Miasma

Common Abilities and Options

Group Activation:
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).

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

1. Sludge-Grub
Sludge-Grub
A 2
M 4"
S 6+
W 2/2
Weapons
ATK
HIT
DMG
Acid Spit (Rng 6", 1" Dev1, Prc1)
4
4+
2/2
Fanged Maw
2
4+
1/3
Abilities
Caustic DemiseGroup ActivationMutoid Vermin

Caustic Demise: 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.

GELLERPOX INFECTED, CHAOS, MUTOID VERMIN, SLUDGE-GRUB
2. Eyestinger Swarm
Eyestinger Swarm
A 2
M 6"
S 6+
W 2/2
Weapons
ATK
HIT
DMG
Swarm (Rng 6", Stun)
5
6+
0/0
Sting (Shock)
5
5+
1/2
Abilities
Group ActivationMutoid Vermin
GELLERPOX INFECTED, CHAOS, MUTOID VERMIN, FLY, EYESTINGER SWARM
3. Cursemite
Cursemite
A 2
M 6"
S 6+
W 2/2
Weapons
ATK
HIT
DMG
Bloodsucking Proboscis (Rnd, *Feast)
2
4+
2/3
Abilities
*FeastGroup ActivationMutoid Vermin

*Feast: 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.

GELLERPOX INFECTED, CHAOS, MUTOID VERMIN, FLY, CURSEMITE

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.

Ploys

Blessings Of Infection
Strategy Ploy

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
Strategy Ploy

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
Strategy Ploy

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
Strategy Ploy

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

Barge
Firefight 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:

  • 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
Firefight Ploy

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
Firefight Ploy

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
Firefight Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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

Dominate
Seek And Destroy

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 Dominate tokens.

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.

Rout
Seek And Destroy

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.

Plant Banner
Security

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.

Martyrs
Security

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

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

Envoy
Security

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.