INSECTOID SWARMS

We theorize that they are artificial, let me rephrase that, they are bio engineered organisms. We have yet to identify whether they were originally a weapon or a farm animal of some kind. Our Marines have reported that they taste like readily prepared food of various flavors.

## **RULES**

### **QUICK**

Whenever a **MODEL** in this **UNIT** performs a **CHARGE** Action, move 1 additional tile.

### **VENOMOUS**

Whenever an enemy **MODEL** is critically hit, place a Venom Token near it. At the end of the Thunder Phase, **MODELS** with a Venom Token gain the **STUNNED KEYWORD.** Enemy **MODELS** can remove a Venom token by expending 1 Action.

### **BLIPS**

Instead of deploying a **MODEL**, you may choose to deploy a Blip in its place and place the **MODEL** in Stasis pool off the board. Each Blip can only move up to 4 tiles or reveal itself as an action. Each Blip can Activate during the **THUNDER** or **LIGHTNING** phase. If a Blip comes into **LoS** of an opposing player or you choose to reveal a Blip as an action, replace the Blip with a **MODEL** from your Stasis pool that was not deployed, alternatively if you cannot deploy a **MODEL** or you do not wish to deploy a **MODEL**, you must remove the Blip from play. If a **MODEL** was deployed from a Blip, the **MODEL** is counted as having Activated if the Blip that deployed it performed an Action during that **ROUND**.

## COMPANIES

### **MEGA SWARM**

All **MODELS** in this **COMPANY** improve their AC by 1.

#### **MEGA SWARM TACTIC: PREDATOR (1TP)**

Once per **ROUND**, when a **MODEL** from this **COMPANY** performs a **CHARGE** action, it cannot be targeted by **OVERWATCH** until the end of the **ROUND**.

## **SUBFACTIONS**

Each Swam has unique mutations that allow them to specialize in different fields.

### **STEEL MAW SWARM**

Whenever a **MODEL** in this **UNIT** critically succeeds on a Roll to Hit in **MELEE**, deal 1 additional wound.

### **NIMBUS HIVE**

**MODELS** in this **UNIT** cannot gain the **STUNNED KEYWORD**. In addition, increase the Movement value of all **MODELS** in this **UNIT** by 1.

### **GIT SPIDER SWARM**

The **VENOMOUS** rule activates on all **MELEE** hits. In addition, **MODELS** from this **UNIT** gain 1 additional HP.

### **ASSASSIN COLONY**

All **MODELS** in this **UNIT** gain the **JUMPER** **KEYWORD**. In addition, if a **MODEL** from this **UNIT** attacks an enemy **MODEL** on the same **ROUND** that they were deployed from a Blip, all of their successful attacks become critical hits against their target.

### **BLUE BLOOD SWARM**

All **MODELS** in this **UNIT** gain the +1 AC**.** In addition, decrease the Movement value of all **MODELS** in this **UNIT** by 1.

## **UNIQUE TACTICS**

### TACTIC: ACIDIC BLOOD (1TP)

Once per **ROUND**, whenever a **MODEL** in your **UNIT** is incapacitated, you may choose to activate this **TACTIC**. All enemy **MODELS** within 2 tiles of the incapacitated **MODEL** are dealt 2 wounds.

### TACTIC: CHROMATOPHORES (1TP)

Once per **ROUND**, When a Blip Reveals a **MODEL** as an Action, the **MODEL** can be immediately activated.

### TACTIC: AMBUSH (1TP)

Once per **ROUND**, When a Blip is revealed by an enemy entering **LoS**, the revealed **MODEL** may perform a free **CHARGE** Action if the target of the **CHARGE** is the **MODEL** that entered **LoS**. If the **MODEL** revealed has the **MEGA CLASS**, the **MODEL** may use the **PREDATOR TACTIC** free of TP cost.

### TACTIC: BURROW (1TP)

Once per **ROUND**, when you activate a bug **MODEL**, you may place the **MODEL** on any tile within 6 tiles of its original position.

### TACTIC: TENDRILS (1TP)

Once per **ROUND**, when you perform a **FIGHT** Action with a Bug **MODEL**, you gain 1 additional Melee Attack die.

### TACTIC: SPINNERETS (1TP)

Once per Phase, you may choose a **MODEL** in your **UNIT**. The chosen **MODEL** creates 2 web tokens within 2 tiles of itself that act as a **MODEL** for the purposes of Holding a Primary Objective. If an opposing **MODEL** enters the tile where the Web token exists, the token is removed.

### TACTIC: SPINNERETS (2TP)

Each time a **MODEL** from your **UNIT** is incapacitated, you may activate this **TACTIC**. Place a Broodling **MODEL** within 1 tile of the incapacitated **MODEL**. This **MODEL** does not count towards your **UNIT** limit.

### TACTIC: ADAPTATION (2TP)

Once per **GAME**, at the start of the third **ROUND**, you may choose a second **SUBFACTION** for your **UNIT**.

### TACTIC: ADAPTATION (XTP)

Once per **ROUND**, when you activate a **MODEL**, you may choose to switch the position of this **MODEL** and another friendly **MODEL** with each other. If at least one of the two **MODELS** is a Mega type **MODEL**, this Tactic costs 2 TP, Otherwise, this tactic costs 1 TP.

### TACTIC: METABOLIC GLANDS (1TP)

Once per **ROUND**, when you activate a **MODEL**, it may perform a **MOVE** Action free of action cost.

## MODEL LIST

Swarmlings

Brainless Husks

Broodlings

Swarm Eggs

Swarm Herald