Plague Marines
Common Abilities and Options
Astartes:
During each friendly PLAGUE MARINE operative’s activation, it can perform either two Shoot actions or two Fight actions.
If it is 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.
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.
*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 does not already have one).
Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.
*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.
Eq: Plague Bells:
You can ignore any changes to the stats of friendly PLAGUE MARINE operatives from being injured (including their weapons’ stats).
Eq: Plague Rounds:
Friendly PLAGUE MARINE operatives' boltguns and bolt pistols have the Poison and Severe weapon rules.
Operatives
1. Vuduk Kelgash
A 3
M 5"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Plague Sword (Severe, *Poison, *Toxic) | 5 | 3+ | 4/5 |
| Eq: Blight Grenade (Rng 6", Blast 2", Sat, Sev, *Poison) | 4 | 4+ | 2/4 |
Abilities
AstartesDisgustingly ResilientGrandfather's Blessing*Poison*ToxicOptions
Eq: Plague BellsEq: Plague Rounds2. Urkrafar Abiresh
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Entropy (Psychic, Rng 7", Sat, Severe, *Poison) | 4 | 3+ | 3/7 |
| Plague Wind (Psychic, Sat, Severe, Tor 1", *Poison) | 6 | 3+ | 2/3 |
| Corrupted Staff (Psychic, Severe, Shock, Stun, *Poison) | 4 | 3+ | 3/4 |
| Eq: Blight Grenade (Rng 6", Blast 2", Sat, Sev, *Poison) | 4 | 4+ | 2/4 |
Abilities
AstartesDisgustingly Resilient*Poison1AP: Poisonous Miasma1AP: Putrescent VitalityOptions
Eq: Plague BellsEq: Plague Rounds3. Skyrion Shirith
A 3
M 5"
S 3+
W 0
4. Davrus Mephidehk
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flail Of Corruption (Brutal, Severe, Shock, *Poison) | 5 | 3+ | 4/5 |
| Eq: Blight Grenade (Rng 6", Blast 2", Sat, Sev, *Poison) | 4 | 4+ | 2/4 |
Abilities
AstartesDisgustingly Resilient*Poison1AP: FlailOptions
Eq: Plague BellsEq: Plague Rounds5. Khadon Berroreon
A 3
M 5"
S 3+
W 0
6. Warrior
A 3
M 5"
S 3+
W 0
Equipment
Plague Bells
You can ignore any changes to the stats of friendly PLAGUE MARINE operatives from being injured (including their weapons’ stats).
Blight Grenades
Friendly PLAGUE MARINE operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Blight Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Range 6", Blast 2", Saturate, Severe, *Poison |
Plague Rounds
Friendly PLAGUE MARINE operatives' boltguns and bolt pistols have the Poison and Severe weapon rules.
Poison Vents
Whenever an enemy operative that doesn't have one of your Poison tokens is activated within 3" of a friendly PLAGUE MARINE operative, roll one D3: On a 3, that operative gains one of your Poison tokens.
Ploys
Cloud Of Flies
Strategy PloyPlace one of your Cloud of Flies markers in the killzone. Whenever an operative is shooting a friendly PLAGUE MARINE operative that is more than 3" from it, if that friendly operative is wholly within 1" of that marker, that friendly operative is obscured. In the Ready step of the next Strategy phase, remove that marker.
Contagion
Strategy PloySubtract 2" from the Move stat of an enemy operative and worsen the Hit stat of its weapons by 1 (this is not cumulative with being injured) whenever any of the following are true:
- It has one of your Poison tokens and is visible to (or vice versa) and within 3" of friendly PLAGUE MARINE operatives.
- It is visible to (or vice versa) and within 3" of a friendly PLAGUE MARINE ICON BEARER operative.
Lumbering Death
Strategy PloyWhenever a friendly PLAGUE MARINE operative is shooting or fighting during an activation in which it has not moved more than 3", or whenever it is retaliating, its weapons have the Ceaseless weapon rule.<hr/> Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)
Nurglings
Strategy PloySelect one enemy operative within 3" of a friendly PLAGUE MARINE operative, or one enemy operative that has one of your Poison tokens and is within 7" of a friendly PLAGUE MARINE operative. Until the end of the selected operative’s next activation, subtract 1 from its APL stat.
Curse Of Rot
Firefight PloyUse this firefight ploy when a friendly PLAGUE MARINE operative is fighting against or shooting against an enemy operative within 3" of it (or within 7" of it if that enemy operative has one of your Poison tokens), after your opponent rolls their attack or defence dice. For each result of 3 they roll, inflict 1 damage on that enemy operative, that result cannot be retained as a success, and they cannot re-roll it.
Poisonous Demise
Firefight PloyUse this firefight ploy when a friendly PLAGUE MARINE operative is incapacitated, before it is removed from the killzone. Each enemy operative visible to and within 3" of that operative gains one of your Poison tokens (if they don’t already have one); for each of those enemy operatives that already has one of your Poison tokens (including if they gained one during this action), inflict 1 damage on them instead.
Sickening Resilience
Firefight PloyUse this firefight ploy when an attack dice inflicts damage on a friendly PLAGUE MARINE operative. Until the end of the activation/counteraction, for the purposes of the Disgustingly Resilient rule for that operative, always subtract 1 from the damage inflicted (to a minimum of 2) – you do not need to roll.
Virulent Poison
Firefight PloyUse this firefight ploy during a friendly PLAGUE MARINE operative’s activation or counteraction, before or after it performs an action. One enemy operative within 3" of, or visible to and within 7" of, that operative gains one of your Poison tokens (if it does not already have one).
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.