Gellerpox Infected - Kill Team Rules

Faction Rules

Techno-Curse

At the end of the Select Operatives step, select one **TECHNO-CURSE** for friendly **GELLERPOX INFECTED** operatives to gain for the battle. Whenever an enemy operative is within your selected **TECHNO-CURSE**'s infection range, that enemy operative is affected by the symptom of the selected **TECHNO-CURSE**. Each **TECHNO-CURSE**, its infection range and its symptom is listed below:

Mutoid Vermin

**MUTOID VERMIN** operatives cannot perform any actions other than **Charge**, **Dash**, **Fall Back**, **Fight**, **Reposition** and **Shoot**, or use any weapons that aren't on their datacard. They can perform the **Fall Back** action for 1 less AP. **MUTOID VERMIN** operatives cannot contest markers or areas of the killzone and are ignored for your opponent's kill/elimination op (when they're incapacitated, and when determining your starting number of operatives). They're also ignored for victory conditions and scoring VPs if either require operatives to 'escape', 'survive' or be incapacitated by enemy operatives (if they escape/survive/are incapacitated, determining how many operatives must escape/survive/be incapacitated, etc.). Operatives can move through **MUTOID VERMIN** operatives, and enemy operatives can move within control range of them. Having only **MUTOID VERMIN** operatives within their control range doesn't prevent enemy operatives from performing the **Charge**, **Dash** and **Reposition** action, and enemy operatives can leave **MUTOID VERMIN** operatives' control range when performing the **Charge** action.

Nightmare Hulks

Whenever your opponent is selecting a valid target, friendly **GELLERPOX INFECTED** **NIGHTMARE HULK** operatives cannot use Light terrain for cover. While this can allow such operatives to be targeted (assuming they're visible), it doesn't remove their cover save (if any). Friendly **GELLERPOX INFECTED** **NIGHTMARE HULK** operatives cannot perform unique actions. You must spend 1 additional AP for friendly **GELLERPOX INFECTED** **NIGHTMARE HULK** operatives (excluding **VULGRAR THRICE-CURSED**) to perform the **Pick Up Marker** and mission actions (excluding **Operate Hatch**).

Revoltingly Resilient

Whenever an attack dice inflicts damage of 3 or more on a friendly **GELLERPOX INFECTED** **NIGHTMARE HULK** or **GELLERPOX INFECTED** **MUTANT** operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.

Operatives

Vulgrar Thrice-Cursed

APL 2 · Move 5" · Save 5+ · Wounds 21

Keywords: GELLERPOX INFECTED, CHAOS, NIGHTMARE HULK, LEADER, VULGRAR THRICE-CURSED

Engineered. At the end of the Select Operatives step, if this operative is selected for deployment, select up to two of the following improvements or weapon rules for this weapon to have for the battle: Add 1 to the Normal Dmg stat, add 1 to the Critical Dmg stat, Balanced, Brutal, Lethal 5+, Rending.

Spread the Glorious Gifts. **Strategic Gambit.** Once per battle. Select one objective marker this operative controls to gain one of your Techno-curse tokens. It cannot be an objective marker within control range of an enemy operative. Whenever that objective marker is within control range of an enemy operative, that operative is affected by your selected **TECHNO-CURSE** rule and an additional rule determined by your **TECHNO-CURSE**, as shown below. You cannot use this **Strategic Gambit** while this operative is within control range of an enemy operative. - **Barrelwarp:** No additional effect. - **Screaming Rustspikes:** This **TECHNO-CURSE** inflicts 2 damage on that enemy operative (instead of 1). - **Viral Vox-static:** Whenever that enemy operative is activated, subtract 1 from its APL stat until the end of its activation.

Bloatspawn

APL 2 · Move 5" · Save 5+ · Wounds 20

Keywords: GELLERPOX INFECTED, CHAOS, NIGHTMARE HULK, BLOATSPAWN

Swipe. Whenever this operative performs the **Fight** action and you select this weapon profile, if it isn't incapacitated, it can immediately perform a free **Fight** action afterwards, but you must select this weapon profile and it can only fight against each enemy operative within its control range once per activation or counteraction using this weapon profile. This takes precedence over action restrictions, and you can continue to perform free **Fight** actions until this operative is incapacitated or has fought against every enemy operative within its control range.

Tentacled Grasp. Whenever an enemy operative would perform the **Fall Back** action while within control range of this operative, you can use this rule. If you do, roll one D6, adding 1 to the result if that enemy operative has a Wounds stat of 8 or less: on a 4+, that enemy operative cannot perform that action during that activation/counteraction (the AP spent on it isn't refunded).

Fleshscreamer

APL 2 · Move 5" · Save 5+ · Wounds 20

Keywords: GELLERPOX INFECTED, CHAOS, NIGHTMARE HULK, FLESHSCREAMER

Horrifying Shrieking. Whenever an enemy operative is within 3" of this operative, your opponent must spend 1 additional AP for that enemy operative to perform the **Pick Up Marker** and mission actions. Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn't a change to the APL stat, so any changes are cumulative with this.

Lumberghast

APL 2 · Move 5" · Save 5+ · Wounds 20

Keywords: GELLERPOX INFECTED, CHAOS, NIGHTMARE HULK, LUMBERGHAST

Spiked Charger. Whenever this operative finishes moving during the **Charge** action, you can inflict D3 damage on each enemy operative within its control range (roll separately for each).

Mutant

APL 2 · Move 5" · Save 5+ · Wounds 7

Keywords: GELLERPOX INFECTED, CHAOS, MUTANT

Group Activation. Whenever this operative is expended, you must then activate one other ready friendly **GELLERPOX INFECTED** **MUTANT** operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Gellercaust Masks. Whenever an attack dice would inflict Critical Dmg on this operative, you can choose for that attack dice to inflict Normal Dmg instead.

Glitchling

APL 2 · Move 6" · Save 6+ · Wounds 3

Keywords: GELLERPOX INFECTED, CHAOS, GLITCHLING

Daemonic. Whenever an operative is shooting this operative, ignore the Piercing weapon rule.

Group Activation. Whenever this operative is expended, you must then activate one other ready friendly **GELLERPOX INFECTED** **GLITCHLING** operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Small. This operative cannot use any weapons that aren't on its datacard, or perform unique actions. Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Cursemite

APL 2 · Move 6" · Save 6+ · Wounds 2

Keywords: GELLERPOX INFECTED, CHAOS, MUTOID VERMIN, CURSEMITE

Feast. Whenever this operative is using this weapon against a wounded operative, add 1 to the Atk stat of this weapon and it has the Lethal 5+ weapon rule.

Group Activation. Whenever this operative is expended, you must then activate one other ready friendly **GELLERPOX INFECTED** **MUTOID VERMIN** operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Eyestinger Swarm

APL 2 · Move 6" · Save 6+ · Wounds 2

Keywords: GELLERPOX INFECTED, CHAOS, MUTOID VERMIN, EYESTINGER SWARM

Group Activation. Whenever this operative is expended, you must then activate one other ready friendly **GELLERPOX INFECTED** **MUTOID VERMIN** operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Sludge-Grub

APL 2 · Move 4" · Save 6+ · Wounds 2

Keywords: GELLERPOX INFECTED, CHAOS, MUTOID VERMIN, SLUDGE-GRUB

Group Activation. Whenever this operative is expended, you must then activate one other ready friendly **GELLERPOX INFECTED** **MUTOID VERMIN** operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Caustic Demise. When this operative is incapacitated, before it's removed from the killzone, roll one D6 separately for each enemy operative visible to and within 2" of it: on a 4+, inflict 1 damage on that operative.

Strategy Ploys

Plagueridden Determination

Whenever an operative is shooting a friendly **GELLERPOX INFECTED** operative (excluding **MUTOID VERMIN**) that has an Engage order, you can re-roll one of your defence dice.

Blessings of Infection

Whenever a friendly **GELLERPOX INFECTED** operative is fighting or retaliating, you can do one of the following: - If you roll three or more fails, you can discard one of them to retain another as a normal success instead. - If you roll three or more successes, you can discard one of your fails to retain one of your normal successes as a critical success instead.

Drawn to the Hum

Select one objective marker. Whenever a friendly **GELLERPOX INFECTED** operative performs the **Reposition** or **Charge** action during its activation, you can use this rule. If you do, add 1" to its Move stat until the end of that activation, but it must end that move within 2" of that objective marker.

Rust Emanations

Whenever a friendly **GELLERPOX INFECTED** **NIGHTMARE HULK** operative is fighting, your opponent cannot retain results of 3 as successes.

Firefight Ploys

Revolting Technology

Use this firefight ploy when an enemy operative is shooting a friendly **GELLERPOX INFECTED** operative. That operative's ranged weapons have the Hot weapon rule until the end of that sequence; if the weapon already has that weapon rule, when your opponent rolls one D6 for that weapon rule, you can add or subtract 1 from the result. Note that for the latter you can see the result of your opponent's roll for the Hot weapon rule before deciding to use this ploy.

Barge

Use this firefight ploy during a friendly **GELLERPOX INFECTED** **NIGHTMARE HULK** operative's activation or counteraction, before or after it performs an action. During that activation/counteraction: - It can move through enemy operatives and within control range of them. - It can perform the **Charge** and **Reposition** actions while within control range of an enemy operative, and can leave that operative's control range to do so (but then normal requirements for that move apply).

Putrescent Demise

Use this firefight ploy when a friendly **GELLERPOX INFECTED** operative (excluding **MUTOID VERMIN**) is incapacitated, before it's removed from the killzone. Inflict 1 damage (or D3 damage instead if that friendly operative is a **NIGHTMARE HULK**) on each enemy operative visible to and within 2" of that friendly operative.

Frightening Onslaught

Use this firefight ploy after a friendly **GELLERPOX INFECTED** **NIGHTMARE HULK** operative performs the **Fight** action, if it isn't incapacitated. It can immediately perform a free **Fight** action (you don't have to select the same enemy operative to fight against). This takes precedence over action restrictions.

Equipment

Mutoid Vermin

After revealing this equipment option, add four **GELLERPOX INFECTED** **MUTOID VERMIN** operatives to your kill team for the battle.

Polluted Stockpile

After revealing this equipment option, roll 2D6: on a 7+, remove one of your opponent's selected equipment options; otherwise, that player removes one of their own selected equipment options. They cannot select that equipment again during the game sequence (e.g. in the Scouting step of Approved Ops). You cannot select this equipment option after the Select Operatives step.

Mutated Symptoms

Once per battle, when you activate a friendly **GELLERPOX INFECTED** operative, you can select one additional **TECHNO-CURSE** for that operative to gain until the end of the turning point (it must be different from your existing **TECHNO-CURSE**). Note that if a rule refers to an enemy operative being affected by your selected **TECHNO-CURSE** rule (e.g. **VULGRAR THRICE-CURSED** operative's Spread the Glorious Gifts rule), it's affected by your additional **TECHNO-CURSE** rule too.

Plague Bellows

Whenever an operative is shooting a friendly **GELLERPOX INFECTED** **NIGHTMARE HULK** operative that's more than 6" from it, you can retain one of your defence dice results of 3 as a normal success instead of discarding it.