Shamblerot Vectorium

Homebrew (Unpublished) by Raikenette
Composition

1 Poxed Blightbringer 1 Poxed Plaguecaster 6 Poxwalker Shambler 2 Poxwalker Crusher 2 Poxwalker Grappler 2 Poxwalker Basher 2 Poxwalker Raker 2 Poxwalker Poker 4 Poxwalker Gunner

Common Abilities and Options

Poison:
In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against (excluding friendly POXWALKER, or POXED operatives) gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

Shambling Hordes:
Shamble Activations:

  • Whenever this operative is expended, (if able) select up to two other ready friendly POXWALKER operatives visible to and within 6” of this operative; activate this opperative as normal. When this friendly operative you activated is expended, you can activate the other friendly operative before your opponent activates. Repeat this until all selected operatives are expended, your opponent then activates as normal.

Shamble Cover: Whenever an operative is shooting this operative whilst its within 3" of a friendly POXWALKER operative, if you cannot (or chooses not to) retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.

  • OR if this operative is within 3" of two friendly POXWALKER operatives, if you cannot retain any cover saves, you can retain one of your defence dice as a critical success without rolling it.
  • OR this operative is within 3" of three friendly POXWALKER operatives, if you cannot retain any cover saves, you can retain one of your defence dice as a critical success without rolling it, and pick up and roll one additional save dice.
Poxed Blightbringer
A 3
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Plague Encrusted Great Axe (Poison*, Brutal, Dev 1, Ceaseless)
4
3+
4/4
Abilities
Entropic Gifts of the Pox [AURA]Grandfather's Best BlessingPoisonShepherds of the Horde.

Entropic Gifts of the Pox [AURA]: [AURA], At the start of each turning point, select one Gifts of the Pox ability for this operative to have until the end of the turning point. Whenever a friendly POXWALKER operative is within 7" of this operative, those friendly operatives have;

  • Melee weapons gain the Ceaseless weapon rule.
  • Add 1" to friendly movement characteristic.
  • Whenever fighting, shooting, or retaliating against an enemy operative with a poison token, add 1 to the hit roll.
  • Whenever activating using Shamble Activations, you can select up to 3 other ready friendly POXWALKER operatives instead of 2.

Grandfather's Best Blessing: Whenever an enemy operative that has one of your Poison tokens loses one or more wounds within 7" of this operative, this operative gains up to an equal number of lost wounds (to a maximum of 3 lost wounds per turning point, and only if this operative isn’t incapacitated), and this can increase this operative's wound to beyond its starting amount.

Shepherds of the Horde.: Shamble Activations:

  • Whenever this operative is expended, you may choose to select up to two other ready friendly POXWALKER operatives visible to and within 6” of this operative; activate this opperative, and activate the other friendly operative(s) complete their activations action by action in any order. Your opponent then activates as normal.

Shamble Cover: Whenever an operative is shooting this operative whilst its within 3" of a friendly POXWALKER operative, if you cannot (or chooses not to) retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.

  • OR if this operative is within 3" of two friendly POXWALKER operatives, if you cannot retain any cover saves, you can retain one of your defence dice as a critical success without rolling it.
  • OR this operative is within 3" of three friendly POXWALKER operatives, if you cannot retain any cover saves, you can retain one of your defence dice as a critical success without rolling it, and pick up and roll one additional save dice.
40CHAOS, NURGLE, INFECTED, LORD OF POXES, POXED, BLIGHTBRINGER
Poxed Plaguecaster
A 3
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Plague Winds
Focused Wytchfire (Psychic, Rng 7", Prc 1, Sat, Severe)
4
3+
3/7
Dispersed Wytchfire (Psychic Tor 1", Sat, Severe, Poison*)
6
4+
2/3
Manreaper (Severe, Poison*)
4
3+
3/5
Abilities
Gifts of the Walking Pox [AURA]PoisonShepherds of the Horde

Gifts of the Walking Pox [AURA]: [AURA], At the start of each turning point, select one Lord of the Walking Pox ability for this operative to have until the end of the turning point. Whenever a friendly POXWALKER operative is within 7" of this operative, those friendly operatives have;

  • Whenever an enemy operative is shooting this operative, subtract one from the Hit characteristic of their ranged weapon.
  • Whenever an enemy operative is charging this operative, subtract one from their movement characteristic.
  • Whenever this POXWALKER operative is incapacitated, roll a D6, on a 5+ that friendly poxwalker instead is reduced to 1w, if this is done by an enemy operative that is poisoned +1 to that roll.
  • Whenever a friendly POXWALKER operative is in Shamble Cover +1 to their save characteristic.

Shepherds of the Horde: Shamble Activations:

  • Whenever this operative is expended, you may choose to select up to two other ready friendly POXWALKER operatives visible to and within 6” of this operative; activate this opperative, and activate the other friendly operative(s) complete their activations action by action in any order. Your opponent then activates as normal.

Shamble Cover: Whenever an operative is shooting this operative whilst its within 3" of a friendly POXWALKER operative, if you cannot (or chooses not to) retain any cover saves, you can retain one of your defence dice as a normal success without rolling it.

  • OR if this operative is within 3" of two friendly POXWALKER operatives, if you cannot retain any cover saves, you can retain one of your defence dice as a critical success without rolling it.
  • OR this operative is within 3" of three friendly POXWALKER operatives, if you cannot retain any cover saves, you can retain one of your defence dice as a critical success without rolling it, and pick up and roll one additional save dice.
32CHAOS, NURGLE, INFECTED, POX, LORD OF POXES, PLAGUECASTER, PSYKER
Poxwalker Shambler
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Putrid Blade (Severe, Poison*)
4
4+
3/4
Abilities
PoisonShambling Hordes
Options
Putrefied Hazmat Suit

Putrefied Hazmat Suit: RESTRICTION: Up to 2 POXWALKER SHAMBLER Operatives can be equipped with this option.

When an enemy operative is shooting this operative as a secondary target, such as with BLAST, and TORRENT weapon abilities, this operative is considered as not a valid target for shooting.

25CHAOS, NURGLE, INFECTED, POX, SHAMBLE, POXWALKER, SHAMBLER
Poxwalker Crusher
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Putrid Hammer
Smelly Overhead (Dev 1, Severe, Poison*)
3
5+
4/5
Stunning Shove (Shove*)
5
4+
2/2
Abilities
PoisonShambling HordesShove

Shove: During the roll dice step of Resolve Attack Dice step, if this weapon scores a critical success, immediately end the sequence and push the target operative 1" away from this operative.

25CHAOS, NURGLE, INFECTED, POX, SHAMBLE, POXWALKER, CRUSHER
Poxwalker Grappler
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Bionic Arm & Hideous Mutations (Severe, Poison*)
4
4+
3/4
Abilities
Bionic GraspPoisonShambling Hordes

Bionic Grasp: Whenever an enemy operative performs the Fall Back action while within control range of this operative, you can use this rule. If you do, roll one D6: on a 3+, that enemy operative cannot perform that action during that activation/counteraction (the AP spent on it is refunded).

25CHAOS, NURGLE, INFECTED, POX, SHAMBLE, POXWALKER, GRAPPLER
Poxwalker Basher
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Putrid Mallet (Severe, Ceaseless, Poison*)
5
4+
3/4
Abilities
PoisonShambling Hordes
25CHAOS, NURGLE, INFECTED, POX, SHAMBLE, POXWALKER, BASHER
Poxwalker Raker
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Putrid Triflamaxe (Dev 1, Severe, Ceaseless, Poison*)
5
4+
3/3
Abilities
PoisonShambling HordesShambling Rain of Blows

Shambling Rain of Blows: Whenever this operative performs a Charge action, until the end of Shamble Activiation, friendly operatives within 3" of this operative gain the Ceaseless weapon rule on their melee weapons. If a friendly operative already has the Ceaseless weapon rule on a melee weapon, those weapons instead gain the Accurate 1 weapon rule.

25CHAOS, NURGLE, INFECTED, POX, SHAMBLE, POXWALKER, RAKER
Poxwalker Poker
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Putrid Improvised Piercing Weapon (Rng 6", Prc 2, Poison*)
2
5+
3/4
Putrid Improvised Piercing Weapon (Severe, Poison*)
3
4+
3/4
Abilities
PoisonShambling HordesUncanny Throw

Uncanny Throw: Whenever this operative performs the shooting action, if it scores a normal success against an enemy operative, it can perform a fight action during its activation targetting the same enemy operative for 0 APL.

25CHAOS, NURGLE, INFECTED, POX, SHAMBLE, POXWALKER, POKER
Poxwalker Gunner
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Barely Aimed Autogun (Relentless, Poison*)
5
5+
2/3
Putrid Bayonet (Severe, Poison*)
4
4+
3/4
Abilities
PoisonShambling Hordes
25CHAOS, NURGLE, INFECTED, POX, SHAMBLE, POXWALKER, BASHER
Equipment
Ploys

Strategic - Walking Pox Shuffle:
Each friendly POXWALKER operative that has an engage order and is less than than 6" from enemy operatives can immediately perform a free Dash action towards the closest enemy operative, or Charge action up to a maximum of 3", in an order of your choice.


Strategic - Avalanche of Bodies:
When using this strategy ploy, select one friendly POXWALKER operative, when that operative next uses Shambling Hordes (Shamble Activations), instead of selecting up to 2 other friendly poxwalkers, select all friendly POXWALKERs visible and within 6" to be activated. If this operative is incapacitated before its next activation this strategy ploy is void, if that same operative is revived, via Numberless Hordes, or Gifts of the Walking Pox [AURA] it may still use this strategy ploy from its new location.

Clarification: LORD OF POXES operatives cannot be activated via this strategy ploy, (because they don't have the POXWALKER keyword, and also don't have the Shambling Hordes abiltiy, they have Shepherds of the Horde.)


Strategic - Death and Rebirth in Pox:
When friendly POXWALKER, or LORD OF POXES operatives are under the affects of Shambling Hordes (Shamble Cover), or Shepherds of the Horde (Shamble Cover), and within 3" of two or more friendly POXWALKER operatives, you can choose to inflict 1 wound to that POXWALKER, or LORD OF POXES operative and re-roll a save dice.


Strategic - Careless Footwork:
During each friendly POXWALKER, or LORD OF POXES operative’s activation, you can ignore the first vertical distance of 2" they move during one climb up.


Firefight - Numberless Horde:
Use this firefight ploy when a friendly POXWALKER operative is incapacitated, you can do so despite it being incapacitated. Place an identical POXWALKER operative in your drop zone, outside of control range of any markers and enemy operatives, with all of its wounds remaining. Any tokens it had are removed.

NOTE: Operatives that're incapacitated then revived via Numberless Horde are not counted for Kill-Op, but are considered incapacitated in the case of other abilities, and the revived POXWALKER is treated as a seperate but identical Operative.


Firefight - Curse of the Walking Pox:
Use this firefight ploy when an enemy operative is incapacitated by a friendly POXWALKER operative, you can do so despite it being incapacited. Instead of being incapacitated and removed from play, replace that enemy operative with friendly POXWALKER SHAMBLER operative as close to where the original died, outside of control range of any markers and enemy operatives. Wall of its wounds remaining. Any tokens it had are removed.

NOTE: Ene operatives that're incapacitated score Kill-OP when first killed, and do not score Kill-Op whilst they're a Poxwalker.


Firefight - The Groaning Pox:
Use this firefight ploy when a friendly POXWALKER operative is performing the shoot action, it receives the Drowning Groan ranged weapon until the end of its activation. Furthermore for each friendly POXWALKER operative within 6" of the selected one, add 1 to the attack characteristic, and Range X" weapon ability of the drowning groan.

NameATKHITDMG
Drowning Groan (Range 6", Devastating 1, Saturate, Seek)24+2/2

Firefight - Virulent Shamblerot Sorcery:
Use firefight ploy when activating a LORD OF POXES operative, when choosing a specific [AURA] ability, instead of picking one, pick two for that operative to be active for the rest of the turning point.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.