The Gellerpox Infected are a resilient melee-focused faction that spreads debilitating curses across the battlefield while their hulking mutants and swarming vermin overwhelm enemies with raw durability and close-quarters aggression.
Core Abilities
Faction Rules
- TECHNO-CURSE: Select one curse; enemies in range suffer its symptom, like -1 Atk or damage on failed fights.
- MUTOID VERMIN: Limited actions; ignored for scoring and contesting; Fall Back costs 1 less AP.
- NIGHTMARE HULKS: Cannot use Light terrain for cover; extra AP for Pick Up Marker and mission actions.
- REVOLTINGLY RESILIENT: Roll D6 to reduce damage of 3+ by 1 on a 4+ for Hulks and Mutants.
Strategic Ploys
- PLAGUERIDDEN DETERMINATION: Reroll one defence dice when shooting friendly operative.
- BLESSINGS OF INFECTION: Discard fails or successes to improve fight results.
- DRAWN TO THE HUM: Add 1" Move when moving near selected objective.
- RUST EMANATIONS: Worsen enemy Hit stat by 1 near Hulk operatives.
Firefight Ploys
- REVOLTING TECHNOLOGY: enemy ranged weapons gain or worsen Hot rule
- BARGE: Hulk ignores control for movement and charges
- PUTRESCENT DEMISE: deal damage when incapacitated to nearby enemies
- FRIGHTENING ONSLAUGHT: Hulk performs free Fight action after fighting
Equipment
- MUTOID VERMIN: Add four Mutoid Vermin operatives to your kill team.
- POLLUTED STOCKPILE: Roll 2D6 to possibly remove an opponent's equipment option.
- MUTATED SYMPTOMS: Once per battle, gain an additional Techno-Curse for an operative.
- PLAGUE BELLOWS: Retain one defence dice result of 3 when shooting a Nightmare Hulk.