Book | Kind | Edition | Version | Last update |
Kill Team Annual 2022 (Gellerpox Infected) | ||||
Kill Team Annual 2022 (Gellerpox Infected) | Expansion | 2 | 1.2 | August 2024 |
The Balance Dataslate | ||||
The Balance Dataslate | Rulebook | 2 | Q2 2024 | June 2024 |
Q: | VULGRAR THRICE-CURSED can only be added to your roster or dataslate once. In narrative play, if this operative is slain, does that mean I can never add it again? |
A: |
Q: | Does the Techno-curse ability affect shooting attacks made with Tactical Assets and Privateer Support Assets? |
A: | No. Even if the operative that Line of Sight is determined from would be within the required distance, the weapon itself never could be. |
Q: | Are Mutoid Vermin ignored when determining control of areas of the killzone (e.g. Secure Vantage Tac Op)? |
A: | Yes. |
Below you will find a list of the operatives that make up a GELLERPOX INFECTED kill team, including, where relevant, any wargear those operatives must be equipped with. Note that, unlike other kill teams, you do not select your operatives from a list; instead, this kill team’s operatives are specified.
Below, you will find common abilities of the GELLERPOX INFECTED kill team.
Technological devices rebel in the presence of these ghoulish apparitions, their machine spirits recoiling in horror and spitting angry sparks as they fight to escape the Gellerpox.
While an enemy operative is within of friendly operatives with this ability or within of friendly GLITCHLING operatives with this ability, subtract 1 from the Attacks characteristic of ranged weapons that enemy operative is equipped with.So decayed and mutated are the bodies and minds of these creatures that survival means little to them, and pain even less. They will not stop until utterly dismembered and burned to ash.
Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.Swollen to huge size and afforded gruesome lethality by the Gellerpox, shipboard vermin fight alongside their masters.
This operative can only perform universal actions (excluding the Pick Up action), and can perform the Fall Back action for one less action point (to a minimum of 1AP). It cannot perform any other actions.If your faction is GELLERPOX INFECTED, you can use the following Strategic Ploys during a game.
If your faction is GELLERPOX INFECTED, you can use the following Tactical Ploys during a game.
If your faction is GELLERPOX INFECTED, you can use the Gellerpox Infected Tac Ops listed below, as specified in the mission sequence.
Below, you will find a selection of rules for Spec Ops campaigns in which you have selected GELLERPOX INFECTED as your Faction keyword.
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1. VERMIN INFESTATION [1EP] The operative can perform the following action during the battle: VERMIN INFESTATION1APSelect one friendly MUTOID VERMIN operative that is incapacitated and removed from the killzone. Set it up again with all of its wounds remaining, Visible to and within of this operative. This operative can only perform this action once per battle. |
2. TOXIC PUS [1EP] The operative gains the following ability for the battle: |
3. UNREAL AURA [1/2EP] If the operative is a NIGHTMARE HULK, this equipment costs 2EP; otherwise, it costs 1EP. The operative gains the following ability for the battle. |
4. SCRAPCODE EMANATOR [2EP] The operative gains the following ability for the battle: |
5. FLESH HUNGER [1/3EP] The operative gains the following ability for the battle. If the operative is a NIGHTMARE HULK, this equipment costs 3EP; otherwise, it costs 1 EP. |
6. MUTOID PHEROMONES [1EP] The operative gains the following ability for the battle: |
VERMIN NESTOnce they have infested an area, the foul vermin that accompany the Gellerpox Infected to battle surge forth in seemingly endless swarms. Select one MUTOID VERMIN operative. Until this strategic asset is removed from your base of operations, that operative is treated as being in your stash in an unlimited quantity. |
POSSESSED COGITATORThe mere presence of the infernal entity that roils and sparks within this tainted technology drives the hulking behemoths of the Gellerpox Infected to new heights of destruction. Friendly NIGHTMARE HULK operatives gain 2XP for incapacitating any enemy operatives in a battle, instead of 1XP. |
PULSATING PLAGUENODEThis foul mingling of diseased flesh and vox technology broadcasts a fortifying blend of scrapcode and infected energies to the servants of the Gellerpox. Each time a friendly GELLERPOX INFECTED operative (excluding a MUTOID VERMIN operative) within of your drop zone fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, you can change the result of one D6 rolled for the Revoltingly Resilient ability to a 6. |
The Gellerpox Infected are known to rest their heads upon whatever warp core or geller field generator first spawned their outbreak. Such acts would strip the sanity of those not infected, but to those in the grip of the Gellerpox, it is a soothing succour.
The mutations of Chaos are as varied as they are strange, ranging from writhing tentacles and fanged maws to layers of bloated flab that absorb enemies' blows.
Rolling waves of supernatural static and technophagic viral strains roll out across the region, crippling enemy infrastructure and vital strategic assets.
With their enemies well dug in, the Gellerpox Infected are left to rage and groan, unable to reach the main strength of their cowering prey. However, through the proper application of the gruesome gifts that Nurgle gave them, they may be able to turn the situation to their advantage and spread their plague far and wide.
Through the multiplication of mutoid vermin and corruption of technology, the Gellerpox Infected can spread infection deep into enemy territory.
Complete five games in which you scored victory points from the ‘Pestilent Hosts’ and/or ’Tech Infection’ Tac Op.With the enemy battling the corruption and pestilence multiplying within, the Gellerpox Infected press forward with a full attack to sweep away their foes.
Complete a game in which you scored victory points from the ‘Rout’ Tac Op.All too often do the enemies of the Gellerpox Infected rely upon the powers of their technological marvels to save them - be it shield generators, power plants, communication hubs or super-cogitators. Yet if the taint of Nurgle can be spread to such devices, unbridled horrors soon follow.
Brutal, all-out assaults begin. A putrid battering ram of infected smash their way through the enemy to reach the technologies they hold so dear.
Complete five games in which you scored victory points from the ‘Rampant Nightmare’, ‘Rout’ and/or ‘Execution’ Tac Op.With the foe’s defences rent open, a tendril of corruption can worm its way into the heart of the sacred machine.
Complete a game in which you scored victory points from the ‘Upload Viral Code’ and/or ‘Plant Signal Beacon’ Tac Op.If your faction is GELLERPOX INFECTED, you can select equipment from this list, as specified in the mission sequence. Instead of equipping operatives with it, however, this equipment is MUTOID VERMIN operatives you have for the battle. Note it is still equipment, e.g. in narrative play it must be added to your stash. Each item of equipment can only be selected a maximum of four times for each battle.
CURSEMITE [2/3EP]
You gain a CURSEMITE operative for the battle. The first time you select this equipment for each battle, it costs 3EP; otherwise, it costs 2EP.EYESTINGER SWARM [2/3EP]
You gain an EYESTINGER SWARM operative for the battle. The first time you select this equipment for each battle, it costs 3EP; otherwise, it costs 2EP.SLUDGE-GRUB [2/3EP]
You gain a SLUDGE-GRUB operative for the battle. The first time you select this equipment for each battle, it costs 3EP; otherwise, it costs 2EP.M | APL | GA | DF | SV | W | Base | |
3 | 2 | 2 | 2 | 5+ | 2 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Bloodsucking proboscis | |||||||||
Bloodsucking proboscis | 2 | 4+ | 2/3 | Feast*. !Rending | Feast* | Rending |
ABILITIES | UNIQUE ACTIONS |
Mutoid Vermin *Feast: Each time this operative fights in combat with this weapon against an enemy operative that has fewer than its starting number of wounds, this weapon gains the following improvements for that combat:
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ABILITIES |
Mutoid Vermin *Feast: Each time this operative fights in combat with this weapon against an enemy operative that has fewer than its starting number of wounds, this weapon gains the following improvements for that combat:
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UNIQUE ACTIONS |
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GELLERPOX INFECTED, CHAOS, NURGLE, MUTOID VERMIN, FLY, CURSEMITE
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 2 | 2 | 5+ | 2 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Swarm | |||||||||
Swarm | 5 | 6+ | 0/0 | Rng , No Cover. !Stun | Rng , No Cover | Stun | |||
Sting | |||||||||
Sting | 5 | 5+ | 1/2 | !Stun | - | Stun |
ABILITIES | UNIQUE ACTIONS |
Mutoid Vermin
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ABILITIES |
Mutoid Vermin
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UNIQUE ACTIONS |
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GELLERPOX INFECTED, CHAOS, NURGLE, MUTOID VERMIN, FLY, EYESTINGER SWARM
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M | APL | GA | DF | SV | W | Base | |
2 | 2 | 2 | 2 | 5+ | 2 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Acid spit | |||||||||
Acid spit | 4 | 4+ | 2/2 | Rng , AP1. !Splash 1 | Rng , AP1 | Splash 1 | |||
Fanged maw | |||||||||
Fanged maw | 2 | 4+ | 1/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Mutoid Vermin Caustic Demise: If this operative is incapacitated, roll one D6 for each enemy operative Visible to and within of it: on a 4+, that enemy operative suffers 1 mortal wound.
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ABILITIES |
Mutoid Vermin Caustic Demise: If this operative is incapacitated, roll one D6 for each enemy operative Visible to and within of it: on a 4+, that enemy operative suffers 1 mortal wound.
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UNIQUE ACTIONS |
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GELLERPOX INFECTED, CHAOS, NURGLE, MUTOID VERMIN, SLUDGE-GRUB
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 19 | 40mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Pyregut | |||||||||
Pyregut | 6 | 2+ | 3/3 | Rng , Torrent | Rng , Torrent | - | |||
Fleshmelded weapons | |||||||||
Fleshmelded weapons | 5 | 3+ | 4/5 | Engineered* | Engineered* | - |
ABILITIES | UNIQUE ACTIONS |
Revoltingly Resilient, Techno-curse Thrice-Cursed Hulk: Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative. Lead the Infection: In the Generate Command Points step of each Strategy phase, if this operative is within of an objective marker it has not tainted, it taints that objective marker and you gain 1CP. You can only use it once per battle. *Engineered: When this operative is selected for deployment, select up to two of the following improvements for this weapon to gain for the battle:
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ABILITIES |
Revoltingly Resilient, Techno-curse Thrice-Cursed Hulk: Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative. Lead the Infection: In the Generate Command Points step of each Strategy phase, if this operative is within of an objective marker it has not tainted, it taints that objective marker and you gain 1CP. You can only use it once per battle. *Engineered: When this operative is selected for deployment, select up to two of the following improvements for this weapon to gain for the battle:
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UNIQUE ACTIONS |
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GELLERPOX INFECTED, CHAOS, NURGLE, NIGHTMARE HULK, LEADER, VULGRAR THRICE-CURSED
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 18 | 40mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Mutant tentacles | |||||||||
Mutant tentacles | 6 | 4+ | 3/4 | Rng , Fusillade | Rng , Fusillade | - | |||
Mutant claw & tentacles | |||||||||
Each time this weapon is selected to fight in combat with, select one of the profiles below to use: | |||||||||
Mutant claw & tentacles | Each time this weapon is selected to fight in combat with, select one of the profiles below to use: | ||||||||
- Grasp and slash | |||||||||
- Grasp and slash | 6 | 4+ | 3/4 | - | - | ||||
- Writhing swipe | |||||||||
- Writhing swipe | 3 | 4+ | 3/4 | Swipe* | Swipe* | - |
ABILITIES | UNIQUE ACTIONS |
Revoltingly Resilient, Techno-curse Nightmare Hulk: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative. Tentacled Grasp: Each time an enemy operative would perform a Fall Back action while within Engagement Range of this operative, roll one D6, adding 1 to the result if that enemy operative has a Wounds characteristic of 8 or less. On a 4+, that enemy operative cannot Fall Back, but the action points subtracted are not refunded. *Swipe: Each time after this operative fights in combat with this profile, if it has not been incapacitated, you can fight in combat with this weapon profile against another enemy operative within Engagement Range of it that it has not fought during the action. Note that this means each enemy operative within this operative’s Engagement Range can only be fought once per action.
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ABILITIES |
Revoltingly Resilient, Techno-curse Nightmare Hulk: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative. Tentacled Grasp: Each time an enemy operative would perform a Fall Back action while within Engagement Range of this operative, roll one D6, adding 1 to the result if that enemy operative has a Wounds characteristic of 8 or less. On a 4+, that enemy operative cannot Fall Back, but the action points subtracted are not refunded. *Swipe: Each time after this operative fights in combat with this profile, if it has not been incapacitated, you can fight in combat with this weapon profile against another enemy operative within Engagement Range of it that it has not fought during the action. Note that this means each enemy operative within this operative’s Engagement Range can only be fought once per action.
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UNIQUE ACTIONS |
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GELLERPOX INFECTED, CHAOS, NURGLE, NIGHTMARE HULK, BLOATSPAWN
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 18 | 40mm |
Name | A | BS/WS | D | SR Special Rules | ! | |||
Mutant fist & cleaver | ||||||||
Each time this weapon is selected to fight in combat with, select one of the profiles below to use: | ||||||||
Mutant fist & cleaver | Each time this weapon is selected to fight in combat with, select one of the profiles below to use: | |||||||
- Bash and slash | ||||||||
- Bash and slash | 5 | 4+ | 5/6 | - | - | |||
- Lopping blow | ||||||||
- Lopping blow | 1 | 3+ | 8/9 | Lethal 5+ | Lethal 5+ | - |
ABILITIES | UNIQUE ACTIONS |
Revoltingly Resilient, Techno-curse Nightmare Hulk: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative. Horrifying Shrieking: Each time an enemy operative would perform a mission action or the Pick Up action while within of this operative, one additional action point must be subtracted for that enemy operative to perform that action. When determining control of an objective marker this operative is within of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.
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ABILITIES |
Revoltingly Resilient, Techno-curse Nightmare Hulk: Each time this operative would perform a mission action or the Pick Up action, you must subtract one additional action point to do so. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative. Horrifying Shrieking: Each time an enemy operative would perform a mission action or the Pick Up action while within of this operative, one additional action point must be subtracted for that enemy operative to perform that action. When determining control of an objective marker this operative is within of, treat enemy operatives’ total APL as being 1 less. Note that this is not a modifier.
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UNIQUE ACTIONS |
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GELLERPOX INFECTED, CHAOS, NURGLE, NIGHTMARE HULK, FLESHSCREAMER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 5+ | 18 | 40mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Mutant claw | |||||||||
Mutant claw | 4 | 4+ | 6/7 | Brutal | Brutal | - |
ABILITIES | UNIQUE ACTIONS |
Revoltingly Resilient, Techno-curse
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Spiked Charge (1AP): Perform a free Charge action with this operative. When it finishes that action, each enemy operative within its Engagement Range suffers D3 mortal wounds (roll separately for each).
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ABILITIES |
Revoltingly Resilient, Techno-curse
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UNIQUE ACTIONS |
Spiked Charge (1AP): Perform a free Charge action with this operative. When it finishes that action, each enemy operative within its Engagement Range suffers D3 mortal wounds (roll separately for each).
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GELLERPOX INFECTED, CHAOS, NURGLE, NIGHTMARE HULK, LUMBERGHAST
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M | APL | GA | DF | SV | W | Base | |
2 | 2 | 2 | 3 | 5+ | 7 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Frag grenade | |||||||||
Frag grenade | 4 | 3+ | 2/3 | Rng , Blast , Indirect, Limited | Rng , Blast , Indirect, Limited | - | |||
Heavy axe | |||||||||
Heavy axe | 3 | 4+ | 4/5 | Brutal | Brutal | - | |||
Improvised weapon & mutated limb | |||||||||
Improvised weapon & mutated limb | 4 | 4+ | 2/3 | Relentless | Relentless | - |
ABILITIES | UNIQUE ACTIONS |
Revoltingly Resilient, Techno-curse Gellercaust Masks: Each time this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, each time an attack dice would inflict Critical Damage on this operative, you can choose for that attack dice to inflict Normal Damage instead.
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ABILITIES |
Revoltingly Resilient, Techno-curse Gellercaust Masks: Each time this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, each time an attack dice would inflict Critical Damage on this operative, you can choose for that attack dice to inflict Normal Damage instead.
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UNIQUE ACTIONS |
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GELLERPOX INFECTED, CHAOS, NURGLE, GELLERPOX MUTANT
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 2 | 2 | 5+ | 3 | 25mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Diseased effluence | |||||||||
Diseased effluence | 4 | 4+ | 1/2 | Rng | Rng | - | |||
Diseased nippers | |||||||||
Diseased nippers | 3 | 4+ | 1/2 | - | - |
ABILITIES | UNIQUE ACTIONS |
Revoltingly Resilient, Techno-curse Daemonic: This operative has a 5+ invulnerable save. Small: This operative cannot be equipped with equipment. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
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ABILITIES |
Revoltingly Resilient, Techno-curse Daemonic: This operative has a 5+ invulnerable save. Small: This operative cannot be equipped with equipment. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
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UNIQUE ACTIONS |
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GELLERPOX INFECTED, CHAOS, NURGLE, GLITCHLING
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Technological devices rebel in the presence of these ghoulish apparitions, their machine spirits recoiling in horror and spitting angry sparks as they fight to escape the Gellerpox.
While an enemy operative is within of friendly operatives with this ability or within of friendly GLITCHLING operatives with this ability, subtract 1 from the Attacks characteristic of ranged weapons that enemy operative is equipped with.The NAVIS keyword is used in the following Elucidian Starstrider datacards:
Even the lowest Rogue Trader has their own well-appointed ship, and many operate entire fleets. Such ships are often armed far in excess of their size to see off pirates, xenos, over-inquisitive officials or even to secure deals via literal gunboat diplomacy. Most contain vast hangers that accommodate not only bulk haulers, but also atmospheric strike craft. Their precision firepower can be called upon by a Rogue Trader’s elite operatives to ensure the success of clandestine missions.
Name | A | BS/WS | D | |||
Archeotech Beam | 4 | 3+ | 6/7 | |||
Special Rules | ! | |||||
AP2, Barrage | - |
Name | A | BS/WS | D | |||
Guided Shell | 5 | 4+ | 3/5 | |||
Special Rules | ! | |||||
Barrage, Blast | - |
Name | A | BS/WS | D | |||
Cluster Bomb | 5 | 4+ | 2/3 | |||
Special Rules | ! | |||||
Barrage, Blast | - |
The MUTOID VERMIN keyword is used in the following Gellerpox Infected datacards:
Swollen to huge size and afforded gruesome lethality by the Gellerpox, shipboard vermin fight alongside their masters.
This operative can only perform universal actions (excluding the Pick Up action), and can perform the Fall Back action for one less action point (to a minimum of 1AP). It cannot perform any other actions.SECURE VANTAGE
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
The NIGHTMARE HULK keyword is used in the following Gellerpox Infected datacards:
So decayed and mutated are the bodies and minds of these creatures that survival means little to them, and pain even less. They will not stop until utterly dismembered and burned to ash.
Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.For some kill teams, acquiring new equipment might involve being sent wargear by their commanders. For others it might mean stealing said weapons before the rival can collect it. On occasion a kill team might be issued with trial weapons - depraved creations from sadistic minds, highly advanced technologies developed by brilliant scientists or anything in between.
6. MUTOID PHEROMONES [1EP]
The operative gains the following ability for the battle:Once they have infested an area, the foul vermin that accompany the Gellerpox Infected to battle surge forth in seemingly endless swarms.
The GELLERPOX INFECTED keyword is used in the following Gellerpox Infected datacards:
The CHAOS keyword is used in the following Gellerpox Infected datacards:
The NURGLE keyword is used in the following Gellerpox Infected datacards:
The MUTOID VERMIN keyword is used in the following Gellerpox Infected datacards:
The FLY keyword is used in the following Gellerpox Infected datacards:
EYESTINGER SWARM [2/3EP]
You gain an EYESTINGER SWARM operative for the battle. The first time you select this equipment for each battle, it costs 3EP; otherwise, it costs 2EP.SLUDGE-GRUB [2/3EP]
You gain a SLUDGE-GRUB operative for the battle. The first time you select this equipment for each battle, it costs 3EP; otherwise, it costs 2EP.3. UNREAL AURA [1/2EP]
If the operative is a NIGHTMARE HULK, this equipment costs 2EP; otherwise, it costs 1EP. The operative gains the following ability for the battle.5. FLESH HUNGER [1/3EP]
The operative gains the following ability for the battle. If the operative is a NIGHTMARE HULK, this equipment costs 3EP; otherwise, it costs 1 EP.The mere presence of the infernal entity that roils and sparks within this tainted technology drives the hulking behemoths of the Gellerpox Infected to new heights of destruction.
This foul mingling of diseased flesh and vox technology broadcasts a fortifying blend of scrapcode and infected energies to the servants of the Gellerpox.
The mutations of Chaos are as varied as they are strange, ranging from writhing tentacles and fanged maws to layers of bloated flab that absorb enemies' blows.
The NIGHTMARE HULK keyword is used in the following Gellerpox Infected datacards: