// Rulebook Scan Reference · Necromunda: Book of the Outlands, Pages 52–63

The Malstrain

Full gang rules transcribed from the scanned rulebook pages, kept here for quick reference at the table. Switch to Source to view the original scans.

“The existence of any ‘Malstrain’ genus is mere hearsay and those found spreading false information are to be reported to the nearest precinct-fortress for transfer to the Dust Wall.”
— Proclamations of the Lord Helmawr – 921.M41
+ Background lore — Horrors of Secundus

Deep within the ruined cradle of Hive Secundus, a foul presence spreads. Once the incubated descendants of an alien race seeded in human flesh, the Genestealers of Secundus were nearly cleansed by the Lords Helmawr of old. Yet, in the blasted remains of the Underhells they have matured into something else: the Malstrain Corrupted. These are chittering alien-human hybrids, twisted beyond recognition by radiation and decay. All who dare to enter Secundus looking for lost treasure and knowledge risk meeting their end at the claws of the Malstrain. At their heart lies their progenitor, the hideous Malstrain Patriarch, a psychic mutant to whom all other Corrupted answer. This monster uses its underlings to test the ruins of their prison in their never-ending struggle to escape — and to spread their Genestealer Curse across all of Necromunda.

Hive Secundus is a treasure trove of archeotech, ancient data crystals and relics. It attracts treasure seekers, tekhunters and Venators from across the planet who seek to claim even a fraction of its riches. Yet very few of them return, for the rad-blasted Underhells that remain of Secundus are haunted by monsters so terrible that not even orbital bombardment could fully cleanse them from Necromunda: the Malstrain Corrupted. These grotesque creatures, equipped with weapons both biological and archaic, are driven by their desire to spread their Genestealer curse.

The Malstrain Corrupted are a debased form of Genestealer. Genestealers are produced by fusing human DNA with that of an ancient, devouring alien race known as the Tyranids. The curse that would eventually become the Malstrain was unleashed hundreds of years ago by the Tech-Priest Hermiatus, who sought to understand and conquer it for the benefit of the Imperium. At that time, Hive Secundus was a bastion of knowledge, diplomacy and study for not just those of Necromunda but also curious off-worlders — and the curse ripped through this defenceless population quickly. The then Lord Helmawr, fearful of the planet being consumed by the curse, blasted much of the hive to ash via orbital bombardment. All that was left behind was the underhive of Secundus, now known widely as the Underhells due to the monsters still lurking deep within. This was contained within an exclusion zone surrounded by a great fortress known as the Dust Wall that, centuries later, is still guarded by Enforcers to prevent anyone from getting in or out. Yet the surviving Genestealers are not the perfect hybrids their DNA demanded them to be. These mindless survivors have been twisted by the radiation into the Malstrain Corrupted: incomplete killers with only animal instincts and alien hunger left in their deadly shells.

Yet not all the Malstrain are as unintelligent as first thought. With the re-emergence of their Patriarch, these creatures push at the boundaries of the Underhells each passing cycle, ambushing patrols overground, launching attacks on the Dust Wall and even exterminating an ancestral Squat hold within the exclusion zone. Disturbingly, there have even been reported sightings of strange figures, their visages closely resembling the ancient Hermiatus, as if the Malstrain Patriarch wishes its creator to cure the fault in its DNA. The Malstrain Corrupted will stop at nothing to escape the cage of the Dust Wall in order to walk freely upon Necromunda once again. Some claim they may already have escaped…

Magos Biologis Hermiatus

“Such beautiful creations… so perfect in their form and function… gifted with my brilliance in every twist of their genetic heritage.”

Gang Special Rules

// p.55

Madness of the Malstrain: Malstrain gangs may not recruit any model that is not included in this list unless explicitly stated they will join Malstrain gangs.

Starting Skills: When added to a Gang Roster, all Malstrain Leaders and Champions may select one skill from one of their Primary Skill Sets.

Skill Access

// This gang's Fighters have access to the following Skill Sets — click one to see its skills
Fighter
Malstrain AlphaPrimarySecondaryPrimarySecondary
GenestealerPrimarySecondaryPrimary
CoalescenceSecondaryPrimary
Brood ScumSecondaryPrimary
TyramitePrimarySecondary

Designer’s Note — Malstrain Gangs in Campaigns

The Malstrain almost never appear as a full gang outside of Hive Secundus, instead it is far more common to see gangs corrupted by the Malstrain trying to further its aims. In a campaign, a Malstrain gang works the same as any other, though with their Leader and Champions being unable to perform any Post-cycle Actions they will struggle to keep up with other gangs.

Fighter Cards

// p.56–57

Malstrain Alpha

285 Credits
MWSBSSTWIASv
6″3+6+543445+
LdClWilIntTypeStarting XP
8995Fighter (Leader)61

Ambush Predator: While Active, the Malstrain Alpha may perform the Fade action during their activation:

  • Fade (Double): Remove the Malstrain Alpha from the battlefield. At the start of the next round, before rolling for Priority, the Malstrain Alpha is deployed on the battlefield as if using the Infiltrate skill.

Xenos Abomination: The Malstrain Alpha may not perform Post-cycle Actions.

Skills: The Malstrain Alpha has the Clamber, Dodge, Infiltrate, Juggernaut, Nerves of Steel and Rain of Blows skills.

Equipment: The Malstrain Alpha is armed with razor-sharp claws and a venomous bite. They may not purchase or be equipped with additional weapons or wargear except for Pets, which they may only purchase from the Malstrain Equipment List.

  • During the course of a campaign, they may be given additional Pets purchased from the Malstrain Equipment List.

Malstrain Genestealer

245 Credits
MWSBSSTWIASv
6″3+6+443535+
LdClWilIntTypeStarting XP
7985Fighter (Champion)49

Xenos Abomination: A Malstrain Genestealer may not perform Post-cycle Actions.

Skills: A Malstrain Genestealer has the Clamber, Dodge, Juggernaut, Nerves of Steel and Rain of Blows skills.

Equipment: A Malstrain Genestealer is armed with razor-sharp claws and a venomous bite. When added to a Gang Roster, they may not purchase or be equipped with additional weapons or wargear except for Pets, which they may purchase from the Malstrain Equipment List.

  • During the course of a campaign, they may be given additional Pets purchased from the Malstrain Equipment List.

Malstrain Coalescence

140 Credits
MWSBSSTWIASv
5″4+5+342435+
LdClWilIntTypeStarting XP
7887Fighter (Champion, Flying, Wyrd)49

Shadow of the Malstrain: A Malstrain Coalescence treats Malstrain Wyrd Powers as a Primary Skill Set.

Xenos Abomination: A Malstrain Coalescence may not perform Post-cycle Actions.

Equipment: A Malstrain Coalescence is armed with feeder tendrils. When added to a Gang Roster, a Malstrain Coalescence may not purchase or be equipped with additional weapons or wargear except for Pets, which they may only purchase from the Malstrain Equipment List.

  • During the course of a campaign, they may be given additional Pets purchased from the Malstrain Equipment List.

Malstrain Brood Scum

45 Credits
MWSBSSTWIASv
5″4+4+331316+
LdClWilIntTypeStarting XP
6666Fighter (Ganger, Specialist)13

Equipment: When added to a Gang Roster, a Malstrain Brood Scum may purchase weapons and wargear from the Malstrain Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Malstrain Equipment List and from the Trading Post.

Malstrain Tyramite

70 Credits
MWSBSSTWIASv
7″4+6+321516+
LdClWilIntTypeStarting XP
6684Fighter (Beast, Flying, Pet)13

Leash Range: A Malstrain Tyramite has a 6″ Leash range.

Skills: A Malstrain Tyramite has the Dodge skill.

Equipment: A Malstrain Tyramite is armed with a stinger. They may not purchase or be equipped with additional weapons or wargear.

Equipment List

// p.58 — prices for weapons and wargear available to this gang

Ranged Weapons — Auto/Stub Weapons

  • Autogun20 credits
  • Autopistol10 credits
  • Stub gun5 credits

Ranged Weapons — Flamers

  • Flamer70 credits
  • Hand flamer45 credits

Ranged Weapons — Grenade Launchers

  • Grenade launcher with frag & krak grenades80 credits

Ranged Weapons — Las Weapons

  • Lasgun15 credits
  • Laspistol5 credits

Ranged Weapons — Shotguns

  • Combat shotgun with salvo & shredder ammo35 credits
  • Sawn-off shotgun with solid & scatter shot30 credits
  • Shotgun with solid & scatter ammo35 credits

Close Combat — Chain Weapons

  • Chainaxe20 credits
  • Chainsword20 credits

Close Combat — Primitive Weapons

  • Axe15 credits
  • Fighting knife5 credits
  • Flail10 credits
  • Maul20 credits
  • Two-handed axe*40 credits
  • Two-handed hammer*40 credits

Wargear — Grenades

  • Blasting charges60 credits
  • Frag grenades30 credits
  • Krak grenades45 credits
  • Smoke grenades15 credits

Wargear — Armour & Field Armour

  • Hazard suit10 credits

Wargear — Personal Equipment

  • Drop rig10 credits
  • Medicae kit20 credits
  • Photo-goggles35 credits
  • Respirator15 credits

Wargear — Weapon Accessories

  • Telescopic sight20 credits

Wargear — Mounts

  • Dirt bike35 credits

Wargear — Pets

  • Malstrain Tyramite70 credits

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.

Equipment Reference

// p.58 for the Malstrain's gang-specific natural weapons (Feeder tendrils, Razor-sharp claws, Stinger, Venomous bite), plus standard Trading Post profiles for everything else on this gang's Equipment List. See the Trading Post & Equipment page for the full weapon list.

Close Combat — Natural Weapons
WeaponSRLRStrAPLTraits
Feeder tendrilsES+1-12Melee
Razor-sharp clawsES+1-12Breaching (5+), Melee, Paired (2)
StingerE-21Melee, Rad-phage, Toxin (3+)
Venomous biteE-21Additional Attacks (1), Melee, Toxin (3+)

All four natural weapons above are Exclusive (TP: E, Creds: –) — they cannot be bought or sold via the Trading Post, only granted directly by a Fighter's own entry.

Malstrain Wyrd Powers

// p.60 — Malstrain Coalescences, and any Malstrain Corrupted gang Leader upgraded to have the Wyrd Subtype, treat these Powers as one of their Primary Skill Sets

1. Catalyst (Free), Continuous Effect

The Wyrd grants those nearby access to their energy so that they may perform a last-gasp attack before they are incapacitated.

Whenever a friendly Fighter within 12″ of this model is taken Out of Action, they may perform a Shoot or Fight action as a Free action before being removed from the battlefield, even if they do not have a Ready marker.

2. Hypnotic Gaze (Double)

Holding the gaze of an enemy, the Wyrd causes them to lose track of time as everything, even the roaring din of battle, fades away to nothing.

An enemy Fighter within 9″ and Line of Sight of the Wyrd must make an Agility test. If the test is failed, they lose their Ready marker.

3. The Horror (Single)

The Wyrd opens their mind to an enemy, granting them a glimpse of the madness of the Malstrain.

Target an enemy Fighter within 12″ — the targeted Fighter must immediately make a Nerve check.

4. Leech Essence (Single)

Attacking an enemy's life essence through the Warp, the Wyrd uses that energy to heal themselves.

Target an enemy Fighter within 12″ and Line of Sight – they suffer a Str 3, AP -1, L1 Hit. If they take any damage as a result of this attack, the Wyrd may regain a Wound lost earlier in the battle.

5. Paroxysm (Single), Continuous Effect

The Wyrd overwhelms a target's nervous system, causing them to twitch and spasm.

Target an enemy Fighter within 9″ and Line of Sight of the Wyrd; while this power is maintained they set their BS and WS to 6+.

6. Aura of Despair (Free), Continuous Effect

The full force of the Malstrain's endless despair and madness is brought upon all within range of the Wyrd.

While this power is maintained, all enemy models within 12″ reduce their Cool characteristic by 1.

Malstrain Corrupted Gangs

// p.61 — the six Clan Houses (Cawdor, Delaque, Escher, Goliath, Orlock and Van Saar) and Palanite Enforcers may take this option during gang creation

Will of the Patriarch

During gang creation, a player can decide that their gang has been corrupted by the Malstrain taint. If they do, they gain the benefits and drawbacks that follow. The following gangs can be Malstrain Corrupted: the six Clan Houses (Cawdor, Delaque, Escher, Goliath, Orlock and Van Saar) and Palanite Enforcers.

Effects of Malstrain Corruption: A Malstrain Corrupted gang gains the following benefits and drawbacks:

  • Members of the gang do not benefit from any of the gang’s special rules except for Starting Skills and Skill Access.
  • The gang Leader may be upgraded to be a Wyrd.
  • 0-3 Malstrain Genestealers and 0-1 Malstrain Coalescence may be added to the Gang Roster.
  • Leaders and Champions may purchase Malstrain Tyramites.
  • Any number of Malstrain Brood Scum may be added to the Gang Roster.
  • No Fighters with the Brute, Hanger-on or Pet Subtype may be purchased from the gang’s list.

Upgrading the Leader to a Wyrd: The Leader of a Malstrain Corrupted gang can be upgraded to become a Wyrd for +35 credits. This cost is either paid during the Post-cycle Sequence and requires the Leader to forgo any Post-cycle Actions and to not be In Recovery, or it may be selected when they are added to the Gang Roster. Once the Leader has been upgraded, they gain the Wyrd Subtype and can choose a single Wyrd Power from the Malstrain Wyrd Powers list above. Thereafter, they count Malstrain Wyrd Powers as one of their Primary Skill Sets.

Hiring Malstrain Genestealers & Malstrain Coalescence: Malstrain Corrupted gangs can include up to three Malstrain Genestealers and up to one Malstrain Coalescence in their gang. These Fighters use the Fighter entries above.

Malstrain Tyramites: Leaders and Champions in Malstrain Corrupted gangs can be equipped with up to two Malstrain Tyramites each.

Hiring Malstrain Brood Scum: Malstrain Corrupted gangs may add Malstrain Brood Scum to their Gang Roster as if they were part of their gang list.

No Brutes, Hangers-on or Pets From Core Equipment List: Cutting ties with their original gang, Malstrain Corrupted gangs may not add any Fighters with the Brute or Hanger-on Subtype from their gang list to their Gang Roster, nor may they purchase any Pets from their Equipment List.

Pages 52 and 59 are full-page character art, and pages 62–63 are model showcase photography with no additional rules text; see the Source tab to view all twelve scans.

Skill Set

// Necromunda Core Rulebook, p.150–153