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Broodling (6)
3
4
12
4
12
2
ALPHA BROODLING
Special AbilitiesBio-Gen (1)Bite Reflex (AG#2)Regeneration
AG#1 AS RF\ PW RN MAL[1] Maw 5 4x2 0 -
AG#2 AS RF\ PW RN MAL[2] Tentacle
Paralyzing Poison4 1 2x2 RE -
3
7
15
3
12
3
BLOAT
Special AbilitiesFloat
Goes Out With a BangRegenerationSlimy
AG#1 AS RF\ PW RN MAL[1] Hydrogen Vent
CauterizeFire
6 1 4x2 Arc -
AG#2 AS RF\ PW RN MAL[3] Tentacle 6 6 RE -
4
4
14
4
15
2
GAZELLE
Special AbilitiesRegenerationVault
AG#1 AS RF\ PW RN MAL[1] Kick
KP(12)5 4 0 -
AG#2 AS RF\ PW RN MAL
KB(14)
6 1 4x2 0[1] Double Kick
4
2
14
4
15
2
RED HOT
Special AbilitiesElusiveHit and RunRegenerationInfltrate
Furious Charge
AG#1 AS RF\ PW RN MAL[1] Kick
KP(12)5 4 0 -
As deadly as she is breathtaking.-Saint John
4
4
14
3
18
3
HELEXA
Special AbilitiesAcid BloodBio-Gen (3)Command (3)Regeneration
AG#1 AS RF\ PW RN MAL
[2] ClawsParalyzing Poison 7 2x2 0 -
Teyll never see us coming...
4
8
18
2
12
6
HOWLER
Special AbilitiesCause Panic RegenerationDefance
MassiveNever Panic
AG#1 AS RF\ PW RN MAL[2] Claws
BrutalSunder Armor
8 8 0 -
AG#2 AS RF\ PW RN MAL[1] Sonic Shriek
Horrible Death10 1 6x2 SP -
AG#3 AS RF\ PW RN MAL[1] Tail Sweep
BrutalKP(12)
8 1 8x2 Arc -
4
1
12
3
14
2
MANDIBLE
Special AbilitiesAcid BloodPud Control (3)Regeneration
Sawblade (4)
AG#1 AS RF\ PW RN MAL[2] Scythe Claws 9 6x2 0 -
Its existance is sufering.-Unknown
4
3
16
3
15
3
MEAN JELLYBEAN
Special AbilitiesAcid BloodBio-Gen (2)Cause PanicCommand (1)Regeneration
AG#1 AS RF\ PW RN MAL[1] Chigg Staff
Pierce10 6x2 RE -
Devour them all!
Ratchet (6)
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BIO-GEN(x): Before deployment, this model g ains (x) Bio-Gens. See the models appropriate Faction Documentfor more on Bio-Gens.
BITE REFLEX(x): The rst time this model becomes engaged each round it may immediately make a free attackwith (x) before charge attacks are resolved.
PARALYZING POISON: When a Living model is hit by this attack, p lace a Paralyzing Poison Counter on thatmodel. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per ParalyzingPoison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more ParalyzingPoison Counters than its AP stat.
REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
[1] 500 6540mmMCAUTERIZE: HP lost by this attack may never be healed.
FIRE: When this attack hits a model, place a Fire Counter on that mod el. When a model with a Fire Counteractivates it may spend 1 AP to roll a d20. The Fire Counter is removed if the roll is equal to or under 10. The modelmay repeat this. After these rolls are made, a model possessing a Fire Counter suffers an automatic PW:7 hitwith the Cauterize weapon ability. A model may only have 1 Fire Counter at any time.
FLOAT: This model may move through, but may not end its movement on, terrain with the Impassable keywordand may ignore the automatic hit from terrain with the Dangerous keyword. This model does not have to pay theadditional AP to Jump, never suffers falling damage, and may never be prone.
GOES OUT WITH A BANG: When this model is killed place a BL(2) template with the center hole anywherecompletely over this models base before it i s removed. All models under the template suf fer an automatic PW:5x2 hit.
REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a mod el with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
SLIMY: This model may never have Fire Counters.
[1] 1000 11540mmL
KNOCK BACK (KB)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the number rolledis equal to or under (x) then the model hit i s moved directly back d20/2 inches from the attacker and is prone.Melee attacks suffer -2 to TN for every size smaller the attacking model is than the target and +2 to the TN forevery size larger the attacking model is than the target.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the numberrolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smallerthe attacking model is than the target and +2 to the TN for every size larger the attacking model is than thetarget.REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain
+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrainas well as intervening models. I f this move results in charge, this mod el gains and additional +1 AS and +1 PWto the charge attack.
[1] 500 9040mmL
! Availability: Character. Counts as a Gazelle for availability.
ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This modelautomatically passes the PS Check to Evade.
FURIOUS CHARGE: This model gains an additional +1 AS and +1 PW to charge attacks.
HIT AND RUN: When this model kills a model with an attack, it may immediately gain 1 AP to move. This moveaction ignores the rules for Breaking Free and may result in a charge.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the numberrolled is equal to or under (x) then the model hit is prone. Melee attacks suf fer -2 to the TN for every size smaller
the attacking model is than the target and +2 to the TN for every size larger the attacking model is than thetarget.
REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
INFILTRATE : This model is deployed only after all other non-Inltrating models have been deployed. This modelmay be deployed anywhere on the battleeld that is at least 12 inches from an enemy deployment zone.
! 11040mmL
ACID BLOOD: This model ignores the automatic hits from Acid and Acid Blood. When this model loses HP from amelee attack all models in base contact suffer an automatic hit at PW: 2
BIO-GEN(x) : Before deployment, this model gains (x) Bio-Gens. See the models appropriate Faction Documentfor more on Bio-Gens.
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is notsquadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inchesactivate after them. That model may squadlink. Mod els activated by Command cannot use Command this round.
PARALYZING POISON: When a Living model is hit by this attack, place a Paralyzing Poison Counter on thatmodel. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per ParalyzingPoison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more ParalyzingPoison Counters than its AP stat.
REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
C 12540mmLBRUTAL: The Parry special ability may not be used against this attack.
CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, itgains a Panic Counter.
DEFIANCE: This model may not be the target of psychogenics.
HORRIBLE DEATH: If a model is killed by this attack, all enemy models within 4 inches receive a Panic Counter.
KNOCK PRONE (KP)(x):When this attack hits a mod el, before AR Saves are rolled, roll a d20. If the number rolledis equal to or under (x) then the model hit i s prone. Melee attacks suffer -2 to the TN for every size smaller theattacking model is than th e target and +2 to the TN for every size larger the attacking model is than the target.
MASSIVE: This model cannot be Knocked Prone, Knocked Back, or Pulled by models with a smaller size.
NEVER PANIC: This model may never gain Panic Counters.
REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
SUNDER ARMOR: If a model is hit by this attack give it a Sundered Armor Counter. Models with a SunderedArmor Counter suffer -2 AR. A model may only have 1 Sundered Armor Counter at any time.
[1] 1000 18580mmG
ACID BLOOD: This model ignores the automatic hits from Acid and Acid Blood. When this model loses HP from amelee attack all models in base contact suffer an automatic hit at PW: 2
PUD CONTROL (x): When this model is deployed also deploy (x) Puds. If a Pud begins its activation within8 inches of this model it may activate normally, instead of moving towards the nearest enemy. This modelmay spend 1 AP to have all non-Dying Puds within 4 inches immediately activate. Each Pud may only gain 1additional activation from Pud Control each round.
REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a mod el with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
[1] 1000 11540mmL
ACID BLOOD: This model ignores the automatic hits from Acid and Acid Blood. When this model loses HP from amelee attack all models in base contact suffer an automatic hit at PW: 2
BIO-GEN(x) : Before deployment, this model gains (x) Bio-Gens. See the models appropriate Faction Documentfor more on Bio-Gens.
CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, itgains a Panic Counter.
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is notsquadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inchesactivate after them. That model may squadlink. Mod els activated by Command cannot use Command this round.
PIERCE : When on a melee attack, if the target is hit and fails its AR Save, this model may make an attack againstanother model within 1 i nch of the targeted model. This attack suffers -2 PW.
REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
C 12540mmL
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MURTROS
Special AbilitiesAcid Blood RegenerationBio-Gen (1)Blok StopperCause PanicCommand (2)
AG#1 AS RF\ PW RN MAL[1] Kitache Staff
Victimize7 8 RE -
Whered they come from!?-Last Words, Bane Commander
4
5
18
3
15
4
Special AbilitiesBlok StopperCause PanicRegenerationTough as NailsTremor
4
8
20
2
12
6
NUMBSKULL
AG#1 AS RF\ PW RN MAL[2] Fists
CauterizeKP(14)
7 6x2 0 -
SMASH!!!
2
3
10
6
8
5
PUD SWARM
Special AbilitiesPud PowersRegenerationSerpentine BodySwarm
AG#1 AS RF\ PW RN MAL[5] Nom 4
2x2 0 -
Om nom nom nom!!!
1
3
10
6
8
1
PUD
Special AbilitiesPud PowersRegenerationSerpentine Body
AG#1 AS RF\ PW RN MAL[1] Nom 4 2x2 0 -
Nom!!!
4
3
14
3
14
2
SCION
Special AbilitiesBio-Gen (1)Bite Reflex (AG#2)ElusiveRegenerationUnnnatural Climb
Lasher (4)
AG#1 AS RF\ PW RN MAL
[2] Claws 7 4 0 -
AG#2 AS RF\ PW RN MAL[4] Tentacle
Paralyzing Poison6 1 2x2 RE -
3
4
12
4
10
1
BROODHOUND
Special AbilitiesInfltrate
RegenerationVault
Broodhound (6)
AG#1 AS RF\ PW RN MAL
[2] Claws 4 4 0 -
AG#2 AS RF\ PW RN MAL[1] Bite
Latch On (AG#1)- 6 0 -
2
4
10
4
8
1
BROODLING
Special AbilitiesRegeneration
Broodling (6)
AG#1 AS RF\ PW RN MAL[1] Maw 4 2x2 0 -
Annoying little buggers.-Coil Diskmaster
3
6
14
3
12
1
GRIST
Special AbilitiesRegeneration
Grist (4)
AG#1 AS RF\ PW RN MAL[1] Weapon Stock 4
3 0 -
AG#2 AS RF\ PW RN MAL[1] Bio Repulsor
BL(1)IndirectKP(12)
6 1 3x3 10 19
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ACID BLOOD: This model ignores the automatic hits from Acid and Acid Blood. When this model loses HP from amelee attack all models in base contact suffer an automatic hit at PW: 2
BIO-GEN(x) : Before deployment, this model gains (x) Bio-Gens. See the models appropriate Faction Documentfor more on Bio-Gens.
BLOK STOPPER: This model always has Light Cover. This model grants Light Cover if it is between the target ofan attack and the attacker.
CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, itgains a Panic Counter.
COMMAND(x): (x) is how many times per game Command may be used. Once per activation, if this model is notsquadlinking, it may spend 1 AP to have a friendly model that has not activated this round and is within 8 inchesactivate after them. That model may squadlink. Model s activated by Command cannot use Command this round.
REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not s pend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediately
stand up for no AP cost.VICTIMIZE: When this attack hits a model you may give that model a Panic Counter or remove a Resolve Counterfrom that model.
C 12540mmLBLOK STOPPER: This model always has Light Cover. This model grants Light Cover if it is bet ween the target ofan attack and the attacker.
CAUSE PANIC: When a model becomes engaged with this model that model makes a PS Check. On a failure, itgains a Panic Counter.
CAUTERIZE: HP lost by this attack may never be healed.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the numberrolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smallerthe attacking model is than the target and +2 to the TN for every size larger the attacking model is than thetarget.
REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a mod el with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
TOUGH AS NAILS: This model does not lose an additional HP for rolling a critical failure on an AR Save.
TREMOR: This model may spend 1 AP to place a BL(2) Blast Marker in base contact. All mo dels under thetemplate suffer KP(14).
[1] 1000 16080mmG
! Availability: [1] 1000. 1 additional Pud Swarm may be ta ken per POD.
REGENERATION: When this model activates, or at the star t of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round fro m Regeneration. This model is not killed when redu ced to 0 HP, instead,give it a Dying Counter. Models with a D ying Counter are prone, may not spend A P, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
PUD POWERS: This model may only be elded if the force contains at l east 1 model with the Pud Control SpecialAbility. At the end of each Preparation Phase, this model activates. During this models activation it must spendAP to make melee attacks on enemy models. If unable, i t must spend all AP to move toward the nearest enemymodel. This model may never gain bonuses from Gangi ng Up, may never count towards other models Ganging
Up bonus. Enemy models do not have to spend AP when Breaking Free from this model, and may engage enemymodels during that move.
SERPENTINE BODY: This model may never be Entangled, Grabbed, K nocked Prone, or Crushed. This modelignores the automatic hit from the Dangerous keyword. This model may not Climb or Jump.
SWARM: This model loses an additional HP from failed AR Saves caused by all template attacks. Swarms donot count for any Gang-Up Bonuses. The number of atta cks per assault group this model has is reduced by thenumber of lost HP on the model.
! 10080mmS
! Availability: May only be deployed via the Pud Control special abilit y.
REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not kill ed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
PUD POWERS: This model may only be elded if the force contains at least 1 model with the Pud Control SpecialAbility. At the end of each Preparation Phase, this model activates. During this models activation it must spendAP to make melee attacks on enemy models. If unable, i t must spend all AP to move toward the nearest enemy
model. This model may never gain bonuses from Ganging Up, may never count towards other models GangingUp bonus. Enemy models do not have to spend AP when Breaking Free from this model, and may engage enemymodels during that move.
SERPENTINE BODY: This model may never be Entangled, Grabbed, Knocked Prone, or Crushed. This modelignores the automatic hit from the Dangerous keyword. This model may not Climb or Jump.
! *30mmS
BIO-GEN(x) : Before deployment, this model gains (x) Bio-Gens. See the models appropriate Faction Documentfor more on Bio-Gens.
BITE REFLEX(x): The rst time this model becomes engaged each round it may immediately make a free attack
with (x) before charge attacks are resolved.ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This modelautomatically passes the PS Check to Evade.
PARALYZING POISON: When a Living model is hit by this attack, place a Paralyzing Poison Counter on thatmodel. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per ParalyzingPoison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more ParalyzingPoison Counters than its AP stat.
REGENERATION: When this model activates, or at th e start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
UNNATURAL CLIMB: This model may treat all areas of a terrain piece wi th the Levels keyword as having theClimbable keyword, and only forfeits 2 inches of movement to move between levels.
C 12040mmLINFILTRATE : This model is deployed only after all other non-Inltrating models h ave been deployed. This modelmay be deployed anywhere on the battleeld that is at least 12 inches from an enemy deployment zone.
LATCH ON(x): Attacks from this assault group may only be used against a model if they are hit by all attacksunder AG#(x) during 1 attack action. The rst time this is done, this model may make 1 free attack with thisassault group against the model hit. All attacks made with this assault group against that model automaticallyhit this activation, and may not be Parried.
REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a mod el with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrainas well as intervening models. If this move results in charge, this mo del gains and additional +1 AS and +1 PWto the charge attack.
[6] 500 5040mmM
REGENERATION: When this model activates, or at the star t of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round fro m Regeneration. This model is not killed when red uced to 0 HP, instead,give it a Dying Counter. Models with a D ying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a mod el with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dyin g Counter, it may immediatelystand up for no AP cost.
[6] 500 2030mmS
INDIRECT: This attack may re at targets out of its line of sight if another friendly model has line of sight to thetarget. If using this ability, this attack suffers -4 AS.
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the numberrolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smallerthe attacking model is than the target and +2 to the TN for every size larger the attacking model is than thetarget.
REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a mod el with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
[6] 500 5040mmL
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Plight (4)
3
5
16
3
14
2
PLIGHT
AG#1 AS RF\ PW RN MAL[2] Claws
AcidCauterize
5
2x2 0 -
AG#2 AS RF\ PW RN MAL
[*] Stream
* 1 2x3 * 18[1] Acid SprayerAcidCauterize
[*] Spray
Special AbilitiesRegeneration
5 ST
SP7
3
3
12
4
14
2
LASHER
Special AbilitiesBite Reflex (AG#2)ElusiveRegenerationUnnatural Climb
Lasher (3)
AG#1 AS RF\ PW RN MAL[2] Claws 6 5 0 -
AG#2 AS RF\ PW RN MAL[2] Tentacles
Paralyzing Poison7
1 7 RE -
3
4
14
4
14
2
POD
Special AbilitiesPud Control (3)RegenerationVault
POD (3)
AG#1 AS RF\ PW RN MAL[2] Claws 5 5 0 -
-AG#2 AS RF\ PW RN MAL[1] Face Hug
Latch On (AG#1)GrabIngest
- 1 - 0
3
6
14
4
12
2
PUD THROWER
Special AbilitiesPud Control (3)Regeneration
Pud Thrower (3)
AG#1 AS RF\ PW RN MAL[1] Club
KP(10)5
5 0 -
AG#2 AS RF\ PW RN MAL
[1] Pud LauncherThrow Pud
6 1 4x2 16 -
3
5
14
3
12
1
RATCHET
Special AbilitiesRegeneration
Ratchet (6)
AG#1 AS RF\ PW RN MAL[1] Chitin Club
KP(10)6 4 0
[1] Chitin SwordParalyzing Poison
6 4 0
Like most problems, fre fxes em.-Unknown Firestorm
-
-
3
4
18
3
14
2
SAWBLADE
Special AbilitiesAcid BloodRegeneration
Sawblade (4)
AG#1 AS RF\ PW RN MAL[1] SawbladeAcid
8 4x2 0 -
Slice and dice!!!
-MJB
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ACID: When this attack hits a model place an Acid Counter on that model. During each Linger ing Effects Phase amodel with an Acid Counter suffers a n automatic PW: 4 hit, removing the Acid Counter on a successful AR Save.A model may only have 1 Acid Counter at a ny time.
CAUTERIZE: HP lost by this attack may never be healed.
REGENERATION: When this model activates, or at the star t of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round fro m Regeneration. This model is not killed when redu ced to 0 HP, instead,give it a Dying Counter. Models with a D ying Counter are prone, may not spend A P, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
[3] 500 7040mmL
BITE REFLEX(x): The rst time this model becomes engaged each round it may immediately make a free attackwith (x) before charge attacks are resolved.
ELUSIVE: Ranged attacks against this model suffer double the normal range penalties. This modelautomatically passes the PS Check to Evade.
PARALYZING POISON: When a Living model is hit by this attack, place a Paralyzing Poison Counter on thatmodel. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per ParalyzingPoison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more ParalyzingPoison Counters than its AP stat.
REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a mod el with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
UNNATURAL CLIMB: This model may treat all areas of a terrain piece with the Levels keyword as having theClimbable keyword, and only forfeits 2 inches of movement to move between levels.
[3] 500 7540mmL
GRAB: When this attack hits a model, that model is Grabbed. While Grabbed, all attacks against that model from thismodel automatically succeed unless a malfunction is rolled. Nether model may spend AP to move. This model mayend the effects of Grab at any point during its activation. The enemy model may spend 1 AP to end the effects ofGrab. If an effect would force either model to move, the effects of Grab immediately end.INGEST:When this attack hits a Living model, place an Pud Counter on the model hit. During the Lingering EffectsPhase a model with an Pud Counter makes an AR Save. If the save is failed the affected model automatically losesan HP. On a critical failure place (x) Puds in base contact with the model, where (x) is the models HP Stat, then thatmodel is removed from play. When a model with an Infection Counter is killed, place a Pud in base contact before itis removedPUD CONTROL (x): When this model is deployed also deploy (x) Puds. If a Pud begins its activation within 8 inchesof this model it may activate normally, instead of moving towards the nearest enemy. This model may spend 1 AP tohave all non-Dying Puds within 4 inches immed iately activate. Each Pud may only gain 1 additional activation fromPud Control each round.
REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This modelmay only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it aDying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP,remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost.VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain aswell as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW to thecharge attack.LATCH ON(x): Attacks from this assault group may only be used against a model if they are hit by all attacks underAG#(x) during 1 attack action. The rst time this is done, this model may make 1 free attack with this assault groupagainst the model hit. All attacks made with this assault group against that model automatically hit this activation,and may not be Parried.
[3] 1000 7550mmL
GRAB: When this attack hits a model, that model is Grabbed. While Grabbed, all attacks against that model from thismodel automatically succeed unless a malfunction is rolled. Nether model may spend AP to move. This model mayend the effects of Grab at any point during its activation. The enemy model may spend 1 AP to end the effects ofGrab. If an effect would force either model to move, the effects of Grab immediately end.INGEST:When this attack hits a Living model, place an Pud Counter on the model hit. During the Lingering EffectsPhase a model with an Pud Counter makes an AR Save. If the save is failed the affected model automatically losesan HP. On a critical failure place (x) Puds in base contact with the model, where (x) is the models HP Stat, then thatmodel is removed from play. When a model with an Infection Counter is killed, place a Pud in base contact before itis removedPUD CONTROL (x): When this model is deployed also deploy (x) Puds. If a Pud begins its activation within 8 inchesof this model it may activate normally, instead of moving towards the nearest enemy. This model may spend 1 AP tohave all non-Dying Puds within 4 inches immed iately activate. Each Pud may only gain 1 additional activation fromPud Control each round.REGENERATION: When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. This modelmay only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead, give it aDying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain +2 AS and +2PW. If a model with a Dying Counter ever loses HP, that model is killed. If a model with a Dying Counter ever gains HP,remove the Dying Counter. When this model loses a Dying Counter, it may immediately stand up for no AP cost.VAULT: Once per activation, this model may spend 1 AP to immediately move their MV value, ignoring terrain aswell as intervening models. If this move results in charge, this model gains and additional +1 AS and +1 PW to thecharge attack.LATCH ON(x): Attacks from this assault group may only be used against a model if they are hit by all attacks underAG#(x) during 1 attack action. The rst time this is done, this model may make 1 free attack with this assault groupagainst the model hit. All attacks made with this assault group against that model automatically hit this activation,and may not be Parried.
[3] 1000 7550mmL
KNOCK PRONE (KP)(x): When this attack hits a model, before AR Saves are rolled, roll a d20. If the numberrolled is equal to or under (x) then the model hit is prone. Melee attacks suffer -2 to the TN for every size smallerthe attacking model is than the target and +2 to the TN for every size larger the attacking model is than thetarget.
PARALYZING POISON: When a Living model is hit by this attack, place a Paralyzing Poison Counter on thatmodel. When a model with Paralyzing Poison Counters activates, it immediately loses 1 AP per ParalyzingPoison Counter, and then all Paralyzing Poison Counters are removed. A model may never have more ParalyzingPoison Counters than its AP stat.
REGENERATION : When this model activates, or at the start of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round from Regeneration. This model is not killed when reduced to 0 HP, instead,give it a Dying Counter. Models with a Dying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a mod el with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
[6] 250 5040mmLACID: When this attack hits a model place a n Acid Counter on that model. During each Ling ering Effects Phase amodel with an Acid Counter suffers a n automatic PW: 4 hit, removing the Acid Counter on a successful AR Save.A model may only have 1 Acid Counter at a ny time.
ACID BLOOD: This model ignores the automatic hits from Acid and Acid Blood. When this model loses HP from amelee attack all models in base contact suf fer an automatic hit at PW: 2
REGENERATION: When this model activates, or at the star t of the Lingering Effects Phase, it heals 1 HP. Thismodel may only heal 1 HP per round fro m Regeneration. This model is not killed when redu ced to 0 HP, instead,give it a Dying Counter. Models with a D ying Counter are prone, may not spend AP, and all attacks on them gain+2 AS and +2 PW. If a model with a Dying Counter ever loses HP, that model is killed. If a mod el with a DyingCounter ever gains HP, remove the Dying Counter. When this model loses a Dying Counter, it may immediatelystand up for no AP cost.
[4] 1000 10040mmL
3B