Stats for a Plague Spewer

By Rationalinsanity, in Deathwatch Gamemasters

So I have been drawing up stats for the main opponents of the Second Act of my campaign and I decided to throw in a Plague Marine as an opponent for the Black Templar Assault Marine in the group. While the character is a blast to write dialogue for (he is quite willing to engage in philosophical discussion and is rather polite) I am having trouble on what to give him as a weapon.

I eventually settled on a Plague Spewer as a ranged weapon but I'm not sure how it would work. I suppose I could have it operate like a Flamer but I am not sure about damage or side effects.

I want this character to be a serious threat to an individual Battle-Brother of around rank 3-4. With this in mind does anyone have ideas for fleshing out a Plague Spewer?

Thanks.

If you were feeling nasty, you could have it start eating through power armour.

That is a bit mean, though. I'd probably go for flamer-like stats, plus Toxic, and using the 'on fire' rules to represent ongoing effects, with different flavour text.

I'd also give a corruption point to anyone, each time they were damaged by it.

That sounds like it could work out. I might allow a Willpower test to avoid the Corruption Point; if only to shove into the Assault Marines heads that the stat is actually important and that having it lower than the average Imperial Guard LT is just asking for trouble...... Thanks for the advice.

give him unnatural x3 ou x4.

an Elite Nurgle marine should be extremely hard to kill able to stay in the tick of it for a while. You may make him less dangerous on the DMG output, he may throw around lots of corruption but little real damage etc.

- Add the nurglings, vile little creatures that try to slip behind the armors, etc.

I've got his endurance down pat; Toughness well into the 70s at Unnatural 3 (I'm considering making it 4) plus he has what is basically corrupted Artificer Armor. I was thinking about giving him resistance to psyker abilites (his God opposing Tzeentch and all) as well as total immunity to any envirormental effect short of orbital reentry and hard vac. He is certainly going to be the "unbreakable object" in the cult. Well him and the Fallen with Terminator Armor and and a Thunder Shield.

I'm also going to give him Undying and the Stuff of Nightmares (per the suggestions regarding Marks of Nurgle). Does 35-40 wounds sound reasonable?

Khorne is the direct opposite of tzench not nurgle.

Slanesh is the direct opposite, so he should resist temptations etc.

crisaron said:

Khorne is the direct opposite of tzench not nurgle.

Slanesh is the direct opposite, so he should resist temptations etc.

I am almost positive that this is not the case. Tzeentch is constant change to Nurgle's static decay (or hope VS despair) while Khorne is outward expression VS Slaanesh's internal desire.

Several 40k works state this; including the Dark Heresy rulebook on page 241.

Khone is opposed to Slaanesh, Nurgle to Tzeench.

That said; high resistance to Psyker abilities is traditionally the domain of Khorne, not Nurgle. Khorne doesn't think much to sorcery, so his guys are typically highly resistant to it as part of their niche abilities.

True, I suppose Nurgle is more generic hardiness than specifically resistiant to powers. I'm just trying to find ways to prevent the Librarian on the team from turning everything I throw at them into dust without any effort.

Yeah that is it, Khorne hates sorcery not opposite to Tzench...

Give the Libby enough other things to worry about, and that may solve the problem.

Hordes of Nurglings that take half damage from 'non magical weapons' should mean that the Librarian maybe focuses on those, depending on the type of player he is.

Clouds of insects swarming around, their buzz somehow disturbing and deeply *wrong*, resulting in -10WP to everyone in the area might help, too.

Increase the chance of perils of the warp. All doubles automatically take you to perils rather than phenomenon because reality is thin in his sanctum

it could be a sorcerer too, the taint of Nurgle could be too strong to pull on the warp without causing direct issues (2 point of exaustion right away etc)