Gellerpox Infected

Corrupted by a gruesome techno-organic affliction, the Gellerpox Infected are nightmarish meldings of flesh, machinery and rampant disease. Most of these hideous beings began as loyal servants of the God-Emperor. Those origins are long gone, however, wiped away by supernatural sickness and a compulsion to spread their infection across the stars.

Books

BookKindEditionVersionLast update
  Gellerpox Infected
  Gellerpox InfectedFaction31.3April 2025

Gellerpox Infected Kill Team

Operatives


If you selected the MUTOID VERMIN faction equipment:

Faction Rules

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:

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.

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).

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 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

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).

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.

Strategy Ploys

PLAGUERIDDEN DETERMINATION

Nurgle’s blessings cause the body to bloat and fester, bestowing an unnatural resilience upon the recipient.

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.
DRAWN TO THE HUM

The gentle thrum of machinery has an irresistible effect upon the infected, pulling them in like insects drawn to a blazing lumen.

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.
BLESSINGS OF INFECTION

The mutagenic properties and corrupting influence of the Gellerpox lend the infected brutal strength and gleeful determination.

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.
RUST EMANATIONS

Bloated Nightmare Hulks are redolent with infection, surrounded by a halo of foetid energy that corrodes and corrupts the weaponry of nearby assailants.

Whenever an enemy operative is within control range of friendly GELLERPOX INFECTED NIGHTMARE HULK operatives, worsen the Hit stat of that enemy operative’s weapons by 1. This isn’t cumulative with being injured.

Firefight Ploys

REVOLTING TECHNOLOGY

The Gellerpox’s infectious tendrils reach out to corrupt the mechanical, rendering weapons and machinery dangerous to their operators.

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.
PUTRESCENT DEMISE

As a Gellerpox Infected perishes, their body explodes in a shower of acrid disease and hazardous gore that harms all caught in its blast.

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.
BARGE

The enormous bodies of the Nightmare Hulks allow them to barge enemies and obstructions aside to achieve their objective.

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).
FRIGHTENING ONSLAUGHT

Nightmare Hulks can strike without pause, with terrifying speed.

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.

Faction Equipment

MUTOID VERMIN

Rats, worms, insectile vermin and other foul creatures blighted by the Gellerpox swarm to fight at the side of their infected masters.

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

The effects of the Gellerpox are many and varied; some infected display multiple mutations, each one more grotesque than the last.

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.
POLLUTED STOCKPILE

As defenders prepare to repel the infected, they find their own weapons and equipment degraded by the Gellerpox’s corroding influence.

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.
PLAGUE BELLOWS

As fusions of machine and mortal, Nightmare Hulks bristle with rusted flumes, belching exhaust pipes and wheezing bellows, all of which eject clouds of noxious fumes.

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.

Datacards


Vulgrar Thrice-Cursed

Once, this hulking horror was the master of the New Dawn’s boilermen. Now, he and others like him have become bloated monsters, melded with those who trusted them and the tainted machines that were once in their care.

Vulgrar Thrice-Cursed

Once, this hulking horror was the master of the New Dawn’s boilermen. Now, he and others like him have become bloated monsters, melded with those who trusted them and the tainted machines that were once in their care.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
21
 
NAME
ATK
HIT
DMG
WR
Pyregut (standard)
Pyregut (standard)
5
2+
3/3
Range 6", Saturate, Torrent 2"Range 6", Saturate, Torrent 2"
Pyregut (deluge)
Pyregut (deluge)
5
2+
3/3
Range 4", Saturate, Seek LightRange 4", Saturate, Seek Light
Fleshmelded weapons
Fleshmelded weapons
5
3+
4/5
Engineered*Engineered*
Spread the Glorious Gifts: Once per battle STRATEGIC GAMBIT. 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.
*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.
GELLERPOX INFECTED, CHAOS, NIGHTMARE HULK, LEADER, VULGRAR THRICE-CURSED
⌀40mm


Bloatspawn

Said to be things born out of darkest nightmare, Bloatspawn drip watery slime with every thudding step. Their writhing masses of tentacles grasp and tear at everything around them, dragging wailing victims into the foetid prisons of their bloated bodies.

Bloatspawn

Said to be things born out of darkest nightmare, Bloatspawn drip watery slime with every thudding step. Their writhing masses of tentacles grasp and tear at everything around them, dragging wailing victims into the foetid prisons of their bloated bodies.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
20
 
NAME
ATK
HIT
DMG
WR
Mutant tentacles
Mutant tentacles
5
4+
3/4
Range 3", Torrent 1"Range 3", Torrent 1"
Mutant claw & tentacles (slashing)
Mutant claw & tentacles (slashing)
6
4+
3/4
-
Mutant claw & tentacles (swiping)
Mutant claw & tentacles (swiping)
4
4+
3/4
Swipe*Swipe*
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).
*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.
GELLERPOX INFECTED, CHAOS, NIGHTMARE HULK, BLOATSPAWN
⌀40mm


Fleshscreamer

Clutching implements of brutal butchery, the chorus of dozens of wailing mouths accompanies Fleshscreamers into the fight. Ever-ravenous to fill their many maws with rotting flesh and sparking machinery, they wade into the foe like nightmares given form.

Fleshscreamer

Clutching implements of brutal butchery, the chorus of dozens of wailing mouths accompanies Fleshscreamers into the fight. Ever-ravenous to fill their many maws with rotting flesh and sparking machinery, they wade into the foe like nightmares given form.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
20
 
NAME
ATK
HIT
DMG
WR
Mutant fist and cleaver (lopping blow)
Mutant fist and cleaver (lopping blow)
1
3+
8/9
Lethal 5+Lethal 5+
Mutant fist and cleaver (slashing)
Mutant fist and cleaver (slashing)
5
4+
5/6
-
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.
GELLERPOX INFECTED, CHAOS, NIGHTMARE HULK, FLESHSCREAMER
⌀40mm


Lumberghast

These Nightmare Hulks bear gruesome signs of verminous corruption. Insectile limbs and heads sprout from their mutant bodies, twitching with their own ghastly life. It is death to stand before such a resilient monster, for they attack with febrile savagery.

Lumberghast

These Nightmare Hulks bear gruesome signs of verminous corruption. Insectile limbs and heads sprout from their mutant bodies, twitching with their own ghastly life. It is death to stand before such a resilient monster, for they attack with febrile savagery.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
20
 
NAME
ATK
HIT
DMG
WR
Mutant claw
Mutant claw
4
4+
6/7
BrutalBrutal
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).
GELLERPOX INFECTED, CHAOS, NIGHTMARE HULK, LUMBERGHAST
⌀40mm


Mutant

The Gellerpox works nightmare changes upon its victims, deadening their nerves and twisting their bodies into gross and dangerous new forms. Melded with lumps of malfunctioning technology and stolen metalwork, they lurch into the fight with static-laced groans.

Mutant

The Gellerpox works nightmare changes upon its victims, deadening their nerves and twisting their bodies into gross and dangerous new forms. Melded with lumps of malfunctioning technology and stolen metalwork, they lurch into the fight with static-laced groans.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Frag grenade
Frag grenade
4
4+
2/4
Range 6", Blast 2", Limited 1, SaturateRange 6", Blast 2", Limited 1, Saturate
Heavy axe
Heavy axe
3
4+
4/5
BrutalBrutal
Improvised weapon
Improvised weapon
4
4+
3/4
CeaselessCeaseless
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.
GELLERPOX INFECTED, CHAOS, MUTANT
⌀25mm


Glitchling

These deviant plague mites caper and giggle as they infest enemy lines. They delight in the technological mayhem their presence spreads, and are all too happy to bury their victims in a clawing, biting mass for the glory of Grandfather Nurgle.

Glitchling

These deviant plague mites caper and giggle as they infest enemy lines. They delight in the technological mayhem their presence spreads, and are all too happy to bury their victims in a clawing, biting mass for the glory of Grandfather Nurgle.

APL
2
MOVE
6"
SAVE
6+
WOUNDS
3
 
NAME
ATK
HIT
DMG
WR
Diseased effluence
Diseased effluence
4
4+
2/2
Range 6"Range 6"
Diseased nippers
Diseased nippers
3
4+
1/2
-
Daemonic: Whenever an operative is shooting this operative, ignore the Piercing weapon 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".
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).
GELLERPOX INFECTED, CHAOS, GLITCHLING
⌀25mm


Cursemite

Rats, worms, insectile vermin and other foul creatures blighted by the Gellerpox swarm to fight at the side of their infected masters.

Cursemite

Rats, worms, insectile vermin and other foul creatures blighted by the Gellerpox swarm to fight at the side of their infected masters.

APL
2
MOVE
6"
SAVE
6+
WOUNDS
2
 
NAME
ATK
HIT
DMG
WR
Bloodsucking proboscis
Bloodsucking proboscis
2
4+
2/3
Rending, Feast*Rending, Feast*
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).
*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.
GELLERPOX INFECTED, CHAOS, MUTOID VERMIN, CURSEMITE
⌀25mm


Eyestinger Swarm

Rats, worms, insectile vermin and other foul creatures blighted by the Gellerpox swarm to fight at the side of their infected masters.

Eyestinger Swarm

Rats, worms, insectile vermin and other foul creatures blighted by the Gellerpox swarm to fight at the side of their infected masters.

APL
2
MOVE
6"
SAVE
6+
WOUNDS
2
 
NAME
ATK
HIT
DMG
WR
Swarm
Swarm
5
6+
0/0
Range 6", StunRange 6", Stun
Sting
Sting
5
5+
1/2
ShockShock
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).
GELLERPOX INFECTED, CHAOS, MUTOID VERMIN, EYESTINGER SWARM
⌀25mm


Sludge-Grub

Rats, worms, insectile vermin and other foul creatures blighted by the Gellerpox swarm to fight at the side of their infected masters.

Sludge-Grub

Rats, worms, insectile vermin and other foul creatures blighted by the Gellerpox swarm to fight at the side of their infected masters.

APL
2
MOVE
4"
SAVE
6+
WOUNDS
2
 
NAME
ATK
HIT
DMG
WR
Acid spit
Acid spit
4
4+
2/2
Range 6", 1" Devastating 1, Piercing 1Range 6", 1" Devastating 1, Piercing 1
Fanged maw
Fanged maw
2
4+
1/3
-
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.
GELLERPOX INFECTED, CHAOS, MUTOID VERMIN, SLUDGE-GRUB
⌀25mm

The MUTOID VERMIN keyword is used in the following Gellerpox Infected datacards:

Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Engage: The operative can perform actions as normal and can counteract.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

The NIGHTMARE HULK keyword is used in the following Gellerpox Infected datacards:

Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
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:

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.

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).
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Saturate
The defender cannot retain cover saves.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Balanced
You can re-roll one of your attack dice.
Brutal
Your opponent can only block with critical successes.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.

The GELLERPOX INFECTED keyword is used in the following Gellerpox Infected datacards:

• Mutant

The CHAOS keyword is used in the following Gellerpox Infected datacards:

• Mutant

The NIGHTMARE HULK keyword is used in the following Gellerpox Infected datacards:

Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.

The MUTOID VERMIN keyword is used in the following Gellerpox Infected datacards:

Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.

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