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Chaos Space MarinesPlague Marines
7

Plague Marines

NAME M WS BS S T W A Ld Sv
Plague Marine 5" 3+ 3+ 4 5 1 1 7 3+
Plague Champion 5" 3+ 3+ 4 5 1 2 8 3+
This unit contains 1 Plague Champion and 4 Plague Marines. It can include up to 2 additional Plague Marines (Power Rating +3), up to 5 additional Plague Marines (Power Rating +6), up to 10 additional Plague Marines (Power Rating +11) or up to 15 additional Plague Marines (Power Rating +16). Each model is armed with a plague knife, boltgun, blight grenades and krak grenades.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Blight launcher
24"
Assault 2
6
-2
D3
You can re-roll wound rolls of 1 for this weapon.
0
Bolt pistol
12"
Pistol 1
4
0
1
-
0
Boltgun
24"
Rapid Fire 1
4
0
1
-
14
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
7
Plague belcher
9"
Assault D6
4
0
1
You can re-roll wound rolls of 1 for this weapon. This weapon automatically hits its target.
15
Plague spewer
9"
Heavy D6
5
-1
1
You can re-roll wound rolls of 1 for this weapon. This weapon automatically hits its target.
11
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
5
Bubotic axe
Melee
Melee
+1
-2
1
You can re-roll wound rolls of 1 for this weapon.
10
Flail of corruption
Melee
Melee
+2
-2
2
You can re-roll wound rolls of 1 for this weapon. Make D3 hit rolls each time you attack with this weapon, instead of only 1. Excess damage from this weapon is not lost; instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target is destroyed.
15
Great plague cleaver
Melee
Melee
x2
-3
D6
You can re-roll wound rolls of 1 for this weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
7
Mace of contagion
Melee
Melee
+2
-1
3
You can re-roll wound rolls of 1 for this weapon. When attacking with this weapon, you must subtract 1 from the hit roll.
0
Plague knife
Melee
Melee
User
0
1
You can re-roll wound rolls of 1 for this weapon.
1
Plaguesword
Melee
Melee
User
0
1
You can re-roll failed wound rolls for this weapon.
9
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Blight grenade
6"
Grenade D6
3
0
1
You can re-roll wound rolls of 1 for this weapon.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
WARGEAR OPTIONS
 • The Plague Champion may replace his plague knife with a plaguesword.
 • The Plague Champion may replace his boltgun with a bolt pistol, a plasma pistol or a plasma gun.
 • The Plague Champion may take a power fist.
 • Up to two Plague Marines can each replace their boltgun with either a plague spewer, a plague belcher, a blight launcher, a meltagun or a plasma gun.
 • Any Plague Marine can replace their boltgun with either a bubotic axe or a second plague knife.
 • Up to two Plague Marines can each replace their boltgun with a mace of contagion and a bubotic axe.
 • Up to two Plague Marines can each replace their boltgun with either a great plague cleaver or a flail of corruption.
 • One Plague Marine with a boltgun or with two plague knives may also take an Icon of Despair.
 ◦ The Plague Champion may replace his bolt pistol and boltgun with a power fist and a plasma gun, or with items from the Champion Equipment list.
 ◦ One Plague Marine in the unit may take an Icon of Despair.
 ◦ Up to two Plague Marines may take a plasma pistol, or replace their boltgun with a blight launcher or one item from the Special Weapons list.
ABILITIES
Death to the False Emperor

Vectors of Death and Disease: A Plague Marine equipped with two plague knives, a plague knife and a bubotic axe, or a mace of contagion and a bubotic axe, has an Attacks characteristic of 2 instead of 1.

Disgustingly Resilient: Each time a model in this unit loses a wound, roll a D6; on a roll of 5 or 6, the model does not lose that wound.
FACTION KEYWORDS
CHAOS, NURGLE, HERETIC ASTARTES, <LEGION>
KEYWORDS
INFANTRY, PLAGUE MARINES
Does not include wargear
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
single/pair
Champion Equipment

The champion can take up to two weapons chosen from the following list:

 • Bolt pistol
0
 • Chainaxe
1
 • Chainsword
0
 • Lightning claw
 • Plasma pistol
5
 • Power axe
5
 • Power fist
9
 • Power maul
4
 • Power sword
4

One of the champion’s weapons can be chosen from the following list:

 • Boltgun
0
 • Combi-bolter
2
 • Combi-flamer
8
 • Combi-melta
15
 • Combi-plasma
11
Special Weapons
 • Flamer
6
 • Meltagun
14
 • Plasma gun
11
Death to the False Emperor

The seething hatred that Chaos Space Marines harbour for the Corpse Emperor and his weakling Imperium is a weapon unto itself.

Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.
Army List

This datasheet has Elites Battlefield Role. Full list of Chaos Space Marines units sharing same Battlefield Role follows:

© Vyacheslav Maltsev 2013-2019