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Mark of the Xenos (2011), p112 — Plaguebearer

The Lesser Daemons of Nurgle are shambling, pustulent creatures known as Plaguebearers. These daemons have gangling, bony limbs, their bodies swollen with decay, so much so that glistening innards are exposed through rents in their skin. They possess a single, cyclopean eye and a single horn rising above their haggard, drawn faces, their bodies covered in filth and parasites. Despite the Plaguebearers' unusual appearance, they are supernaturally resilient to harm, the gifts of their master having inured them to all pain. Plaguebearers are constantly surrounded by clouds of droning flies and chant monotonous hymns, their gait a staggering lope. Their sonorous voices attempt to keep count of the number of noxious plagues unleashed by Nurgle; an impossible task, for the Grandfather of Plagues constantly invents new strains of viruses.

Plaguebearers carry rusted, heavy blades known as plagueswords. These weapons are infused with foul infections and toxins that can make the merest scratch fatal. These daemons are solemn, cruelly efficient warriors in battle, hideously effective at any war of attrition. They also serve as the Tallymen of Nurgle, eternally bound to record all of their dark god's pestilential creations. Many believe that Plaguebearers are in fact created by such diseases, incubating within plague victims and feeding upon their dying energies, only to later fully emerge from their heaped bodies.

Plaguebearer (Elite) Profile

Speed: 3/6/9/18

Wounds: 30

Skills: Awareness (Per), Psyniscience (Per), Scholastic Lore (Numerology) (Int), Speak Language (any one).

Talents: Crippling Strike, Fearless.

Traits: Daemonic (TB 10), †Daemonic Presence, Fear (2), From Beyond, Improved Natural Weapons, Natural Weapons (Claws), Regeneration (1), Strange Physiology, Unnatural Strength (x2), Unnatural Toughness (x2), Warp Instability.

†Daemonic Presence: All enemies within 10 metres of a Plaguebearer suffer a -10 penalty to Willpower Tests in the area.

Weapons: Plaguesword (1d10+13; Pen 1; Felling 1, Toxic), Claws (1d10+8; Pen 2; Toxic).

Special Rules

Cloud of Flies: All those within 5 metres take a -10 penalty to Weapon Skill and Ballistic Skill Tests as choking clouds of buzzing, biting flies attack every exposed inch of flesh.

Report from Watch Captain Brand

Brother Librarian,
When you asked me to share anything I knew about the enemies we regularly confront in the Reach, one incident in particular came to mind. I led a Kill-team on a mission for Inquisitor Quist, the details of which I am not at liberty to discuss. The course of our mission took us to an orbital station above a world in the Acheros Salient - we found the station to be dead in space, with only silence answering our vox-hails. My Battle-Brothers and I scoured the station starting from the uppermost decks, but we found nothing... only empty cells and eerily quiet corridors. In the lower decks our auto-senses registered movement, and my Kill-team's Apothecary warned us of rapidly increasing toxin levels. We discovered the crew of the station jammed into a relatively small chamber, their bodies bloated with pestilence, all having been slain by a particularly virulent virus. Not long after this discovery, we faced a group of daemons, each with a single rheumy eye and a black, twisted horn. These daemons were extremely difficult to destroy, and massed bolter fire was needed to take them down one by one, with the last falling to a blow from my powerfist... although it nearly seemed as if more than one swing would be necessary, for these daemons are seemingly immune to any pain or discomfort, even from missing limbs or wounds that would otherwise despatch an enemy. Eventually, we purged the station by opening that chamber to vacuum, then re-sealing it and cleansing each room with flamers.