Cataphractii Arch-Contaminators

Cataphractii Arch-Contaminators

Common Abilities and Options

CATAPHRACTII ARMOR:
Whenever a friendly CATAPHRACTII TERMINATOR operative has not moved more than 3" in the round, defence dice results of 5+ are critical successes. This Operative can not realize Dash and Reposition Actions in the same activation.

ASTARTES:
During each friendly CATAPHRACTII TERMINATOR operative’s activation, it can perform either two Shoot actions or two Fight actions. If it is two Shoot actions, a bolter 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 CATAPHRACTII TERMINATOR operative can counteract regardless of its order.

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

PLAGUE FUMES (1AP):
Untill the end of the round this Operative and Any Allied Operative within 3" is considered to be Obscured. Also Ranged Weapons equipped by this Operative gain the "Relentless" ability.

This action can be used by only one Operative per turn.

BLISTERING OFFENSIVE (1AP):
Weapons equiped by this Operative gain the rule "Piercing Crits 1" and "Ceaseless". This action can be done once per round per model.

Operatives

1. Furgore Myphitichian
Terminator Plague Sorcerer
A 3
M 5"
S 3+
W 20/20
Weapons
ATK
HIT
DMG
Leechspore Eruption (Psychic, Rng7", Sat, Severe, Blast1", *Leechlife)
4
4+
4/7
Plague Wind (Psychic, Sat, Severe, Tor1")
6
3+
2/3
Plague Fist (Brutal, Lethal5+, Rending)
4
2+
5/7
Corrupted Staff (Psychic, Severe, Stun, Shock)
5
3+
3/4
Eq: [Blight Grenade] ([Range 6", Blast 2", Saturate, Severe])
[4]
[4+]
[2/4]
Abilities
1AP: POISONOUS MIASMACATAPHRACTII ARMOR*LEECHLIFEASTARTESDISGUSTINGLY RESILIENT

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.

*LEECHLIFE: When you select this weapon, you can use this rule. If you do, at the start of the Resolve Attack Dice step, select one friendly CATAPHRACTII TERMINATOR operative visible to and within 3" of this operative. For each attack die you resolve during that step that inflicts damage, that friendly operative regains 1 lost wound, or D3 lost wounds if it was a critical success. You cannot use this weapon rule more than once per Turning Point.

Nurgle, Heretic Astartes, Death Guard, Cataphractii Terminator, Plague Sorcerer, Champion
2. Sahben Carlinus
Deathshroud Warrior
A 3
M 5"
S 3+
W 20/20
Weapons
ATK
HIT
DMG
Plague-Spurt Gauntlet (Rng 8", Ceaseless, Torrent 1")
4
3+
3/4
Manreaper (Ceaseless, Lethal 5+, Punishing)
5
2+
5/7
Eq: [Blight Grenade] ([Range 6", Blast 2", Saturate, Severe])
[4]
[4+]
[2/4]
Abilities
1AP: PLAGUE FUMESCATAPHRACTII ARMORASTARTESDISGUSTINGLY RESILIENT
Nurgle, Heretic Astartes, Death Guard, Cataphractii Terminator, Deathshroud, Warrior
3. Waldemar The Putrescent
Deathshroud Warrior
A 3
M 5"
S 3+
W 20/20
Weapons
ATK
HIT
DMG
Plague-Spurt Gauntlet (Rng 8", Ceaseless, Torrent 1")
4
3+
3/4
Manreaper (Ceaseless, Lethal 5+, Punishing)
5
2+
5/7
Eq: [Blight Grenade] ([Range 6", Blast 2", Saturate, Severe])
[4]
[4+]
[2/4]
Abilities
1AP: PLAGUE FUMESCATAPHRACTII ARMORASTARTESDISGUSTINGLY RESILIENT
Nurgle, Heretic Astartes, Death Guard, Cataphractii Terminator, Deathshroud, Warrior
4. Azimundas Kalark
Blightlord Granadier
A 3
M 5"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Heavy Blight Launcher (Saturate, Blast 2", Heavy (DASH only))
3
3+
6/7
Bubotic Axe (Lethal 5+, Brutal)
5
3+
4/5
Eq: [Blight Grenade] ([Range 6", Blast 2", Saturate, Severe])
[4]
[4+]
[2/4]
Abilities
ASTARTES1AP: BLISTERING OFFENSIVECATAPHRACTII ARMORDISGUSTINGLY RESILIENT
Nurgle, Heretic Astartes, Death Guard, Cataphractii Terminator, Blightlord, Granadier
5. Geffried Nethix
Blightlord Gunner
A 3
M 5"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Reaper Autocannon (Dev1, Torrent 2", Heavy (DASH only))
4
3+
5/6
Balesword (Brutal, Punishing)
5
3+
4/5
Eq: [Blight Grenade] ([Range 6", Blast 2", Saturate, Severe])
[4]
[4+]
[2/4]
Abilities
1AP: BLISTERING OFFENSIVEASTARTESCATAPHRACTII ARMORDISGUSTINGLY RESILIENT
Nurgle, Heretic Astartes, Death Guard, Cataphractii Terminator, Blightlord, Gunner

Equipment

Blight Grenades

Friendly CATAPHRACTII TERMINATOR operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):

NAMEATKHITDMG
Blight Granade44+2/4

Weapon Rules

Range 6", Blast 2", Saturate, Severe

Plague Bells

You can ignore any changes to the stats of friendly CATAPHRACTII TERMINATOR operatives from being injured (including their weapons’ stats).

Plague Rounds

Friendly CATAPHRACTII TERMINATOR operatives' Combi-Bolters have the "Devastating 1" and "Severe" weapon rules. The Weapons this equipment affect also includes the "Combi-Melta (Bolter)", "Combi-Flamer (Bolter)" and "Combi-Plasma (Bolter)" profiles.

Pestilent Familiar

Once per battle round, when an attack dice inflicts Normal Damage OR Devastating Wounds on a friendly CATAPHRACTII TERMINATOR operative. Ignore that inflicted damage.

Ploys

Putrid Detonation
Firefight Ploy

Use this firefight ploy when a friendly CATAPHRACTII TERMINATOR operative is incapacitated, before it is removed from the killzone. For each enemy operative visible to and within 3" of that operative inflict D3 damage on them.

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, 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.

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.

Blight Boons
Firefight Ploy

Select one friendly CATAPHRACTII TERMINATOR operative within a Marker control range to regain up to D3+1 lost wounds. An operative cannot perform this action while within control range of an enemy operative.

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 is visible to (or vice versa) and within 2" of a friendly CATAPHRACTII TERMINATOR operatives. It is visible to (or vice versa) and within 4" of a friendly CATAPHRACTII TERMINATOR CHAMPION operative.

Nurglings
Strategy Ploy

Select one enemy operative within 3" of a friendly CATAPHRACTII TERMINATOR operative. Until the end of the selected operative’s next activation, subtract 1 from its APL stat.

Cloud of Flies
Strategy Ploy

BLIGHTLORD operatives can perform the "PLAGUE FUMES (1 AP)" action in this battle-round

One DEATHSHROUD operative can perform the "PLAGUE FUMES (1 AP)" action in this battle-round despite it being already used by another Friendly Operative.

PLAGUE FUMES (1 AP): Untill the end of the round this Operative and Any Allied Operative within 3" is considered to be Obscured. Also Ranged Weapons equipped by this Operative gain the "Relentless" ability.

This action can be used by only one Operative once per turn.

Putrid Stuborness
Strategy Ploy

You can ignore any changes to the stats of friendly CATAPHRACTII TERMINATOR operatives from being injured (including their weapons' stats).

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 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 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 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 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.