Death Guard – Gellerpox Infected
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5

Gellerpox Infected

NoNAME  M WS BS S T W A Ld Sv Base
Gellerpox Mutants (base: 25mm)
3Gellerpox Mutants 5" 4+ 4+ 4 4 1 2 6 6+ 25mm
Nightmare Hulks (base: 40mm)
4Nightmare Hulks 5" 4+ 6+ 5 4 5 4 8 5+ 40mm
• Every Gellerpox Mutant model is equipped with: brutal weapons; frag grenade.
• One Nightmare Hulk model is equipped with: belly-flamer; hideous mutations.
• Every other Nightmare Hulk model is equipped with: hideous mutations.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Belly-flamer
Belly-flamer
12"
Assault D6
4
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Brutal weapons
Brutal weapons
Melee
Melee
User
-1
1
-
Hideous mutations
Hideous mutations
Melee
Melee
+1
-2
2
-
Frag grenade
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
ABILITIES
ABILITIES
Disease Vectors
Sickly Resilience: Each time a model in this unit would lose a wound, roll one D6: on a 5+, that wound is not lost.
Horrific Visage (Aura): While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that unit.
FACTION KEYWORDS: CHAOS, NURGLE
KEYWORDS: INFANTRY, GELLERPOX INFECTED

Datasheet-related Stratagems

FEED THE BOILERMEN1CP
Gellerpox Blight – Boarding Actions – Battle Tactic Stratagem

Rendered unrecognisably monstrous by their nightmarish infection, still these former crew of the underdecks recognise the need to fuel their own feverish internal fires. As bone cracks and blood spurts between their grinding jaws, so raw life force reknits their supernaturally altered forms.

Use this Stratagem in the Fight phase, when a GELLERPOX INFECTED unit from your army is selected to fight. Until the end of the phase, each time an attack made by a Nightmare Hulk model in that unit destroys an enemy model, roll one D6: on a 4+, one model in your unit regains 1 lost wound.
SINK THE TEETH IN1CP
Gellerpox Blight – Boarding Actions – Battle Tactic Stratagem

From coiling tendrils and jabbing probosci to whining fleshmetal drills and enfolding lamprey maws, once the Gellerpox Infected latch onto their victims they do not easily relinquish their hold.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit within Engagement Range of one or more GELLERPOX BLIGHT units from your army is selected to Fall Back. Roll one D6: on a 1-3, that enemy unit suffers 1 mortal wound; on a 4+, that enemy unit suffers 1 mortal wound and cannot Fall Back this turn.
BILEFLAME TORRENT1CP
Gellerpox Blight – Boarding Actions – Epic Deed Stratagem

Bloated almost to bursting point with malignant vitriol and smouldering hate, this revolting being expels its inner foulness in a roaring column of ectoplasmic fire capable of burning through even locked bulkhead doors and dissolving anyone luckless enough to be stood in its path.

Use this Stratagem in your Shooting phase, when a GELLERPOX INFECTED unit from your army is selected to shoot. Select one Nightmare Hulk model in that unit that is equipped with a belly-flamer. Instead of making any attacks with that weapon this phase, select one closed Hatchway within 6" of that model. That Hatchway is opened, and roll one D6 for each enemy unit within 1" of that Hatchway: on a 2+, that enemy unit suffers 1 mortal wound.
TOXIC EFFLUVIA1CP
Gellerpox Blight – Boarding Actions – Strategic Ploy Stratagem

At the urging of dark and disgusting powers, these repulsive beings heave and strain until their bodies expel virulent fluids in a reeking gush. While the effort may rupture some of Nurgle’s servants beyond repair, it also drenches shipboard systems or vital corridor intersections in a foulness that marks them as belonging to the god of plagues. Not that anyone else would want them after this…

Use this Stratagem at the end of your opponent’s turn. Select one objective marker you control, then select one GELLERPOX BLIGHT unit from your army that is within range of that objective marker. That unit suffers 2D3 mortal wounds, and that objective marker remains under your control until the end of the battle, even if there are no models from your army within range of it, unless your opponent controls it at the end of any subsequent phase.
1CP

CORRUPTION AND DECAY

Gellerpox Infected Stratagem

Contamination permeates every diseased breath drawn by the Gellerpox Infected.

Use this Stratagem at the start of the Fight phase. Choose an enemy unit within 3" of a GELLERPOX INFECTED unit from your army. Until the end of the phase, add 1 to all wound rolls made for GELLERPOX INFECTED models from your army when they target this enemy unit.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

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GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Objective Markers
In Boarding Actions, objective markers should have a diameter of 40mm. A model is within range of an objective marker if it is within 1" of that objective marker.

At the start of the battle, each objective marker on the battlefield is contested, and so is not controlled by either player. Unless otherwise noted, a player will control an objective marker at the end of any phase if they have more models within range of it than their opponent does.

Frag grenade used in the following datasheets:

Hideous mutations used in the following datasheets:

Fast Attack
Price per unit

The GELLERPOX INFECTED keyword is used in the following Death Guard datasheets:

The MUTOID VERMIN keyword is used in the following Death Guard datasheets:

The AGENT OF CHAOS keyword is used in the following Chaos Space Marines datasheets:


- If this model is your WARLORD it gains the AGENT OF CHAOS keyword.

The ABADDON THE DESPOILER keyword is used in the following Chaos Space Marines datasheets:

Wanton Destruction

With skills honed in vast, bloody wars against the most heavily armoured or dug-in opposition, Chaos Space Marines punish such enemies with malicious barrages of utter destruction.

While this unit is engaged in Wanton Destruction, each time a model in this unit makes an attack with a Heavy, Rapid Fire or Grenade weapon, an unmodified hit roll of 6 scores 1 additional hit.
Wanton Massacre

Barbarous firefights and the indiscriminate slaying of foes have been notorious hallmarks of the Heretic Astartes wars for millennia.

While this unit is engaged in Wanton Massacre, each time a model in this unit makes an attack with a Rapid Fire, Assault or Pistol weapon, an unmodified hit roll of 6 scores 1 additional hit.
Wanton Slaughter

Close assaults are the favoured tactics of many traitors, coupling murderous short-ranged firepower with the unrestrained slaughter of hand-to-hand execution.

While this unit is engaged in Wanton Slaughter, each time a model in this unit makes an attack with an Assault, Pistol or melee weapon, an unmodified hit roll of 6 scores 1 additional hit.
Let the Galaxy Burn

Drawing upon countless years of festering bitterness and hate, Chaos Space Marines attack with a ferocity that is terrible to behold. Whether annihilating the foe at range or butchering them without mercy at close quarters, there is no aspect of death unknown to these traitors. Unencumbered by stultifying doctrines, they are capable of adapting their murderous priorities with horrifying ease, and there are no limits to the levels of devastation they will unleash to vent their anger.

If every unit from your army has the TRAITORIS ASTARTES keyword (excluding models with the AGENT OF CHAOS or UNALIGNED keyword) and every DEATH GUARD unit from your army (excluding ABADDON THE DESPOILER) is from the same Legion, this unit gains the following rules:
  • Each time a model in this unit shoots with a flame weapon, when determining how many attacks are made with that weapon this phase, add 2 to the result (e.g. a model shooting with a flamer makes D6+2 attacks).
  • This unit gains a bonus (see below) depending on which wanton act it is engaged in, as follows:
    • During the first battle round, your army (and every unit from it) is engaged in Wanton Destruction.
    • During the second battle round, your army (and every unit from it) is engaged in Wanton Massacre.
    • At the start of the third battle round, select either Wanton Massacre or Wanton Slaughter; until the end of that battle round, your army (and every unit from it) is engaged in the wanton act you selected.
    • During the fourth and subsequent battle rounds, your army (and every unit from it) is engaged in Wanton Slaughter.
Disease Vectors
If your army is Battle-forged, you can include one GELLERPOX INFECTED unit and one MUTOID VERMIN unit in each DEATH GUARD or NURGLE TRAITORIS ASTARTES Patrol, Battalion and Brigade Detachment in your army without those units taking up Battlefield Role slots in those Detachments. The inclusion of these units does not prevent other units from their Detachment benefiting from Detachment abilities (e.g. Let the Galaxy Burn), and it does not prevent other units from your army benefiting from abilities that require every model in your army to have that ability. Units included in a Patrol, Battalion or Brigade Detachment in this manner are ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game), and when determining your Army Faction.

BELLY-FLAMER

WEAPON
RANGE
TYPE
S
AP
D
Belly-flamer
Belly-flamer
12"
Assault D6
4
-1
1
Abilities: Each time an attack is made with this weapon, that attack automatically hits the target.
© Vyacheslav Maltsev 2013-2023