Malstrain Genestealers

Malstrain Genestealers

Common Abilities and Options

Alien Reflexes:
Whenever this operative is fighting or retaliating, you can resolve a single success before the normal order.

Sensory Hunter:
This operative may do a charge action while it has a conceal order.

Feeder Tendrils:
If this operative incapacitates an enemy operative, gain 1 command point. This operative can only use this ability once per battle. If there's two operatives in battle then this ability can only be used once per turning point.

In addition, one enemy operative within control range suffers -1 to hit for melee attacks

Insignificant Pest:
This operative cannot perform any action other than Shoot, Charge, Dash, Fall Back, Fight, or Reposition.

Whenever determining control of objective markers, treat this operative's APL stat as 1 lower.

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. Seek, Vantage terrain) except being within 2".

Fly:
Whenever a friendly TYRAMITE operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.

It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).

Blood Sucking Parasite:
If this operative incapacitates an enemy operative during a fight action, then this operative may heal D3 wounds.

*** Stinger:**
Whenever an enemy operative is incapacitated by this weapon, before it’s removed from the killzone, inflict D3 damage on each other operative visible to and within 2 inches of it. Each operative subsequently incapacitated as a result of this weapon rule will cause this to happen again.

Operatives

1. Malstrain Alpha
Malstrain Alpha
A 4
M 7"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Monstrous Irradiated Rendering Claws (Rending)
5
3+
5/6
Monstrous Irradiated Fist (Brutal)
4
4+
5/7
Abilities
1AP: Vicious InsightShadow in the Warp1AP: Induce madnessWill of the irradiated have mindHidden Monstrous Horror

Vicious Insight (1AP): Select one friendly visible operative within 6", that operative gains +1 apl until the end of the following turning point.

Shadow in the Warp: If an enemy operative uses an ability or attack action that has the PSYCHIC keyword within 6" of this model roll a D6, on a 4+ that ability is nullified and that action immediately stops and that attack or ability does not take place. The enemy operative's action point is then refunded.

Induce madness (1AP): This operative can select one enemy operative that is visible to it, that operative then reduces APL, hit rolls and movement by -1 until the following turning point

Will of the irradiated have mind: All TYRANIDS operatives within 6" of this operative never suffer penalty to hit rolls or movement distances

Hidden Monstrous Horror: Once per battle, this operative can move through parts of terrain features as if they weren’t there, but must end those moves in a location it can be placed.

Malstrain, Genestealer, Tyranids
2. Malstrain Genestealer
Malstrain Genestealer
A 2
M 7"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Irradiated Rending Claws (Rending)
5
3+
4/5
Abilities
Alien Reflexes
Malstrain, Genestealer, Tyranids
3. Malstrain Genestealer
Malstrain Genestealer
A 2
M 7"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Irradiated Rending Claws (Rending)
5
3+
4/5
Abilities
Alien Reflexes
Malstrain, Genestealer, Tyranids
4. Malstrain Unseeing Genestealer
Malstrain Unseeing Genestealer
A 2
M 7"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Irradiated Rending Claws (Rending)
5
3+
4/5
Abilities
Sensory Hunter
Malstrain, Genestealer, Tyranids, Unseeing
5. Malstrain Unseeing Genestealer
Malstrain Unseeing Genestealer
A 2
M 7"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Irradiated Rending Claws (Rending)
5
3+
4/5
Abilities
Sensory Hunter
Malstrain, Genestealer, Tyranids, Unseeing
6. Malstrain Tendril Genestealer
Malstrain Tendril Genestealer
A 2
M 7"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Irradiated Rending Claws (Rending)
5
3+
4/5
Abilities
Feeder Tendrils
Malstrain, Genestealer, Tyranids, Tendril
7. Malstrain Tendril Genestealer
Malstrain Tendril Genestealer
A 2
M 7"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Irradiated Rending Claws (Rending)
5
3+
4/5
Abilities
Feeder Tendrils
Malstrain, Genestealer, Tyranids, Tendril
8. Malstrain Tyramite
Malstrain Tyramite
A 2
M 7"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Irradiated Stinger Salvo (Rng 8", Devastating 1, *stinger)
4
4+
2/3
Irradiated Mandibles
4
4+
3/4
Abilities
Insignificant PestFlyBlood Sucking Parasite* Stinger
Malstrain, Tyramite
9. Malstrain Tyramite
Malstrain Tyramite
A 2
M 7"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Irradiated Stinger Salvo (Rng 8", Devastating 1, *stinger)
4
4+
2/3
Irradiated Mandibles
4
4+
3/4
Abilities
Insignificant PestFlyBlood Sucking Parasite* Stinger
Malstrain, Tyramite
10. Malstrain Tyramite
Malstrain Tyramite
A 2
M 7"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Irradiated Stinger Salvo (Rng 8", Devastating 1, *stinger)
4
4+
2/3
Irradiated Mandibles
4
4+
3/4
Abilities
Insignificant PestFlyBlood Sucking Parasite* Stinger
Malstrain, Tyramite
11. Malstrain Tyramite
Malstrain Tyramite
A 2
M 7"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Irradiated Stinger Salvo (Rng 8", Devastating 1, *stinger)
4
4+
2/3
Irradiated Mandibles
4
4+
3/4
Abilities
Insignificant PestFlyBlood Sucking Parasite* Stinger
Malstrain, Tyramite

Equipment

Toxin Sacs

During the fight action, in the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against (excluding friendly MALSTRAIN operatives) gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it

Flesh Hooks

Whenever an enemy operative would perform the Fall Back action while within control range of a friendly GENESTEALER operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it)

Acid Maw

Whenever a friendly MALSTRAIN operative is fighting or retaliating, whenever an attack dice inflicts damage on it, roll one D6: on a 5+, inflict 1 damage on the enemy operative in that sequence.

Implant Attack

After a GENESTEALER operative finishes a charge action, inflict 1 wound on a single enemy operative within control range.

Ploys

Irradiated Distortion
Firefight Ploy

Select a single TYRAMITE operative, MALSTRAIN operatives within control range of selected TYRAMITE operative now count as obsecured until the end of the turning point.

Savage Fury
Firefight Ploy

GENESTEALER operatives can fight twice and the second fight action is free.

Hidden Horror
Firefight Ploy

A GENESTEALER operative can charge while it has a conceal order.

Explosive Irradiated Pest
Firefight Ploy

During the fight phase, select one TYRAMITE friendly operative and remove it as a casualty, then inflict D3 damage on all enemy operatives within 1".

Mutated Irradiated Appendages
Strategy Ploy

MALSTRAIN operatives gain ceaseless weapon rule for melee weapons.

Rapacious Hunger
Strategy Ploy

Whenever a friendly TYRANID operative is activated, it regains up to D3 lost wounds

Assassin Beasts
Strategy Ploy

MALSTRAIN operatives gain +1 attack.

Adrenal Glands
Strategy Ploy

GENESTEALER operatives gain +1" to charge distances.

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.