GELLERPOX INFECTED
FACTION RULE
TECHNO-CURSE
The Gellerpox is an insidious techno-curse that
wends its way into cogitator systems and mechanical
components, spreading its dubious gifts to
the unsuspecting.
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:
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Barrelwarp
As the Gellerpox infects ranged weapons, it warps
barrels and corrodes rifling, reducing the effectiveness
of such weapons.
Infection Range: Within 2" of a friendly
GELLERPOX INFECTED operative (excluding
MUTOID VERMIN), or within 3" of a friendly
GELLERPOX INFECTED GLITCHLING operative.
Symptom: Subtract 1 from the Atk stat of that
enemy operative’s ranged weapons.
Screaming Rustspikes
Blades equipped by the enemy become strange and
twisted, with spikes bursting from sword grips to pierce
the flesh of the wielder.
Infection Range: Within control range of a friendly
GELLERPOX INFECTED operative (excluding
MUTOID VERMIN).
Symptom: Whenever that enemy operative
is fighting or retaliating against a friendly
GELLERPOX INFECTED operative, if your
opponent discards any attack dice as a fail, inflict
1 damage on that enemy operative.
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Viral Vox-static
Discordant static noise and ear-piercing screams
blare over vox-channels, disrupting the enemy’s
communications, breaking their chain of command and
sowing fear within their ranks.
Infection Range: Within 3" of a friendly
GELLERPOX INFECTED operative (excluding
MUTOID VERMIN), or within 4" of a friendly
GELLERPOX INFECTED GLITCHLING operative.
Symptom: That enemy operative’s APL stat
cannot be added to (remove all positive APL stat
changes it has).
GELLERPOX INFECTED
FACTION RULE
MUTOID VERMIN
Tiny pests become monstrous threats under the effects
of the Gellerpox, but are still grubs that can be ignored
by highly trained warriors.
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
that require operatives to ‘escape’, ‘survive’
or be incapacitated (if they escape/survive/are
incapacitated, determining how many operatives
must escape/survive/be incapacitated, etc.).
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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.
GELLERPOX INFECTED
FACTION RULE
NIGHTMARE HULKS
Several among the infected have had their forms
bloated and swollen into enormous twisted creatures,
blessed with the bounteous gifts of Nurgle. Though
made powerful by such mutations, these monstrosities
are somewhat clumsy in their movements.
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).
GELLERPOX INFECTED
FACTION RULE
REVOLTINGLY RESILIENT
The monstrous transformations wrought upon these
hulking brutes have rendered their aberrant physiologies
incredibly resistant to harm.
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.