Swarm Brood

1. Overseer Beast

ACT

3

ARM

4

HIT

6/6

Weapons
ATT
SKL
Claws (BRU1 STN)
3
5
Acid Spew (RNG8" BLS)
2
4
Barbed Tailwhip (RNG4" RLT)
4
4
Squad Specialty ?
Hive Mind
Skills ?
Leader
Infest
Neural Command
Overrun (1 TO)
Carrier1GP
Hardened Carapace1GP
Spore Cloud*2GP
Venom Sac*1GP

Leader: While this Unit is Standing, you may roll an additional 3 dice to determine Tactical Orders every turn.

Neural Command: During each of its Activations, this Unit may choose to take no actions. If it does, it may choose 2 Squadmates to perform 1 Free Basic or Mission Action of 1 ACT each, or 1 Squadmate to perform 2 different Free Basic or Mission Actions of 1 ACT each.

Infest: Each time this Unit Takes Out an enemy in Melee Combat, place a Swarmling Unit in the position that enemy Unit occupied. That Swarmling is treated as Activated for this Turn.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Spore Cloud: Each time this Unit is the primary target of a Melee attack, the attacker gets -1 SKL

Overrun (1TO): All other Units in this Squad (excluding this Unit) may immediately perform a Move action followed by a Melee attack. This can only be done once per mission.

Venom Sac: This Unit's Melee weapons gain STN.

Hardened Carapace: Each time this Unit is the target of a Melee Combat attack, it may re-roll up to 1 of its Armor Saves. This is cumulative with other Tough specials.

Brood Mother* 16+5GP

2. Swarm Beast

ACT

2

ARM

3

HIT

4/4

Weapons
ATT
SKL
Double Claws (RND1 2MC)
3
4
Acid Spit (RNG8")
3
3
Squad Specialty ?
Hive Mind
Skills ?
Climber
Expendable
Swift
Carrier1GP

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

Swift: Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT. This is not cumulative.

Climber: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens
Drone 12+1GP

3. Swarm Beast

ACT

2

ARM

3

HIT

4/4

Weapons
ATT
SKL
Double Claws (RND1 2MC)
3
4
Acid Spit (RNG8")
3
3
Squad Specialty ?
Hive Mind
Skills ?
Climber
Expendable
Swift
Carrier1GP

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

Swift: Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT. This is not cumulative.

Climber: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens
Drone 12+1GP

4. Swarm Beast

ACT

2

ARM

3

HIT

4/4

Weapons
ATT
SKL
Double Claws (RND1 2MC)
3
4
Acid Spit (RNG8")
3
3
Squad Specialty ?
Hive Mind
Skills ?
Climber
Expendable
Swift
Spore Cloud*2GP

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

Swift: Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT. This is not cumulative.

Climber: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Spore Cloud: Each time this Unit is the primary target of a Melee attack, the attacker gets -1 SKL

Drone 12+2GP

5. Swarm Beast

ACT

2

ARM

3

HIT

4/4

Weapons
ATT
SKL
Double Claws (RND1 2MC)
3
4
Acid Spit (RNG8")
3
3
Squad Specialty ?
Hive Mind
Skills ?
Climber
Expendable
Swift
Carrier1GP

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

Swift: Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT. This is not cumulative.

Climber: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens
Drone 12+1GP

6. Swarm Beast

ACT

2

ARM

3

HIT

4/4

Weapons
ATT
SKL
Double Claws (RND1 2MC)
3
4
Acid Spit (RNG8")
3
3
Squad Specialty ?
Hive Mind
Skills ?
Climber
Expendable
Swift
Carrier1GP

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

Swift: Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT. This is not cumulative.

Climber: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens
Drone 12+1GP

7. Swarm Beast

ACT

2

ARM

3

HIT

4/4

Weapons
ATT
SKL
Double Claws (RND1 2MC)
3
4
Acid Spit (RNG8")
3
3
Squad Specialty ?
Hive Mind
Skills ?
Climber
Expendable
Swift
Carrier1GP

Expendable: Squadmates may target an enemy Unit that is adjacent to this Unit in Ranged combat.

Swift: Each time this Unit performs the Dash action, it costs one less ACT. This means that the first time this Unit performs a Dash in each of its Activations, it costs zero ACT. This is not cumulative.

Climber: Each time this Unit climbs up, the vertical distance it moves counts for 2" less. Each time it climbs down, the vertical distance it moves counts for 4" less.

Hive Mind: This Squad gets its leader's Leader effect even if the leader is Taken Out.

Carrier: When this Unit reaches 0 HIT, after removing it from the battlefield, roll 1D6:

  • 1: Place two Swarmlings as close as possible to the position it occupied
  • 2-3: Place one Swarmling as close as possible to the position it occupied
  • 4-6: Nothing happens
Drone 12+1GP