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==Gellerpox Infected== While not technically part of Forge World's Renegades and Heretics list, the Gellerpox Infected introduced in Kill-Team: Rogue Trader are thematically similar to them and aren't large enough as a faction for their own article, so here they are. Like the Elucidian Starstriders introduced alongside them, they're likely to struggle in larger games due to their small detachment size and near-total lack of shooting but they make a fluffy set of allies to any Nurgle force and have the classic Nurglite resilience to help get them into melee. ===Special Rules=== *'''Disgustingly Resilient''': Papa Nurgle's trademark FnP on a 5+. *'''Vulgrar's Followers''': Requires Vulgrar Thrice-Cursed to take effect. If Vulgrar is present, he must be set up first; any units with this rule must be set up together afterwards within 6" of him. ===Warlord Trait=== If Vulgrar is your army's warlord, you get the Twisted Brilliance Warlord Trait. *'''Twisted Brilliance''': If your army is Battle-forged, you receive an additional 3 Command Points that CAN ONLY be spent on Gellerpox Infected Stratagems. Probably unlikely to happen given the prevalence of CP factory armies, but could be useful in smaller games where CP is at a premium. ===Stratagems=== *'''Mutoid Infestation (1 CP)''': At the end of the Movement Phase, choose a Mutoid Vermin unit that has been destroyed and set it back up within 12" of a friendly Gellerpox Infected unit. Normally this kind of Stratagem would be lackluster due to the need to pay reinforcement points, but the Mutoid Vermin units cost so little that it won't matter much. *'''Machine Glitch (1 CP)''': After a unit of Glitchlings fights in the Fight phase, choose an enemy vehicle within 1" of it and roll a d6 for each model in the unit. The vehicle takes a mortal wound for each 4+ rolled. *'''Fiery Demise (1 CP)''': If Vulgrar Thrice-Cursed is slain, roll a d6 for each unit within 6" of him. Those units suffer a mortal wound on a 4+. *'''Gellershift (1 CP)''': Instead of moving the Vox-Shamblers normally, you can remove them from the battlefield and deep strike them at the end of the movement phase. *'''Corruption and Decay (1 CP)''': In the fight phase, select an enemy unit within 3" of a Gellerpox Infected unit. That unit now takes +1 to wound from all Gellerpox Infected models in your army. *'''Insane Gibberings (1 CP)''': In the psychic phase, enemy psykers subtract 1 from psychic tests if they are within 18" of Vulgrar Thrice-Cursed. *'''Rancid Vomit (1 CP)''': In the shooting phase, choose a Hullbreakers unit and then choose an enemy unit within 6" visible to that Hullbreakers unit. Roll 3d6; the enemy suffers a mortal wound for each 5+ rolled. *'''Twisted Blessings (1 CP)''': At the end of the Movement phase, a Hullbreakers model regains one wound. ===Unit Analysis=== All units below include the stipulation that 'Only one of this unit can be included in your army.' so unfortunately you cannot spam a horde of Hullbreakers to run around the field causing havoc. ====HQ==== *'''Vulgrar Thrice Cursed''': A lummox of a mutant with 6+/5++ (and Disgustingly Resilient of course), 4 attacks, 5 wounds, and 5" movement. He allows all Gellerpox Infected near him to re-roll hit rolls of 1 and penalizes enemies within 6" with Ld -1. His belly flamer gives him a little bit of defense against enemies trying to charge him, but he should rely on his Fleshripper Claws more often than not (essentially a D2 Power Axe). If he dies anyway, don't forget about Fiery Demise for one last "fuck you". ====Troops==== *'''The Vox-Shamblers''': These guys have profiles similar to a Poxwalker's, but with better WS and T, a 6+ armor save, -1AP on their melee weapons, and access to Frag Grenades. More importantly, their Gellercaust Masks grant them a 5+ invulnerable save and allow them to inflict a mortal wound on anyone who attacks them in the Fight phase if they roll an unmodified 6 for their save. *'''Glitchlings''': What Nurglings would be like if they weren't Swarms. Like Nurglings, they've got Daemonic for 5+ invulnerable saves but suffer from Squishable and can re-roll 1s to wound from their attacks. Instead of Mischief Makers, they get Weapon Glitch, which imposes a -1 to hit to all ranged attacks made against them. Machine Glitch lets them act as the closest thing the Gellerpox Infected have to anti-vehicle damage, but odds are they won't last long after using it. ====Elites==== *'''The Hullbreakers''': Your heavy hitters, each of which have an AP-2 D2 melee weapon (Gnasher-Screamer's also re-rolls failed wounds), S/T of 5, 3 attacks (4 for Gnasher-Screamer), and 4 wounds. Unfortunately they don't have any kind of invulnerable save, but they do get Vulgrar's Ld debuff and Twisted Blessings can keep them alive. ====Fast Attack==== All of these share the Mutoid Vermin rule, which causes them to not take up a slot if Vulgrar is in the same detachment as they are. *'''Eyestinger Swarms''': Wimpy and somewhat unreliable due to having d3 attacks, but 10" speed is blazing fast for anything related to Nurgle and they auto-wound on a hit roll of 6. Despite only having a 7+ armor save, they are deceptively resilient because they force a -1 hit penalty against everything that attacks them and restore a slain model at the start of every turn. *'''Cursemites''': Not quite as speedy as the Eyestinger Swarms, but 8" is still respectably fast, especially since they re-roll failed charges and can make a 6" move when consolidating or piling in. Additionally, their Bloodsucking Proboscises cause each hit roll of 6 to act as 2 hits. *'''Sludge-Grubs''': The slowest of the Mutoid Vermin, but compensates with better Strength, AP-1, and the possession of an actual ranged weapon. When killed in the Fight phase, they have a chance of inflicting mortal wounds on their attackers. ===Tactics=== Vulgrar and the Hullbreakers are the stars of this show. Punchy, durable and bringing yet another source of Leadership shredding nastiness to Chaos' extensive arsenal. The big issue is getting them into a position where they can start dealing damage, as they are sluggish and lack any sort of transport or deep strike ability. Your best bet is try to use your smaller minions to run ahead and try and tie up shooty squads that would otherwise perforate your big guys. Glitchlings are resistant to being shot, Mites are very fast, Eyestingers are both and Vox-shamblers have their deep strike stratagem. None of them are especially killy, but they'll hold the fort down for long enough, provided they don't engage with an elite hybrid unit like Terminators or Custodes. If you can, try to run Vulgrar and Co. alongside some CSM or R&H armour big enough to give them some cover.
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