Blight Vector Krenacus
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. Krenacus the Infested
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 |
Abilities
AstartesDisgustingly ResilientGrandfather's Blessing*Poison*ToxicOptions
Eq: Plague BellsEq: Plague RoundsNotes
Krenacus Mortek, now known as Krenacus the Infested, was already regarded as a highly capable squad leader during his early service within the XIV Legion. Records from the latter stages of the Great Crusade describe him as an unusually versatile warrior, equally effective at ranged suppression and close‑quarters assault. Unlike many of his contemporaries, Krenacus demonstrated a refined understanding of small‑unit tactics, favoring tightly coordinated kill teams operating ahead of the main legionary advance. These formations were frequently deployed to destabilize enemy command structures, neutralize hardened positions, or create breaches through which the massed infantry of the Death Guard could advance with minimal resistance. During the Horus Heresy, Krenacus’s effectiveness became particularly pronounced. His kill teams were repeatedly assigned to high‑attrition operations that required endurance, discipline, and a willingness to operate in isolation for extended periods. Campaign annotations from this period indicate that Krenacus showed no signs of hesitation or fatigue, even as the Legion’s methods grew increasingly brutal. It was during these engagements that he attracted the attention of Typhus, who had already turned his allegiance toward Nurgle and was actively identifying warriors suited to bear more esoteric gifts of the Plague God. Following the Legion’s transformation into the Plague Marines, Krenacus was selected by Typhus for an experimental blessing. Rather than a conventional plague or mutation, Krenacus was deliberately infested with a colony of blackened daemonic entities, bound directly into his flesh and armour. This act marked the first recorded manifestation of what would later be identified as the Black Decay. The infection spread rapidly throughout his body, inducing total dermal necrosis while preserving full combat capability. Subsequent observation suggests that the disease functions symbiotically, drawing strength from the infection of others and reinforcing Krenacus’s own resilience in the process. Krenacus himself interprets this condition not as a reward, but as a responsibility. As the primary vector of the Black Decay, he views its propagation as a sacred obligation. He carries the relic plague sword Vitriol, which he employs deliberately in close combat to ensure direct transmission of the infection. Reports from allied Plague Marines indicate that Krenacus demonstrates accelerated recovery when operating in proximity to newly infected victims, a phenomenon regarded with a mixture of reverence and unease. Within Blight Vector Krenacus, he is not merely a commander, but the living origin point of their defining contagion.
2. Malial Zurrul
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 |
Abilities
AstartesDisgustingly Resilient*Poison1AP: Poisonous Miasma1AP: Putrescent VitalityOptions
Eq: Plague BellsEq: Plague RoundsNotes
Malial Zurrul served as an apothecary during the late Great Crusade, assigned to the XIV Legion’s forward operating units on the war-torn fringes of Imperial expansion. Born on Barbarus after its conquest, Malial was marked early by a dangerous secret; he possessed psychic talent, a trait despised and persecuted within Mortarion’s ranks. Understanding the consequences of exposure, he concealed his abilities and trained instead in the gene-craft and battlefield triage of the apothecarion. His skill in preserving wounded legionaries under siege conditions earned him distinction and the personal attention of Krenacus Mortek, who selected him to serve as the medical and biological specialist within his emerging kill team. For years, Malial operated in secrecy, providing surgical care and disease regulation even while surrounded by comrades who might have killed him had they known his true nature. It was only during a prolonged campaign behind enemy lines that his psychic abilities became apparent to the others. Rather than condemn him, the squad accepted his nature, either out of respect for his service or recognition of his control. What followed was not confrontation, but convergence. Malial’s turning point came with an invitation from Typhus to visit the Seven-Pillared Lodge, a warp-laced sanctuary hidden deep within the Death Guard fleet. There, Malial encountered other psykers, scholars, and disillusioned warriors; those who viewed the Imperium’s rigidity as a prison, and Nurgle’s entropy as a liberation. What began as cautious observation evolved into philosophical alignment. In the Lodge’s corrupting halls, Malial unburdened himself of secrecy and found purpose in stagnation. He returned to Krenacus with renewed clarity, and in time, brought the rest of the team into the Lodge’s influence. With the embrace of Nurgle, Malial cast off the title of Apothecary and adopted the mantle of plague-sorcerer. His once-hidden talents now serve openly to bolster Blight Vector Krenacus. His chants hasten infection, his aura spreads decay, and his touch rejuvenates corrupted flesh. He still treats his brothers’ wounds, but not to restore them to health; instead, he guides their rot, shaping it into sacred affliction. Among the squad, Malial is no longer simply a healer or geneseed collector. He is their vile, disgusting heart.
3. Taygon Barcahn
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun (*Poison, Severe) | 4 | 3+ | 3/4 |
| Fists | 4 | 3+ | 3/4 |
| Blight Grenade (Rng 6", Blast 2", Sat, Severe, *Poison, *Toxic) | 4 | 3+ | 2/4 |
| Krak Grenade (Rng 6", Prc1, Sat) | 4 | 3+ | 4/5 |
Abilities
AstartesDisgustingly ResilientGrenadier*Poison*ToxicOptions
Eq: Plague BellsEq: Plague RoundsNotes
Taygon Barcahn’s early years in the XIV Legion were marked by constant reassignment. A specialist in grenades and trench-clearing demolitions, he served at the front of countless engagements across the Great Crusade, often inserted into kill teams where casualties were expected to be high. Over time, the pattern repeated: Barcahn would survive, and his squadmates would not. Whether deployed to breach a fortress, cleanse a voidship corridor, or spearhead a charge across corpse-choked no-man’s-lands, his presence became synonymous with short-lived squads and long campaigns. Exposure to attrition on this scale reshaped his mind. Whatever camaraderie or sense of brotherhood he may have once possessed eroded into cold utilitarianism. Fellow warriors became tools; sometimes useful, sometimes flawed, but rarely worth remembering. It wasn’t until his assignment to Krenacus Mortek’s team that this cycle began to falter. For the first time in decades, Barcahn found himself surrounded by warriors who endured, who returned from impossible missions intact and unbroken. Krenacus’ kill team did not merely survive; it persisted. Barcahn took note, and gradually, against the grain of his hardened disposition, trust began to take root. The team’s cohesion, their eerie endurance, and their shared silence in the face of horror resonated with him in a way he had forgotten was possible. Following their turn toward Nurgle, Barcahn became one of the most devout adherents to what he calls “the truth of entropy.” He views Blight Vector Krenacus as not merely a weapon, but a revelation; a vector for exposing the ultimate futility of resistance. In his eyes, the misery they spread is a mercy. The decay they bring is honesty made manifest. Barcahn's expertise in demolition has since evolved into something far more intimate. He crafts his own munitions; custom grenades that combine corrupted chem-agents, seeping warp-flesh, and strains of the Black Decay tailored for maximum infection. His satchel is filled not only with explosive charges, but with philosophical intent. He selects his targets carefully, watching the spread of disease as though observing a sacred process. Guranthal Molahn, the team’s plague-spewer, often collaborates with Barcahn to enhance payloads or refine new dispersal patterns. But Barcahn requires no praise. His faith is in the collapse itself, as well as the certainty that all things, given time, rot.
4. Pyrek Kargoss
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Bolt Pistol (Rng 8", *Poison, Severe) | 4 | 3+ | 3/4 |
| Plague Knife (Severe, *Poison) | 5 | 3+ | 3/4 |
Abilities
AstartesDisgustingly ResilientIcon BearerIcon Of Contagion*PoisonOptions
Eq: Plague BellsEq: Plague RoundsNotes
Pyrek Kargoss once served as the standard bearer for a shock assault squad during the late Great Crusade, a role that carried significant tactical weight within the company he had served with. It was Pyrek who raised the banner over enemy fortifications, whose signal marked the breach of a defensive line or the silencing of resistance. His presence on the field was not only symbolic, but catalytic; the banner he carried was often the trigger for massed legionary advances. Even then, Pyrek was known for his unwavering posture under fire, remaining upright and unflinching in the face of artillery, boltfire, or psychic assault that would only deepen with his corruption. Following the events that bound his kill team to Nurgle, Pyrek reinterpreted his role not as obsolete, but divinely transformed. He now bears an Icon of Decay; a rusted, warped banner inscribed with the Death Guard and Nurgle’s pestilent symbols, affixed permanently to his warplate by lengths of corroded chain. The decision to bind the icon to his own body was made without ceremony or instruction; Pyrek simply presented himself to the squad one cycle later with the banner secured through his pauldron and breastplate. The chains virtually cannot be removed, whether by enemy hands, or his own. Unlike his former role as a herald of advance, Pyrek now sees himself as a beacon of decay. The icon he bears contains ruptured stim‑tanks once used for medical administration; these have since been repurposed to disperse the Black Decay and other plague strains via timed rupture or kinetic impact. Though he speaks infrequently, his movements are ritualistic, and his presence marks a shift in tempo for the squad. When Pyrek enters the fray, diseases spread faster, wounds fester immediately, and morale among enemy combatants collapses with unnatural speed. Among Blight Vector Krenacus, Pyrek is considered the most fanatical adherent of Nurgle’s doctrine, even more so than Malial. But unlike the seer’s philosophical obsession, Pyrek’s devotion is physical, immediate, and self-sacrificial. He does not preach. He does not theorize. He carries the Grandfather’s word as rust and vapor, and where he treads, rot follows.
5. Serias Kroathe
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Boltgun (*Toxic, *Poison, Severe) | 4 | 3+ | 3/4 |
| Plague Knife (Severe, *Poison) | 4 | 3+ | 3/4 |
Abilities
AstartesDisgustingly Resilient*PoisonRepulsive Fortitude*ToxicOptions
Eq: Plague BellsEq: Plague RoundsNotes
Serias Kroathe has long served as the silent spine of Blight Vector Krenacus. Recruited from Barbarus during the early years of the Great Crusade, he was inducted alongside Krenacus Mortek and deployed in the same companies throughout numerous campaigns across the galaxy. While Krenacus distinguished himself through frontline leadership and skill, Serias advanced through a different set of virtues; discipline, precision, and unyielding violence. His battlefield record reflects an unbroken chain of completed objectives, executed with minimal deviation and often under punishing conditions. He rarely gave orders, but he never failed to follow them. Unlike many Death Guard officers of the time, Serias showed no ambition toward personal glory. He did not covet recognition, nor did he seek advancement. However, his sheer reliability, combined with an almost pathological indifference to hardship, made him an ideal candidate for second-in-command. Krenacus recognized this and selected him to serve as the operational deputy of their kill team. Serias accepted the appointment without fanfare, viewing it as another form of duty, rather than a reward. Of all members of Blight Vector Krenacus, Serias is the least vocally devout. He does not speak of entropy or the Grandfather’s will. He interprets the blessings of Nurgle not as holy gifts, but as biological augmentations; tools to be used, endured, and sharpened. When the Black Decay overtook his body, Serias made no objection. His skin blackened, his limbs swelled, and his head began to warp beneath the weight of plague and mutation. His helmet eventually cracked and burst in a line on the left side of his face, exposing a twisted visage of yellow eyes, sharpened teeth, bloated gums, and necrotized flesh. Though capable of speech, his voice is slow, gurgling, and muffled by layers of decay, leading him to rarely speak. His orders are understood without being spoken. In combat, Serias serves as a frontline enforcer and ranged executioner, wielding a boltgun loaded with Black Decay-laced munitions alongside a plague knife worn smooth from repeated use. His transitions between suppressive fire and close-quarters slaughter are instinctual, refined through centuries of repetition. When the kill team advances, he moves beside Krenacus, never in front and never behind. His presence is constant, unshaken by chaos or pain, and wholly indifferent to the rituals that surround him. He does not believe in salvation or damnation. He believes in completion.
6. Vyrite Laestal
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Flail Of Corruption (Brutal, Severe, Shock, *Poison) | 5 | 3+ | 4/5 |
Abilities
AstartesDisgustingly Resilient*Poison1AP: FlailOptions
Eq: Plague BellsEq: Plague RoundsNotes
Vyrite Laestal was not part of the original kill team assembled under Krenacus Mortek. Compared to the rest of Blight Vector Krenacus, he is a younger and more recent addition (though in the context of the Death Guard, “young” is a term warped by centuries). During the Heresy, Vyrite served in a standard close-support formation rather than a specialist strike unit, and was known for his volatile temperament and aggressive proximity fighting. Reports from this era note a pattern of excessive force in melee engagements, with battlefield picts confirming that Vyrite often resorted to bludgeoning or rending his enemies with extreme intensity even after incapacitation had been achieved. His ferocity did not go unnoticed. Several Deathshroud bodyguards allegedly marked him as a potential candidate for elevation, citing his physical resilience and unrelenting temperament. However, the corruption of the Death Guard intervened before any advancement could take place. As Nurgle’s rot spread through the fleet, Vyrite was fused with his Mark III armor and was retained within his original line company. He continued to serve in his role until the Siege of Terra, during which his unit was annihilated in one of the outer trench zones. Trapped for days among the corpses of allies and enemies alike, Vyrite was eventually discovered by Blight Vector Krenacus, who were leading a flanking assault through the same sector. Without orders or ceremony, Vyrite joined their spearhead and advanced without hesitation. What followed was not mere survival, but seamless integration. His brutality, already potent, now found tactical direction under Krenacus’s command. Impressed by his ability to synchronize with the squad’s grim rhythm, Krenacus offered him a place among them following their retreat from the siege. Vyrite accepted without question, and over time, became an inseparable part of the unit. Among Blight Vector Krenacus, Vyrite is both a devout worshipper of Nurgle and a rare embodiment of ambition. He does not seek rank or authority, but pure destructive violence, believing it to be the fastest way to spread misery and decay. His primary weapon, a Flail of Corruption fitted with Black Decay-filled censers (known as Mirekissed), reflects this belief. Each strike delivers both physical devastation and divine contagion. While the others view him as younger, none consider him lesser. On the field, he is often at the vanguard of the charge, his flail whistling through the air, leaving behind clouds of rot and silence. To see him advance is to witness inevitability made manifest.
Selected Equipment
Plague Bells
You can ignore any changes to the stats of friendly PLAGUE MARINE operatives from being injured (including their weapons’ stats).
Plague Rounds
Friendly PLAGUE MARINE operatives' boltguns and bolt pistols have the Poison and Severe weapon rules.
Poison Vents
Whenever an enemy operative is activated within 3" of a friendly PLAGUE MARINE operative:
- If that enemy operative doesn’t have one of your Poison tokens, roll one D3: on a 3, it gains one.
- If that enemy operative has one of your Poison tokens, inflict D3 damage on it (instead of 1).
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.
Inactive Equipment
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 |
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.
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.
Strategy Ploys
Strategy: Cloud Of Flies
Place 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.
Strategy: Contagion
Subtract 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.
Strategy: Lumbering Death
Whenever 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)
Strategy: Nurglings
Select 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.
Firefight Ploys
Firefight: Curse Of Rot
Use 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.
Firefight: Poisonous Demise
Use 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.
Firefight: Sickening Resilience
Use 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.
Firefight: Virulent Poison
Use 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).
Blight Vector Krenacus
Krenacus the Infested
Malial Zurrul
Taygon Barcahn
Pyrek Kargoss
Serias Kroathe
Vyrite Laestal
Guranthal Molahn
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 is activated within 3" of a friendly PLAGUE MARINE operative:
- If that enemy operative doesn’t have one of your Poison tokens, roll one D3: on a 3, it gains one.
- If that enemy operative has one of your Poison tokens, inflict D3 damage on it (instead of 1).
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
- If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.
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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.
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.