Brood Coven

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  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.4May 2024

Brood Coven Kill Team

A BROOD COVEN kill team consists of two fire teams selected from the following list:
  • NEOPHYTE HYBRID
  • ACOLYTE HYBRID
  • HYBRID METAMORPH

Archetype: Security / Infiltration / Recon

Neophyte Hybrid Fire Team

  • A NEOPHYTE HYBRID fire team includes seven NEOPHYTE HYBRID operatives selected from the following list:
    • NEOPHYTE HYBRID TROOPER each separately equipped with a gun butt and one of the following options:
      • Autogun or shotgun
    • NEOPHYTE HYBRID GUNNER equipped with: gun butt; flamer
    • NEOPHYTE HYBRID GUNNER equipped with: gun butt; grenade launcher
    • NEOPHYTE HYBRID GUNNER equipped with: gun butt; webber
    • NEOPHYTE HYBRID HEAVY GUNNER equipped with: gun butt; heavy stubber
    • NEOPHYTE HYBRID HEAVY GUNNER equipped with: gun butt; mining laser
    • NEOPHYTE HYBRID HEAVY GUNNER equipped with: gun butt; seismic cannon
    • NEOPHYTE HYBRID ICON BEARER
Each NEOPHYTE HYBRID fire team can only include up to two NEOPHYTE HYBRID GUNNER operatives and up to one NEOPHYTE HYBRID HEAVY GUNNER operative. Other than NEOPHYTE HYBRID TROOPER operatives, your kill team can only include each operative above once. Your kill team can only include up to one ICON BEARER operative.
  • If your kill team does not include any other LEADER operatives, instead of selecting one NEOPHYTE HYBRID TROOPER operative for one NEOPHYTE HYBRID fire team, you can select one NEOPHYTE HYBRID LEADER operative equipped with one of the following options:
    • Gun butt and one of the following options:
      • Autogun or shotgun
    • One option from each of the following:
      • Chainsword, power maul or power pick
      • Autopistol, bolt pistol or web pistol

Acolyte Hybrid Fire Team

Each ACOLYTE HYBRID fire team can only include up to one of the following options: up to two ACOLYTE HYBRID GUNNER operatives; up to two ACOLYTE HYBRID FIGHTER operatives; one ACOLYTE HYBRID GUNNER and one ACOLYTE HYBRID FIGHTER operative. Other than ACOLYTE HYBRID TROOPER and ACOLYTE HYBRID GUNNER operatives, your kill team can only include each operative above once. Your kill team can only include up to one ICON BEARER operative.
  • If your kill team does not include any other LEADER operatives, instead of selecting one ACOLYTE HYBRID TROOPER operative for one ACOLYTE HYBRID fire team, you can select one ACOLYTE HYBRID LEADER operative equipped with one option from each of the following:
    • Autopistol, hand flamer or lash whip
    • Cult bonesword and claw, or cult knife and claw

Archetype: Seek & Destroy

Hybrid Metamorph Fire Team

Each HYBRID METAMORPH fire team can only include up to two HYBRID METAMORPH GUNNER operatives Your kill team can only include up to one ICON BEARER operative.
  • If your kill team does not include any other LEADER operatives, instead of selecting one HYBRID METAMORPH FIGHTER operative for one HYBRID METAMORPH fire team, you can select one HYBRID METAMORPH LEADER operative equipped with one option from each of the following:
    • Autopistol or hand flamer
    • Cult bonesword and metamorph mutations, or metamorph mutations

Strategic Ploys

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

CULT AMBUSH1CP
Strategic Ploy
Use this Strategic Ploy in the first Turning Point. Until the end of the Turning Point, each time a friendly BROOD COVEN operative is activated, you can change its order.
LURK IN THE SHADOWS1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly BROOD COVEN operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover and either has a Conceal order or is ready, you can do one of the following:
  • One additional dice can be retained as a successful normal save as a result of Cover.
  • Retain one dice as a successful critical save as a result of Cover instead of a normal save.

Tactical Ploys

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

UNDERGROUND1CP
Tactical Ploy
Use this Tactical Ploy in the Set Up Operatives step of the mission sequence. Select one friendly BROOD COVEN operative. That operative can be set up with a Conceal order anywhere on the killzone that is within of Heavy terrain and more than from enemy operatives and the enemy drop zone.
INTO THE SHADOWS1CP
Tactical Ploy
Use this Tactical Ploy at the end of a friendly BROOD COVEN operative’s activation. If that operative has an Engage order, change it to a Conceal order.
CROSSFIRE1CP
Tactical Ploy
Use this Tactical Ploy after making a shooting attack against an enemy operative. Until the end of the Turning Point, each time another friendly BROOD COVEN operative makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your Attack dice.
LYING IN WAIT1CP
Tactical Ploy
Use this Tactical Ploy when you activate a friendly BROOD COVEN operative that has a Conceal order and is more than from enemy operatives. Select one other ready friendly BROOD COVEN operative that has a Conceal order, is more than from enemy operatives, and is Visible to and within of this operative. Ignore those operatives’ Group Activation characteristics. Instead, after activating the first operative, you can activate the other before your opponent activates any operatives.

Equipment

BROOD COVEN operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

BLASTING CHARGE [2EP]

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

DEMOLITION CHARGE [4EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Demolition charge
4
3+
5/6
Special Rules
!
Rng , Blast , AP1, Indirect, Unwieldy, Limited
-

HEAVY WEAPON BIPOD [2EP]

Select one ranged weapon the NEOPHYTE HYBRID HEAVY GUNNER operative is equipped with that has the Heavy special rule. That weapon gains the following special rule for the battle:

Heavy Weapon Bipod: Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if the operative has not moved during the Turning Point, you can re-roll one of your attack dice.

FLASH VISOR [1EP]

The operative gains the following ability for the battle:

Flash Visor: Each time this operative is activated, you can ignore any or all modifiers to its APL.

MINING TOOL RIG [3EP]

Select one heavy rock cutter, heavy rock drill or heavy rock saw the ACOLYTE HYBRID FIGHTER operative is equipped with. That weapon gains the Relentless special rule for the battle.

STRUCTURAL SURVEYOR+ [3EP]

The operative can perform the following action during the battle:

STRUCTURAL SURVEYOR1AP

Select one terrain feature within of this operative, then select one friendly BROOD COVEN operative Visible to and within of this operative. Until the end of the Turning Point, each time that operative makes a shooting attack:
  • That terrain feature is not Obscuring for that shooting attack.
  • Defence dice cannot be automatically retained as a result of Cover from that terrain feature (they must be rolled instead).


Datacards


Neophyte Hybrid (Trooper)

Amongst the Genestealer Cults, Neophyte Hybrids most closely resemble untainted Humans. This allows them to infiltrate labour gangs and the like before rising up en masse to overthrow their Imperial oppressors. What they lack in might, they make up for in numbers and zealotry.

Neophyte Hybrid (Trooper)

Amongst the Genestealer Cults, Neophyte Hybrids most closely resemble untainted Humans. This allows them to infiltrate labour gangs and the like before rising up en masse to overthrow their Imperial oppressors. What they lack in might, they make up for in numbers and zealotry.

M APL GA DF SV W Base
3 2 2 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autogun
Autogun
4
4+
2/3
--
Shotgun
Shotgun
4
3+
3/3
Rng Rng -
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
BROOD COVEN, GENESTEALER CULTS, <CULT>, NEOPHYTE HYBRID, TROOPER
BROOD COVEN, GENESTEALER CULTS, <CULT>, NEOPHYTE HYBRID, TROOPER


Neophyte Hybrid (Gunner)

Some Neophyte Hybrids are fortunate enough to get their hands on a special weapon, traded on the black market or stolen from local defence forces. They unleash these weapons upon their former masters with grim delight, each shot another blow struck in the name of rebellion.

Neophyte Hybrid (Gunner)

Some Neophyte Hybrids are fortunate enough to get their hands on a special weapon, traded on the black market or stolen from local defence forces. They unleash these weapons upon their former masters with grim delight, each shot another blow struck in the name of rebellion.

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-
Webber
Webber
4
3+
2/2
Rng , Lethal 5+. !StunRng , Lethal 5+Stun
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
BROOD COVEN, GENESTEALER CULTS, <CULT>, NEOPHYTE HYBRID, GUNNER
BROOD COVEN, GENESTEALER CULTS, <CULT>, NEOPHYTE HYBRID, GUNNER


Neophyte Hybrid (Heavy Gunner)

Hefting massive man-portable firearms and repurposed mining gear, these Neophytes rain heavy fire into the ranks of the enemy. So armed, they are able to lay low even large and formidable enemies, and provide covering fire for their brothers and sisters as they storm into battle.

Neophyte Hybrid (Heavy Gunner)

Hefting massive man-portable firearms and repurposed mining gear, these Neophytes rain heavy fire into the ranks of the enemy. So armed, they are able to lay low even large and formidable enemies, and provide covering fire for their brothers and sisters as they storm into battle.

M APL GA DF SV W Base
3 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Heavy stubber
Heavy stubber
5
4+
3/4
Heavy, Ceaseless, FusilladeHeavy, Ceaseless, Fusillade-
Mining laser
Mining laser
5
4+
5/6
Heavy, AP1Heavy, AP1-
Seismic cannon
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Seismic cannon
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Long-wave
 - Long-wave
6
4+
2/2
Blast , Heavy. !StunBlast , HeavyStun
 - Short-wave
 - Short-wave
4
3+
4/4
Rng , Heavy. !Stun, P1Rng , HeavyStun, P1
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Heavy Weapon Bipod
BROOD COVEN, GENESTEALER CULTS, <CULT>, NEOPHYTE HYBRID, HEAVY GUNNER
BROOD COVEN, GENESTEALER CULTS, <CULT>, NEOPHYTE HYBRID, HEAVY GUNNER


Neophyte Hybrid (Icon Bearer)

It is a great honour for a lowly Neophyte Hybrid to bear aloft the icon of their cult. Those who do become rallying points for their brothers and sisters, beacons of unassailable faith in the will of the Broodmind and the coming of the Star Children.

Neophyte Hybrid (Icon Bearer)

It is a great honour for a lowly Neophyte Hybrid to bear aloft the icon of their cult. Those who do become rallying points for their brothers and sisters, beacons of unassailable faith in the will of the Broodmind and the coming of the Star Children.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autogun
Autogun
4
4+
2/3
--
Shotgun
Shotgun
4
3+
3/3
Rng Rng -
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Cult Icon (1AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly BROOD COVEN operative, that friendly operative is inspired by the cult. While an operative is inspired by the cult, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
ABILITIES
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
UNIQUE ACTIONS
Cult Icon (1AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly BROOD COVEN operative, that friendly operative is inspired by the cult. While an operative is inspired by the cult, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
BROOD COVEN, GENESTEALER CULTS, <CULT>, NEOPHYTE HYBRID, ICON BEARER
BROOD COVEN, GENESTEALER CULTS, <CULT>, NEOPHYTE HYBRID, ICON BEARER


Neophyte Hybrid (Leader)

Rising up from the shadows, Neophyte Hybrids surge into battle with guns blazing. At their head stride the boldest and most ruthless of their number, natural leaders who direct their fellows while roaring encouragement and brandishing the best weapons their brood could acquire.

Neophyte Hybrid (Leader)

Rising up from the shadows, Neophyte Hybrids surge into battle with guns blazing. At their head stride the boldest and most ruthless of their number, natural leaders who direct their fellows while roaring encouragement and brandishing the best weapons their brood could acquire.

M APL GA DF SV W Base
3 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autogun
Autogun
4
3+
2/3
--
Autopistol
Autopistol
4
3+
2/3
Rng Rng -
Bolt pistol
Bolt pistol
4
3+
3/4
Rng Rng -
Shotgun
Shotgun
4
2+
3/3
Rng Rng -
Web pistol
Web pistol
4
2+
2/2
Rng . !StunRng Stun
Chainsword
Chainsword
4
3+
3/4
--
Gun butt
Gun butt
3
4+
2/3
--
Power maul
Power maul
4
3+
4/5
!Stun-Stun
Power pick
Power pick
4
3+
4/6
!Rending-Rending
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
BROOD COVEN, GENESTEALER CULTS, <CULT>, NEOPHYTE HYBRID, LEADER
BROOD COVEN, GENESTEALER CULTS, <CULT>, NEOPHYTE HYBRID, LEADER


Acolyte Hybrid (Trooper)

Bulky and inhuman, Acolyte Hybrids are marked indelibly with the stigma of their xeno-taint. Yet the mutations they bear only make them stronger and more resilient, able to wield sizeable weapons against the foe with the aid of their additional limbs.

Acolyte Hybrid (Trooper)

Bulky and inhuman, Acolyte Hybrids are marked indelibly with the stigma of their xeno-taint. Yet the mutations they bear only make them stronger and more resilient, able to wield sizeable weapons against the foe with the aid of their additional limbs.

M APL GA DF SV W Base
3 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Cult knife and claw
Cult knife and claw
4
3+
4/5
Balanced. !RendingBalancedRending
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
BROOD COVEN, GENESTEALER CULTS, <CULT>, ACOLYTE HYBRID, TROOPER
BROOD COVEN, GENESTEALER CULTS, <CULT>, ACOLYTE HYBRID, TROOPER


Acolyte Hybrid (Gunner)

Some Acolyte Hybrids wield hand flamers as they charge into battle. Ideal weapons for confined spaces, these compact flamethrowers allow their wielders to engulf their victims in sheets of blazing promethium before they storm in and finish off their survivors hand-to-hand.

Acolyte Hybrid (Gunner)

Some Acolyte Hybrids wield hand flamers as they charge into battle. Ideal weapons for confined spaces, these compact flamethrowers allow their wielders to engulf their victims in sheets of blazing promethium before they storm in and finish off their survivors hand-to-hand.

M APL GA DF SV W Base
3 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hand flamer
Hand flamer
4
2+
2/2
Rng , Torrent Rng , Torrent -
Cult knife and claw
Cult knife and claw
4
3+
4/5
Balanced. !RendingBalancedRending
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
BROOD COVEN, GENESTEALER CULTS, <CULT>, ACOLYTE HYBRID, GUNNER
BROOD COVEN, GENESTEALER CULTS, <CULT>, ACOLYTE HYBRID, GUNNER


Acolyte Hybrid (Fighter)

Employing their xeno-augmented strength, some Acolyte Hybrids wield monstrous pieces of mining equipment repurposed for close combat. Howling saws and churning drills intended to gouge a path through solid rock make short work of even the toughest foes.

Acolyte Hybrid (Fighter)

Employing their xeno-augmented strength, some Acolyte Hybrids wield monstrous pieces of mining equipment repurposed for close combat. Howling saws and churning drills intended to gouge a path through solid rock make short work of even the toughest foes.

M APL GA DF SV W Base
3 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Heavy rock cutter
Heavy rock cutter
4
4+
5/7
Lethal 5+Lethal 5+-
Heavy rock drill
Heavy rock drill
4
3+
4/7
BrutalBrutal-
Heavy rock saw
Heavy rock saw
4
3+
5/6
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
Mining Tool Rig
BROOD COVEN, GENESTEALER CULTS, <CULT>, ACOLYTE HYBRID, FIGHTER
BROOD COVEN, GENESTEALER CULTS, <CULT>, ACOLYTE HYBRID, FIGHTER


Acolyte Hybrid (Icon Bearer)

Acolyte Hybrids bearing cult icons provide inspiration for their brood brothers and sisters to fight all the harder. The icons twisted wyrm forms sway above the bloody back and forth of battle, serving as rallying points and menacing reminders of the horrors at the heart of the cult.

Acolyte Hybrid (Icon Bearer)

Acolyte Hybrids bearing cult icons provide inspiration for their brood brothers and sisters to fight all the harder. The icons twisted wyrm forms sway above the bloody back and forth of battle, serving as rallying points and menacing reminders of the horrors at the heart of the cult.

M APL GA DF SV W Base
3 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Cult knife and claw
Cult knife and claw
4
3+
4/5
Balanced. !RendingBalancedRending
ABILITIES UNIQUE ACTIONS
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Cult Icon (1AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly BROOD COVEN operative, that friendly operative is inspired by the cult. While an operative is inspired by the cult, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
ABILITIES
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
UNIQUE ACTIONS
Cult Icon (1AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly BROOD COVEN operative, that friendly operative is inspired by the cult. While an operative is inspired by the cult, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
BROOD COVEN, GENESTEALER CULTS, <CULT>, ACOLYTE HYBRID, ICON BEARER
BROOD COVEN, GENESTEALER CULTS, <CULT>, ACOLYTE HYBRID, ICON BEARER


Acolyte Hybrid (Leader)

Acolyte Hybrids typically follow the most monstrous of their brood into battle. Hissing through mouthfuls of needle fangs, these horrors lead their gene-kin into the heart of the fray, directing their weapons to greatest effect and rallying those who look likely to retreat.

Acolyte Hybrid (Leader)

Acolyte Hybrids typically follow the most monstrous of their brood into battle. Hissing through mouthfuls of needle fangs, these horrors lead their gene-kin into the heart of the fray, directing their weapons to greatest effect and rallying those who look likely to retreat.

M APL GA DF SV W Base
3 2 1 3 5+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
3+
2/3
Rng Rng -
Hand flamer
Hand flamer
4
2+
2/2
Rng , Torrent Rng , Torrent -
Lash whip
Lash whip
4
2+
3/4
Rng . !StunRng Stun
Cult bonesword and claw
Cult bonesword and claw
4
2+
4/6
Balanced, Lethal 5+Balanced, Lethal 5+-
Cult knife and claw
Cult knife and claw
4
2+
4/5
Balanced. !RendingBalancedRending
ABILITIES UNIQUE ACTIONS
Lash Whip: While an enemy operative is within Engagement Range of friendly operatives equipped with this weapon, subtract 1 from that enemy operative’s Attacks characteristics.
-
ABILITIES
Lash Whip: While an enemy operative is within Engagement Range of friendly operatives equipped with this weapon, subtract 1 from that enemy operative’s Attacks characteristics.
UNIQUE ACTIONS
-
BROOD COVEN, GENESTEALER CULTS, <CULT>, ACOLYTE HYBRID, LEADER
BROOD COVEN, GENESTEALER CULTS, <CULT>, ACOLYTE HYBRID, LEADER


Hybrid Metamorph (Fighter)

When the Star Children draw near to the world on which the Genestealer Cultists lurk, the cult spawns monstrous bio-augmented Hybrid Metamorphs. Created purely for battle, these grotesque creatures can tear a bloody path through even the most determined of opponents.

Hybrid Metamorph (Fighter)

When the Star Children draw near to the world on which the Genestealer Cultists lurk, the cult spawns monstrous bio-augmented Hybrid Metamorphs. Created purely for battle, these grotesque creatures can tear a bloody path through even the most determined of opponents.

M APL GA DF SV W Base
3 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Metamorph mutations
Metamorph mutations
4
3+
4/6
Balanced, Brutal. !RendingBalanced, BrutalRending
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
BROOD COVEN, GENESTEALER CULTS, <CULT>, HYBRID METAMORPH, FIGHTER
BROOD COVEN, GENESTEALER CULTS, <CULT>, HYBRID METAMORPH, FIGHTER


Hybrid Metamorph (Gunner)

Whether their wielders are battling through the pipes and crawlspaces of an Imperial hive city or lunging from the shadows in ambush upon the open battlefield, the hand flamers wielded by some Hybrid Metamorphs provide deadly close-ranged fire support.

Hybrid Metamorph (Gunner)

Whether their wielders are battling through the pipes and crawlspaces of an Imperial hive city or lunging from the shadows in ambush upon the open battlefield, the hand flamers wielded by some Hybrid Metamorphs provide deadly close-ranged fire support.

M APL GA DF SV W Base
3 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Hand flamer
Hand flamer
4
2+
2/2
Rng , Torrent Rng , Torrent -
Metamorph mutations
Metamorph mutations
4
3+
4/6
Balanced, Brutal. !RendingBalanced, BrutalRending
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
BROOD COVEN, GENESTEALER CULTS, <CULT>, HYBRID METAMORPH, GUNNER
BROOD COVEN, GENESTEALER CULTS, <CULT>, HYBRID METAMORPH, GUNNER


Hybrid Metamorph (Icon Bearer)

Those Hybrid Metamorphs given cult icons to carry to war are doubly blessed. Not only does their xeno-tainted flesh bear the most overt blessings of the Star Children, but also they are accorded the honour of holding aloft the very wyrmform sigil of their cult.

Hybrid Metamorph (Icon Bearer)

Those Hybrid Metamorphs given cult icons to carry to war are doubly blessed. Not only does their xeno-tainted flesh bear the most overt blessings of the Star Children, but also they are accorded the honour of holding aloft the very wyrmform sigil of their cult.

M APL GA DF SV W Base
3 2 1 3 5+ 8 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
4+
2/3
Rng Rng -
Metamorph mutations
Metamorph mutations
4
3+
4/6
Balanced, Brutal. !RendingBalanced, BrutalRending
ABILITIES UNIQUE ACTIONS
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
Cult Icon (1AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly BROOD COVEN operative, that friendly operative is inspired by the cult. While an operative is inspired by the cult, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
ABILITIES
Icon Bearer: When determining control of an objective marker, treat this operative’s APL characteristic as being 1 higher. Note that this is not a modifier. In narrative play, this is cumulative with the Focused Battle Honour.
UNIQUE ACTIONS
Cult Icon (1AP): Until the end of the Turning Point, while this operative is Visible to and within of a friendly BROOD COVEN operative, that friendly operative is inspired by the cult. While an operative is inspired by the cult, each time it fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
BROOD COVEN, GENESTEALER CULTS, <CULT>, HYBRID METAMORPH, ICON BEARER
BROOD COVEN, GENESTEALER CULTS, <CULT>, HYBRID METAMORPH, ICON BEARER


Hybrid Metamorph (Leader)

There can be little doubt who amongst a brood of Hybrid Metamorphs is the leader, for they bear the most grotesque bio-weaponry of their kind. Often wielding living boneswords like those carried by the Star Children themselves, they fall upon their foes with predatory hunger.

Hybrid Metamorph (Leader)

There can be little doubt who amongst a brood of Hybrid Metamorphs is the leader, for they bear the most grotesque bio-weaponry of their kind. Often wielding living boneswords like those carried by the Star Children themselves, they fall upon their foes with predatory hunger.

M APL GA DF SV W Base
3 2 1 3 5+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Autopistol
Autopistol
4
2+
2/3
Rng Rng -
Hand flamer
Hand flamer
4
2+
2/2
Rng , Torrent Rng , Torrent -
Cult bonesword and metamorph mutations
Cult bonesword and metamorph mutations
4
2+
4/6
Balanced, Lethal 5+. !RendingBalanced, Lethal 5+Rending
Metamorph mutations
Metamorph mutations
4
2+
4/6
Balanced, Brutal. !RendingBalanced, BrutalRending
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
BROOD COVEN, GENESTEALER CULTS, <CULT>, HYBRID METAMORPH, LEADER
BROOD COVEN, GENESTEALER CULTS, <CULT>, HYBRID METAMORPH, LEADER
Fire Teams
Many of the kill teams presented in Kill Team: Compendium require you to select your kill team by selecting one or two fire teams. A fire team is a collection of operatives and their selection requirements for the associated kill team. If your kill team consists of two fire teams, you can select the same fire team more than once. Many fire teams have the option to select a LEADER operative. When selecting your kill team, you can only include one LEADER operative, and in matched play, you must include one LEADER operative. Finally, each fire team has one or more archetypes. In such circumstances, your kill team’s overall archetype(s) is the archetype(s) of its fire teams.

The NEOPHYTE HYBRID keyword is used in the following Brood Coven datacards:

The ICON BEARER keyword is used in the following Brood Coven datacards:

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

The ACOLYTE HYBRID keyword is used in the following Brood Coven datacards:

The HYBRID METAMORPH keyword is used in the following Brood Coven datacards:

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.

The NEOPHYTE HYBRID keyword is used in the following Brood Coven datacards:

The TROOPER keyword is used in the following Brood Coven datacards:

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.
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+.
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.

The GUNNER keyword is used in the following Brood Coven datacards:

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.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
Px
Piercing. 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, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.

HEAVY WEAPON BIPOD [2EP]

Select one ranged weapon the NEOPHYTE HYBRID HEAVY GUNNER operative is equipped with that has the Heavy special rule. That weapon gains the following special rule for the battle:

Heavy Weapon Bipod: Each time this operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if the operative has not moved during the Turning Point, you can re-roll one of your attack dice.

The ICON BEARER keyword is used in the following Brood Coven datacards:

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.

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

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.

The ACOLYTE HYBRID keyword is used in the following Brood Coven datacards:

Brutal
Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat, your opponent can only parry with critical hits.

MINING TOOL RIG [3EP]

Select one heavy rock cutter, heavy rock drill or heavy rock saw the ACOLYTE HYBRID FIGHTER operative is equipped with. That weapon gains the Relentless special rule for the battle.

The FIGHTER keyword is used in the following Brood Coven datacards:

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.

The HYBRID METAMORPH keyword is used in the following Brood Coven datacards:

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