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Chaos

Gellerpox Infected

Security/Seek And Destroy

Corrupted by a gruesome techno-organic affliction, the Gellerpox Infected are nightmarish meldings of flesh,

Faction Rules

Nightmare Hulk

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.

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:

  • Barrelwarp
  • 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
  • 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
  • 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

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 are incapacitated, and when determining your starting number of operatives).

They are 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 does not 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.

Operatives

Strategic Ploys

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.

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.

Rust Emanations

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

Firefight Ploys

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).

Frightening Onslaught

Use this firefight ploy after a friendly GELLERPOX INFECTED NIGHTMARE HULK operative performs the Fight action, if it is not incapacitated.

It can immediately perform a free Fight action (you do not have to select the same enemy operative to fight against). This takes precedence over action restrictions.

Putrescent Demise

Use this firefight ploy when a friendly GELLERPOX INFECTED operative (excluding MUTOID VERMIN) is incapacitated, before it is 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.

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.

Hot: After using this weapon, roll 1D6. If the result is less than the weapon's HIT stat, inflict Damage on that operative equal to the result multiplied by 2. If it is used multiple times in one action (e.g. Blast), roll only 1D6.

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 THIRCE-CURSED operative''s Spread The Glorious Gifts rule), it is 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.

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

Note that other than MUTOID VERMIN, you do not select your operatives from a list.  

This kill team’s operatives are specified.  

A GELLERPOX INFECTED killteam is composed of every GELLERPOX INFECTED operative in the following list:

- 1 GELLERPOX INFECTED VULGRAR THRICE-CURSED
- 1 GELLERPOX INFECTED BLOATSPAWN
- 1 GELLERPOX INFECTED FLESHSCREAMER
- 1 GELLERPOX INFECTED LUMBERGHAST
- 4 GELLERPOX INFECTED GLITCHLING
- 1 GELLERPOX INFECTED MUTANT with frag grenade and heavy axe
- 2 GELLERPOX INFECTED MUTANT with frag grenade and improvised weapon

If you selected the Mutoid Vermin faction equipment:  

Specified number of GELLERPOX INFECTED operatives selected from the following list:

- CURSEMITE
- EYESTINGER SWARM
- SLUDGE-GRUB