The Hive Corrupted

Common Abilities and Options

Astartes:
During each friendly HIVE 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 HIVE MARINE operative can counteract regardless of its order.

*Poison:
In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against (excluding friendly HIVE 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.

Disgustingly Resilient:
Whenever an attack dice inflicts damage of 3 or more on a friendly HIVE MARINE operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.

Eq: Ripper Rounds:
Friendly HIVE MARINE operatives' boltguns and bolt pistols have the Poison and Severe weapon rules

Eq: Infection Grenade:
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

Operatives

1. Hive Marine Champion
Hive Marine 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
Astartes*PoisonGrandfather's Blessing*ToxicDisgustingly Resilient
Options
Eq: Ripper RoundsEq: Infection Grenade

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).

*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.

HIVE MARINE, CHAOS, HERETIC ASTARTES, LEADER, CHAMPION
2. Malignant Plaguecaster
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 Resilient1AP: Poisonous Miasma1AP: Putrescent Vitality*Poison
Options
Eq: Ripper RoundsEq: Infection Grenade

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.

HIVE MARINE, CHAOS, HERETIC ASTARTES, PSYKER, MALIGNANT PLAGUECASTER
3. Hive Marine Heavy Gunner
Hive Marine Heavy Gunner
A 3
M 5"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Plague Spewer (Rng 7", Sat, Severe, Tor 2", *Poison)
5
2+
3/3
Fists
4
3+
3/4
Abilities
Disgustingly Resilient*PoisonAstartes
Options
Eq: Ripper RoundsEq: Infection Grenade
HIVE MARINE, CHAOS, HERETIC ASTARTES, HEAVY GUNNER
4. Hive Marine Fleshbound
Hive Marine Fleshbound
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Heavy Autocannon (Ceaseless, Tor1",)
5
3+
5/6
Visage of Horror (Rng6", Dev 4, Hvy(Repos), Prc 2, *Visage of Horror)
5
4+
6/3
Crushing Claws (Brutal, Shock)
4
3+
6/8
Abilities
Towering SizeBulkyTrait: ToughAllegiance: Chaos"Visage of HorrorExtra Defence
Options
Eq: Ripper RoundsEq: Infection Grenade

Towering Size: In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Trait: Tough: Some operatives are exceptionally hardy, capable of enduring even in the face of horrific wounds. Such a trait may be due to thickened endoskeletons, reinforced subsystems or even supernatural warding.

Whenever an attack dice inflicts damage of 4 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

Allegiance: Chaos: Let The Galaxy Burn:

Whenever a Chaos NPO or friendly Chaos Nemesis operative is wholly within enemy territory, its weapons have the Balanced weapon rule.

"Visage of Horror: Whenever within firing range of an ENEMY OPERATIVE this weapon will be used in place of the Heavy Autocannon

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

NEMESIS - MEDIUM, HIVE MARINE, CHAOS, HERETIC ASTARTES, WARRIOR

Reserves

Hive Marine Bombardier
Hive Marine Bombardier
A 3
M 5"
S 3+
W 14/14
HIVE MARINE, CHAOS, HERETIC ASTARTES, BOMBARDIER
Hive Marine Fighter
Hive Marine Fighter
A 3
M 5"
S 3+
W 14/14
HIVE MARINE, CHAOS, HERETIC ASTARTES, FIGHTER
Hive Marine Icon Bearer
Hive Marine Icon Bearer
A 3
M 5"
S 3+
W 14/14
HIVE MARINE, CHAOS, HERETIC ASTARTES, ICON BEARER
Hive Marine Warrior
Hive Marine Warrior
A 3
M 5"
S 3+
W 14/14
HIVE MARINE, CHAOS, HERETIC ASTARTES, WARRIOR

Equipment

Bio Reslience

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

Ripper Rounds

Friendly HIVE MARINE operatives' boltguns and bolt pistols have the Poison and Severe weapon rules

Spore Vents

Whenever an enemy operative is activated within 3" of a friendly HIVE MARINE operative:

  • If that enemy operative doesn’t have one of your Poison tokens, roll one D3: on a 3, it gains one.
  • If hat enemy operative has one of your Poison tokens, inflict D3 damage on it (instead of 1).
Infection Grenade

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

Ploys

Curse of Infection
Firefight Ploy

Use this firefight ploy when a friendly HIVE 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.

Spore Infection
Firefight Ploy

Use this firefight ploy when a friendly HIVE 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 HIVE 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 HIVE 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).

Cloud of Spores
Strategy Ploy

Place one of your Cloud of Spores markers in the killzone. Whenever an operative is shooting a friendly HIVE 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 HIVE MARINE operatives. It is visible to (or vice versa) and within 3" of a friendly HIVE MARINE ICON BEARER operative.

Lumbering Death
Strategy Ploy

Whenever a friendly HIVE 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)

Abhorrent
Strategy Ploy

Select one enemy operative within 3" of a friendly HIVE MARINE operative, or one enemy operative that has one of your Poison tokens and is within 7" of a friendly HIVE MARINE operative. Until the end of the selected operative’s next activation, subtract 1 from its APL stat.

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.