Plague Marines - Kill Team Rules

Faction Rules

Astartes

During each friendly **PLAGUE MARINE** operative's activation, it can perform either two **Shoot** actions or two **Fight** actions. If it's 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.

Poison

Some weapons in this team's rules have the Poison weapon rule. **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 doesn't already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

Toxic

Some weapons in this team's rules have the Toxic weapon rule. **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.

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.

Operatives

Plague Marine Champion

APL 3 · Move 5" · Save 3+ · Wounds 15

Keywords: PLAGUE MARINE, CHAOS, HERETIC ASTARTES, LEADER, CHAMPION

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 Bombardier

APL 3 · Move 5" · Save 3+ · Wounds 14

Keywords: PLAGUE MARINE, CHAOS, HERETIC ASTARTES, BOMBARDIER

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 Fighter

APL 3 · Move 5" · Save 3+ · Wounds 14

Keywords: PLAGUE MARINE, CHAOS, HERETIC ASTARTES, FIGHTER

Flail. Inflict D3+2 damage on each other operative that's both visible to and within 2" of this operative. Roll separately for each: if it's 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 Heavy Gunner

APL 3 · Move 5" · Save 3+ · Wounds 14

Keywords: PLAGUE MARINE, CHAOS, HERETIC ASTARTES, HEAVY GUNNER

Plague Marine Icon Bearer

APL 3 · Move 5" · Save 3+ · Wounds 14

Keywords: PLAGUE MARINE, CHAOS, HERETIC ASTARTES, ICON BEARER

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.

Malignant Plaguecaster

APL 3 · Move 5" · Save 3+ · Wounds 14

Keywords: PLAGUE MARINE, CHAOS, HERETIC ASTARTES, PSYKER, MALIGNANT PLAGUECASTER

Poisonous Miasma. **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 doesn't already have one). If it already has one, inflict 3 damage on that enemy operative instead. This operative cannot perform this action while within control range of an enemy operative.

Putrescent Vitality. **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. This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.

Plague Marine Warrior

APL 3 · Move 5" · Save 3+ · Wounds 14

Keywords: PLAGUE MARINE, CHAOS, HERETIC ASTARTES, WARRIOR

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

Strategy Ploys

Contagion

Subtract 2" from the Move stat of an enemy operative and worsen the Hit stat of its weapons by 1 (this isn't 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's visible to (or vice versa) and within 3" of a friendly **PLAGUE MARINE** **ICON BEARER** operative.

Lumbering Death

Whenever a friendly **PLAGUE MARINE** operative is shooting or fighting during an activation in which it hasn't moved more than 3", or whenever it's retaliating, its weapons have the Ceaseless weapon rule.

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's 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.

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

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 doesn't already have one).

Poisonous Demise

Use this firefight ploy when a friendly **PLAGUE MARINE** operative is incapacitated, before it's 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

Use this firefight ploy when an attack dice inflicts damage on a friendly **PLAGUE MARINE** operative. Until the end of the activation or 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 don't need to roll.

Curse of Rot

Use this firefight ploy when a friendly **PLAGUE MARINE** operative is shooting against or fighting 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.

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):

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).