Pox Spreaders

Homebrew by Blacon1230

Astartes: Space marines are genetically augmented humans forged for only one purpose: war. During each friendly Pox Spreader Heretic Astartes operative’s activation, it can perform either two shoot actions or two fight actions. If its two shoot actions, a boltgun weapon must be selected for at least one of them. Each friendly Pox Spreader Heretic Astartes operative can counteract regardless of its order.

Disgustingly Resilient: The bloated bodies of the bubonic astartes are capable of shrugging off hits that would bring down other astartes, and the shambling corpses of the poxwalkers fight on regardless of the damage its carcass has suffered. Whenever an attack dice inflicts 3 or more damage to a friendly Pox Spreader operative, roll a d6: on a 4+, subtract 1 from the damage suffered.

Walking Contagions *The bodies and weapons of the Death Guard are purpose built for the concoction and incubation of disease; whether these gifts are given through a well placed bolter shell or a brutal swing, these malignant poxes spread through the enemy forces like fire. * Each time a Pox Spreader operative attacks an operative, if any critical successes were resolved, that operative gains an Infection token. At the start of each Turning Point, for each enemy operative without an Infection token that is within 3” of an operative with an Infection token, roll one d6: on a 3+, that enemy operative gains an Infection token.

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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 Blessing

Grandfather's Blessing: Whenever an enemy operative that has one of your Infection 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).

Pox Spreader, Chaos, Heretic Astartes, Leader, Champion
Gunner
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
Grenadier

Grenadier: This operative can use one of each of the following equipment once per battle: Smoke Grenade, Stun Grenade, Krak Grenade, Frag Grenade, Death's Heads. Doing so doesn't count towards any limited uses you have (i.e. if you also select those grenades from equipment from other operatives). Additionally, whenever doing so, improve the Hit stat of that weapon by 1 and this operative can ignore the Rng weapon rule that weapon has.

Pox Spreader, Chaos, Heretic Astartes, Gunner
Warrior
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Fists
4
3+
3/4
Abilities
Repulsive Fortitude

Repulsive Fortitude: Each time an operative makes an attack against this operative, defence dice results of 5+ are critical successes.

Pox Spreader, Chaos, Heretic Astartes, Warrior
Poxwalker
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 Corpses

Curse of the Walking Pox: The first time this operative is incapacitated, or an enemy operative which meets all conditions listed below is incapacitated by this operative, before removing that operative from the killzone, place one Resurrection marker within that operative's control range, then remove that operative from the killzone: 1: That operative has an Infection token. 2. That operative has a Wounds Characteristic between 6 and 9. 3. That operative is not a Poxwalker, Tzaangor, Mutant, Canoptek, Kognitaar, or Drone operative. In the Ready step of each Stratagy phase, select one of your Resurrection markers and roll one d6: on a 1-2, leave that Resurrection marker in the killzone and repeat this process with a different one of your Resurrection marker (if any); on a 3+, an operative is Resurrected. You can only select each of your Resurrection markers once per turning point, and once you roll a 3+, you don't select any more for that turning point. Whenever an operative is Resurrected: -Set up a friendly Pox Spreader Poxwalker operative within 3" of that Resurrection marker. It must not be set up within Control Range of any enemy operatives (if this is not possible, treat the roll as 1-2). -It has d3 wounds remaining. -It has an order of your choosing and is ready. -Remove that Resurrection marker.

Unthinking Corpses: When this operative performs a mission action, it must spend 1 additional AP to perform that action.

Pox Spreader, Chaos, Poxwalker
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.