Purestrain Genestealers

Homebrew by hanso1ocup

Purestrain Genestealers are among the most feared xenos organisms in the galaxy. Possessing incredible speed, unnatural agility, and claws capable of tearing through ceramite and adamantium, they are living weapons designed for one purpose: the hunt.

100% positive
Composition

This kill team consists of 5 Purestrain Genestealer operatives.

All operatives in this kill team are equipped with:

Rending Claws

Chitinous Carapace

A Purestrain Genestealer kill team cannot include Leaders, agents, or ancillary support operatives. Every member of the pack is an equal participant in the hunt, driven by the same instinctive desire to close with the enemy and kill.

Common Abilities and Options

Horror:
Ignore movement penalties from terrain.

Inhuman Speed:
Can Charge while Concealed.

Lightning Relexes:
Retain one successful save automatically whenever defending.

Xeno Predator:
Free Dash after incapacitating an enemy in combat

Genestealer
A 3
M 9"
S 5+
W 14
Weapons
ATK
HIT
DMG
Rending Claws
6
2+
5/7
Abilities
HorrorInhuman SpeedLightning RelexesXeno Predator
Genestealer
A 3
M 9"
S 5+
W 14
Weapons
ATK
HIT
DMG
Rending Claws
6
2+
5/7
Abilities
HorrorInhuman SpeedLightning RelexesXeno Predator
Genestealer
A 3
M 9"
S 5+
W 14
Weapons
ATK
HIT
DMG
Rending Claws
6
2+
5/7
Abilities
HorrorInhuman SpeedLightning RelexesXeno Predator
Genestealer
A 3
M 9"
S 5+
W 14
Weapons
ATK
HIT
DMG
Rending Claws
6
2+
5/7
Abilities
HorrorInhuman SpeedLightning RelexesXeno Predator
Genestealer
A 3
M 9"
S 5+
W 14
Weapons
ATK
HIT
DMG
Rending Claws
6
2+
5/7
Abilities
HorrorInhuman SpeedLightning RelexesXeno Predator
Equipment
Ploys

Firefight - Hyper-Adrenal Surge (1 CP):
One Genestealer gains +2" Move and +1 APL for its activation.


Strategic - Unseen Terror (1 CP):
All Genestealers gain Silent on Charge actions this Turning Point.


Strategic - Feeding Frenzy (1 CP):
After incapacitating an enemy, immediately perform a Fight action against another enemy within Engagement Range.


Strategic - Rending Swarm (1 CP):
Critical hits ignore all armor save modifiers and damage reduction rules.


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.