Blight Vector Krenacus

Background The Ebon Ruin is a warband or vectorium of the Death Guard’s 1st Plague Company. Serving under the direct command of Typhus the Traveler himself, the Ebon Ruin is made up entirely of veteran plague marines with a single purpose in mind; to destroy, break, and remove any obstacle in the path of the greater Plague Company, whether it be physical defenses or enemy societies as a whole. Because of this purpose, the Ebon Ruin holds a philosophy similar to warbands such as the Purge, where destruction is the ultimate form of worship for the Grandfather. However, unlike the Purge, the Ebon Ruin does not hate all life in the galaxy, nor does the destruction serve a greater goal, rather, destruction itself is the primary goal to them. They see every broken trench line, body and society as a gift which their weapons and soldiers are blessed to give. Because of the nature of their purpose being to break stalemates and sieges, the warband tends to specialize in Kill Team tactics, often deploying these teams to the front lines where their unique disease, the Black Decay, can be utilized in full. The Black Decay is a horrific disease that causes extremely quick necrosis that spreads from the point of infection through the rest of the body, rapidly sapping the strength from its victims as their muscle and bone tissue begin to rot. Because of how quickly the disease can kill, it is ineffective for long term destabilization of a planet or society, but it is incredibly quick, deadly, and useful for the Ebon Ruin’s purpose in breaking through enemy lines in order to let a larger 1st Plague Company force push through before reinforcements can be instated. This tactic preference also leads the Ebon Ruin to be used in other deployments, such as artifact retrieval, scouting missions and other, stranger objectives requiring Kill Teams. All together, these skills, powers and history have led those aware of the Ebon Ruin to immediately mark them as priority when identified on the battlefield, for if they break through, the battle is already lost. Kill Team Blight Vector Krenacus (formerly designated Strike Force Krenacus during the Great Crusade and Horus Heresy) is a veteran Death Guard kill team operating under the banner of the Ebon Ruin warband. The unit draws its name from its commander, Krenacus the Infested, a highly effective Champion known for possessing multiple daemons living within his armour. Each member of the squad hails from Barbarus and served with distinction in the XIV Legion long before the Fall. Their original designation as a rapid-assault and breach team remains intact in practice, though their methods have since evolved. In large-scale warfare, they are deployed as linebreakers, advancing under cover of chemical saturation and atmospheric degradation to carve corridors through fortified positions. In smaller conflicts, they act autonomously; surgical in execution, indiscriminate in aftermath. Precision and rot are not mutually exclusive. The team’s operational cohesion is unusually high by Death Guard standards, likely due to centuries of shared campaigns, mutations, and ideological convergence. Though individual members vary in temperament and faith, their goals are aligned: to propagate the Black Decay, to fulfill the will of Nurgle, and to offer their continued existence as a vector of the Grandfather’s design. Wherever they are deployed, resistance collapses not by overwhelming force, but by a gradual, choking certainty; the realization that death is not coming. It is already here.

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
Champion
A 3
M 5"
S 3+
W 15/15
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*Toxic
Options
Eq: Plague BellsEq: Plague Rounds
Notes

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.

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, CHAMPION
2. Malial Zurrul
Malignant Plaguecaster
A 3
M 5"
S 3+
W 14/14
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 Vitality
Options
Eq: Plague BellsEq: Plague Rounds
Notes

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.

Poisonous Miasma (1AP): PSYCHIC Select one enemy operative visible to and within 7" of this operative, or one enemy operative that’s a valid target for this operative. That enemy operative gains one of your Poison tokens (if it does not already have one). If it already has one, inflict 3 damage on that enemy operative instead.

An operative cannot perform this action while within control range of an enemy operative.

Putrescent Vitality (1AP): PSYCHIC Select one friendly operative visible to and within 3" of this operative, then roll 2D6: if the result is 7, the selected operative regains 7 lost wounds; otherwise, the selected operative regains lost wounds equal to the highest D6.

An operative cannot perform this action while within control range of an enemy operative, or more than once per Turning Point.

PLAGUE MARINE, CHAOS, HERETIC ASTARTES, PSYKER, MALIGNANT PLAGUECASTER
3. Taygon Barcahn
Bombardier
A 3
M 5"
S 3+
W 14/14
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*Toxic
Options
Eq: Plague BellsEq: Plague Rounds
Notes

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.

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.

PLAGUE MARINE, CHAOS, HERETIC ASTARTES, BOMBARDIER
4. Pyrek Kargoss
Icon Bearer
A 3
M 5"
S 3+
W 14/14
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*Poison
Options
Eq: Plague BellsEq: Plague Rounds
Notes

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.

Icon Bearer: 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.

Icon Of Contagion: Whenever this operative is within your opponent’s territory, the Contagion strategy ploy costs you 0CP.

PLAGUE MARINE, CHAOS, HERETIC ASTARTES, ICON BEARER
5. Serias Kroathe
Warrior
A 3
M 5"
S 3+
W 14/14
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*Toxic
Options
Eq: Plague BellsEq: Plague Rounds
Notes

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.

Repulsive Fortitude: Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.

PLAGUE MARINE, CHAOS, HERETIC ASTARTES, WARRIOR
6. Vyrite Laestal
Fighter
A 3
M 5"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Flail Of Corruption (Brutal, Severe, Shock, *Poison)
5
3+
4/5
Abilities
AstartesDisgustingly Resilient*Poison1AP: Flail
Options
Eq: Plague BellsEq: Plague Rounds
Notes

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.

Flail (1AP): Inflict D3+2 damage on each other operative that iss both visible to and within 2" of this operative. Roll separately for each: if it is an enemy operative, if the D3 result is a 3, that enemy operative also gains one of your Poison tokens (if it doesn’t already have one).
For the purposes of action restrictions and the Astartes faction rule, this action is treated as a Fight action.
This operative cannot perform this action while it has a Conceal order.

PLAGUE MARINE, CHAOS, HERETIC ASTARTES, FIGHTER

Reserves

Guranthal Molahn
Heavy Gunner
A 3
M 5"
S 3+
W 14/14
PLAGUE MARINE, CHAOS, HERETIC ASTARTES, HEAVY GUNNER

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):

NameATKHITDMG
Blight Grenade44+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 Ploy

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.

Contagion
Strategy Ploy

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.
Lumbering Death
Strategy Ploy

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)

Nurglings
Strategy Ploy

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.

Curse Of Rot
Firefight Ploy

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.

Poisonous Demise
Firefight Ploy

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.

Sickening Resilience
Firefight Ploy

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.

Virulent Poison
Firefight Ploy

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).

Tac Ops

Sweep & Clear
Seek And Destroy

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 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 Destroy

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 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 Destroy

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.

Plant Banner
Security

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.

Martyrs
Security

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.

Envoy
Security

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.