Super Mutants
Common Abilities and Options
Nightmare Hulk:
Whenever your opponent is selecting a valid target, friendly GELLERPOX INFECTED NIGHTMARE HULK operatives cannot use Light terrain for cover.
While this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Friendly GELLERPOX INFECTED NIGHTMARE HULK operatives cannot perform unique actions. You must spend 1 additional AP for friendly GELLERPOX INFECTED NIGHTMARE HULK operatives (excluding VULGRAR THRICE-CURSED) to perform the Pick Up Marker and mission actions (excluding Operate Hatch).
Revoltingly Resilient:
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.
Techno-Curse:
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:
- Barrelwarp
- 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.
- Screaming Rustspikes
- 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.
- Viral Vox-static
- 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).
Group Activation:
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).
Gellercaust Masks:
Whenever an attack dice would inflict Critical Dmg on this operative, you can choose for that attack dice to inflict Normal Dmg instead.
Daemonic:
Whenever an operative is shooting this operative, ignore the Piercing weapon rule.
Small:
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. e.g. Seek, Vantage terrain) except being within 2".
Screaming Rustspikes:
Techno-Curse
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.
Operatives
1. Frank Horrigan
A 2
M 5"
S 5+
W 21
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pyregut | |||
| Standard (Rng 6", Sat, Tor 2") | 5 | 2+ | 3/3 |
| Deluge (Rng 4", Sat, Seek Light) | 5 | 2+ | 3/3 |
| Fleshmelded Weapons (*Engineered) | 5 | 3+ | 4/5 |
Abilities
*EngineeredNightmare HulkRevoltingly ResilientSpread the Glorious GiftsTechno-CurseOptions
Screaming Rustspikes2. Pepto
A 2
M 5"
S 5+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mutant Tentacles (Rng 3", Tor 1") | 6 | 4+ | 3/4 |
| Mutant Claws & Tentacles | |||
| Slashing | 6 | 4+ | 3/4 |
| Swiping (*Swipe) | 4 | 4+ | 3/4 |
Abilities
Nightmare HulkRevoltingly Resilient*SwipeTechno-CurseTentacled GraspOptions
Screaming Rustspikes3. Arby
A 2
M 5"
S 5+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mutant Fist & Cleaver | |||
| Lopping Blow (Lethal 5+) | 1 | 3+ | 8/9 |
| Slashing | 5 | 4+ | 5/6 |
Abilities
Horrifying ShriekingNightmare HulkRevoltingly ResilientTechno-CurseOptions
Screaming Rustspikes4. Marcus
A 2
M 5"
S 5+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Mutant Claw (Brutal) | 4 | 4+ | 6/7 |
Abilities
Nightmare HulkRevoltingly ResilientSpiked ChargerTechno-CurseOptions
Screaming Rustspikes5. What happened to you?
A 2
M 5"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade (Rng 6", Blast 2", Lim1, Sat) | 4 | 4+ | 2/4 |
| Heavy Axe (Brutal) | 3 | 4+ | 4/5 |
Abilities
Group ActivationGellercaust MasksRevoltingly ResilientTechno-CurseOptions
Screaming Rustspikes6. Why are you like that?
A 2
M 5"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade (Rng 6", Blast 2", Lim1, Sat) | 4 | 4+ | 2/4 |
| Improvised Weapon (Ceaseless) | 4 | 4+ | 3/4 |
Abilities
Group ActivationGellercaust MasksRevoltingly ResilientTechno-CurseOptions
Screaming Rustspikes7. What's wrong with you?
A 2
M 5"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade (Rng 6", Blast 2", Lim1, Sat) | 4 | 4+ | 2/4 |
| Improvised Weapon (Ceaseless) | 4 | 4+ | 3/4 |
Abilities
Group ActivationGellercaust MasksRevoltingly ResilientTechno-CurseOptions
Screaming Rustspikes8. 🐦
A 2
M 6"
S 6+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Diseased Effluence (Rng 6") | 4 | 4+ | 2/2 |
| Diseased Nippers | 3 | 4+ | 1/2 |
Abilities
DaemonicGroup ActivationSmallTechno-Curse9. 🐸
A 2
M 6"
S 6+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Diseased Effluence (Rng 6") | 4 | 4+ | 2/2 |
| Diseased Nippers | 3 | 4+ | 1/2 |
Abilities
DaemonicGroup ActivationSmallTechno-CurseOptions
Screaming Rustspikes10. 🍌
A 2
M 6"
S 6+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Diseased Effluence (Rng 6") | 4 | 4+ | 2/2 |
| Diseased Nippers | 3 | 4+ | 1/2 |
Abilities
DaemonicGroup ActivationSmallTechno-CurseOptions
Screaming Rustspikes11. 🎈
A 2
M 6"
S 6+
W 3
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Diseased Effluence (Rng 6") | 4 | 4+ | 2/2 |
| Diseased Nippers | 3 | 4+ | 1/2 |
Abilities
DaemonicGroup ActivationSmallTechno-CurseOptions
Screaming Rustspikes12. Borfs
A 2
M 4"
S 6+
W 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 VerminOptions
Screaming RustspikesEquipment
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 PloyWhenever 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 PloySelect 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 PloyWhenever 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 PloyWhenever a friendly GELLERPOX INFECTED NIGHTMARE HULK operative is fighting, your opponent cannot retain results of 3 as successes.
Barge
Firefight PloyUse 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 PloyUse 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 PloyUse 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 PloyUse 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 DestroyReveal: 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 DestroyReveal: 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 DestroyReveal: 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
SecurityReveal: 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
SecurityReveal: 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
SecurityReveal: 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.