Below you will find a list of the operatives that make up a PLAGUE MARINE kill team, including, where relevant, any weapons specified for that operative.
1 PLAGUE MARINE CHAMPION operative
5 PLAGUE MARINE operatives selected from the following list:
Your kill team can only include each operative on this list once.
| Nom | A | T | D | Règles | |
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Lethal 5+, Piercing 1, Range 8", Hot | |
| Lethal 5+, Piercing 1, Range 8", Hot | |||||
| Plague sword | 5 | 3+ | 4/5 | Severe, Poison*, Toxic* | |
| Severe, Poison*, Toxic* | |||||
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).
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.
| Nom | A | T | D | Règles | |
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Lethal 5+, Piercing 1, Range 8", Hot | |
| Lethal 5+, Piercing 1, Range 8", Hot | |||||
| Plague sword | 5 | 3+ | 4/5 | Severe, Poison*, Toxic* | |
| Severe, Poison*, Toxic* | |||||
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).
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.
| Nom | A | T | D | Règles | |
| Entropy | 4 | 3+ | 3/7 | Severe, Range 7", PSYCHIC, Saturate, Poison* | |
| Severe, Range 7", PSYCHIC, Saturate, Poison* | |||||
| Plague wind | 6 | 3+ | 2/3 | Severe, PSYCHIC, Saturate, Torrent 1", Poison* | |
| Severe, PSYCHIC, Saturate, Torrent 1", Poison* | |||||
| Corrupted staff | 4 | 3+ | 3/4 | Shock, Stun, Severe, PSYCHIC, Poison* | |
| Shock, Stun, Severe, PSYCHIC, Poison* | |||||
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.
An operative cannot perform this action while within control range of an enemy operative.
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.
| Nom | A | T | D | Règles | |
| Entropy | 4 | 3+ | 3/7 | Severe, Range 7", PSYCHIC, Saturate, Poison* | |
| Severe, Range 7", PSYCHIC, Saturate, Poison* | |||||
| Plague wind | 6 | 3+ | 2/3 | Severe, PSYCHIC, Saturate, Torrent 1", Poison* | |
| Severe, PSYCHIC, Saturate, Torrent 1", Poison* | |||||
| Corrupted staff | 4 | 3+ | 3/4 | Shock, Stun, Severe, PSYCHIC, Poison* | |
| Shock, Stun, Severe, PSYCHIC, Poison* | |||||
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.
An operative cannot perform this action while within control range of an enemy operative.
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.
| Nom | A | T | D | Règles | |
| Boltgun | 4 | 3+ | 3/4 | ||
| Fists | 4 | 3+ | 3/4 | ||
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 (see right).
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.
| Nom | A | T | D | Règles | |
| Boltgun | 4 | 3+ | 3/4 | ||
| Fists | 4 | 3+ | 3/4 | ||
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 (see right).
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.
| Nom | A | T | D | Règles | |
| Flail of Corruption | 5 | 3+ | 4/5 | Brutal, Shock, Severe, Poison* | |
| Brutal, Shock, Severe, Poison* | |||||
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).
This operative cannot perform this action while it has a Conceal order, or during an activation in which it has performed more than one Fight action, and it cannot perform more than one Fight action during an activation in which it performs this action.
| Nom | A | T | D | Règles | |
| Flail of Corruption | 5 | 3+ | 4/5 | Brutal, Shock, Severe, Poison* | |
| Brutal, Shock, Severe, Poison* | |||||
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).
This operative cannot perform this action while it has a Conceal order, or during an activation in which it has performed more than one Fight action, and it cannot perform more than one Fight action during an activation in which it performs this action.
| Nom | A | T | D | Règles | |
| Plague spewer | 5 | 2+ | 3/3 | Severe, Range 7", Saturate, Torrent 2", Poison* | |
| Severe, Range 7", Saturate, Torrent 2", Poison* | |||||
| Fists | 4 | 3+ | 3/4 | ||
| Nom | A | T | D | Règles | |
| Plague spewer | 5 | 2+ | 3/3 | Severe, Range 7", Saturate, Torrent 2", Poison* | |
| Severe, Range 7", Saturate, Torrent 2", Poison* | |||||
| Fists | 4 | 3+ | 3/4 | ||
| Nom | A | T | D | Règles | |
| Bolt pistol | 4 | 3+ | 3/4 | Range 8" | |
| Range 8" | |||||
| Plague knife | 5 | 3+ | 3/4 | Severe, Poison* | |
| Severe, Poison* | |||||
Whenever this operative is within your opponent's territory, the Contagion strategy ploy costs you 0CP.
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.
| Nom | A | T | D | Règles | |
| Bolt pistol | 4 | 3+ | 3/4 | Range 8" | |
| Range 8" | |||||
| Plague knife | 5 | 3+ | 3/4 | Severe, Poison* | |
| Severe, Poison* | |||||
Whenever this operative is within your opponent's territory, the Contagion strategy ploy costs you 0CP.
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.
| Nom | A | T | D | Règles | |
| Boltgun | 4 | 3+ | 3/4 | Toxic* | |
| Toxic* | |||||
| Plague knife | 4 | 3+ | 3/4 | Severe, Poison* | |
| Severe, Poison* | |||||
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.
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.
| Nom | A | T | D | Règles | |
| Boltgun | 4 | 3+ | 3/4 | Toxic* | |
| Toxic* | |||||
| Plague knife | 4 | 3+ | 3/4 | Severe, Poison* | |
| Severe, Poison* | |||||
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.
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.
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.
Some weapons in this team’s rules have the Poison weapon rule.
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.
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.
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:
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.
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.
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.
Use this firefight ploy during a friendly PLAGUE MARINE operative’s activation or counteraction, before or after it performs an action. Select one of the following:
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.
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 don’t need to roll.
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 cannot be retained as a success and they cannot re-roll it.
You can ignore any changes to the stats of friendly PLAGUE MARINE operatives from being injured (including their weapons’ stats).
Friendly PLAGUE MARINE operatives have the following ranged weapon (you cannot select it for use more than twice during the battle):
| Nom | A | CT | D | |
|---|---|---|---|---|
| Blight grenade | 4 | 4+ | 2/4 | |
| Règles | Blast 2", Severe, Range 6", Saturate, Poison* | |||
Friendly PLAGUE MARINE operatives’ boltguns and bolt pistols have the Poison and Severe weapon rules.
Whenever an enemy operative that has one of your Poison tokens is activated within 3" of a friendly PLAGUE MARINE operative, inflict D3 damage on it (instead of the normal 1).