Brood Brothers

InfiltrationSecurity
KILL GRADE [10-14]
Ops12345
10246810
11247911
122571012
133581113
143681114

What to Know

Brood Brothers bring 13+ operatives of coordinated hybrid terror! Their CROSSFIRE rule lets you mark targets for re-rolls, rewarding teamwork. Flexible playstyle: shoot with lasguns or charge with melee specialists like the Knife Fighter. They're fragile (5+ save, 7 wounds) but fast (6" move) with tricks like free dashes and cover bonuses. Unique ploys let you sacrifice operatives for extra hits or protect your leader. Customize with psychic leaders or explosives for explosive plays!

Core Abilities

Unusual Shooting
Firefight Ploy: Ruthless Coordination: ignore cover and obscured by using another operative's position.
Unusual Melee
Super Conceal
Out of Order Movement
Firefight Ploy: Insidious: free Dash after activation before next activationStrategic Gambit: Covert Guises: free Reposition before first turnOperative: Medic!: free Dash after saving friendly operative
Activation Manipulation
Operative: Jam: prevent enemy activation until last or after D6 activationsOperative: Alpha Predator: activate twice per turning pointOperative: Group Activation: activate another Familiar before opponent
APL Modifiers
Brood Brother Medic: Medic! reduces APL by 1 for self and target.Brood Brother Vox-Operator: Signal adds +1 APL to friendly operative.Magus: Telepathic Overload subtracts 1 from enemy APL.
Bitter Demise
Operative: Medic!: Prevents incapacitation and restores 1 wound to friendly Brood Brother.Operative: Final Defiance: Performs free Explosives action when incapacitated before removal.Faction Rule: Cult Devotion: Inflicts damage with unresolved successes when incapacitated while fighting.
Block Rerolls
Damage Reduction
Magus: Spiritual Leader: ignore Piercing for friendly Brood Brothers.Patriarch: Alpha Predator: ignore Piercing when shooting this operative.Strategic Ploy: Embedded: retain one additional cover save when shot.Cult Talisman: retain normal success as critical success in defense dice.

Faction Rules

  • CROSSFIRE: Place tokens on enemies when shooting or fighting, then remove tokens to reroll attack dice.

Strategic Ploys

  • Pervasive: ignore first 2" vertical climb distance
  • Uprising: gain Crossfire token on target when changing order
  • Embedded: retain one additional cover save from Heavy terrain
  • Cult Devotion: strike enemy when incapacitated on successful D6 roll

Firefight Ploys

  • Ruthless Coordination: Use another friendly operative for cover determination
  • Unquestioning Loyalty: Redirect attack to nearby friendly operative
  • Idolisation: Upgrade one attack die result
  • Insidious: Friendly operative performs free Dash action

Equipment

  • Cult Talisman: Retain one normal success as critical when shot by friendly BROOD BROTHER
  • Covert Guises: Free Reposition for BROODGUARD operatives near drop zone in first turning point
  • Cult Knives: Provides melee weapon with 3 attacks, 4+ hit, 3/4 damage
  • Lookout: Place Crossfire token on visible enemy operative

Rules Commentary

Q:
How does the Ruthless Coordination firefight ploy interact with an enemy WOLF SCOUT operative that's obscured by the RUNE PRIEST SKJALD operative's Call the Storm action, when the other friendly BROOD BROTHER operative that intervening is determined from is within 3" of that enemy operative?
A:
That WOLF SCOUT operative is not obscured by Call the Storm in this scenario.
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.

Operative Selection

OPERATIVES

  • 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 bayonet¹
    • GUNNER with grenade launcher and bayonet¹
    • GUNNER with meltagun and bayonet¹
    • GUNNER with plasma gun and bayonet¹
    • ICONWARD
    • KNIFE FIGHTER
    • MEDIC
    • SAPPER
    • SNIPER¹
    • TROOPER
    • VETERAN
    • VOX-OPERATOR
  • 3 BROOD BROTHER operatives selected from the following list³:
    • 2 PSYCHIC FAMILIAR operatives (still counts as one selection)
    • MAGUS (counts as two selections)²
    • PATRIARCH (counts as three selections)²
    • PRIMUS (counts 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 ‘counts as’ selections still apply; for example, if you select a PATRIARCH operative, you could not do this.

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment