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.
APL 2 · Move 6" · Save 5+ · Wounds 8
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, LEADER, COMMANDER
Coordinate. **Strategic Gambit.** If this operative is in the killzone, select one enemy operative to gain one of your Crossfire tokens.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, AGITATOR
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.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, GUNNER
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, ICONWARD
Cult Icon. Whenever determining control of a marker within 4" 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** **BROODGUARD** operative is incapacitated while visible to and 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.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, KNIFE FIGHTER
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.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, MEDIC
Medic!. The first time during each turning point that another friendly **BROOD BROTHER** operative (excluding **PATRIARCH**) would be 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, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can 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, or if it's a **Shoot** action and this operative would be a primary or secondary target.
Medikit. 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.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, SAPPER
Explosives. 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).
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 (see universal equipment). 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.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, SNIPER
Concealed Position. This operative can only use the Sniper rifle (concealed) weapon the first time it's performing the **Shoot** action during the battle.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, TROOPER
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).
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, VETERAN
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.
APL 2 · Move 6" · Save 5+ · Wounds 7
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODGUARD, VOX-OPERATOR
Signal. **Support.** Select one other friendly **BROOD BROTHER** **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.
Jam. 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.
APL 3 · Move 6" · Save 4+ · Wounds 9
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODCOVEN, PSYKER, LEADER, MAGUS
Spiritual Leader. **Strategic Gambit.** If this operative is in the killzone, select one of the following for friendly **BROOD BROTHER** operatives to have until the end of the turning point or until this operative is incapacitated (whichever comes first): - 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 stat of friendly **BROOD BROTHER** operatives.
Telepathic Overload. **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 Onslaught. **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.
APL 2 · Move 6" · Save 5+ · Wounds 3
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, PSYCHIC FAMILIAR
Small. This operative cannot use any weapons that aren't on its datacard, or perform unique actions. Whenever this operative has a Conceal order and 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.
Elusive. This operative can perform mission actions while within control range of an enemy operative (this takes 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).
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.
APL 4 · Move 6" · Save 4+ · Wounds 21
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODCOVEN, PSYKER, LEADER, PATRIARCH
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 Shadow. Change this operative's order. This operative cannot perform this action while within control range of an enemy operative.
Mind Control. **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 their result. 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.
APL 3 · Move 6" · Save 4+ · Wounds 9
Keywords: BROOD BROTHER, TYRANID, GENESTEALER CULT, BROODCOVEN, LEADER, PRIMUS
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 determine initiative, if this operative is in the killzone, you can do one of the following (you cannot select each option more than once per battle): - Add 1 to your dice result. - If you didn't have initiative in the previous turning point, re-roll your dice.
Conspire. You gain 1CP. This operative cannot perform this action while within control range of an enemy operative, or more than once per turning point.
During each 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'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).
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.
Whenever a friendly **BROOD BROTHER** operative (excluding **PATRIARCH**) is incapacitated while fighting or retaliating, if you have any unresolved successes, 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.
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).
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 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. If it's the **Shoot** action, that other operative is only in cover or obscured if the original target was. This ploy has no effect if it's the **Shoot** action and the ranged weapon has the Blast or Torrent weapon rule.
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.
Use this firefight ploy after an activation. Before the next activation, one friendly **BROOD BROTHER** operative can perform a free **Dash** action, as long as it's not a valid target for enemy operatives when it starts and ends that action. You cannot use this ploy during the first turning point.
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.
After revealing this equipment option, roll one D3. 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.
Friendly **BROOD BROTHER** **BROODGUARD** operatives have the following melee weapon:
**Strategic Gambit.** Select one enemy operative visible to a friendly **BROOD BROTHER** operative to gain one of your Crossfire tokens.
No, as an operative's stats don't change during an action.
Smoke grenades and similar rules (e.g. MANDRAKE Weave Darkness) have no effect in this scenario.
That WOLF SCOUT operative is not obscured by Call the Storm in this scenario.