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
A 4
M 7"
S 4+
W 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 Horror2. Malstrain Genestealer
A 2
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Irradiated Rending Claws (Rending) | 5 | 3+ | 4/5 |
Abilities
Alien Reflexes3. Malstrain Genestealer
A 2
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Irradiated Rending Claws (Rending) | 5 | 3+ | 4/5 |
Abilities
Alien Reflexes4. Malstrain Unseeing Genestealer
A 2
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Irradiated Rending Claws (Rending) | 5 | 3+ | 4/5 |
Abilities
Sensory Hunter5. Malstrain Unseeing Genestealer
A 2
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Irradiated Rending Claws (Rending) | 5 | 3+ | 4/5 |
Abilities
Sensory Hunter6. Malstrain Tendril Genestealer
A 2
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Irradiated Rending Claws (Rending) | 5 | 3+ | 4/5 |
Abilities
Feeder Tendrils7. Malstrain Tendril Genestealer
A 2
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Irradiated Rending Claws (Rending) | 5 | 3+ | 4/5 |
Abilities
Feeder Tendrils8. Malstrain Tyramite
A 2
M 7"
S 5+
W 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* Stinger9. Malstrain Tyramite
A 2
M 7"
S 5+
W 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* Stinger10. Malstrain Tyramite
A 2
M 7"
S 5+
W 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* Stinger11. Malstrain Tyramite
A 2
M 7"
S 5+
W 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* StingerSelected 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.
Inactive Equipment
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Irradiated Distortion
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.
Firefight: Savage Fury
GENESTEALER operatives can fight twice and the second fight action is free.
Firefight: Hidden Horror
A GENESTEALER operative can charge while it has a conceal order.
Firefight: Explosive Irradiated Pest
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".
Strategy Ploys
Strategy: Mutated Irradiated Appendages
MALSTRAIN operatives gain ceaseless weapon rule for melee weapons.
Strategy: Rapacious Hunger
Whenever a friendly TYRANID operative is activated, it regains up to D3 lost wounds
Strategy: Assassin Beasts
MALSTRAIN operatives gain +1 attack.
Strategy: Adrenal Glands
GENESTEALER operatives gain +1" to charge distances.
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 PloySelect 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 PloyGENESTEALER operatives can fight twice and the second fight action is free.
Hidden Horror
Firefight PloyA GENESTEALER operative can charge while it has a conceal order.
Explosive Irradiated Pest
Firefight PloyDuring 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 PloyMALSTRAIN operatives gain ceaseless weapon rule for melee weapons.
Rapacious Hunger
Strategy PloyWhenever a friendly TYRANID operative is activated, it regains up to D3 lost wounds
Assassin Beasts
Strategy PloyMALSTRAIN operatives gain +1 attack.
Adrenal Glands
Strategy PloyGENESTEALER operatives gain +1" to charge distances.
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.
Track Enemy
InfiltrationReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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.