forces of the plague father

Homebrew by henry
No votes yet
Composition

1 fly host 1 plague zombie corruptor 1 zombie bellstriker 1 shambling corpse 1 pestigor

3 plaguebearers

1 vile sorceror 1 bellman

Common Abilities and Options

reborn in the grandfathers image:
every time this character takes damage roll a d6 on a 5+ half the damage taken

vector of disease:
at the start of the turning point pick a vector for your entire killteam, they are:

  • plague of nurgle - all enemies in your vector od disease roll 1 less dice when shooting, making saves and fighting
  • undying plague - all friendly models within your vector of plague when they are incapacitated get placed back onto the battlefield in the same location on 1 wound and each model can only be effected by this ability once per turningpoint
  • plague of weakness - all enemy operatives within your vector of disease lose the rule brutal, rend and pierce from their weapons and their weapons deal 1 less damage

your vector of disease is equal to the turning point so turning point 1 its 1in so on

shambling corpse
A 2
M 4"
S 5+
W 10
Weapons
ATK
HIT
DMG
vile claws (lethal 5+)
3
5+
2/3
Abilities
reborn in the grandfathers imagerotting corpsevector of disease

rotting corpse: this operatives aura for their vector of disease ability starts at 3in and does not change between turningpoints (it is still effcetd by other abilities)

zombie bellstriker
A 2
M 5"
S 5+
W 10
Weapons
ATK
HIT
DMG
vile hammer (brutal)
4
5+
3/4
Abilities
reborn in the grandfathers imagevector of disease1AP: whom the ball tolls

whom the ball tolls (1AP): when within control range of te bellman this operative can use this ability, pick an enemy operative if that operative is incapacitated your bellman can add 1 to their tally

plague zombie corruptor
A 2
M 5"
S 6+
W 10
Weapons
ATK
HIT
DMG
New Weapon
4
4+
3/4
corrupting claws (lethal 5+, dev 1)
3
5+
2/3
Abilities
1AP: plague corruptionreborn in the grandfathers imagevector of disease

plague corruption (1AP): pick an enemy operative within control range of this operative they gain a plague marker, an operative with a plague marker has a 3in aura around them with the same effect as your current vector. the marker lasts till you change your vector.

fly host
A 2
M 5"
S 6+
W 10
Weapons
ATK
HIT
DMG
vicious swarm (sat, lethal 5+, range 8)
4
2+
3/4
vile claws (lethal 5+)
3
5+
2/3
Abilities
reborn in the grandfathers image1AP: swarm of fliesswarming malicevector of disease

swarm of flies (1AP): pick a friendly operative within 3in this operative and the chosen operative count as having cover

swarming malice: when this operative is incapacitated all enemy operatives within control range take d3+1 damage

pestigor
A 2
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
plagued horns (brutal, lethal 5+)
4
4+
3/5
Abilities
reborn in the grandfathers image1AP: unnatural regenerationvector of disease

unnatural regeneration (1AP): this operative revovers 2d3 wounds

plaguebearer
A 2
M 5"
S 5+
W 14
Weapons
ATK
HIT
DMG
acidic vomit (sat, lethal 5+, blast 1)
4
5+
3/4
bile blade (lethal 5+, dev 1)
4
4+
4/4
Abilities
1AP: bearer of plagueentity from beyondvector of disease

bearer of plague (1AP): until the next turning point double the size of this operatives aura from their vector of disease ability

entity from beyond: this character ignores penatrating and at the start of every turn this operative recovers d3 wounds

bellman
A 3
M 4"
S 3+
W 18
Weapons
ATK
HIT
DMG
curse of the leper (sat, lethal 5+, psychic, range 12in)
4
2+
4/5
flail of corruption (severe, shock, brutal)
5
3+
4/5
Abilities
seven marks the endunnatural resiliencevector of disease1AP: vile tolling

seven marks the end: when an enemy is incapacitated add 1 to the tally, when a firendly plague bearers or vile sorceror dies add 1 to the tally. when the tally reaches 7 pick an ability which will effect your whole team for the rest of the game:

  • pick a vector that vector is now permanantly active and you can still pick another as usual
  • all friendly operatives ignore piercing
  • all friendly operatives gain 2in of movement

unnatural resilience: when this operative takes damage from an attack that would deal 4 or more damage reduce the damage by 1

vile tolling (1AP): all enemy operatives within 3in of this operative take d3 damage and have 1 less apl next turningpoint

vile sorceror
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
plasma pistol
starndard (range 8", prc 1)
4
3+
3/5
supercharged (range 8", prc 1, lethal 5+, hot)
4
3+
4/5
manreaper (severe, brutal, shock, lethal 5+)
5
4+
5/6
Abilities
1AP: gift of contagion1AP: Nurgle's giftvector of diseasevile resilience

gift of contagion (1AP): psychic

all friendly operatives gain +1in to their vectors of disease aura and all plague zombie corruptor, zombie bellstriker operatives, pestagor operatives, flyhost operatives and shambling corpse operatives can retain 1 save for the rest of this turningpoint

Nurgle's gift (1AP): psychic

all plague zombie corruptor, zombie bellstriker operatives, pestagor operatives, flyhost operatives and shambling corpse operatives within 6in can preform a dash action, they can regain d3 wounds or can preform a free fight action but if they dash they must end their move within 6in of this operative

vile resilience: when this operative takes damage from an attack that would deal 4 or more damage reduce the damage by 1

Equipment

immaterial claws:


insectoid wings:


plagued roots:
place down three root makers on your side of the battlfield a daemon operative in your killteam within control range of a root can spend an action to be placed within control range of another plague root marker (the markers cannot be placed within 4in of another marker, non can be place within your deployment zone, an enemy operative with a torent weapon can spend an action to destroy a marker and you cannot preform this operative if you are within control range of an enemy operatives)


maggot filled:


Ploys

Firefight - disgustingly resilient:
select a friendly operative they regain d3+2 wounds


Firefight - miasma of pestilence:
target operative counts as being in cover till the end of the turningpoint


Firefight - plagues of unreality:
select an enemy operative within control range of a friendly operative that enemy operative counts as being injured until the end of the next turningpoint and has -1 attack dice in close combat until the end of the next turningpoint


Firefight - explosion of corruption:
when an enemy operative incapacitates a friendly operative all enemy operatives within control range of that friendly operative gain a plague marker, an operative with a plague marker has a 3in aura around them with the same effect as your current vector. the marker lasts till you change your vector.


Strategic - mutating disease:
your operatives have the vector they had last turning point in adition to the new one you chose (if this ploy is used and you have to vectors activated you get the one you chose last turningpoint if you


Strategic - foul tolling:
all enemy operatives get -1 to their attack dice for ranged attacks this turningpoint


Strategic - gifts of the grandfather:
all plague zombie corruptor, zombie bellstriker operatives, pestagor operatives, flyhost operatives and shambling corpse operatives gain 1 of the three bonuses:

  • chitenous armour - all the named operatives gain a 4+ save for the turningpoint
  • running pox - all of the named operatives gain 1" of movment
  • walking corpses - ignore the negatives for being injured on these operatives

Strategic - spred of corruption:
select a friendly operative their vector of disease aura in now 5" till the end of the turningpoint


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.