Brood Brother

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  Kill Team: Termination (Brood Brother)
  Kill Team: Termination (Brood Brother)Expansion21.0August 2024

FAQ

Expansion: Kill Team: Termination (Brood Brother)

Q:When an enemy operative is under the effects of a PATRIARCH’s Mind Control action, what does it mean that it doesn’t treat your operatives as enemy operatives and treats your opponent’s operatives as enemy operatives?
A:
This allows the selected operative to perform normally restricted actions, such as selecting an operative on their own team as the valid target of a Shoot action, or performing that action while within Engagement Range of one or more of your operatives. Note that your own operatives do not treat the selected enemy operative as a friendly operative for the purposes of abilities (e.g. Broodmind Devotion), and it is still an enemy operative for the purposes of Tac Ops (e.g. Headhunter).
Q:For the PATRIARCH operative’s Mind Control unique action, the selected enemy operative cannot perform an action in which it moves other than Dash. If an action includes a Dash (e.g. KOMMANDO DAKKA BOY operative’s Dakka Dash), is that action permitted?
A:
Yes.
Q:When activating the PATRIARCH, can you choose to activate the operative and generate 0AP using the Alpha Predator ability, then later in the turning point activate the operative a second time and generate 4AP, effectively skipping an activation?
A:
Yes.
Q:How does the movement restriction of the PATRIARCH’s Alpha Predator ability interact with traversing and climbing?
A:
The distance costs of traversing and climbing must be included in its + move limit.
Q:Following the previous question, does the free Dash action from the Insidious Tactical Ploy count towards the PATRIARCH operative’s maximum move distance for each Turning Point?
A:
Yes.
Q:When using the Ruthless Coordination Tactical Ploy, how long does the effect last for?
A:
Until the end of that shooting attack.
Q:When using the MAGUSMental Onslaught unique action against an operative that can ignore mortal wounds (e.g. as a result of Occult Talisman, WARPCOVEN, or Emperor’s Protection, NOVITIATE), do you stop rolling when you have made enough successful rolls to have inflicted 8 mortal wounds, or when that enemy operative has lost 8 wounds?
A:
When you have made enough successful rolls, regardless of the number of wounds that enemy operative has lost.

Brood Brother Kill Team

Below you will find a list of the operatives that make up a BROOD BROTHER kill team, including, where relevant, any wargear those operatives must be equipped with.

Operatives

  • 1 BROOD BROTHER COMMANDER operative equipped with one of the following options:
    • Bolt pistol; chainsword and claw
    • Drum-fed autogun; bayonet
    • Laspistol; power weapon and claw
  • 9 BROOD BROTHER operatives selected from the following list:
    • BROOD BROTHER AGITATOR
    • BROOD BROTHER GUNNER equipped with a flamer and bayonet
    • BROOD BROTHER GUNNER equipped with a grenade launcher and bayonet
    • BROOD BROTHER GUNNER equipped with a meltagun and bayonet
    • BROOD BROTHER GUNNER equipped with a plasma gun and bayonet
    • BROOD BROTHER ICONWARD
    • BROOD BROTHER KNIFE FIGHTER
    • BROOD BROTHER MEDIC
    • BROOD BROTHER SAPPER
    • BROOD BROTHER SNIPER
    • BROOD BROTHER TROOPER
    • BROOD BROTHER VETERAN
    • BROOD BROTHER VOX OPERATOR
  • 3 BROOD BROTHER operatives/tactical assets selected from the following list:
    • 2 PSYCHIC FAMILIARs (still counts as one selection)
    • MAGUS (counts as two selections)1
    • PATRIARCH (counts as three selections)1
    • PRIMUS (counts as two selections)1
    • BROOD BROTHER TROOPER
    • Interference2
    • Lookout2
    • Reinforcement2

Other than TROOPER operatives, your kill team can only include each option opposite once. It cannot include more than three GUNNER and SNIPER operatives combined.

1Your kill team can only include up to one BROODCOVEN operative. If one of these operatives is selected for deployment, your COMMANDER operative loses the LEADER keyword for the battle.

2These are tactical assets, not operatives, and are explained below. They are not recorded on your roster/dataslate.

Tactical Assets

During the Firefight phase, if you have any tactical assets that can be used, when you would activate a ready friendly operative, you can use one of your tactical assets instead. Select one of your tactical assets and resolve its effects. After you have done so, your opponent activates one of their operatives as normal. You can use multiple tactical assets in a Turning Point, but you can’t use the same one more than once per Turning Point (note that you can’t use Reinforcement more than once per battle).

Interference

Select one enemy operative within of a killzone edge (excluding your opponent’s killzone edge) and roll one D6: if the result is equal to or greater than that enemy operative’s APL, subtract 1 from its APL.

Lookout

Select one enemy operative. That operative and all enemy operatives within of it gain a Crossfire token (see bellow).

Reinforcement

Set up one new friendly TROOPER operative with an order of your choice wholly within of your killzone edge and not within Engagement Range of an enemy operative. Activate it, and it’s treated as having performed the Normal Move action (subtract action points accordingly) then continue its activation as normal. You cannot use this Tactical Asset more than once per battle.

That friendly TROOPER operative doesn’t need to be on your roster and can’t have any equipment. For narrative play, it counts as being selected for deployment (e.g. for Recovery tests), and it doesn’t need to be on your dataslate (if it isn’t, it’s removed from your kill team at the end of the battle).

Abilities

Below, you will find a common ability of the BROOD BROTHER kill team.

Crossfire

Combined with their advanced coordination skills, the professional training and high-grade weapons of Brood Brothers make them a deadly threat. With a sinister synchronicity born of the alien Broodmind - which worms through their psyche - these soldiers are capable of a concentration of firepower or a harmonising of blows that is ferociously effective.

Each time after a friendly BROOD BROTHER operative fights in combat as the active operative or makes a shooting attack, if the enemy operative isn’t incapacitated, that enemy operative gains one of your Crossfire tokens.

Each time a friendly BROOD BROTHER operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can spend any number of Crossfire tokens the enemy operative has. For each Crossfire token you spend, you can re-roll one of your attack dice (then remove the spent Crossfire token).

Strategic Ploys

If your faction is BROOD BROTHER, you can use the following Strategic Ploys during a game.

PERVASIVE1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly BROOD BROTHER operative is activated, ignore the first distance of it travels for a climb, drop or traverse during that activation.
UPRISING1CP
Strategic Ploy
Until the end of the Turning Point, the first time each friendly BROOD BROTHER operative performs either the Fight or Shoot action in each of its activations, if its order was changed from Conceal to Engage at the start of that activation, the target gains a Crossfire token as soon as it's selected (instead of after the action). This has no effect if that friendly operative was activated within Engagement Range of an enemy operative.
EMBEDDED1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly BROOD BROTHER operative that's in Cover provided by Heavy terrain, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, one additional dice can be retained as a successful normal save as a result of Cover.
OVERCHARGE LASGUNS1CP
Strategic Ploy
Until the end of the Turning Point, each time a las weapon is selected for a friendly BROOD BROTHER operative to shoot with, you can choose to overcharge it. If you do so, that weapon gains the AP1 and Hot special rules for that shooting attack. A las weapon is a ranged weapon that includes ’las’ in its name, e.g. lasgun, laspistol etc.

Tactical Ploys

If your faction is BROOD BROTHER, you can use the following Tactical Ploys during a game.

RUTHLESS COORDINATION1CP
Tactical Ploy
Use this Tactical Ploy when determining if an enemy operative is in a friendly BROOD BROTHER operative’s Line of Sight. Determine Visibility as normal, but you can instead determine Cover and Obscuring from another friendly BROOD BROTHER operative that both aforementioned operatives are Visible to, but that isn’t within Engagement Range of an enemy operative.

Designer’s Note: The friendly operative doesn’t gain the additional benefits of a Vantage Point if the other friendly operative is on one (i.e. to treat an enemy in Light Cover as having an Engage order).
UNQUESTIONING LOYALTY1CP
Tactical Ploy
Use this Tactical Ploy when a friendly LEADER operative Visible to and within of a friendly BROODGUARD operative is selected as the target of a combat or shooting attack. You can resolve that combat or shooting attack against that friendly BROODGUARD operative instead (even if it wouldn’t normally be a valid target). This ploy has no effect on shooting attacks made with weapons that have the Blast or Torrent special rules, or attacks made against each operative within a certain distance of a specified point (e.g. mines). If you selected this ploy for combat, in all steps of that combat, that friendly BROODGUARD operative is treated as being within Engagement Range of the active operative.
IDOLISATION1CP
Tactical Ploy
Use this Tactical Ploy after rolling attack dice for a friendly BROOD BROTHER operative (excluding a LEADER). If a friendly BROOD BROTHER LEADER or ICONWARD operative is within of that friendly operative, you can retain one of your failed hits as a successful normal hit instead, or one of your successful normal hits as a critical hit instead.
INSIDIOUS1CP
Tactical Ploy
Use this Tactical Ploy after an activation. Before the next activation, you can perform a free Dash action with one friendly BROOD BROTHER operative, so long as when it starts and ends that action, it’s not within Line of Sight of an enemy operative.

Tac Ops

If your faction is BROOD BROTHER, you can use the Brood Brother Tac Ops listed below, as specified in the mission sequence.

CLANDESTINE ELIMINATION
Brood Brother – Faction Tac Op 1
Reveal this Tac Op when you complete the first condition (you score victory points for doing so).
  • If an enemy operative is incapacitated by a friendly BROOD BROTHER operative within of it, and that friendly operative is not in Line of Sight of other enemy operatives when this happens, you score 1VP
  • If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
MILITANT LEADERSHIP
Brood Brother – Faction Tac Op 2
Reveal this Tac Op when an enemy operative loses a wound as a result of your LEADER operative. When you do, start a Militant Leadership tally for your kill team, adding one to the tally each time an enemy operative loses a wound as a result of your LEADER operative (including the first time, and including if it’s as a result of the Mind Control action).
  • If your Militant Leadership tally is 12 or more, you score 1VP.
  • If you achieve the first condition and at the end of the battle your LEADER operative hasn’t been incapacitated, you score 1 VP.
METICULOUS PREPARATION
Brood Brother – Faction Tac Op 3
Reveal this Tac Op when a friendly operative performs the Prepare for Ascension mission action. At the end of the battle:
  • If over half of the objective markers have been prepared by your kill team, you score 1VP.
  • If friendly operatives control over half of the objective markers, you score 1VP. Note that none of them need to be prepared by your kill team.
Friendly operatives can perform the following mission action:

PREPARE FOR ASCENSION1AP

An operative can perform this action while it controls an objective marker that has not been prepared by your kill team. If it does, that objective marker has been prepared by your kill team. An operative cannot perform this action while within Engagement Range of an enemy operative.

Spec Ops Rules

Below you will find a selection of rules for Spec Ops campaigns in which you have selected BROOD BROTHER as your faction keyword.

Battle Honours

Each time a BROOD BROTHER operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Brood Brother Specialist table to the right. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

BROOD BROTHER SPECIALIST
D6Battle Honour
1Clandestine: If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as being on an Engage order as a result of a Vantage Point.
2Infiltrator: In the Select Equipment Step, when selecting equipment from your stash, you can equip this operative with Covert Guise for 1 EP.
3Insurrectionist: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if it's in Cover, you can retain one dice as a successful critical save instead of a normal save as a result of Cover.
4Symbiotic Assailant: Each time this operative fights in combat or makes a shooting attack against an enemy operative that has a Crossfire token, its weapons gain the Lethal 5+ special rule for that combat or shooting attack.
5Ambusher: Each time this operative fights in combat or makes a shooting attack against an enemy operative that has a Crossfire token, in the Roll Attack Dice step of that combat or shooting attack, you can spend one Crossfire token for free. This is not cumulative with the Psiren Caster ability.
6Scurry: While this operative has a Conceal order, add to its Movement characteristic.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is BROOD BROTHER, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. XENOS CHITIN AMULET [2EP]

The operative gains the following ability for the battle:

Xenos Chitin Amulet: You can use the Idolisation Tactical Ploy for 0CP if this is the BROOD BROTHER operative the attack dice were rolled for, and it doesn't have to be within .

2. BIOPHAGIC VIAL [2EP]

MEDIC operative only. The operative can perform the following action once during the battle:

EXPERIMENTAL ALCHEMY1AP

Select one friendly BROODGUARD operative Visible to and within of this operative. Roll one D6:
  • On a 1, that operative suffers D6 mortal wounds.
  • On a 2+, until the end of the battle, add 1 to both Damage characteristics of that operative's melee weapons.
  • On a 4+, until the end of the battle, each time that operative fights in combat or a shooting attack is made against it, subtract 1 from both Damage characteristics of the enemy operative's weapons for that combat or shooting attack (to a minimum of 2).
This operative cannot perform this action while within Engagement Range of an enemy operative.


This operative cannot perform this action while within Engagement Range of an enemy operative.

3. BIO-TOXIN CULT KNIFE [2EP]

The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Bio-toxin cult knife
4
3+
3/5
Special Rules
!
Lethal 5+
-

4. PSIBILANCE AMPLIFIER [2EP]

AGITATOR operative only. Add to the distance of the operative’s Psiren Caster ability for the battle.

5. WYRMSHRIEK ROUNDS [1EP]

SNIPER operative only. The operative gains the following ability for the battle:

Wyrmshriek Rounds: Each time after this operative makes a shooting attack, every other enemy operative within of the target gains a Crossfire token.

6. SIRE'S VOICE [1EP]

VOX OPERATOR operative only. The operative gains the following ability for the battle:

Sire's Voice: Each time this operative performs the Signal action, it can select any friendly operative in the killzone, rather than Visible to and within of it.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is BROOD BROTHER, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

CULT SUPPLY NETWORK

Having subtly made contact with hidden cells of Cult insurgents, this squad can call upon their well-established support for armaments, intelligence and even bodies to support the squad's missions.

In the Select a Kill Team step, you can select one tactical asset in addition to your usual selection requirements (this doesn’t allow you to select a tactical asset twice).

ASCENSION STOCKPILE

These Brood Brothers have amassed a veritable arsenal of specialist weapons and equipment, sourced from xenocorrupted quartermasters, black market scams or the still-warm corpses of loyalist soldiers who saw too much. The stockpile will serve them well when the Day of Ascension arrives.

While your base of operations has this strategic asset, double the quantities of BROOD BROTHER equipment in your stash.

THE TRAITOR WITHIN

This squad of Brood Brothers maintain a secure line of communication - whether technological or telepathic - with an insidious traitor who has infiltrated a bureaucratic organisation. The traitor filters records of troop movements, plans and schematics back to the Brood Brothers, with ghostly imprints of secret documents and vox echoes of augur scans. All allow the Cult's militarised elements to better prepare for key engagements.

Your opponent’s Tac Ops are not kept secret. Your opponent must still ‘reveal’ them as normal, so they can’t score victory points from them until they are revealed.


Requisitions

If your faction is BROOD BROTHER, you can use the following Requisitions in addition to those presented in other sources.

SYNAPTIC BENEFICENCE1RP

Charismatic and experienced leaders have great sway over other members of the Cult. Whether through military tactics, strategic insight or spiritual reinforcement, such heralds of the Star Children's arrival will selflessly share their wisdom to ensure their enemy's total overthrow.

Purchase this Requisition before or after a game. Remove up to 6XP from a LEADER operative on your dataslate, but not enough to decrease its rank. Distribute the removed experience points across the BROODGUARD operatives on your dataslate.
SPIRITUAL AID2RP

As a respected and professional elite amongst the Cult, the most experienced Brood Brothers are deemed worthy to serve as honour guards to the most prestigious Cult leaders.

Purchase this Requisition before or after a game. Add one LEADER operative to your dataslate (excluding a COMMANDER). That operative starts with 6XP. or a number of experience points equal to the lowest experience points of the rank of a selected friendly COMMANDER operative from your dataslate (select its Battle Honours accordingly). For example, if you selected a COMMANDER operative that had 20XP, the new LEADER operative would have 16XP.
PROFICIENT PLANNING1RP

Brood Brothers who serve as the Cult's chosen executioners, bodyguards and mission specialists are devoted to its creed, in body and soul. With such fervour, they can push through the injuries and ailments of mere mortals, knowing they have the favour and trust of the Star Children.

Purchase this Requisition before a game. During the next battle, friendly BROOD BROTHER operatives ignore the effects of any Battle Scars they have.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is BROOD BROTHER, you can select one from those found below instead of selecting one from another source.

Plans Long Laid

The Cult has operated in the shadows for years, carefully preparing for the overthrow of their oppressors. As the Cult's martial elite, the Brood Brothers have been tasked with a vital operation, to be conducted in secret. It is one of many that will bring them closer to the Day of Ascension.

OPERATION 1: HIDEN OBJECTIVES

A psychic imperative from the Patriarch demands the Brood Brothers eliminate flesh and blood obstacles and prepare key objectives, all while maintaining a high degree of subterfuge as to their true purpose.

Complete five games in which you scored victory points from the ‘Clandestine Elimination’, ‘Meticulous Preparation’ and/or ‘Capture Hostage & Infiltrate’ Tac Op.

OPERATION 2: SILENCE OUR ADVERSARIES

An enemy has discovered too much. They must be silenced to preserve the secrecy of the Cult's plans.

Complete a game in which you scored victory points from the ‘Headhunter' Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission's Spec Ops bonus, this Spec Op is considered an ‘Elimination’ Spec Op.

The Day of Ascension

Now is the time to cast off the cloak of secrecy and rise up! As the Cult's insurgents swarm forth, the Brood Brothers have orders to strike hard and fast, exploiting the enemy's disarray. By the time the oppressors realise their doom they will be unable to resist, and ascension will be assured.

OPERATION 1: CULT SPEARHEAD

In the early stages of the uprising, momentum is key. The Brood Brothers must use the enemy’s confusion against them in overwhelming strikes.

Complete five games in which you scored victory points from the ‘Rout’, ‘Militant Leadership' and/or ‘Overrun’ Tac Op.

OPERATION 2: LEAVE NONE ALIVE

No pocket of resistance must be allowed to stand in the way of the Cult's ascension.

Complete a game in which you scored victory points from the ‘Execution’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission's Spec Ops bonus, this Spec Op is considered a 'Purge Order' Spec Op.

Equipment

BROOD BROTHER operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Each operative can be equipped with no more than one of each item.

CULT TALISMAN [2EP]

The operative gains the following ability for the battle:

Cult Talisman: Once per battle, when a shooting attack is made against this operative, in the Resolve Successful Saves step of that shooting attack, you can change one of your retained normal saves to a critical save.

COVERT GUISE [3EP]

The operative gains the following ability for the battle:

Covert Guise: At the end of the Scouting step, if this operative is wholly within your drop zone and has a Conceal order, it can perform a free Dash action. If it does so, its order cannot be changed during the first Turning Point (e.g. as a result of the Infiltrate option in the Scouting step).

LASGUN [2EP]

The operative is equipped with a lasgun ranged weapon for the battle:
 
Name
A
BS/WS
D
Lasgun
4
4+
2/3

LASPISTOL [1EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Laspistol
4
4+
2/3
Special Rules
!
Rng
-

HOT-SHOT CAPACITOR PACK [2EP]

Add 1 to both Damage characteristics of lasguns and laspistols the operative is equipped with for the battle.

CULT KNIFE [1EP]

The operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Cult Knife
4
4+
2/3

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action.
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-


Datacards


Brood Brother Commander

Skilled in tactical coordination, these highly experienced combatants are calm and competent leaders who serve their Cult by directing elite sguads of xenos-tainted soldiers, humbly ceding authority only to a greater agent of the Star Children.

Brood Brother Commander

Skilled in tactical coordination, these highly experienced combatants are calm and competent leaders who serve their Cult by directing elite sguads of xenos-tainted soldiers, humbly ceding authority only to a greater agent of the Star Children.

M APL GA DF SV W Base
3 2 1 3 5+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Drum-fed autogun
Drum-fed autogun
4
3+
2/3
Ceaseless Ceaseless -
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Las pistol
Las pistol
4
3+
2/3
Rng Rng -
Bayonet
Bayonet
3
3+
2/3
--
Chainsword and claw
Chainsword and claw
4
3+
4/5
Balanced. !Rending BalancedRending
Power weapon and claw
Power weapon and claw
4
3+
4/6
Lethal 5+, Balanced Lethal 5+, Balanced -
ABILITIES UNIQUE ACTIONS
Crossfire
Coordinate: Once in each Strategy phase, when it’s your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do, select one enemy operative Visible to this operative to gain a Crossfire token.
-
ABILITIES
Crossfire
Coordinate: Once in each Strategy phase, when it’s your turn to use a Strategic Ploy or pass, you can use this ability instead. If you do, select one enemy operative Visible to this operative to gain a Crossfire token.
UNIQUE ACTIONS
-
DATACARD-RELATED
UNQUESTIONING LOYALTY , MILITANT LEADERSHIP , SYNAPTIC BENEFICENCE , SPIRITUAL AID
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, LEADER, COMMANDER
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, LEADER, COMMANDER


Brood Brother Agitator

Agitators preach the word of their Cult with zealous devotion. The psiren casters they carry emit an excruciating chittering - an amplification of the Broodmind - which the faithful hear as glorious hymnals or angelic silence, but causes neural disruption in the foe.

Brood Brother Agitator

Agitators preach the word of their Cult with zealous devotion. The psiren casters they carry emit an excruciating chittering - an amplification of the Broodmind - which the faithful hear as glorious hymnals or angelic silence, but causes neural disruption in the foe.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Shock maul
Shock maul
4
4+
4/4
!Stun-Stun
ABILITIES UNIQUE ACTIONS
Crossfire
Devoted: Once per Turning Point, when this operative fights in combat, in the Resolve Successful Hits step of that combat, you can ignore the damage inflicted on it from one normal hit.
Psiren Caster: Each time a friendly BROOD BROTHER operative fights in combat or makes a shooting attack against an enemy operative within of this operative, in the Roll Attack Dice step of that combat or shooting attack, you can spend one Crossfire token for free, even if that enemy operative has none.
-
ABILITIES
Crossfire
Devoted: Once per Turning Point, when this operative fights in combat, in the Resolve Successful Hits step of that combat, you can ignore the damage inflicted on it from one normal hit.
Psiren Caster: Each time a friendly BROOD BROTHER operative fights in combat or makes a shooting attack against an enemy operative within of this operative, in the Roll Attack Dice step of that combat or shooting attack, you can spend one Crossfire token for free, even if that enemy operative has none.
UNIQUE ACTIONS
-
DATACARD-RELATED
UNQUESTIONING LOYALTY , PSIBILANCE AMPLIFIER , SYNAPTIC BENEFICENCE
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, AGITATOR
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, AGITATOR


Brood Brother Gunner

Trained in the maintenance and operation of specialist weaponry, Gunners joyously turn searing jets of flame, blinding plasma, thermal beams or explosive shells on the Cult’s foes, providing tactical support against the heavily armoured faithless.

Brood Brother Gunner

Trained in the maintenance and operation of specialist weaponry, Gunners joyously turn searing jets of flame, blinding plasma, thermal beams or explosive shells on the Cult’s foes, providing tactical support against the heavily armoured faithless.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flamer
Flamer
5
2+
2/2
Rng , Torrent Rng , Torrent -
Grenade launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Grenade launcher
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Frag
 - Frag
4
4+
2/4
Blast Blast -
 - Krak
 - Krak
4
4+
4/5
AP1AP1-
Meltagun
Meltagun
4
4+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Plasma gun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
4
4+
5/6
AP1AP1-
 - Supercharge
 - Supercharge
4
4+
5/6
AP2, HotAP2, Hot-
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Crossfire
-
ABILITIES
Crossfire
UNIQUE ACTIONS
-
DATACARD-RELATED
UNQUESTIONING LOYALTY , SYNAPTIC BENEFICENCE
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, GUNNER
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, GUNNER


Brood Brother Iconward

As strong in faith as their genetic inheritance makes them in body, Icon Bearers carry their holy sigils low until the time is right to raise them aloft and signal the attack. They are honoured wardens of their brood’s holy icon, inspiring their brothers and sisters to feats of great sacrifice to ensure the mission succeeds.

Brood Brother Iconward

As strong in faith as their genetic inheritance makes them in body, Icon Bearers carry their holy sigils low until the time is right to raise them aloft and signal the attack. They are honoured wardens of their brood’s holy icon, inspiring their brothers and sisters to feats of great sacrifice to ensure the mission succeeds.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Large knife
Large knife
4
4+
3/5
--
ABILITIES UNIQUE ACTIONS
Crossfire
Cult Icon: When determining control of an objective marker within of this operative, treat the total APL characteristic of friendly BROOD BROTHER operatives within the required distance of that objective marker as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Broodmind Devotion: Once per Turning Point, when a ready friendly BROOD BROTHER operative would be incapacitated within of this operative, you can use this ability. If you do, before that operative is incapacitated, it can perform one free action (excluding Fight, Explosives, and Mind Control), and you can change its order to do so. It’s then incapacitated as normal. You cannot use this ability and the Medic! ability (see the MEDIC datacard) on the same operative at the same time.
-
ABILITIES
Crossfire
Cult Icon: When determining control of an objective marker within of this operative, treat the total APL characteristic of friendly BROOD BROTHER operatives within the required distance of that objective marker as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Broodmind Devotion: Once per Turning Point, when a ready friendly BROOD BROTHER operative would be incapacitated within of this operative, you can use this ability. If you do, before that operative is incapacitated, it can perform one free action (excluding Fight, Explosives, and Mind Control), and you can change its order to do so. It’s then incapacitated as normal. You cannot use this ability and the Medic! ability (see the MEDIC datacard) on the same operative at the same time.
UNIQUE ACTIONS
-
DATACARD-RELATED
UNQUESTIONING LOYALTY , IDOLISATION , SYNAPTIC BENEFICENCE
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, ICONWARD
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, ICONWARD


Brood Brother Knife Fighter

Knife Fighters are stealthy assassins who use their heightened sensory perception and unsettlingly precise movements to creep unnoticed towards their target. Like stalking arachnoids, they nimbly close the distance before striking with blades coated in alien toxins.

Brood Brother Knife Fighter

Knife Fighters are stealthy assassins who use their heightened sensory perception and unsettlingly precise movements to creep unnoticed towards their target. Like stalking arachnoids, they nimbly close the distance before striking with blades coated in alien toxins.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Poisoned fighting knives
Poisoned fighting knives
4
3+
3/4
Lethal 5+, RelentlessLethal 5+, Relentless-
ABILITIES UNIQUE ACTIONS
Crossfire
Assassin: This operative can perform the Charge action while it has a Conceal order.
Counterattack: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, each time your opponent resolves a successful normal hit, the enemy operative suffers 1 mortal wound.
-
ABILITIES
Crossfire
Assassin: This operative can perform the Charge action while it has a Conceal order.
Counterattack: Each time this operative fights in combat, in the Resolve Successful Hits step of that combat, each time your opponent resolves a successful normal hit, the enemy operative suffers 1 mortal wound.
UNIQUE ACTIONS
-
DATACARD-RELATED
UNQUESTIONING LOYALTY , SYNAPTIC BENEFICENCE
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, KNIFE FIGHTER
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, KNIFE FIGHTER


Brood Brother Medic

Medics perform combat surgery to keep their elite squadmates fit to serve the will of the Broodmind. What professional compassion they show to their brothers and sisters is at stark odds with the vicious injections of xenos bio-gruel they stab into foes that get too close.

Brood Brother Medic

Medics perform combat surgery to keep their elite squadmates fit to serve the will of the Broodmind. What professional compassion they show to their brothers and sisters is at stark odds with the vicious injections of xenos bio-gruel they stab into foes that get too close.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Lasgun
Lasgun
4
4+
2/3
--
Bayonet
Bayonet
3
4+
2/3
--
Gene-needler
Gene-needler
1
4+
5/7
Lethal 5+, LimitedLethal 5+, Limited-
ABILITIES UNIQUE ACTIONS
Crossfire
Medic!: Once per Turning Point, the first time another friendly BROOD BROTHER (excluding a PATRIARCH) operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That other friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
Medikit (1AP): Select one friendly BROOD BROTHER operative within of and Visible to this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
ABILITIES
Crossfire
Medic!: Once per Turning Point, the first time another friendly BROOD BROTHER (excluding a PATRIARCH) operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That other friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
UNIQUE ACTIONS
Medikit (1AP): Select one friendly BROOD BROTHER operative within of and Visible to this operative. That operative regains 2D3 lost wounds. An operative cannot be selected for this if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action if it is within Engagement Range of an enemy operative.
DATACARD-RELATED
UNQUESTIONING LOYALTY , BIOPHAGIC VIAL , SYNAPTIC BENEFICENCE
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, MEDIC
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, MEDIC


Brood Brother Sapper

These operatives are highly skilled grenadiers and combat engineers. Equipped with a large variety of explosive charges, Sappers efficiently demolish threats or obstacles to the squad’s mission, whether they be a sealed vault door, enemy bunker or heavy weapons nest.

Brood Brother Sapper

These operatives are highly skilled grenadiers and combat engineers. Equipped with a large variety of explosive charges, Sappers efficiently demolish threats or obstacles to the squad’s mission, whether they be a sealed vault door, enemy bunker or heavy weapons nest.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Demolition charge
Demolition charge
4
3+
5/6
Rng , Blast , AP1, Indirect, Limited, UnwieldyRng , Blast , AP1, Indirect, Limited, Unwieldy-
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Crossfire
Final Defiance: If this operative’s wounds are reduced to 0 or less, it can perform a free Explosives action before it’s incapacitated.
Grenades: This operative is equipped with frag and krak grenades and they do not cost any equipment points for this operative.
Explosives (1AP): The first time this operative performs this action during the battle, place your Explosives token Visible to and within of this operative. The second time this operative performs this action during the battle, each operative within of that token suffers 2D6 mortal wounds. This operative can only perform this action twice, and cannot perform it while within Engagement Range of an enemy operative.
ABILITIES
Crossfire
Final Defiance: If this operative’s wounds are reduced to 0 or less, it can perform a free Explosives action before it’s incapacitated.
Grenades: This operative is equipped with frag and krak grenades and they do not cost any equipment points for this operative.
UNIQUE ACTIONS
Explosives (1AP): The first time this operative performs this action during the battle, place your Explosives token Visible to and within of this operative. The second time this operative performs this action during the battle, each operative within of that token suffers 2D6 mortal wounds. This operative can only perform this action twice, and cannot perform it while within Engagement Range of an enemy operative.
DATACARD-RELATED
UNQUESTIONING LOYALTY , SYNAPTIC BENEFICENCE
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, SAPPER
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, SAPPER


Brood Brother Sniper

Snipers are expert marksmen that employ personally maintained rifles, which can eliminate high priority targets from long distances. These Cult soldiers often carry hand-crafted rounds for specific quarry, including slivers of frozen xenos genetic material.

Brood Brother Sniper

Snipers are expert marksmen that employ personally maintained rifles, which can eliminate high priority targets from long distances. These Cult soldiers often carry hand-crafted rounds for specific quarry, including slivers of frozen xenos genetic material.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Sniper rifle
Sniper rifle
4
2+
3/3
Heavy, Silent. !MW3Heavy, SilentMW3
Fists
Fists
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Crossfire
-
ABILITIES
Crossfire
UNIQUE ACTIONS
-
DATACARD-RELATED
UNQUESTIONING LOYALTY , WYRMSHRIEK ROUNDS , SYNAPTIC BENEFICENCE
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, SNIPER
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, SNIPER


Brood Brother Trooper

Troopers are the backbone of Brood Brother squads. Selected for their martial skills and humble selflessness in the furtherance of the Patriarch’s will, these Cult soldiers are professional killers whose concentrated firepower has felled many an oppressor.

Brood Brother Trooper

Troopers are the backbone of Brood Brother squads. Selected for their martial skills and humble selflessness in the furtherance of the Patriarch’s will, these Cult soldiers are professional killers whose concentrated firepower has felled many an oppressor.

M APL GA DF SV W Base
3 2 2 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Lasgun
Lasgun
4
4+
2/3
--
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Crossfire
-
ABILITIES
Crossfire
UNIQUE ACTIONS
-
DATACARD-RELATED
UNQUESTIONING LOYALTY , SYNAPTIC BENEFICENCE
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, TROOPER
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, TROOPER


Brood Brother Veteran

Veterans are grizzled warriors whose xenos-tainted genes and long battlefield experience have honed them into hardened survivors. Their skills make them ideal guardians for Cult leaders, fervently blasting attackers away with their brutal shotguns.

Brood Brother Veteran

Veterans are grizzled warriors whose xenos-tainted genes and long battlefield experience have honed them into hardened survivors. Their skills make them ideal guardians for Cult leaders, fervently blasting attackers away with their brutal shotguns.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Combat shotgun
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
4/4
Rng Rng -
 - Long range
 - Long range
4
5+
2/2
--
Bayonet and claw
Bayonet and claw
3
4+
2/3
BalancedBalanced-
ABILITIES UNIQUE ACTIONS
Crossfire
Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
Bodyguard: You can use the Unquestioning Loyalty Tactical Ploy for 0CP if this operative is the friendly BROODGUARD operative.
-
ABILITIES
Crossfire
Resilient: Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
Bodyguard: You can use the Unquestioning Loyalty Tactical Ploy for 0CP if this operative is the friendly BROODGUARD operative.
UNIQUE ACTIONS
-
DATACARD-RELATED
UNQUESTIONING LOYALTY , SYNAPTIC BENEFICENCE
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, VETERAN
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, VETERAN


Brood Brother Vox Operator

These operatives use their heavy comms equipment to transmit and receive detailed coordinates and ciphers by which to outmanoeuvre the oppressor. They also warn of enemy movements, call in lurking guerrilla auxiliaries and jam the foe’s own signals.

Brood Brother Vox Operator

These operatives use their heavy comms equipment to transmit and receive detailed coordinates and ciphers by which to outmanoeuvre the oppressor. They also warn of enemy movements, call in lurking guerrilla auxiliaries and jam the foe’s own signals.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Lasgun
Lasgun
4
4+
2/3
--
Bayonet
Bayonet
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Crossfire
Signal (1AP): Select one friendly BROODGUARD operative Visible to and within of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
Jam (1+AP): Select one enemy operative in this operative’s Line of Sight, or Visible to this operative if you subtract one additional action point. Roll one D6. Until the end of the Turning Point, that enemy operative is treated as having a Group Activation characteristic of 1, and cannot be activated or perform actions until it’’s the last enemy operative to be activated, or a number of enemy operatives have been activated equal to the result of the D6 (whichever comes first). This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Crossfire
UNIQUE ACTIONS
Signal (1AP): Select one friendly BROODGUARD operative Visible to and within of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
Jam (1+AP): Select one enemy operative in this operative’s Line of Sight, or Visible to this operative if you subtract one additional action point. Roll one D6. Until the end of the Turning Point, that enemy operative is treated as having a Group Activation characteristic of 1, and cannot be activated or perform actions until it’’s the last enemy operative to be activated, or a number of enemy operatives have been activated equal to the result of the D6 (whichever comes first). This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
UNQUESTIONING LOYALTY , SIRE'S VOICE , SYNAPTIC BENEFICENCE
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, VOX OPERATOR
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, VOX OPERATOR


Psychic Familiar

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

Psychic Familiar

Coalesced from the psionic shadow that gathers around a Patriarch or Magus, Psychic Familiars are diminutive xenoforms that serve as spies, messengers and extensions of their master’s will. They are elusive and nimble, and gouge with their iron talons when threatened.

M APL GA DF SV W Base
3 2 2 2 5+ 3 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Claws
Claws
3
4+
2/3
!Rending-Rending
ABILITIES UNIQUE ACTIONS
Crossfire
Small: This operative cannot be equipped with equipment. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point). This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
Elusive: This operative can perform mission actions while within Engagement Range of an enemy operative (this takes precedence over cannot). It can move through operatives (it cannot finish a move on their bases), can move within Engagement Range of enemy operatives (it must still finish the move following all requirements for that move), and can finish the Charge action within Engagement Range of any enemy operative.
-
ABILITIES
Crossfire
Small: This operative cannot be equipped with equipment. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point). This operative can perform the Fall Back action for one less action point (to a minimum of 1AP).
Elusive: This operative can perform mission actions while within Engagement Range of an enemy operative (this takes precedence over cannot). It can move through operatives (it cannot finish a move on their bases), can move within Engagement Range of enemy operatives (it must still finish the move following all requirements for that move), and can finish the Charge action within Engagement Range of any enemy operative.
UNIQUE ACTIONS
-
BROOD BROTHER, TYRANID, GENESTEALER CULT, PSYCHIC FAMILIAR
BROOD BROTHER, TYRANID, GENESTEALER CULT, PSYCHIC FAMILIAR


Magus

Maguses are the psychically gifted high priests of a Genestealer Cult. They possess supernatural charisma and use their telepathic powers to enforce the Patriarch’s will, as well as shield their underlings from the most esoteric attacks.

Magus

Maguses are the psychically gifted high priests of a Genestealer Cult. They possess supernatural charisma and use their telepathic powers to enforce the Patriarch’s will, as well as shield their underlings from the most esoteric attacks.

M APL GA DF SV W Base
3 3 1 3 4+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Bio dagger
Bio dagger
2
4+
3/6
Lethal 4+Lethal 4+-
Force stave
Force stave
4
4+
4/6
!Stun-Stun
ABILITIES UNIQUE ACTIONS
Crossfire
Spiritual Leader: Friendly BROOD BROTHER operatives have a 5+ invulnerable save, cannot be injured and their APL cannot be negatively modified.
Telepathic Overload (1AP): Psychic action. Select one enemy operative Visible to this operative. Subtract 1 from its APL.
Mental Onslaught (1AP): Psychic action. Select one enemy operative in this operative’s Line of Sight to suffer 2 mortal wounds (or 4 mortal wounds if it’s within of this operative). Then roll one D6: if the result is greater than that enemy operative’s APL, it suffers another 2 mortal wounds (or 4 mortal wounds if it’s within of this operative). Keep rolling one D6 in this manner until you roll equal to or less than that enemy operative’s APL, or it has suffered 8 mortal wounds during this action. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Crossfire
Spiritual Leader: Friendly BROOD BROTHER operatives have a 5+ invulnerable save, cannot be injured and their APL cannot be negatively modified.
UNIQUE ACTIONS
Telepathic Overload (1AP): Psychic action. Select one enemy operative Visible to this operative. Subtract 1 from its APL.
Mental Onslaught (1AP): Psychic action. Select one enemy operative in this operative’s Line of Sight to suffer 2 mortal wounds (or 4 mortal wounds if it’s within of this operative). Then roll one D6: if the result is greater than that enemy operative’s APL, it suffers another 2 mortal wounds (or 4 mortal wounds if it’s within of this operative). Keep rolling one D6 in this manner until you roll equal to or less than that enemy operative’s APL, or it has suffered 8 mortal wounds during this action. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
UNQUESTIONING LOYALTY , MILITANT LEADERSHIP , SYNAPTIC BENEFICENCE , SPIRITUAL AID
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODCOVEN, PSYKER, LEADER, MAGUS
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODCOVEN, PSYKER, LEADER, MAGUS


Patriarch

At the centre of every Genestealer Cult infestation is a Patriarch: the sire of an entire dynasty of xenos hybrids and a focus of the Cult’s adoration. They are leering nightmares of talons and fangs, with a hypnotic psychic will through which they can dominate the weak-willed.

Patriarch

At the centre of every Genestealer Cult infestation is a Patriarch: the sire of an entire dynasty of xenos hybrids and a focus of the Cult’s adoration. They are leering nightmares of talons and fangs, with a hypnotic psychic will through which they can dominate the weak-willed.

M APL GA DF SV W Base
3 4 1 3 4+ 21 50mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Claws
Claws
5
2+
5/6
Relentless. !RendingRelentlessRending
ABILITIES UNIQUE ACTIONS
Crossfire
Alpha Predator: This operative has a 4+ invulnerable save. Its APL cannot be modified. You can activate it twice during the Turning Point so long as it has action points to spend (it stays ready while it has), but it cannot move more than + per Turning Point. Each time you activate it, generate as many action points for that activation as you wish from its APL (you cannot generate more over the Turning Point than its APL).
Monster: This operative cannot be equipped with equipment. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
Mind Control (2AP): Psychic action. Select one enemy operative Visible to and within of this operative. Both players roll one D6 and add their respective operative’s APL to the total. If your total is higher than your opponent, you can resolve this action’s effect:

Until the end of the activation, that enemy operative doesn’t treat your operatives as enemy operatives (and vice versa), and it treats your opponent’s operatives as enemy operatives. You can change its order and perform a free action with it. It cannot perform an action in which it moves other than Dash (in which case specify the location for your opponent to move the operative to). You can only resolve this action’s effect once per battle.
Into Shadow (1AP): Change this operative’s order. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Crossfire
Alpha Predator: This operative has a 4+ invulnerable save. Its APL cannot be modified. You can activate it twice during the Turning Point so long as it has action points to spend (it stays ready while it has), but it cannot move more than + per Turning Point. Each time you activate it, generate as many action points for that activation as you wish from its APL (you cannot generate more over the Turning Point than its APL).
Monster: This operative cannot be equipped with equipment. Light terrain and operatives with a Wounds characteristic of 15 or less do not provide Cover for this operative.
UNIQUE ACTIONS
Mind Control (2AP): Psychic action. Select one enemy operative Visible to and within of this operative. Both players roll one D6 and add their respective operative’s APL to the total. If your total is higher than your opponent, you can resolve this action’s effect:

Until the end of the activation, that enemy operative doesn’t treat your operatives as enemy operatives (and vice versa), and it treats your opponent’s operatives as enemy operatives. You can change its order and perform a free action with it. It cannot perform an action in which it moves other than Dash (in which case specify the location for your opponent to move the operative to). You can only resolve this action’s effect once per battle.
Into Shadow (1AP): Change this operative’s order. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
UNQUESTIONING LOYALTY , MILITANT LEADERSHIP , SYNAPTIC BENEFICENCE , SPIRITUAL AID
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODCOVEN, PSYKER, LEADER, PATRIARCH
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODCOVEN, PSYKER, LEADER, PATRIARCH


Primus

Primus is a strategic mastermind, serving a Cult’s Patriarch as a bombastic marshal that helps to plot and militarise the uprising. Using a sentient sword and a needle pistol that fires toxins distilled from their own blood, they are also a deadly Cult champion.

Primus

Primus is a strategic mastermind, serving a Cult’s Patriarch as a bombastic marshal that helps to plot and militarise the uprising. Using a sentient sword and a needle pistol that fires toxins distilled from their own blood, they are also a deadly Cult champion.

M APL GA DF SV W Base
3 3 1 3 4+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Scoped needle pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Scoped needle pistol
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
2+
2/4
Rng , Lethal 5+, SilentRng , Lethal 5+, Silent-
 - Long range
 - Long range
4
3+
2/4
Lethal 5+, SilentLethal 5+, Silent-
Bonesword and toxin injector claw
Bonesword and toxin injector claw
5
2+
4/5
Lethal 5+. !RendingLethal 5+Rending
ABILITIES UNIQUE ACTIONS
Crossfire
Fist of the Patriarch: This operative can perform two Fight or Shoot actions during its activation.
Mastermind: Once per Turning Point, after rolling off to determine initiative, you can do one of the following:
  • Add 1 to your roll.
  • If you didn’t have initiative in the previous Turning Point, re-roll your dice.
Conspire (1AP): You gain 1CP. This operative cannot perform this action while within of an enemy operative.
ABILITIES
Crossfire
Fist of the Patriarch: This operative can perform two Fight or Shoot actions during its activation.
Mastermind: Once per Turning Point, after rolling off to determine initiative, you can do one of the following:
  • Add 1 to your roll.
  • If you didn’t have initiative in the previous Turning Point, re-roll your dice.
UNIQUE ACTIONS
Conspire (1AP): You gain 1CP. This operative cannot perform this action while within of an enemy operative.
DATACARD-RELATED
UNQUESTIONING LOYALTY , MILITANT LEADERSHIP , SYNAPTIC BENEFICENCE , SPIRITUAL AID
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODCOVEN, LEADER, PRIMUS
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODCOVEN, LEADER, PRIMUS
Psychic Action
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.

MIND CONTROL2AP

Psychic action. Select one enemy operative Visible to and within of this operative. Both players roll one D6 and add their respective operative’s APL to the total. If your total is higher than your opponent, you can resolve this action’s effect:

Until the end of the activation, that enemy operative doesn’t treat your operatives as enemy operatives (and vice versa), and it treats your opponent’s operatives as enemy operatives. You can change its order and perform a free action with it. It cannot perform an action in which it moves other than Dash (in which case specify the location for your opponent to move the operative to). You can only resolve this action’s effect once per battle.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
HEADHUNTER
Seek & Destroy – Tac Op
Reveal this Tac Op when an enemy LEADER operative is incapacitated.
  • You score 1VP.
  • If it is the first or second Turning Point, you score 1VP.

DAKKA DASH1AP

Perform a free Shoot action and free Dash action with this operative in any order. You can only select a dakka shoota for this action’s shooting attack.
INSIDIOUS1CP
Tactical Ploy
Use this Tactical Ploy after an activation. Before the next activation, you can perform a free Dash action with one friendly BROOD BROTHER operative, so long as when it starts and ends that action, it’s not within Line of Sight of an enemy operative.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
RUTHLESS COORDINATION1CP
Tactical Ploy
Use this Tactical Ploy when determining if an enemy operative is in a friendly BROOD BROTHER operative’s Line of Sight. Determine Visibility as normal, but you can instead determine Cover and Obscuring from another friendly BROOD BROTHER operative that both aforementioned operatives are Visible to, but that isn’t within Engagement Range of an enemy operative.

Designer’s Note: The friendly operative doesn’t gain the additional benefits of a Vantage Point if the other friendly operative is on one (i.e. to treat an enemy in Light Cover as having an Engage order).
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.

MENTAL ONSLAUGHT1AP

Psychic action. Select one enemy operative in this operative’s Line of Sight to suffer 2 mortal wounds (or 4 mortal wounds if it’s within of this operative). Then roll one D6: if the result is greater than that enemy operative’s APL, it suffers another 2 mortal wounds (or 4 mortal wounds if it’s within of this operative). Keep rolling one D6 in this manner until you roll equal to or less than that enemy operative’s APL, or it has suffered 8 mortal wounds during this action. This operative cannot perform this action while within Engagement Range of an enemy operative.

The BROODCOVEN keyword is used in the following Brood Brother datacards:

• Magus
• Primus
Crossfire

Combined with their advanced coordination skills, the professional training and high-grade weapons of Brood Brothers make them a deadly threat. With a sinister synchronicity born of the alien Broodmind - which worms through their psyche - these soldiers are capable of a concentration of firepower or a harmonising of blows that is ferociously effective.

Each time after a friendly BROOD BROTHER operative fights in combat as the active operative or makes a shooting attack, if the enemy operative isn’t incapacitated, that enemy operative gains one of your Crossfire tokens.

Each time a friendly BROOD BROTHER operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can spend any number of Crossfire tokens the enemy operative has. For each Crossfire token you spend, you can re-roll one of your attack dice (then remove the spent Crossfire token).
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.

The LEADER keyword is used in the following Brood Brother datacards:

• Magus
• Primus
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.

COVERT GUISE [3EP]

The operative gains the following ability for the battle:

Covert Guise: At the end of the Scouting step, if this operative is wholly within your drop zone and has a Conceal order, it can perform a free Dash action. If it does so, its order cannot be changed during the first Turning Point (e.g. as a result of the Infiltrate option in the Scouting step).
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Psiren Caster
Each time a friendly BROOD BROTHER operative fights in combat or makes a shooting attack against an enemy operative within of this operative, in the Roll Attack Dice step of that combat or shooting attack, you can spend one Crossfire token for free, even if that enemy operative has none.
IDOLISATION1CP
Tactical Ploy
Use this Tactical Ploy after rolling attack dice for a friendly BROOD BROTHER operative (excluding a LEADER). If a friendly BROOD BROTHER LEADER or ICONWARD operative is within of that friendly operative, you can retain one of your failed hits as a successful normal hit instead, or one of your successful normal hits as a critical hit instead.

SIGNAL1AP

Select one friendly BROODGUARD operative Visible to and within of this operative. Add 1 to its APL. This operative cannot perform this action while within Engagement Range of an enemy operative.
CLANDESTINE ELIMINATION
Brood Brother – Faction Tac Op 1
Reveal this Tac Op when you complete the first condition (you score victory points for doing so).
  • If an enemy operative is incapacitated by a friendly BROOD BROTHER operative within of it, and that friendly operative is not in Line of Sight of other enemy operatives when this happens, you score 1VP
  • If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
METICULOUS PREPARATION
Brood Brother – Faction Tac Op 3
Reveal this Tac Op when a friendly operative performs the Prepare for Ascension mission action. At the end of the battle:
  • If over half of the objective markers have been prepared by your kill team, you score 1VP.
  • If friendly operatives control over half of the objective markers, you score 1VP. Note that none of them need to be prepared by your kill team.
Friendly operatives can perform the following mission action:

PREPARE FOR ASCENSION1AP

An operative can perform this action while it controls an objective marker that has not been prepared by your kill team. If it does, that objective marker has been prepared by your kill team. An operative cannot perform this action while within Engagement Range of an enemy operative.
CAPTURE HOSTAGE & INFILTRATE
Infiltration – Tac Op
You can reveal this Tac Op when an enemy operative is incapacitated by a friendly operative within of it, and that friendly operative is more than from other enemy operatives.
  • Remove that friendly operative from the killzone and you score 1VP.
  • If you achieve the first condition and it is the third or fourth Turning Point, you score 1VP.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
MILITANT LEADERSHIP
Brood Brother – Faction Tac Op 2
Reveal this Tac Op when an enemy operative loses a wound as a result of your LEADER operative. When you do, start a Militant Leadership tally for your kill team, adding one to the tally each time an enemy operative loses a wound as a result of your LEADER operative (including the first time, and including if it’s as a result of the Mind Control action).
  • If your Militant Leadership tally is 12 or more, you score 1VP.
  • If you achieve the first condition and at the end of the battle your LEADER operative hasn’t been incapacitated, you score 1 VP.
OVERRUN
Recon – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if a friendly operative is wholly within each killzone quarter and more than from the centre of the killzone, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
UNQUESTIONING LOYALTY1CP
Tactical Ploy
Use this Tactical Ploy when a friendly LEADER operative Visible to and within of a friendly BROODGUARD operative is selected as the target of a combat or shooting attack. You can resolve that combat or shooting attack against that friendly BROODGUARD operative instead (even if it wouldn’t normally be a valid target). This ploy has no effect on shooting attacks made with weapons that have the Blast or Torrent special rules, or attacks made against each operative within a certain distance of a specified point (e.g. mines). If you selected this ploy for combat, in all steps of that combat, that friendly BROODGUARD operative is treated as being within Engagement Range of the active operative.
MILITANT LEADERSHIP
Brood Brother – Faction Tac Op 2
Reveal this Tac Op when an enemy operative loses a wound as a result of your LEADER operative. When you do, start a Militant Leadership tally for your kill team, adding one to the tally each time an enemy operative loses a wound as a result of your LEADER operative (including the first time, and including if it’s as a result of the Mind Control action).
  • If your Militant Leadership tally is 12 or more, you score 1VP.
  • If you achieve the first condition and at the end of the battle your LEADER operative hasn’t been incapacitated, you score 1 VP.
SYNAPTIC BENEFICENCE1RP

Charismatic and experienced leaders have great sway over other members of the Cult. Whether through military tactics, strategic insight or spiritual reinforcement, such heralds of the Star Children's arrival will selflessly share their wisdom to ensure their enemy's total overthrow.

Purchase this Requisition before or after a game. Remove up to 6XP from a LEADER operative on your dataslate, but not enough to decrease its rank. Distribute the removed experience points across the BROODGUARD operatives on your dataslate.
SPIRITUAL AID2RP

As a respected and professional elite amongst the Cult, the most experienced Brood Brothers are deemed worthy to serve as honour guards to the most prestigious Cult leaders.

Purchase this Requisition before or after a game. Add one LEADER operative to your dataslate (excluding a COMMANDER). That operative starts with 6XP. or a number of experience points equal to the lowest experience points of the rank of a selected friendly COMMANDER operative from your dataslate (select its Battle Honours accordingly). For example, if you selected a COMMANDER operative that had 20XP, the new LEADER operative would have 16XP.

The LEADER keyword is used in the following Brood Brother datacards:

• Magus
• Primus
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.

4. PSIBILANCE AMPLIFIER [2EP]

AGITATOR operative only. Add to the distance of the operative’s Psiren Caster ability for the battle.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.

EXPLOSIVES1AP

The first time this operative performs this action during the battle, place your Explosives token Visible to and within of this operative. The second time this operative performs this action during the battle, each operative within of that token suffers 2D6 mortal wounds. This operative can only perform this action twice, and cannot perform it while within Engagement Range of an enemy operative.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.

2. BIOPHAGIC VIAL [2EP]

MEDIC operative only. The operative can perform the following action once during the battle:

EXPERIMENTAL ALCHEMY1AP

Select one friendly BROODGUARD operative Visible to and within of this operative. Roll one D6:
  • On a 1, that operative suffers D6 mortal wounds.
  • On a 2+, until the end of the battle, add 1 to both Damage characteristics of that operative's melee weapons.
  • On a 4+, until the end of the battle, each time that operative fights in combat or a shooting attack is made against it, subtract 1 from both Damage characteristics of the enemy operative's weapons for that combat or shooting attack (to a minimum of 2).
This operative cannot perform this action while within Engagement Range of an enemy operative.


This operative cannot perform this action while within Engagement Range of an enemy operative.
Unwieldy
An operative can only make a shooting attack with this weapon if an extra AP is subtracted to perform a Shoot action. It cannot make a shooting attack with this weapon by performing an Overwatch action.

FRAG GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Frag grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

KRAK GRENADE [3EP]

The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action.
 
Name
A
BS/WS
D
Krak grenade
4
3+
4/5
Special Rules
!
Rng , AP1, Indirect, Limited
-
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).

5. WYRMSHRIEK ROUNDS [1EP]

SNIPER operative only. The operative gains the following ability for the battle:

Wyrmshriek Rounds: Each time after this operative makes a shooting attack, every other enemy operative within of the target gains a Crossfire token.
UNQUESTIONING LOYALTY1CP
Tactical Ploy
Use this Tactical Ploy when a friendly LEADER operative Visible to and within of a friendly BROODGUARD operative is selected as the target of a combat or shooting attack. You can resolve that combat or shooting attack against that friendly BROODGUARD operative instead (even if it wouldn’t normally be a valid target). This ploy has no effect on shooting attacks made with weapons that have the Blast or Torrent special rules, or attacks made against each operative within a certain distance of a specified point (e.g. mines). If you selected this ploy for combat, in all steps of that combat, that friendly BROODGUARD operative is treated as being within Engagement Range of the active operative.

6. SIRE'S VOICE [1EP]

VOX OPERATOR operative only. The operative gains the following ability for the battle:

Sire's Voice: Each time this operative performs the Signal action, it can select any friendly operative in the killzone, rather than Visible to and within of it.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
Psychic Action
This is a term for a certain kind of action. This term provides no additional rules on its own, but other rules may interact with actions that have this term.

The BROODCOVEN keyword is used in the following Brood Brother datacards:

• Magus
• Primus

The PSYKER keyword is used in the following Brood Brother datacards:

• Magus

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