Champion Operative 1 Plague Marine Gunner Operative 1 Plague Marine Warrior Operative 6 Poxwalker Operatives
Champion
A 3
M 5"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Piercing 1) | 4 | 3+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Piercing 1) | 4 | 3+ | 5/6 |
| Power Fist (Brutal) | 4 | 3+ | 5/7 |
| Plague Sword (Sever, Lethal 5+) | 5 | 3+ | 4/5 |
Abilities
Grandfather's BlessingGunner
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blight Launcher (Blast 2") | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
GrenadierWarrior
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
Abilities
Repulsive FortitudePoxwalker
A 2
M 5"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Improvised Weapon (Shock) | 4 | 4+ | 2/3 |
Abilities
Curse of the Walking PoxUnthinking CorpsesDeath's Heads
Meticulously crafted by dedicated Plaguesmiths, the putrid heads of fallen foes have been filled with virulent diseases to be spread on the battlefield. Friendly Pox Spreader Heretic Astartes operatives have the following ranged weapon (you cannot select it for use more than twice during the battle): Death's Heads | R | 4 | 4+ | [3]/[4] | Rng 6", Blast 2", Saturate, Lethal 5+, Devastating 1
Mutant Strain
The walking pox is ever changing, transmutated though the influence of its warp origin. Melee weapons equipped by friendly Pox Spreader Poxwalker operatives have the Devastating 1 weapon rule.
Corpse Flies
Nesting flies that reside inside the desiccated corpses of the Poxwalkers swarm those who would pose a threat to their host. Each time an attack is made against a friendly Pox Spreader Poxwalker operative, if the attacking operative is within 6” of the target operative, subtract one from the hit dice of those attacks.
Icon of Despair
Effigies depicting Nurgle’s holy icons infect the souls of those who glimpse them with an incurable dread. Once per battle, during a friendly Pox Spreader Heretic Astartes operative’s activation, you can select that operative to use this equipment. If it does, until the start of that operative’s next activation, reduce the APL stat of enemy operatives that are visible and within 7” of this operative by 1. Additionally, if an enemy operative ends their activation visible and within 7” of this operative and has an Infection token, it is dealt 1 damage; otherwise roll one d6: on a 3+ that enemy operative gains an Infection token.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Gifts of Nurgle
Flesh mends and bones snap together as the blessing of Nurgle revitalizes his loyal servants. Use this Firefight Ploy during a friendly Pox Spreader operative’s activation: If it is a Poxwalker operative, it regains d3 wounds; if it is a Heretic Astartes operative, it regains d6 wounds.
Firefight: Fresh Reanimation
*Even as its victim falls, the walking pox is already taking hold of its host's body. * Use this Firefight Ploy when determining control of a marker. Select one of your Resurrection markers. Until the start of the next turning point, whenever determining control of a marker, treat that Resurrection marker as a friendly Pox Spreader operative that has an APL stat of 1. For the purposes of the Martyrs tac op, this ploy has no effect.
Firefight: Drawn to Despair
The air of dread emanating from mortal souls naturally attracts poxwalkers. Use this Firefight Ploy during a friendly Pox Spreader Poxwalker operative’s activation. During that operative’s activation, if it performs the Charge action, add 1” to that operative’s Move characteristic until the end of that action.
Firefight: Unholy Resilience
The resiliency inherent in Plague Marine physiology has been further enhanced by the blessings of Nurgle. Use this firefight ploy when an operative is shooting a friendly Pox Spreader Heretic Astartes operative, in the roll Defence Dice step. You can retain one of your normal successes as a Critical Success instead.
Strategy Ploys
Strategy: Gnawing Hunger
The insatiable hunger that plagues Poxwalkers drives them to consume everyone within their reach. During a friendly Pox Spreader Poxwalker operative’s activation, that operative can perform two fight actions during their activation. Additionally, melee weapons equipped by friendly Pox Spreader Poxwalker operatives gain the Relentless weapon rule.
Strategy: Nurgles' Rot
Nurgles’ rot exudes from his followers like a corrosive aura, rendering any opposition much more receptive to his gifts. While an enemy operative is within X” of friendly Pox Spreader operatives, those enemy operatives are treated as being injured (meaning they are affected by any stat changes, abilities, etc. that would apply to them as a result of being injured). Additionally, if any enemy operatives end their activation within X” of a friendly Pox Spreader operative, roll one d6: on a 3+, that operative gains an Infection token. X is equal to the number of the current turning point.
Strategy: Overwhelming Generosity
Those who follow the Plague Father take great care to ensure his gifts are spread far and wide. Weapons equipped by friendly Pox Spreader Heretic Astartes operatives gain the Balanced weapon rule.
Strategy: Bloated Combatants
As the bodies of the plague marines and their entourage are pierced, boils and pustules burst, covering the aggressor in filth. Each time a friendly Pox Spreader operative is dealt damage, for each enemy operative that is within that operative’s control range, roll a d6 for that enemy operative, adding 1 to the result if that operative has an Infection token: on a 6+, that enemy operative is dealt 1 damage.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Equipment
Death's Heads:
Meticulously crafted by dedicated Plaguesmiths, the putrid heads of fallen foes have been filled with virulent diseases to be spread on the battlefield.
Friendly Pox Spreader Heretic Astartes operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):
Death's Heads | R | 4 | 4+ | [3]/[4] | Rng 6", Blast 2", Saturate, Lethal 5+, Devastating 1
Mutant Strain:
The walking pox is ever changing, transmutated though the influence of its warp origin.
Melee weapons equipped by friendly Pox Spreader Poxwalker operatives have the Devastating 1 weapon rule.
Corpse Flies:
Nesting flies that reside inside the desiccated corpses of the Poxwalkers swarm those who would pose a threat to their host.
Each time an attack is made against a friendly Pox Spreader Poxwalker operative, if the attacking operative is within 6” of the target operative, subtract one from the hit dice of those attacks.
Icon of Despair:
Effigies depicting Nurgle’s holy icons infect the souls of those who glimpse them with an incurable dread.
Once per battle, during a friendly Pox Spreader Heretic Astartes operative’s activation, you can select that operative to use this equipment. If it does, until the start of that operative’s next activation, reduce the APL stat of enemy operatives that are visible and within 7” of this operative by 1. Additionally, if an enemy operative ends their activation visible and within 7” of this operative and has an Infection token, it is dealt 1 damage; otherwise roll one d6: on a 3+ that enemy operative gains an Infection token.
Ploys
Firefight - Gifts of Nurgle:
Flesh mends and bones snap together as the blessing of Nurgle revitalizes his loyal servants.
Use this Firefight Ploy during a friendly Pox Spreader operative’s activation: If it is a Poxwalker operative, it regains d3 wounds; if it is a Heretic Astartes operative, it regains d6 wounds.
Firefight - Fresh Reanimation:
*Even as its victim falls, the walking pox is already taking hold of its host's body. *
Use this Firefight Ploy when determining control of a marker. Select one of your Resurrection markers. Until the start of the next turning point, whenever determining control of a marker, treat that Resurrection marker as a friendly Pox Spreader operative that has an APL stat of 1. For the purposes of the Martyrs tac op, this ploy has no effect.
Firefight - Drawn to Despair:
The air of dread emanating from mortal souls naturally attracts poxwalkers.
Use this Firefight Ploy during a friendly Pox Spreader Poxwalker operative’s activation. During that operative’s activation, if it performs the Charge action, add 1” to that operative’s Move characteristic until the end of that action.
Firefight - Unholy Resilience:
The resiliency inherent in Plague Marine physiology has been further enhanced by the blessings of Nurgle.
Use this firefight ploy when an operative is shooting a friendly Pox Spreader Heretic Astartes operative, in the roll Defence Dice step. You can retain one of your normal successes as a Critical Success instead.
Strategic - Gnawing Hunger:
The insatiable hunger that plagues Poxwalkers drives them to consume everyone within their reach.
During a friendly Pox Spreader Poxwalker operative’s activation, that operative can perform two fight actions during their activation. Additionally, melee weapons equipped by friendly Pox Spreader Poxwalker operatives gain the Relentless weapon rule.
Strategic - Nurgles' Rot:
Nurgles’ rot exudes from his followers like a corrosive aura, rendering any opposition much more receptive to his gifts.
While an enemy operative is within X” of friendly Pox Spreader operatives, those enemy operatives are treated as being injured (meaning they are affected by any stat changes, abilities, etc. that would apply to them as a result of being injured). Additionally, if any enemy operatives end their activation within X” of a friendly Pox Spreader operative, roll one d6: on a 3+, that operative gains an Infection token. X is equal to the number of the current turning point.
Strategic - Overwhelming Generosity:
Those who follow the Plague Father take great care to ensure his gifts are spread far and wide.
Weapons equipped by friendly Pox Spreader Heretic Astartes operatives gain the Balanced weapon rule.
Strategic - Bloated Combatants:
As the bodies of the plague marines and their entourage are pierced, boils and pustules burst, covering the aggressor in filth.
Each time a friendly Pox Spreader operative is dealt damage, for each enemy operative that is within that operative’s control range, roll a d6 for that enemy operative, adding 1 to the result if that operative has an Infection token: on a 6+, that enemy operative is dealt 1 damage.
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.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.