Brood Brother

The soldiers known as Brood Brothers are xenos-infected turncoat soldiers who secretly serve the Genestealer Cults. Concealing themselves within Imperial military formations, they await the moment to rise up and use their combat experience and weapons training to aid the Cult’s rise to power.

Books

BookKindEditionVersionLast update
  Brood Brothers
  Brood BrothersFaction3June ’25June 2025

FAQ

Brood Brothers

Q:If my operative isn’t injured at the start of the action and then is incapacitated, when rolling a D6 for the Cult Devotion strategy ploy, do I worsen the Hit stat of the weapon by 1 as a result of being injured?
A:
No, as an operative’s stats don’t change during an action.
Q:How does the Ruthless Coordination firefight ploy interact with an enemy operative that’s wholly within an area of smoke, when the friendly operative that intervening is determined from is within 2" of that enemy operative?
A:
Smoke Grenades and similar rules (e.g. MANDRAKE Weave Darkness) have no effect in this scenario.
Archetype: Security / Infiltration

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 weapons specified for that operative.

Operatives

  • 1 BROOD BROTHER COMMANDER operative with one of the following options:
    • Bolt pistol; chainsword & claw
    • Drum-fed autogun; bayonet
    • Laspistol; power weapon & claw
  • 3 BROOD BROTHER operatives selected from the following list3:
  • 9 BROOD BROTHER operatives selected from the following list:

Other than TROOPER operatives, your kill team can only include each option on this list once.

1You cannot select more than three of these operatives combined.

2Your 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.

3Up to three times, instead of selecting one of these operatives, you can select one BROOD BROTHER ploy to cost you 0CP for the battle. Note that ‘counts as’ selections still apply; for example, if you select a PATRIARCH operative, you could not do this.

Marker/Token Guide

Crossfire Tokens (Values 1 & 2)

Mind Control Token

Devoted Token

Medic Token

Broodmind Devotion Token

Demolition Charge Token

Gene-Needler Token

Jam Token

Explosives Marker

Cult Talisman Token

Faction Rules

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 that worms through their psyche, these soldiers are capable of a concentration of firepower or a harmonising of blows that is ferociously effective.

Whenever a friendly BROOD BROTHER operative is shooting against or fighting against an enemy operative, after resolving all of your attack dice, if that enemy operative isn’t incapacitated it gains one of your Crossfire tokens.

Whenever a friendly BROOD BROTHER operative is shooting against, fighting against or retaliating against an enemy operative that has any of your Crossfire tokens, you can remove any of those tokens. For each that you do, you can re-roll one of your attack dice.

Strategy Ploys

PERVASIVE

The Genestealer Cult is omnipresent and all-pervading, infiltrating and attacking from dozens of locations at once.

During each friendly BROOD BROTHER operative’s activation, you can ignore the first vertical distance of 2" they move during one climb.
UPRISING

Appearing at first to be allied troops, the Brood Brothers close in on their foes before revealing their treachery.

The first time each friendly BROOD BROTHER operative performs either the Shoot or Fight action during each of its activations, if its order was changed from Conceal to Engage at the start of that activation, the enemy operative selected as the valid target or to fight against gains one of your Crossfire tokens as soon as it’s selected (instead of after resolving your attack dice). This ploy has no effect if that friendly operative was activated within control range of an enemy operative. Note this ploy cannot come into effect more than once per activation (you cannot use it during both the Shoot and Fight action in the same activation).
EMBEDDED

Brood Brothers are intimately familiar with the battlefields upon which they fight, taking up positions that offer greatest protection from incoming fire.

Whenever an enemy operative is shooting a friendly BROOD BROTHER operative, if you can retain any cover saves as a result of Heavy terrain, you can retain one additional cover save.
CULT DEVOTION

Such is their devotion to the Cult’s cause that Brood Brothers will gladly trade their lives to land a telling blow upon their oppressors.

Whenever a friendly BROOD BROTHER operative (excluding PATRIARCH) is incapacitated while fighting or retaliating, if you have any unresolved attack dice, you can roll one D6: if the result is a success as if it were the Roll Attack Dice step of that sequence (i.e. using the same weapon, but with no re-rolls), you can strike the enemy operative in that sequence with one of your unresolved normal successes, or any of your successes instead if the D6 result is a critical success. In either case, that friendly operative is removed from the killzone afterwards.

Firefight Ploys

RUTHLESS COORDINATION

The Broodmind allows for incredibly precise communication and coordinated fire between the members of a Brood Brothers kill team.

Use this firefight ploy when selecting a valid target for a friendly BROOD BROTHER operative. Until the end of the action, determine visibility as normal, but you can instead determine intervening (for cover and obscured) from another friendly BROOD BROTHER operative that both that friendly operative and the potential valid target are visible to, but that isn’t itself within control range of enemy operatives.

Note the friendly operative doesn’t gain the additional benefits of Vantage terrain if the other friendly operative is on it (e.g. to target an enemy operative that has a Conceal order that’s in cover provided only by Light terrain).

UNQUESTIONING LOYALTY

The Cult’s rigid hierarchy is reinforced by military training. Lower ranking Brood Brothers will stand in the way of bullets or blades to protect their leaders.

Use this firefight ploy when a friendly BROOD BROTHER LEADER operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly BROODGUARD operative (excluding LEADER) visible to and within 3" of that LEADER operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action.

This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
IDOLISATION

The Cult’s leaders use the psionic power of the Broodmind to provide powerful inspiration to their followers.

Use this firefight ploy when a friendly BROOD BROTHER operative (excluding LEADER) within 6" of a friendly BROOD BROTHER LEADER or BROOD BROTHER ICONWARD operative is shooting, fighting or retaliating, in the Roll Attack Dice step. You can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.
INSIDIOUS

Brood Brothers rely upon ambush and surprise to defeat their enemies, retreating and repositioning as required.

Use this firefight ploy after an activation. Before the next activation, you can perform a free Dash action with one friendly BROOD BROTHER operative, as long as it’s not a valid target for an enemy operative when it starts and ends that action.

Faction Equipment

CULT TALISMAN

The Cult places great importance on trinkets and talismans infused with the Patriarch’s power. These items are believed to offer protection to the bearer.

Once per turning point, when an operative is shooting a friendly BROOD BROTHER operative (excluding PATRIARCH), in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead.
COVERT GUISES

Brood Brothers are able to pass as Human long enough to close upon their unsuspecting enemies.

After revealing this equipment option, roll one D3. As a STRATEGIC GAMBIT in the first turning point, a number of friendly BROODGUARD operatives equal to the result that are wholly within your drop zone can immediately perform a free Reposition action, but must end that move wholly within 3" of your drop zone.
CULT KNIVES

Brood Brothers wield an array of nonstandard weapons, including various knives decorated with xenocult iconography.

Friendly BROODGUARD operatives have the following melee weapon:

Cult knife

 
NAME
ATK
HIT
DMG
Cult knife
3
4+
3/4
LOOKOUT

The Brood Brothers’ keen eyes pick out encroaching foes and mark them for annihilation.

STRATEGIC GAMBIT. Select one enemy operative visible to a friendly BROOD BROTHER operative to gain one of your Crossfire tokens.

Datacards


Brood Brother Commander

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

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Drum-fed autogun
Drum-fed autogun
4
3+
2/3
CeaselessCeaseless
Laspistol
Laspistol
4
3+
2/3
Range 8"Range 8"
Bayonet
Bayonet
3
3+
2/3
-
Chainsword & claw
Chainsword & claw
4
3+
4/5
Balanced, RendingBalanced, Rending
Power weapon & claw
Power weapon & claw
4
3+
4/6
Balanced, Lethal 5+Balanced, Lethal 5+
Coordinate: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative to gain one of your Crossfire tokens.
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, LEADER, COMMANDER
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Shock maul
Shock maul
4
4+
4/4
ShockShock
Devoted: Once per turning point, when this operative is fighting or retaliating, in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success.
Psiren Caster: Whenever a friendly BROOD BROTHER operative is shooting against, fighting against or retaliating against an enemy operative within 6" of this operative, you can re-roll one of your attack dice.
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, AGITATOR
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Flamer
Flamer
4
2+
3/3
Range 8", Saturate, Torrent 2"Range 8", Saturate, Torrent 2"
Grenade launcher (frag)
Grenade launcher (frag)
4
4+
2/4
Blast 2"Blast 2"
Grenade launcher (krak)
Grenade launcher (krak)
4
4+
4/5
Piercing 1Piercing 1
Meltagun
Meltagun
4
4+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Plasma gun (standard)
Plasma gun (standard)
4
4+
4/6
Piercing 1Piercing 1
Plasma gun (supercharge)
Plasma gun (supercharge)
4
4+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Bayonet
Bayonet
3
4+
2/3
-
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, GUNNER
⌀25mm


Brood Brother Iconward

Guardianship of an icon of the Cult is an honour granted only to those who have proved themselves. Such icons act as psycho-resonant nodes, projecting the Broodmind wherever its sinister will is most needed, and ensuring the Patriarch’s eyes are always upon its children.

Brood Brother Iconward

Guardianship of an icon of the Cult is an honour granted only to those who have proved themselves. Such icons act as psycho-resonant nodes, projecting the Broodmind wherever its sinister will is most needed, and ensuring the Patriarch’s eyes are always upon its children.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Large knife
Large knife
4
4+
3/5
-
Cult Icon: Whenever determining control of a marker within 6" of this operative, treat the total APL stat of friendly BROOD BROTHER operatives that contest it as 1 higher if at least one friendly BROOD BROTHER operative contests that marker. Note this isn’t a change to the APL stat, so any changes are cumulative with this.
Broodmind Devotion: Once per turning point, when a ready friendly BROOD BROTHER operative is incapacitated within 6" of this operative, you can use this rule. If you do, before that operative is removed from the killzone, it can perform a 1AP action for free (excluding Fight and Explosives), and you can change its order to do so. It’s then removed from the killzone as normal. You cannot use this rule and the Medic! rule (see MEDIC) on the same operative at the same time.
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, ICONWARD
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Poisoned fighting knives
Poisoned fighting knives
4
3+
3/4
Ceaseless, Lethal 5+Ceaseless, Lethal 5+
Assassin: This operative can perform the Charge action while it has a Conceal order.
Counterattack: Whenever this operative is fighting or retaliating, whenever your opponent resolves a normal success, inflict 1 damage on the enemy operative in that sequence.
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, KNIFE FIGHTER
⌀25mm


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 biogruel 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 biogruel they stab into foes that get too close.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Lasgun
Lasgun
4
4+
2/3
-
Bayonet
Bayonet
3
4+
2/3
-
Gene-needler
Gene-needler
1
4+
5/7
Lethal 5+, Limited 1Lethal 5+, Limited 1
Medic!: The first time during each turning point that another friendly BROOD BROTHER operative (excluding PATRIARCH) would be removed from the killzone as incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated and has 1 wound remaining. That friendly operative can then immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated.

MEDIKIT1AP

Select one friendly BROOD BROTHER operative (excluding PATRIARCH) within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, MEDIC
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Demolition charge
Demolition charge
4
3+
4/6
Range 3", Blast 2", Heavy (Reposition only), Limited 1, Piercing 1, SaturateRange 3", Blast 2", Heavy (Reposition only), Limited 1, Piercing 1, Saturate
Bayonet
Bayonet
3
4+
2/3
-
Final Defiance: If this operative is incapacitated, it can perform a free Explosives unique action before it’s removed from the killzone.
Grenadier: This operative can use frag and krak grenades. Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it’s doing so, improve the Hit stat of that weapon by 1.

EXPLOSIVES1AP

The first time this operative performs this action during the battle, place your Explosives marker within its control range. The second time this operative performs this action during the battle, inflict 2D6 damage on each operative within 2" of that marker (roll separately for each) unless Heavy terrain is wholly intervening between that operative and that marker.

This operative cannot perform this action more than twice per battle, while within control range of an enemy operative, or during an activation in which it performed the Charge, Dash or Fall Back action (or vice versa).
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, SAPPER
⌀25mm


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 handcrafted 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 handcrafted rounds for specific quarry, including slivers of frozen xenos genetic material.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Sniper rifle (concealed)
Sniper rifle (concealed)
4
2+
3/3
Devastating 3, Heavy, Silent, Concealed Position*Devastating 3, Heavy, Silent, Concealed Position*
Sniper rifle (mobile)
Sniper rifle (mobile)
4
3+
3/4
-
Sniper rifle (stationary)
Sniper rifle (stationary)
4
2+
3/3
Devastating 3, HeavyDevastating 3, Heavy
Fists
Fists
3
4+
2/3
-
*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, SNIPER
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Lasgun
Lasgun
4
4+
2/3
-
Bayonet
Bayonet
3
4+
2/3
-
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly BROOD BROTHER TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, TROOPER
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Combat shotgun (close range)
Combat shotgun (close range)
4
3+
4/4
Range 6"Range 6"
Combat shotgun (long range)
Combat shotgun (long range)
4
5+
2/2
-
Bayonet & claw
Bayonet & claw
3
4+
2/3
BalancedBalanced
Resilient: Normal Dmg of 3 or more inflicts 1 less damage on this operative.
Bodyguard: You can use the Unquestioning Loyalty firefight ploy for 0CP if this is the specified friendly BROODGUARD operative.
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, VETERAN
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Lasgun
Lasgun
4
4+
2/3
-
Bayonet
Bayonet
3
4+
2/3
-

SIGNAL1AP

SUPPORT. Select one other friendly BROODGUARD operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

JAM1/2AP

Select one ready enemy operative that’s a valid target for this operative, or visible to this operative instead if you spend 1 additional AP. Roll one D6. Until the end of the turning point, that enemy operative cannot be activated or perform actions until it’s the last enemy operative to be activated, or until your opponent has activated a number of enemy operatives after this action equal to the result of the D6 (whichever comes first).

This operative cannot perform this action while within control range of an enemy operative.
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, VOX-OPERATOR
⌀25mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
3
 
NAME
ATK
HIT
DMG
WR
Claws
Claws
3
4+
2/3
RendingRending
Small: This operative cannot use any weapons that aren’t on its datacard, or perform unique actions. Whenever this operative is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2". This operative can perform the Fall Back action for 1 less AP.
Group Activation: Whenever this operative is expended, you must then activate one other ready friendly BROOD BROTHER PSYCHIC FAMILIAR operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Elusive: This operative can perform mission actions while within control range of an enemy operative (taking precedence over those actions’ normal conditions). It can move through enemy operatives, move within control range of them, and during the Charge action can leave their control range (it must still end the move following all requirements for that move).
BROOD BROTHER, TYRANID, GENESTEALER CULT, PSYCHIC FAMILIAR
⌀25mm


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.

APL
3
MOVE
6"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Autopistol
Autopistol
4
4+
2/3
Range 8"Range 8"
Bio dagger
Bio dagger
2
4+
3/6
Lethal 4+Lethal 4+
Force stave
Force stave
4
4+
4/6
PSYCHIC, ShockPSYCHIC, Shock
Spiritual Leader: Whenever this operative is in the killzone:
  • Whenever an operative is shooting a friendly BROOD BROTHER operative, ignore the Piercing weapon rule.
  • You can ignore any changes to friendly BROOD BROTHER operatives’ stats from being injured (including their weapons’ stats).
  • You can ignore any changes to the APL stats of friendly BROOD BROTHER operatives.

TELEPATHIC OVERLOAD1AP

PSYCHIC. Select one enemy operative visible to this operative. Until the end of that operative’s next activation, subtract 1 from its APL stat.

This operative cannot perform this action while within control range of an enemy operative.

MENTAL ONSLAUGHT1AP

PSYCHIC. Select one enemy operative that’s a valid target for this operative. Inflict 2 damage on it, or 4 damage instead if it’s within 6" of this operative. Then roll one D6: if the result is higher than that enemy operative’s APL stat, inflict an additional 2 damage on it, or 4 damage instead if it’s within 6" of this operative. Keep rolling one D6 in this manner until you roll equal to or less than that enemy operative’s APL stat, until it’s incapacitated, or until you inflict 8 damage on it during this action (whichever comes first).

This operative cannot perform this action while within control range of an enemy operative.
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODCOVEN, PSYKER, LEADER, MAGUS
⌀32mm


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.

APL
4
MOVE
6"
SAVE
4+
WOUNDS
21
 
NAME
ATK
HIT
DMG
WR
Claws
Claws
5
3+
5/6
Relentless, RendingRelentless, Rending
Alpha Predator: Whenever an operative is shooting this operative, ignore the Piercing weapon rule. You can activate this operative twice during the turning point as long as it has AP to spend (it stays ready while it can still be activated a second time). Per turning point, it cannot move more than 9" and you cannot spend more than 4AP in total for it.
Monster: This operative cannot use any weapons that aren’t on its datacard, or perform unique actions (excluding Into Shadow and Mind Control). Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).

INTO SHADOW1AP

Change this operative’s order.

This operative cannot perform this action while within control range of an enemy operative.

MIND CONTROL2AP

PSYCHIC. Select one enemy operative visible to and within 2" of this operative. Both players roll one D6 and add their respective operative’s APL stat to the total. If your total is higher than your opponent’s, you can resolve this action’s second effect.

Until the end of the activation, that enemy operative is a friendly operative (an enemy operative for your opponent), you can change its order, and it can immediately perform one free action. 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 second effect once per battle.

This operative cannot perform this action while within control range of an enemy operative, unless the only enemy operative it’s within control range of is selected for this action.
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODCOVEN, PSYKER, LEADER, PATRIARCH
⌀50mm


Primus

A 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

A 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.

APL
3
MOVE
6"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Scoped needle pistol (short range)
Scoped needle pistol (short range)
4
3+
2/4
Range 8", Lethal 5+, SilentRange 8", Lethal 5+, Silent
Scoped needle pistol (long range)
Scoped needle pistol (long range)
4
3+
2/4
SilentSilent
Bonesword & toxin injector claw
Bonesword & toxin injector claw
5
3+
4/5
Lethal 5+, RendingLethal 5+, Rending
Fist of the Patriarch: This operative can either perform two Shoot or two Fight actions during its activation.
Mastermind: Once per turning point, after rolling off to decide initiative, if this operative is in the killzone, you can do one of the following:
  • Add 1 to your dice result.
  • If you didn’t have initiative in the previous turning point, re-roll your dice.

CONSPIRE1AP

ou gain 1CP.

This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.
BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODCOVEN, LEADER, PRIMUS
⌀32mm
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Engage: The operative can perform actions as normal and can counteract.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
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.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
RUTHLESS COORDINATION

The Broodmind allows for incredibly precise communication and coordinated fire between the members of a Brood Brothers kill team.

Use this firefight ploy when selecting a valid target for a friendly BROOD BROTHER operative. Until the end of the action, determine visibility as normal, but you can instead determine intervening (for cover and obscured) from another friendly BROOD BROTHER operative that both that friendly operative and the potential valid target are visible to, but that isn’t itself within control range of enemy operatives.

Note the friendly operative doesn’t gain the additional benefits of Vantage terrain if the other friendly operative is on it (e.g. to target an enemy operative that has a Conceal order that’s in cover provided only by Light terrain).

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.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

SMOKE GRENADE 1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it’s obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

STUN GRENADE 1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

WEAVE DARKNESS1AP

Remove your Weave Darkness marker from the killzone (if any). Then place your Weave Darkness marker visible to this operative, or on Vantage terrain of a terrain feature visible to this operative. That marker creates an area of smoke with the same size and effects of a smoke grenade, except you don’t remove it during the following turning point. If this operative is incapacitated, remove your Weave Darkness marker from the killzone.

This operative cannot perform this action while within control range of an enemy operative.

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

• Magus
• Primus

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

• Magus
• Primus
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
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 that worms through their psyche, these soldiers are capable of a concentration of firepower or a harmonising of blows that is ferociously effective.

Whenever a friendly BROOD BROTHER operative is shooting against or fighting against an enemy operative, after resolving all of your attack dice, if that enemy operative isn’t incapacitated it gains one of your Crossfire tokens.

Whenever a friendly BROOD BROTHER operative is shooting against, fighting against or retaliating against an enemy operative that has any of your Crossfire tokens, you can remove any of those tokens. For each that you do, you can re-roll one of your attack dice.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Balanced
You can re-roll one of your attack dice.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.

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

• Magus
• Primus
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).
Saturate
The defender cannot retain cover saves.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
Medic!
The first time during each turning point that another friendly BROOD BROTHER operative (excluding PATRIARCH) would be removed from the killzone as incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated and has 1 wound remaining. That friendly operative can then immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated.
Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.

Frag grenade

 
NAME
ATK
HIT
DMG
Frag grenade
4
4+
2/4

WR
Range 6", Blast 2", Saturate

Krak grenade

 
NAME
ATK
HIT
DMG
Krak grenade
4
4+
4/5

WR
Range 6", Piercing 1, Saturate

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
UNQUESTIONING LOYALTY

The Cult’s rigid hierarchy is reinforced by military training. Lower ranking Brood Brothers will stand in the way of bullets or blades to protect their leaders.

Use this firefight ploy when a friendly BROOD BROTHER LEADER operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly BROODGUARD operative (excluding LEADER) visible to and within 3" of that LEADER operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action.

This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).

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
Relentless
You can re-roll any of your attack dice.

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