The Plague Lord
To serve the Plague Lord is to embrace decay, resilience, and inevitable suffering. His followers endure what would kill lesser beings, their bodies rotting yet unyielding, sustained by foul blessings and crawling vitality.
Gameplay Changes
- The Plague Lord now uses the new Favour of the Gods system:
- Angered: fighters may suffer a Flesh Wound the first time they activate
- Watching: fighters may re-roll a single Injury dice
- Pleased: fighters may re-roll a single Injury dice, and may recover 1 Wound on first activation on a 4+
- Plague Zombies are now recruited while the gods are Watching or Pleased.
- Plague Zombies have changed:
- Toughness increased from 3 to 4
- they no longer ignore Flesh Wounds on Injury dice
- instead, Flesh Wounds become Seriously Injured
- Seriously Injured Plague Zombies automatically recover in the Recovery phase
- Blaze interaction has been rewritten so they do not move randomly, still suffer damage, and cannot put the fire out
- Dark Bargain has changed:
- if the pact is broken, the fighter now suffers a Flesh Wound every time they activate
Patron Bonus
Leader Bonus: +1 Wound
Spawn Bonus: +1 Toughness
Gang Drawback: Any fighter that is taken Out of Action the first time they are hit must roll twice on the Lasting Injury table and apply the higher result.
The Plague Lord preserves — but never without cost.
The Gods’ Favour
The Gods Are Angered:
The first time each fighter activates during a battle, roll a D6. On a 1-3, they immediately suffer a Flesh Wound.
The Gods Are Watching:
When suffering from an Injury roll, this fighter may re-roll a single dice. The second result must be kept, even if it is worse.
The Gods Are Pleased:
The first time each fighter activates during a battle, roll a D6. On a 4+, they immediately recover 1 Wound (to a maximum of their starting value).
When suffering from an Injury roll, this fighter may re-roll a single dice. The second result must be kept, even if it is worse.
Cultist
If the gang’s Favour Level is Watching or Pleased, it may recruit Plague Zombies.
Plague Zombie
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 5+ | 6+ | 3 | 4 | 1 | 6+ | 1 | 12+ | 4+ | 6+ | 12+ |
Special Rules: Gang Fighter (Ganger), Wild Element, Zombie
Special Rules
Wild Element: Even one Plague Zombie needs many handlers. The number of Plague Zombies must be kept in a 1:2 ratio with all other fighters. Additionally, treat this fighter as a Spawn for the purposes of the Favour Table (cannot be spawned nor benefit from buffs).
Zombie:
- Cannot be Pinned and automatically pass any Cool checks they are required to take.
- Cannot be made insane.
- If an injury dice is rolled against them, Treat Flesh Wounds as Seriously Injured results.
- In the Recovery phase, Seriously Injured Zombies automatically recover.
- While subject to Blaze, this fighter does not move randomly and may act as normal, but cannot attempt to put out the fire and still suffers the damage.
- Plague Zombies never gain XP.
Skill Access
Plague Zombies may never gain skills.
Equipment
A Plague Zombie may only be equipped with the following:
| Item | Credits |
|---|---|
| CLOSE COMBAT WEAPONS | |
| Axe | 10 |
| Heavy Club | 5 |
| Cleaver | 5 |
Dark Bargain
Dark Resilience: Increase this fighter’s Toughness by 1.
Pact Requirement: The fighter will not roll an Injury dice the first time they are hit in a battle.
If this pact is broken, the Plague Lord withdraws his protection. Each time this fighter is activated, they immediately suffer a Flesh Wound.
Cursed Spawning
A fighter created through Cursed Spawning gains the Plague Carrier special rule.
Plague Carrier: Enemy fighters activating within 3” of this fighter must make a Toughness test. If failed, they suffer a Flesh Wound.
Forbidden Summoning
Pustulent Shambler
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 3+ | 6+ | 4 | 5 | 3 | 5+ | 2 | 9+ | 6+ | 7+ | 9+ |
Special Rules: Warp Entity, Disgustingly Resilient
Skills: Nerves of Steel, True Grit, Ironman
Equipment: Haemophagic Blade
Special Rules
Disgustingly Resilient: Each time this fighter suffers damage, roll a D6 for each point of damage. On a 5+, that damage is ignored.
Ascension
A fighter granted Ascension gains Bountiful Decay:
Bountiful Decay: This fighter cannot be Seriously Injured. Injury dice results of Seriously Injured count as Flesh Wounds, and Out of Action (skulls) count as 2 Flesh Wounds instead.
Additionally, Move actions become Basic actions.
To rot is not to die. To endure is to be chosen.