Tyranids
Brood Brothers
Infiltration/Security
Brood Brothers are the humans of the Genestealer Cults, who have been implanted by Genestealers and have served as hosts for their Genestealer Hybrid offspring.
Faction Rules
Crossfire
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 is not 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.
Operatives
Strategic Ploys
Whenever a friendly BROOD BROTHER operative (excluding PATRIARCH) is incapacitated when fighting or retaliating,
if you have any unresolved attack dice, you can roll 1D6.
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 1D6 result is a critical success. In either case, that friendly operative is removed from the killzone afterwards.
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.
During friendly BROOD BROTHER operative's activation, you can ignore the first vertical distance of 2" they move during one climb up.
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 is 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 the fight action in the same activation).
Firefight Ploys
Use this firefight ploy when a friendly BROOD BROTHER operative (excluding LEADER) within 6" of a friendly BROOD BROTHER LEADER or friendly 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.
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 is not a valid target for an enemy operative when it starts and ends that action. You cannot use this ploy during the first turning point.
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 is not itself within control range of enemy operatives.
Note the friendly operative does not gain the additional benefits of Vantage terrain if the other operative is on it (e.g, to target an enemy operative that has a conceal order that is in cover provided by only Light Terrain.
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 BROOD BROTHER 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 normally would not be valid for this. If it is the Fight action, treat that other operative as being within the fighting operative's control range for the duration of that action. If it is the Shoot action, that other operative is only in cover or obscured if the original target was.
This ploy has no effect if it is the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Equipment
Covert Disguises
After revealing this equipment option, roll 1D3.
As a STRATEGIC GAMBIT in the first turning point, a number of friendly BROOD BROTHER 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
Friendly BROOD BROTHER BROODGUARD operatives have the following melee weapon:
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Cult Knife | 3 | 4+ | 3/4 | — |
Cult Talisman
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.
Lookout
STRATEGIC GAMBIT: Select one enemy operative visible to a friendly BROOD BROTHER operative to gain one of your Crossfire tokens.
Ammo Cache (x1)
Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:
One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
Before the battle, you can set up one of your Comms Device markers wholly within your territory.
While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives
(e.g. ‘select one friendly operative within 6"’ would be 9" instead).
Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.
The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.
Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).
Operatives connected to the inside of it can perform the following unique action during the battle:
The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of
other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
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 is 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 is 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, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re 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.
Utility Grenade - Stun (x1/2)
When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).
Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
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.
Explosive Grenade - Frag (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 | Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Weapon | ATK | HIT | DMG | Special |
|---|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 | Rng 6", Piercing 1, Saturate |
Breaching Charge
Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Building Your Roster
A BROOD BROTHER KillTeam is composed of: - 1 BROOD BROTHER Commander operative 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: - Agitator - Gunner with Flamer and bayonet (1) - Gunner with Grenade Launcher and bayonet (1) - Gunner with Meltagun and bayonet (1) - Gunner with Plasma gun and bayonet (1) - Iconward - Knife Fighter - Medic - Sapper - Sniper (1) - Trooper - Veteran - Vox-Operator - 3 Brood Brother operatives selected from the following list (3): - 2 Psychic Familiar operatives (Still count as one selection) - Magus (Count as two selections) (2) - Patriarch (Count as three selections) (2) - Primus (Count as two selections) (2) - Trooper Other than Trooper operatives, your kill team can only include each option on this list once. (1) You cannot select more than three of these operatives combined. (2) Your 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. (3) Up 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 "count as" selections still apply; for example, if you select a Patriarch operative, you could not do this.