Shamblerot Vectorium
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.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 HordePoxwalker Shambler
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Putrid Blade (Severe, Poison*) | 4 | 4+ | 3/4 |
Abilities
PoisonShambling HordesOptions
Putrefied Hazmat SuitPoxwalker 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 HordesShovePoxwalker 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 HordesPoxwalker Basher
A 2
M 5"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Putrid Mallet (Severe, Ceaseless, Poison*) | 5 | 4+ | 3/4 |
Abilities
PoisonShambling HordesPoxwalker 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 BlowsPoxwalker 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 ThrowPoxwalker 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 HordesUniversal Equipment
Ammo Cache (x1)
(Universal)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 RESUPPLY (0 AP): 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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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)
(Universal)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 Barricade (1 AP): 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)
(Universal)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 GRENADE (1 AP):
- 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)
(Universal)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 GRENADE (1 AP):
- 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)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)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.
Strategy Ploys
Strategy: 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.
Strategy: 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.)
Strategy: 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.
Strategy: 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 Ploys
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.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Drowning Groan (Range 6", Devastating 1, Saturate, Seek) | 2 | 4+ | 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.
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.
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.
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Drowning Groan (Range 6", Devastating 1, Saturate, Seek) | 2 | 4+ | 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.