Genestealers Infiltration

Homebrew by v0idsedge
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Composition

A GENESTEALER killteam is composed of:

  • 1 GENESTEALER ALPHA
  • 6 GENESTEALER operatives selected from the following list:
    • BLADEFORM
    • BURROWER
    • BROOD SCION
    • INFILTRATOR
    • NEUROTALON
Common Abilities and Options

Just Out of Sight:
When setting up a GENESTEALER kill team before the battle, the first third of your kill team must be set up as normal. Each third thereafter can be set up in hiding: place them to one side instead of in the killzone. For each third that is set up in hiding, you must set up the whole third in this way (not some of them), then place two face down Blip makers im the killzone (A and Fake for the second third, B and Fake for the last third setup).

During the firefight phase, whenever you would activate a GENESTEALER operative in hiding, you may choose to expend that operative and move one of your Blip markers up to 4", measuring horizontal distance only. In close quarters this can be measured and moved through walls. You may look at your Blip markers at any time.

Whenever a blip marker would become a valid target for an enemy operative, is within 5" and visible to an enemy operative, or within 2" of an enemy operative. that blip is Spotted. Treat blip markers as operatives with a conceal order and only a base for the purposes of visibility and valid target. When a blip becomes Spotted you immediately interrupt the current operatives activation, at the end of the current action and flip the Blip marker, if it is a Fake, remove it from the killzone, if it is an A or B marker, then take that third of the kill team and place each operative within 2" of the marker with conceal orders, then remove the marker. Your opponent may then choose one of the placed operatives to change their order to engage.

At the start of any GENESTEALER operatives activation you may choose to flip one of your Blip markers. If that marker is a Fake, remove it from the killzone. If that marker is an A of B marker, take that third of the kill team and place those operatives within 2" of that marker with a conceal order. Those operatives cannot be placed where they would be a valid target for any enemy operative. If an operative cannot be placed this way then they must be placed in your dropzone with a conceal order. Then if there are more Fake blip markers on the board than A or B Blip markers, flip over and reveal a Fake Blip marker, or all if there are no A or B markers. Then the activation continues as normal.

Lightning Ambush:
Each friendly GENESTEALER operative can perform the Charge action while it has a conceal order, if it is the first charge that operative has made during the battle.

Each friendly GENESTEALER operative can make a dash in an activation in which it charged, but not the other way around (i.e it cannot dash then charge)

Alpha
A 3
M 7"
S 5+
W 13
Weapons
ATK
HIT
DMG
Shredding Claws (Rending, Lethal 5+)
5
3+
4/5
Abilities
Just Out of SightLightning Ambush
GENESTEALER, GREAT DEVOURER, TYRANID, ALPHA
Infiltrator
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Rending Claws (Rending)
5
3+
4/5
Abilities
Just Out of SightLightning AmbushNatural Camoflage

Natural Camoflage: While this operative has a Conceal order, is in cover and has heavy terrain within its control range, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

GENESTEALER, GREAT DEVOURER, TYRANID, INFILTRATOR
Burrower
A 3
M 7"
S 4+
W 12
Weapons
ATK
HIT
DMG
Spit Venom (PrcCrit, Rng (6"))
4
4+
3/4
Burrowing Claws (Brutal, Shock)
4
3+
5/6
Abilities
2AP: Dig TunnelHidden TunnelJust Out of SightLightning Ambush

Dig Tunnel (2AP): First remove any tunnel markers from the killzone. Then, place one of your tunnel markers within this operatives control range, then place this operative anywhere within 6". Once this operative has been placed, place your other tunnel marker within this operatives control range.

This action is treated as a Reposition action. This operative cannot perform this action while within Control Range of an enemy operative, or during an activation in which it performed the Charge, Fall Back, or Shoot action (or vice-versa).

Hidden Tunnel: Any GENESTEALER operative that starts a Reposition action with a tunnel marker in its control range may choose to place itself within control range of the other tunnel marker, instead of moving normally.

GENESTEALER, GREAT DEVOURER, TYRANID, BURROWER
Neurotalon
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Mind Talon
Pierce (Rng (8"), Dev3, Sat, Lethal 5+)
4
3+
4/3
Slash (Psychic, Sat, Tor 1")
5
3+
3/4
Rending Claws (Rending)
5
3+
4/5
Abilities
Just Out of SightLightning Ambush1AP: The Terror

The Terror (1AP): PSYCHIC Select one enemy operative that is a visible to this operative and within 8", or one enemy operative that's a valid targe for this operative. Then select one of the following for that enemy operative (you can only select each one once per battle):

  • Change its order
  • Until the end of its next activation, it counts as injured. (Rules that ignore injured also ignore this)
  • Perform a free dash with it, that dash must end further from this operative. (specify the location for your opponent to move it to)

This operative cannot perform this action within control range of an enemy operative.

GENESTEALER, GREAT DEVOURER, TYRANID, MINDTALON
Bladeform
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Bio-Blades
Whirl (Ceaseless, *Sweep)
7
3+
3/3
Duel (Lethal 5+, Shock)
5
3+
4/7
Abilities
*SweepJust Out of SightLightning Ambush

*Sweep: Whenever this operative resolves a critical success as a strike with this weapon, it also deals that much damage to each other enemy operative within its control range.

GENESTEALER, GREAT DEVOURER, TYRANID, BLADEFORM
Broodscion
A 3
M 7”
S 5+
W 12
Weapons
ATK
HIT
DMG
Rending Claws (Rending)
5
3+
4/5
Injection Tendrils (Lethal 5+, Stun, *Infest)
4
3+
3/3
Abilities
*InfestJust Out of SightLightning Ambush1AP: Spawn Leeches

*Infest: Whenever this operative resolves a critical success as a strike with this weapon, the enemy operative gains an Infest token (if it doesnt have one already). Whenever an enemy operative has one of your Infest tokens, worsen the Hit stat of its weapons by 1 and subtract 2" from its Move stat. This isn’t cumulative with being injured.

Spawn Leeches (1AP): Place one of your Infestation markers within this operatives control range. Whenever an enemy operative would start an activation with one or more Infestation markers within its control range it takes 1 damage.

Operatives my perform the Pick Up or Place Marker actions on your infestation markers. Whenever an enemy operative would perform the Pick Up Marker action on one of your Infestation Markers, remove it from the killzone.

GENESTEALER, GREAT DEVOURER, TYRANID, BROODSCION
Equipment

Noises in the Dark:
During setup, when you would deploy your first set of Blip markers, you may deploy one extra facedown Fake Blip marker.


Adrenal Glands:
Once per turning point, at the start of a friendly GENESTEALER operatives activation you may use this equipment. Until the end of that activation, add 1" that operatives move stat and when climbing up you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically) and when this operative is dropping, ignore the vertical distance.


Ploys

Firefight - Back into Shadow.:
When a Blip marker would become Spotted, use this firefight ploy. You may immediatly move that Blip marker up to 4", but that move must end closer to your drop zone. Then that Blip is not Spotted. (The blip is not flipped until it next meets the criteria for being Spotted)


Strategic - Ruthless Agression:
You may only use this strategy ploy once during the battle. GENESTEALER operatives ignore limitations on the number of Fight actions they can perform this turn (e.g. a genestealer may take any number of fight actions by spending AP)


Strategic - Supernatural Speed:
GENESTEALER operatives may make a dash action before charging. (note that this does not allow them to make a dash before and after charging with lighning ambush)


Strategic - Stealth Organisms:
Friendly GENESTEALER operatives may perform the Pick Up or Place Marker and Mission actions while within control range of enemy operatives.


Strategic - New Ploy:


Strategic - Death Spasms:
Whenever a friendly GENESTEALER operative is incapacitated when fighting or retaliating, if you have any unresolved attack dice, you can strike the enemy operative with an unresolved normal success, or a critical success if you have no unresolved normal successes. Then that friendly operative is removed from the killzone as normal.


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 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.


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 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.


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.