Malstrain Gangs
RAW ✔️ The Book of Desolation, p49
Malstrain Gang List
The forces of the Malstrain are a terrifying xenos threat to the entirety of Necromunda. Sitting at the heart of the Underhells of Hive Secundus, the Malstrain Patriarch sends out its corrupt psychic influence through brood telepathy, forcing all under its sway to submit to its insane will. It has just one desperate need, to overrun Necromunda completely.
In Necromunda campaigns, Malstrain gangs are one of the more unusual ones. Designed solely for use in the Underhells Campaign, they give players the opportunity to lead a gang that is not primarily human in nature. While this leads to less customisation (Malstrain Genestealers and Coalescences do not have options for different loadouts), it grants access to a larger than normal number of Brute-equivalent fighters and unique Wyrd Powers.
If you fancy trying a gang with terrifying close combat fighters supported by expendable bodies, then the Malstrain gang is the one for you!
Gang Composition
A Malstrain gang follows the standard rules for gang creation (see the Necromunda Core Rulebook) with the following adjustments:
Leaders Of The Malstrain
The Malstrain gang does not have a dedicated Leader in their gang list. Instead, when the gang is created, select one of the gang's Champions and change their fighter type to Leader and give them the Gang Leader and Gang Hierarchy (Leader) special rules.
Gang Leader: A Malstrain gang must always include a single fighter with this special rule:
- A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
- Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a Captured Leader is Sold to the Guilders), another fighter must be promoted to replace them; change their fighter type to Leader and give them the Gang Leader and Gang Hierarchy (Leader) special rules.
Gang Hierarchy (Leader): During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Malstrain fighters that are within 12" of this fighter will automatically pass their Cool test and will not flee the battlefield.
Malstrain Gangs In Campaigns
Malstrain gangs are almost never seen outside of the Underhells of Hive Secundus – their corruption is too clear to see and they are exterminated wherever they are found. As such, they are not designed to be played in any campaign other than the Underhells Campaign.
Additional Rules
Fighters
Malstrain Genestealer (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3+ | 6+ | 4 | 4 | 3 | 3+ | 3 | 7+ | 4+ | 6+ | 10+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Razor-sharp claws | - | E | - | - | S+1 | -1 | 2 | - | Melee, Rending |
| Venomous bite | - | E | - | - | - | -2 | - | - | Melee, Toxin |
Skills: Dodge, Evade, Nerves of Steel and Rain of Blows
Wargear: Mesh armour, bio-booster
Special Rules: Gang Hierarchy (Champion), Xenos Abomination Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Malstrain fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield. Xenos Abomination: This fighter may not perform post-battle actions. Skills: When recruited, a Malstrain Genestealer has the Dodge, Evade, Nerves of Steel and Rain of Blows skills. These skills do not cost any XP and do not increase the fighter's credits value. A Malstrain Genestealer is equipped with razor-sharp claws, a venomous bite, mesh armour and a bio-booster (included in their starting cost) and may purchase additional Wargear from the Malstrain Genestealer equipment list:Special Rules
Skill Access
Equipment
Malstrain Genestealer Equipment List
Wargear
Item Credits STATUS ITEMS: EXOTIC BEASTS 0-2 Malstrain Tyramite 70
RAW ✔️ The Book of Desolation, p50
Malstrain Coalescence (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 5+ | 3 | 4 | 2 | 3+ | 3 | 7+ | 6+ | 6+ | 7+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Feeder tendrils | - | E | - | - | S+1 | -1 | 2 | - | Entangle, Melee |
Skills: 1 Primary skill (chosen)
Wargear: Flak armour
Special Rules: Gang Hierarchy (Champion), Flight, Shadow of the Malstrain, Xenos Abomination Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle check, during any End phase in which this fighter passes its Cool test and does not flee the battlefield, any friendly Malstrain fighters that are within 6" of this fighter will automatically pass their Cool test and will not flee the battlefield. Flight: A Malstrain Coalescence ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base. Shadow of the Malstrain: A fighter with this special rule is a non-sanctioned Psyker, as described in the Necromunda Core Rulebook, is able to use the Malstrain Wyrd Powers and when recruited may select a single Malstrain Wyrd Power they know. During Campaign play, this fighter may gain additional Wyrd Powers from the Malstrain Wyrd Power list in exactly the same way as they might gain a Primary skill (i.e., by spending 6 XP to gain a random Wyrd Power, or by spending 9 XP to choose a Wyrd Power). Xenos Abomination: This fighter may not perform post-battle actions. Skills: When recruited, a Malstrain Coalescence may choose one skill from their Primary skill sets (as described in the Necromunda Core Rulebook). A Malstrain Coalescence is equipped with feeder tendrils and flak armour (included in their starting cost) and may purchase additional Wargear from the Malstrain Coalescence equipment list:Special Rules
Skill Access
Equipment
Malstrain Coalescence Equipment List
Wargear
Item Credits STATUS ITEMS: EXOTIC BEASTS 0-2 Malstrain Tyramite 70
RAW ✔️ The Book of Desolation, p51
Malstrain Brood Scum (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 8+ | 8+ |
Skills: -
Special Rules: Gang Fighter (Ganger), Promotion (Malstrain Specialist), Tools of the Trade (Malstrain Specialist only) Gang Fighter (Ganger): Fighters with this special rule form the backbone of Malstrain gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Malstrain Specialist): During Campaign play, a Malstrain Brood Scum may become a Malstrain Specialist. A Malstrain Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills (note, a gang may not start with a Malstrain Specialist). Tools of the Trade (Malstrain Specialist only): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Malstrain Brood Scum and Malstrain Specialists may purchase weapons and Wargear from the Malstrain Brood Scum equipment list:Special Rules
Skill Access
Equipment
Malstrain Brood Scum Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Lasgun 15 Sawn-off shotgun with scatter ammo 15 Shotgun with solid & scatter ammo 30 PISTOLS Autopistol 10 Laspistol 10 Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Axe 10 Chainsword 25 Fighting knife 10 Flail 20 Maul (club) 10 Two-handed axe* 25 Two-handed hammer* 35 Wargear
Item Credits GRENADES Blasting charges 35 Frag grenades 30 Krak grenades 45 Smoke grenades 15 ARMOUR Flak armour 10 Hazard suit 10 Mesh armour 15 PERSONAL EQUIPMENT Armoured undersuit 25 Drop rig 10 Filter plugs 10 Photo-goggles 35 WEAPON ACCESSORIES Telescopic sight† (Pistols, Basic and Special Weapons only) 25
RAW ✔️ The Book of Desolation, p52
Exotic Beasts
Malstrain Tyramite (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 7" | 4+ | 6+ | 3 | 2 | 1 | 2+ | 1 | 8+ | 5+ | 6+ | 10+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Stinger | - | E | - | - | - | -2 | - | - | Melee, Rad-phage, Toxin |
Skills: Dodge
Equipment: A Malstrain Tyramite is armed with a stinger and equipped with flak armour and a bio-booster.
Special Rules: Flight Flight: A Malstrain Tyramite ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base.Special Rules
RAW ✔️ The Book of Desolation, p54