Below you will find a list of the operatives that make up a GELLERPOX INFECTED kill team, including, where relevant, any weapons specified for that operative.
Note that other than MUTOID VERMIN, you don't select your operatives from a list. This kill team’s operatives are specified.
Every GELLERPOX INFECTED operative in the following list:
If you selected the Mutoid Vermin faction equipment:
Specified number of GELLERPOX INFECTED operatives selected from the following list:
| Nom | A | T | D | Règles | |
| Pyregut (deluge) | 5 | 2+ | 3/3 | Range 4", Saturate, Seek Light | |
| Range 4", Saturate, Seek Light | |||||
| Pyregut (standard) | 5 | 2+ | 3/3 | Range 6", Saturate, Torrent 2" | |
| Range 6", Saturate, Torrent 2" | |||||
| Fleshmelded weapons | 5 | 3+ | 4/5 | Engineered* | |
| Engineered* | |||||
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.
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
| Nom | A | T | D | Règles | |
| Pyregut (deluge) | 5 | 2+ | 3/3 | Range 4", Saturate, Seek Light | |
| Range 4", Saturate, Seek Light | |||||
| Pyregut (standard) | 5 | 2+ | 3/3 | Range 6", Saturate, Torrent 2" | |
| Range 6", Saturate, Torrent 2" | |||||
| Fleshmelded weapons | 5 | 3+ | 4/5 | Engineered* | |
| Engineered* | |||||
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.
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
| Nom | A | T | D | Règles | |
| Mutant tentacles | 5 | 4+ | 3/4 | Range 3", Torrent 1" | |
| Range 3", Torrent 1" | |||||
| Mutant claw & tentacles (slashing) | 6 | 4+ | 3/4 | ||
| Mutant claw & tentacles (swiping) | 4 | 4+ | 3/4 | Swipe* | |
| Swipe* | |||||
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).
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.
| Nom | A | T | D | Règles | |
| Mutant tentacles | 5 | 4+ | 3/4 | Range 3", Torrent 1" | |
| Range 3", Torrent 1" | |||||
| Mutant claw & tentacles (slashing) | 6 | 4+ | 3/4 | ||
| Mutant claw & tentacles (swiping) | 4 | 4+ | 3/4 | Swipe* | |
| Swipe* | |||||
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).
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.
| Nom | A | T | D | Règles | |
| Mutant fist and cleaver (lopping blow) | 1 | 3+ | 8/9 | Lethal 5+ | |
| Lethal 5+ | |||||
| Mutant fist and cleaver (slashing) | 5 | 4+ | 5/6 | ||
| Nom | A | T | D | Règles | |
| Mutant fist and cleaver (lopping blow) | 1 | 3+ | 8/9 | Lethal 5+ | |
| Lethal 5+ | |||||
| Mutant fist and cleaver (slashing) | 5 | 4+ | 5/6 | ||
| Nom | A | T | D | Règles | |
| Mutant claw | 4 | 4+ | 6/7 | Brutal | |
| Brutal | |||||
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).
| Nom | A | T | D | Règles | |
| Mutant claw | 4 | 4+ | 6/7 | Brutal | |
| Brutal | |||||
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).
| Nom | A | T | D | Règles | |
| Frag grenade | 4 | 4+ | 2/4 | Blast 2", Limited 1, Range 6", Saturate | |
| Blast 2", Limited 1, Range 6", Saturate | |||||
| Heavy axe | 3 | 4+ | 4/5 | Brutal | |
| Brutal | |||||
| Improvised weapon | 4 | 4+ | 3/4 | Ceaseless | |
| Ceaseless | |||||
Whenever an attack dice would inflict Critical Dmg on this operative, you can choose for that attack dice to inflict Normal Dmg instead.
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).
| Nom | A | T | D | Règles | |
| Frag grenade | 4 | 4+ | 2/4 | Blast 2", Limited 1, Range 6", Saturate | |
| Blast 2", Limited 1, Range 6", Saturate | |||||
| Heavy axe | 3 | 4+ | 4/5 | Brutal | |
| Brutal | |||||
| Improvised weapon | 4 | 4+ | 3/4 | Ceaseless | |
| Ceaseless | |||||
Whenever an attack dice would inflict Critical Dmg on this operative, you can choose for that attack dice to inflict Normal Dmg instead.
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).
| Nom | A | T | D | Règles | |
| Diseased effluence | 4 | 4+ | 2/2 | Range 6" | |
| Range 6" | |||||
| Diseased nippers | 3 | 4+ | 1/2 | ||
Whenever an operative is shooting this operative, ignore the Piercing weapon rule.
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. Vantage terrain).
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).
| Nom | A | T | D | Règles | |
| Diseased effluence | 4 | 4+ | 2/2 | Range 6" | |
| Range 6" | |||||
| Diseased nippers | 3 | 4+ | 1/2 | ||
Whenever an operative is shooting this operative, ignore the Piercing weapon rule.
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. Vantage terrain).
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).
| Nom | A | T | D | Règles | |
| Bloodsucking proboscis | 2 | 4+ | 2/3 | Rending, Feast* | |
| Rending, Feast* | |||||
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).
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.
| Nom | A | T | D | Règles | |
| Bloodsucking proboscis | 2 | 4+ | 2/3 | Rending, Feast* | |
| Rending, Feast* | |||||
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).
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.
| Nom | A | T | D | Règles | |
| Swarm | 5 | 6+ | 0/0 | Stun, Range 6" | |
| Stun, Range 6" | |||||
| Sting | 5 | 5+ | 1/2 | Shock | |
| Shock | |||||
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).
| Nom | A | T | D | Règles | |
| Swarm | 5 | 6+ | 0/0 | Stun, Range 6" | |
| Stun, Range 6" | |||||
| Sting | 5 | 5+ | 1/2 | Shock | |
| Shock | |||||
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).
| Nom | A | T | D | Règles | |
| Acid spit | 4 | 4+ | 2/2 | 1" Devastating 1, Piercing 1, Range 6" | |
| 1" Devastating 1, Piercing 1, Range 6" | |||||
| Fanged maw | 2 | 4+ | 1/3 | ||
When this operative is incapacitated, roll one D6 separately for each enemy operative visible to and within 2" of it: on a 4+, inflict 1 damage on that operative.
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).
| Nom | A | T | D | Règles | |
| Acid spit | 4 | 4+ | 2/2 | 1" Devastating 1, Piercing 1, Range 6" | |
| 1" Devastating 1, Piercing 1, Range 6" | |||||
| Fanged maw | 2 | 4+ | 1/3 | ||
When this operative is incapacitated, roll one D6 separately for each enemy operative visible to and within 2" of it: on a 4+, inflict 1 damage on that operative.
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).
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.
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.
Whenever a friendly GELLERPOX INFECTED operative is fighting or retaliating, you can do one of the following:
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.
Whenever a friendly GELLERPOX INFECTED NIGHTMARE HULK operative is fighting, your opponent cannot retain results of 3 as successes.
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.
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:
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.
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.
The following equipment options are available to GELLERPOX INFECTED kill teams, alongside the universal equipment online. You cannot select each option more than once per battle.
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.
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 is affected by your additional TECHNO-CURSE rule too.
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.
After revealing this equipment option, add four GELLERPOX INFECTED MUTOID VERMIN operatives to your kill team for the battle.
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:
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.
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.
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).