Whenever the rules are unclear, use common sense and personal preference. Have fun!
Roll one six-sided die, and if you score the unit‘s Quality value or higher, then it‘s a success.
Regardless of modifiers, rolls of 6 are always successes, and rolls of 1 are always failures.
Whenever a rule tells you to re-roll a dice result, simply pick up the number of dice you have to re-roll, and roll them again. The result of the second roll is the final result, even if it’s worse than the first.
In the rules, individual miniatures are referred to as models, whilst groups of one or more models are referred to as units.
This means that when a rule applies to a unit it applies to all miniatures within that unit, whilst if a rule applies to a model it only applies to one individual miniature.
Throughout the game there are going to be rules that apply modifiers to your die rolls. These will usually raise or lower the value of a unit’s roll results by either +1 or -1, but the exact number may vary.
Whenever a modifier applies to one of your rolls, simply add or subtract the value from the roll and the new value counts as the final result, however a roll of 6 always counts as a success and a roll of 1 always counts as a fail, regardless of how much it is being modified by.
Whenever a "marker" is mentioned, it means that an element is placed on a model or unit on the battlefiels that it relates to. Markers bear the name of the effect to which the unit is subject.
Find a printable sheet with all relevant markers here.
In Plaguetide the players manage their operatives with a character-sheet. To mark different ressources tokens are used.
Whenever a "token" is mentioned, it means that a player has to manipulate the token-count on the given ressource.
Tokens can be anything which covers a token-space on the operatives character-sheet. We suggest half-round glas nuggets.
To understand the managment of tokens have a look at this example.
As the first action the player chooses a move-action. This consumes two action-points.
The player moves the tokens from their spots. Three actions are left.
While most tokens stand for a specific ressource there are others that don't.
Combat Ability and Blitz are counters. These tokens are removed completely additionally to the action-points on activation of the ability.
On the start of every new turn, one token is returned.
Models may cross gaps up to 1" wide or drop off elevation up to 3" high as regular movement, but they must jump to cross gaps or drop off elevation of up to 5". Roll X+1 dice trying to score 3+, where X is one die for every full 3" it wants to move. If all rolls are successes, the model may cross the distance, without counting it towards its move. If any roll is failed the model falls the full distance instead.
If a model falls off an elevated position at least 4" tall, then it takes 1 hit with AP(X), where X is AP(+1) for every full 3" it fell. Then place the model within 2" of the bottom of the elevation.
For each hit units roll one die trying to score their Defense value or higher. Each fail causes the loss of one health.
On an unmodified roll of a [6] on a Quality-Test (BS/WS) a critical hit is scored. A defense roll is never allowed for damage caused by a critical hit.
Units have profiles which describe their abilities.
Check the operatives profiles on their profiles page.
Operatives DatasheetsCheck the enemys profiles on their profiles page.
Horde DatasheetsThe distance a model/unit can move in inches.
A Quality-Test to deflect incoming damage.
The number of hits a model can get before taking health damage. See Toughness
The number of health a model can loose before going Down.
The number of times an operative can go Down before he is Captured.
The range a weapon can reach in inches.
Roll one Quality-Test per attack.
Worsen a Defense roll by this amount.
The damage caused by one unsaved attack.
The amount of ammo-tokens for this weapon.
see Special Rules.
The game is played in turns.
A turn starts with the first action of an operative and ends, when the GW finishes all of his actions.
The players start with all their actions followed by the GM.
The operative players can arrange who is going to activate with which action. Neither player needs to spend all of his action-points in one activation. The players can alternate with their activations.
During an activation one unit performs actions according to its abilities and action-points.
Action | Cost | Explanation |
Move |
2 | Move a model accordingly to its [M]. |
Shoot (Aimed) |
2 | Roll ranged attacks with weapon profile Aimed. |
Shoot (Hip) |
1 | Roll ranged attacks with weapon profile Hip. |
Fight |
2 | Make one move-action. The model has to end its movement in base-to-base-contact with at least one enemy model. Roll melee attacks with one selected weapon profile. |
Charge |
3 | Make two move-actions. The model has to end its movement in base-to-base-contact with at least one enemy model. Make a Fight-action. |
Help |
2 |
Base-to-base. Help up a pinned, downed or captured operative.
|
Use |
1 |
Base-to-base.
|
Combat Ability |
2 | Use your operative’s combat-ability. See Special Tokens |
Blitz |
1 | Use your operative’s blitz-ability. See Special Tokens |
Quell |
1 | Quell two Warp-tokens from your Warp-token-stack. |
Reload |
1 | Shift ammo-tokens from ammunition to magazine. |
Hold |
1 | Get back all toughness-tokens. |
Dodge |
1 | After an attack is allocated to the operative. Worsen the Quality-test of this attack by 1. |
Block |
2 | After an attack is allocated to the operative. Worsen the Quality-test of this attack by 1. Ignore the first hit taken on a roll of 3+. |
Overwatch |
2 | Make a Shoot-action with one selected weapon profile after the GM placed reinforcements but before the first GM activation. Place an Overwatch-marker at the operatives model. |
Operate |
1-3 | Base-to-base. Operate a mission objective. |
Operatives can have different statuses during the game.
The normal status where operatives can utilize all their action-points.
Psykers do not use ammunition as they have the warp as an unlimited resource. However the warp is a dangerous energy-source and using it can cause severe damage to the pskyer.
Whenever two or more ready operatives are max. 3 inches apart from each other, they count as being in coherence. Use a tape measure or a template to check coherency.
Combat abilities are powerful actions to support the team in dangerous situations.
Blitz-abilities are small actions which can have a huge impact in a critical situation.
This unit can be placed anywhere on the board out of 9" from any operative.
This weapon causes an area effect (Fire, Grenade, Psychic). The target model/unit and all models/units within X" get Y hits. Each attack ignores cover. Area attacks can never be critical hits.
Add X bleed-markers to a unit, which was wounded with this attack. If this unit is activated, it may perform all his actions. Afterwards count the bleed-markers and allocate this amount of critical hits to the unit. Then remove all bleed-markers. One unit can never have more than 6 bleed-markers.
Each attack ignores cover and multiplies hits by X. Must split all hits evenly among enemy models within 3" of a single model (target picks how). Blast attacks can never be critical hits.
A unit with this rule may do a melee-attack in the operatives turn after all action-points are spend. The unit needs to be in combat already.
Hits from unmodified rolls of [6] are multiplied by 2 (only the original hit counts as a 6).
If a Pin-Attack hits a model it counts as Pinned.
When taking a health-damage, roll one die for each damage taken. On a X+ the damage is ignored.
Hits from unmodified rolls of [6] are multiplied by 2 (only the original hit counts as a 6).
Units hit by a weapon with this rule get the status Stunned. Mark the unit with one Stun-token.
If an operative loses health during the attack of a weapon with this rule, place a suppression-marker on the operatives sheet, blocking one action-point for the next turn.
This model may activate before overwatch-actions.
If a Throw-attack hits a model, this model is thrown away X" into a random direction. Roll a scatter-die to determine the direction and place the model.
Half all damage allocated to the model rounding up.
It needs two Stun-tokens in one turn applied to this unit to count as Stunned.
"Warp X" are flexible Warp-attacks, which can have 1 to 3 Warp-tokens. The number can be chosen by the pskyer.
Before the game starts, the GM explains the mission and the board.
On the start of a new turn the GM checks all the operatives' stacks and statuses.
Run the following sequence on GMs activation:
The GMs units do not operate with action-points.
Every unit can perform two actions.