Kurgern's Plague Song

Homebrew by kurgern

Blightlords Terminators for Kill team

Use ploys and equipements from official plague marines Dataslate (following restrictions explained in the Composition tab)

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Composition

PLAGUE SONG KILL TEAM

ARCHETYPE: SECURITY, SEEK & DESTROY

OPERATIVES:

• DERMATHIS

• EPHISIS

• SEPHTUS

• MORIOR

• KLYTHUS

• NOX

Your kill team can only include each operative on this list once.

Excepted for Blight grenades, your kill team does not have access to any other faction equipement from the official Plague Marines Dataslate. Universal equipement can be selected as normal.

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 PLAGUE MARINE operatives) gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

ASTARTES:
During each friendly PLAGUE MARINE operative’s activation, it can perform either two Shoot actions or two Fight actions. If it’s 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 PLAGUE MARINE operative can counteract regardless of its order.

Cataphractii plate:
°During the roll defence dice step of a shooting phase, this operative can roll an additional dice.

°Whenever an operative is shooting a friendly BLIGHTLORD TERMINATOR operative, if the ranged weapon in that sequence has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice.

°Friendly BLIGHTLORD TERMINATOR operatives aren’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

°You can ignore any changes to the stats of friendly BLIGHTLORD TERMINATOR operatives from bein ginjured (including their weapons’ stats).

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

TELEPORT STRIKE:
When setting up a PLAGUE SONG killteam before the battle, the operatives which does not have the BLIGHTLORD TERMINATOR keyword, must be set up as normal.

The operatives which does have the BLIGHTLORD TERMINATOR keyword must be set up in orbit instead of in the killzone, place them aside.

Then place your Teleportation beacon marker anywhere in the killzone at more than 6" from an ennemy dropzone, ennemy operatives, terrain features and, or, objective markers.

In the strategy phase of the first turning point, before players rolls for initiative, set up all friendly BLIGHTLORD TERMINATOR operatives wholly within 2" of your Teleportation beacon marker. Doing so they can be placed in control range of ennemy operatives if any.

The operatives sets up this way are treated as having performed the Reposition action (spend the AP accordingly) for the rest of the turning point.They activate as normal during the next Firefight phase.

The operatives sets up this way are treated as Obscured until the end of their next activation or the end of the turning point (whichever comes first).

*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.

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

Poison vents:
Whenever an enemy operative that doesn’t have one of your Poison tokens is activated within 3" of a friendly BLIGHTLORD TERMINATOR operative, roll one D3: on a 3, that operative gains one of your Poison tokens.

Blessed plague rounds:
Friendly PLAGUE MARINE operatives’ boltguns, Combi-bolter and bolt pistols have the Poison and Severe weapon rules. This rule count as a choice for the purpose of equipment selection (you can only choose 3 more equipment option for this Kill team instead of 4.)

Dermathis
A 3
M 3"
S 3+
W 23
Weapons
ATK
HIT
DMG
Entropy (PSYCHIC, Rng 7", Saturate, Severe, Poison*)
4
3+
3/7
Plague wind (PSYCHIC, Saturate, Severe, Torrent 1", Poison*)
6
3+
2/3
Manreaper scythe (Brutal, Severe, Shock, Poison*)
5
3+
5/7
Abilities
*PoisonASTARTESCataphractii plateDISGUSTINGLY RESILIENTGrandfather’s BlessingTELEPORT STRIKE
Options
Poison vents

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).

PLAGUE MARINE , CHAOS, HERETIC ASTARTES, LEADER, BLIGHTLORD TERMINATOR, LORD OF CORRUPTION, DERMATIS
Ephisis
A 3
M 3"
S 3+
W 22
Weapons
ATK
HIT
DMG
Plague spewer (Rng 7", Saturate, Severe, Torrent 2", Poison*)
5
2+
3/3
Fists
4
3+
3/4
Abilities
*PoisonASTARTESCataphractii plateDISGUSTINGLY RESILIENTTELEPORT STRIKE
Options
Blessed plague roundsPoison vents
PLAGUE MARINE , CHAOS, HERETIC ASTARTES, BLIGHTLORD TERMINATOR, HEAVY GUNNER, EPHISIS
Sephtus
A 3
M 3"
S 3+
W 22
Weapons
ATK
HIT
DMG
Combi-bolter (Relentless)
4
3+
3/4
Bubotic axe (Severe, Poison*, Toxic*)
5
3+
4/5
Abilities
*Poison*ToxicASTARTESCataphractii plateDISGUSTINGLY RESILIENTTELEPORT STRIKE
Options
Blessed plague roundsPoison vents
PLAGUE MARINE , CHAOS, HERETIC ASTARTES, BLIGHTLORD TERMINATOR, KLYTHUS
Morior
A 3
M 3"
S 3+
W 22
Weapons
ATK
HIT
DMG
Combi-bolter (Relentless)
4
3+
3/4
Plague sword (Severe, Poison*, Toxic*)
5
3+
4/5
Abilities
*ToxicASTARTESCataphractii plateDISGUSTINGLY RESILIENTPoison*TELEPORT STRIKE
Options
Blessed plague roundsPoison vents
PLAGUE MARINE , CHAOS, HERETIC ASTARTES, BLIGHTLORD TERMINATOR, MORIOR
Klythus
A 3
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Boltgun
4
3+
3/4
Blight grenades (Rng 6", Blast 2", Saturate, Severe, Poison*)
4
4+
2/4
Fists
4
3+
3/4
Abilities
*ToxicASTARTESDISGUSTINGLY RESILIENTGrenadierNurgle's ChosenPoison*
Options
Blessed plague rounds

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 (see right).

Nurgle's Chosen: °As long as this operative is in control range of a friendly NOX operative, both of these friendly operatives are considered as Obscured for ennemy operatives at more than 6" from them.

°Whenever this operative is expended, you must then activate one other ready friendly NOX operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule)

PLAGUE MARINE , CHAOS, HERETIC ASTARTES, BOMBARDIER, KLYTHUS
Nox
A 2
M 5"
S 5+
W 5
Weapons
ATK
HIT
DMG
Claws and Teeth (Poison*, Toxic*)
3
3+
2/3
Abilities
Deamonic auraDISGUSTINGLY RESILIENTHarbinger of decayNurglingPoison*Toxic*

Deamonic aura: Wen this operative is FIGHTING or RETALIATING against an ennemy operative, worsened that ennemy operative's melee weapons Hit stat by 1.

Harbinger of decay: °Whenever this operative is within your opponent’s territory, the CONTAGION strategy ploy costs you 0CP

°Once per Turning Point you can use the CLOUD OF FLIES strategic ploy for 0CP.

°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.

Nurgling: Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

• This operative can perform the Fall Back action for 1 less AP.

• This operative cannot use any weapons that aren’t on its datacard.

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.

PLAGUE MARINE , CHAOS, DEAMON, NURGLING, ICON BEARER, NOX
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.