Chaos
Plague Marines
Security/Seek And Destroy
Corrupted sons of Mortarion, Plague Marines are suffused and bloated with rot and disease. Though compact and slow moving, Plague Marines are horrifyingly resilient, trudging relentlessly towards their objectives while spreading contagion in their wake.
Faction Rules
*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.
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.
Operatives
Strategic Ploys
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.
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.
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)
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
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 is treated as a fail and they cannot re-roll it.
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.
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.
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).
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):
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Blight Grenade | 4 | 4+ | 2/4 | 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.
Ammo Cache (x1)
Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:
One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
Before the battle, you can set up one of your Comms Device markers wholly within your territory.
While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives
(e.g. ‘select one friendly operative within 6"’ would be 9" instead).
Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.
The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.
Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).
Operatives connected to the inside of it can perform the following unique action during the battle:
The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of
other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,
or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.
In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed
or at the end of the turning point (whichever comes first).
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 | Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 | Rng 6", Piercing 1, Saturate |
Breaching Charge
Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Building Your Roster
A PLAGUE MARINES KillTeam is composed of: - 1 PLAGUE MARINE CHAMPION operative - 5 PLAGUE MARINE operatives selected from the following list: - BOMBARDIER - FIGHTER - HEAVY GUNNER - ICON BEARER - MALIGNANT PLAGUECASTER - WARRIOR Your kill team can only include each operative on this list once