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 the Infested, originally known as Krenacus Mortek during the days of the Emperor, is the greatest pride of Blight Vector Krenacus. Even in his early years with the legion, Krenacus was extremely skilled in both melee and ranged combat, while also having the skills necessary to lead a squad. He proved to be invaluable to the legion as his kill team’s raids would be the difference needed to allow the mass waves of Death Guard infantry to advance upon an enemy position. These actions, especially during the Heresy, caught the eye of Typhus, who was already serving the Grandfather at this point in time. After the legion’s subsequent transformation into the horrifying Plague Marines, Typhus blessed Krenacus with a gift unlike any other; an infestation of blackened daemons, who became one with the Champion. This led Krenacus to become the first person ever infected with the Black Decay, a fact he believes comes with the great responsibility of making sure it can spread and fester; primarily doing so through the usage of his relic plague sword, Vitriol. As Krenacus is the main host of this vile disease, its spread empowers him, and allows him to recover from wounds every time he witnesses someone become infected by it, much to the awe of his battle brothers.
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 is the beating heart of Blight Vector Krenacus, and is perhaps the team’s greatest reason for siding with Typhus in serving Nurgle faithfully. Malial was born a Psyker on Barbarus after the Emperor had already brought the planet into the fold. Due to Mortarion’s hatred of Psykers, Malial realized that he needed to suppress who he was and what he was capable of in order to fit in with the legion, even becoming a talented apothecary. For these talents, he was hand picked by Krenacus to serve in his kill team, where he found proper camaraderie with his battle brothers. Here, distinguished himself further as he served the needs of his squad, healing them from the injuries they faced even while they were far behind enemy lines. Eventually, his team came to learn of his Psychic abilities, but respected him for his ability to control them with perfect skill. Soon, Typhus learned of Malial’s abilities, and invited him to the Seven Pillared Lodge, where he would connect with other disillusioned battle brothers and discover what he considered to be a brighter future. Eventually, Malial invited the other members of his team to the lodge, where many of the philosophical discussions had begun to cause the team to reevaluate their beliefs in their primarch and prejudices as they saw what the future could be. Soon, they would accept the gifts of Nurgle as Typhon had, and Malial would wield his psychic abilities with no shame; helping his brethren on the battlefield with far more efficiency than ever before.
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 is the extremely stoic and fatalistic explosives expert of Blight Vector Krenacus. Originally serving as an extremely talented grenadier during the great crusade, Taygon had served many battles at the tip of the spear, constantly being placed in different squads as many of his previous ones would die in the intense frontlines of trench and zone mortalis combat. Because of these experiences, Taygon would become quite reserved; beginning to see others as tools and obstacles rather than as fellow battle brothers or enemy warriors to respect. However, this would change upon being assigned to Krenacus’ kill team, where he was surprised by the squad’s ability to survive despite the odds, gaining a deep loyalty and respect for these battle brothers, something even he himself never thought would be possible. After the kill team being blessed by Nurgle, he now sees himself and Blight Vector Krenacus as having embraced the entropic nature of battlefield misery, and believes the suffering they spread is sharing the ultimate truth of reality. Taygon personally embraces this truth through using his impressive skill with custom grenades that are laced with the Black Decay and many other diseases. Guranthal will often refer to Taygon when he needs his weapon to have more of an immediate kick to it.
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
Besides the Infested himself, Pyrek Kargoss fervently carries more of the Black Decay than any of his battle brothers. Once having been the standard bearer of his squad during the Great Crusade, Pyrek Kargoss would often raise the flag of the Death Guard upon his squad’s successful shock assault, alerting the greater legion at large to begin their attack on their enemies, or to signal their ultimate victory in their assault. Now, after their subsequent corruption at the hands of Nurgle, he raises his standard not to signal the assault of his legion, but rather the spreading of the Grandfather’s gifts; a role he believes in so fervently, he chained his icon to his own arm, preventing him from removing it or even allowing himself to rest. Not only that, but this icon also has stim storages attached to it; now repurposed to open and allow the spread of plague, providing perhaps the most reliable source of diseases for the team to unleash on their enemies. Of Blight Vector Krenacus, Pyrek may just be the most fervent believer in Chaos, even more so than Malial. With that said, there is no competition between the brothers; Nurgle is generous with his plagues, as are the members of Blight Vector Krenacus; Pyrek being the most so.
5. Guranthal Molahn
A 3
M 5"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plague Spewer (Rng 7", Sat, Severe, Tor 2", *Poison) | 5 | 2+ | 3/3 |
| Fists | 4 | 3+ | 3/4 |
Abilities
AstartesDisgustingly Resilient*PoisonOptions
Eq: Plague BellsEq: Plague RoundsNotes
Guranthal Molahn is the plague brewer of Blight Vector Krenacus, who sees every encounter as a chance to test out his own plagues and diseases. Originally, Guranthal was a specialist in chemical warfare ordinance, often assisting in determining optimal firing vectors and timings to ensure maximum damage when using phosphex and virus based weaponry. Eventually becoming so proficient with this seeming six sense, the Death Guard reassigned him to serve under Krenacus as a vox specialist for his kill team, calling in timed air and orbital strikes for his legion’s pilots to maximize damage and create openings for his squad and other front line fighters, a job he enjoyed far more than watching from above. However, many of the legion’s tools and equipment would change following their transformation into plague marines, and oftentimes Guranthal would not have access to working vox nets or proper artillery systems. Because of this, Guranthal decided to instead bring his own personal chemical weapons to the battlefield, using them to horrifying effect, and tinkering with them to ensure he can inflict maximum misery during the next encounter. Oftentimes, Taygon will consult him for suggestions regarding the toxicity of his blight grenades.
6. 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 serves as the de facto second-in-command of Blight Vector Krenacus; a role earned not through charisma, but through iron discipline and undeniable skill. He and Krenacus were recruited from Barbarus at the same time, fought in the same companies, and survived the same campaigns of the Great Crusade and Horus Heresy. However, where Krenacus rose through charm and leadership, Serias earned his place through cold and brutal efficiency. Though he occasionally resented his brother’s spotlight, he never allowed personal pride to interfere with the order of the Legion. He was handpicked by both Krenacus and Typhon to serve as the kill team’s second; a choice he accepted with quiet resolve. Of all Blight Vector Krenacus, Serias is perhaps the least devout. This is not to say he dislikes Chaos, rather that he views their gifts with pragmatism rather than true reverence. achieve goals rather than ends unto themselves. When the Legion fell and the Black Decay consumed him, Serias accepted his new form with the same stoicism that defined him in the original legion. In battle, Serias is the squad’s direct combat specialist. He wields a boltgun loaded with homemade Black Decay rounds and a plague knife with terrifying efficiency, switching between ranged support and front-line slaughter with seamless instinct. He speaks little and believes less; but he always follows orders with deadly precision. When the march begins, he walks beside Krenacus, but never behind.
7. 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 the final member to join Blight Vector Krenacus, and did so at a much later date compared to the rest of the squad. A young marine compared to the rest of Blight Vector Krenacus, Vyrite did not serve with a specialist strike team like the rest of his brothers, but rather as a part of the Death Guard’s standard squad formations during the Heresy. Specifically serving in a close support squad, Vyrite was an extremely angry and aggressive marine, often preferring to bludgeon or slash his targets to death in the close confines of melee. Given his skill in melee, he was picked out and being considered for a more elite role, with even some of the Deathshroud taking note of him as a potential candidate. However, before this promotion could be brought to fruition, the Death Guard were corrupted by Nurgle, and now bonded with his armour, Vyrite was kept in his original squad and company; however, he had a greater destiny still. During the Siege of Terra, almost the entirety of Vyrite’s squad and company were killed, leaving him alone with the corpses of both enemy and ally alike, where he was eventually found by Blight Vector Krenacus beginning a spearhead strike for their own company to follow. With no other squad to assist, Vyrite joined the strike squad, serving with remarkable proficiency that impressed Krenacus enough to invite him into the fold. Like his brothers, Vyrite is a fervent worshipper of Nurgle, but has a particularly ambitious bend to his worship, his tougher physiology being one of the primary reasons he engages in worship. As well, he has taken up using a flail of corruption to further spread Nurgle’s rot, but also as a means of his own worship; each of the striking heads being a censer that bears the Black Decay. Nowadays, Vyrite is a deeply respected member of Blight Vector Krenacus, treated as if he were there from the beginning, while the sight of his flail is a true terror for any enemy to witness.
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.