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  Kill Team: Into The Dark (Farstalker Kinband)
  Kill Team: Into The Dark (Farstalker Kinband)Expansion2September 2022


Archetype: Seek & Destroy / Recon

Farstalker Kinband Kill Team

Below you will find a list of the operatives that make up a FARSTALKER KINBAND kill team, including, where relevant, any wargear those operatives must be equipped with.

Operatives

  • 1 KROOT KILL-BROKER operative equipped with one of the following options:
    • Kroot rifle; blade
    • Pulse carbine; blade
    • Pulse rifle; blade
  • 10 FARSTALKER KINBAND operatives selected from the following list:
    • KROOT BOW-HUNTER
    • KROOT COLD-BLOOD
    • KROOT CUT-SKIN
    • KROOT HEAVY GUNNER equipped with one of the following options:
      • Dvorgite skinner; blade
      • Londaxi tribalest; blade
    • KROOT HOUND
    • KROOT LONG-SIGHT
    • KROOT PISTOLIER
    • KROOT STALKER
    • KROOT TRACKER
    • KROOT WARRIOR equipped with one of the following options:
      • Kroot rifle; blade
      • Kroot scattergun; blade

Your kill team can only include up to two KROOT HOUND operatives. Other than KROOT WARRIOR and KROOT HOUND operatives, your kill team can only include each operative above once.

Ability

Below, you will find common ability of the FARSTALKER KINBAND kill team.

Rogue

The Kroot of FarstaIker Kinbands are experienced raiders, infiltrators and scouts. They have mastered the art of using local terrain to their best advantage, concealing themselves before launching ambushes.

Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, you can do one of the following:
  • Retain one additional dice as a successful normal save as a result of Cover.
  • Retain one dice as a successful critical save instead of a normal save as a result of Cover.

Strategic Ploys

If your faction is FARSTALKER KINBAND, you can use the following Strategic Ploys during a game.

CUT-THROATS1CP
Strategic Ploy
Until the end of the Turning Point, add 1 to the Attacks characteristic of melee weapons friendly FARSTALKER KINBAND operatives are equipped with (to a maximum of 4).
FARSTALK1CP
Strategic Ploy
Immediately change the order of up to three friendly FARSTALKER KINBAND operatives that are more than from enemy operatives.
PREY1CP
Strategic Ploy
Until the end of the Turning Point, friendly FARSTALKER KINBAND operatives gain the following ability:

Prey: Each time this operative is activated, you can use this ability. If you do so, until the end of the Turning Point, ranged weapons this operative is equipped with (excluding quill grenades) gain the Balanced and Heavy special rules.
BOUND1CP
Strategic Ploy
Until the end of the Turning Point, FARSTALKER KINBAND operatives:

Tactical Ploys

If your faction is FARSTALKER KINBAND, you can use the following Tactical Ploys during a game.

MERCENARY CONTRACT1CP
Tactical Ploy
Use this Tactical Ploy in the Select Tac Ops step, when building your Tac Ops deck. Instead of adding one card to your deck from your selected archetype, you can add one from an archetype you did not choose (you must still have a six-card deck).
SLIP AWAY1CP
Tactical Ploy
Use this Tactical Ploy when a friendly FARSTALKER KINBAND operative is activated. Until the end of its activation, that operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
POACH1CP
Tactical Ploy
Use this Tactical Ploy when a friendly FARSTALKER KINBAND operative is activated. Until the end of its activation, that operative only needs to be within the required range of an objective marker or token to perform mission actions and the Pick Up action associated with that objective marker (they do not need to control it). In addition, they can do so while within Engagement Range of an enemy operative.
VENGEANCE FOR THE KINBAND1CP
Tactical Ploy
Use this Tactical Ploy when a friendly FARSTALKER KINBAND operative is incapacitated by an enemy operative. Until the end of the battle, each time another friendly FARSTALKER KINBAND operative fights in combat or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice. You cannot use this Tactical Ploy in the battle again until that enemy operative is incapacitated.

Tac Ops

If your faction is FARSTALKER KINBAND, you can use the Farstalker Kinband Tac Ops listed below, as specified in the mission sequence.

BUTCHER
Farstalker Kinband – Faction Tac Op 1
Reveal this Tac Op the first time an enemy operative is incapacitated. Each time an enemy operative is incapacitated, before it is removed from the killzone, place one of your Meat tokens underneath the operative as close as possible to the centre of its base. The Pick Up action can be performed upon your Meat tokens by friendly FARSTALKER KINBAND operatives, even if they are carrying another objective marker or token.
  • At the end of the battle, if the total number of your Meat tokens that friendly operatives control is equal to or more than a quarter of the number of enemy operatives selected for deployment, you score 1VP.
  • At the end of the battle, if the total number of your Meat tokens that friendly operatives control is equal to or more than half of the number of enemy operatives selected for deployment, you score 1VP.
BALANCE THE BOOKS
Farstalker Kinband – Faction Tac Op 2
You can reveal this Tac Op when you score maximum victory points from another Tac Op.
  • If you score maximum victory points from a Tac Op, and no more than half of your operatives have been incapacitated when you do so, you score 1VP.
  • If you score maximum victory points from another Tac Op, and no more than half of your operatives have been incapacitated when you do so, you score 1VP.
BOUNTY HUNTERS
Farstalker Kinband – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one of their operatives.
  • If that enemy operative is incapacitated, you score 1VP and place your Bounty token underneath the operative as close as possible to the centre of its base.
  • If a friendly operative performs the Confirm Hit action, you score 1VP.

Friendly operatives can perform the following mission action:

CONFIRM HIT1AP

An operative can perform this action while within of your Bounty token and not within Engagement Range of an enemy operative. Remove your Bounty token.

Spec Ops Rules

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is FARSTALKER KINBAND you can select one from those listed below instead of selecting one from another source.

Battle Honours

Each time a FARSTALKER KINBAND operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Farstalker Kinband Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn't suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

FARSTALKER KINBAND SPECIALIST
D6Specialism
1Savage: Add 1 to the Attacks characteristic of melee weapons this operative is equipped with (to a maximum of 4).
2Eye on the Mark: Each time this operative makes a shooting attack during its activation, if it has not yet moved during that activation, ranged weapons it is equipped with (excluding quill grenades) gain the No Cover special rule for that shooting attack.
3Trapper: This operative can perform a Charge action if it has a Conceal order.
4Wiry: Each time this operative makes any kind of move, it can move around, across and over other operatives (and their bases) as if they were not there, but must finish its move following all requirements specified by that move, and cannot finish its move on top of other operatives (or their bases).
5Leathery Physiology: Each time this operative would lose a wound as a result of an attack dice that inflicts 4 damage or less, roll one D6: on a 6, that wound is not lost.
6Clandestine: If this operative has a Conceal order and is in Cover provided by Light terrain, enemy operatives cannot treat it as being on an Engage order as a result of a Vantage Point.

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is FARSTALKER KINBAND, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. KINBLADE [3EP]

KROOT KILL-BROKER operative only. Instead of its blade, the operative is equipped with the following melee weapon for the battle:

 
Name
A
BS/WS
D
Kinblade
3
2+
4/5
Special Rules
!
Balanced
Rending

2. KNARLOC HIDE [2EP]

The operative gains the following ability for the battle:

Knarloc Hide: Each time an enemy operative fights in combat with or makes a shooting attack against this operative, subtract 1 from both Damage characteristics of weapons that enemy operative is equipped with for that combat or shooting attack (to a minimum of 2).

3. KROOTHAWK TOTEM [2EP]

The operative gains the following ability for the battle:

Kroothawk Totem: Once per battle, after rolling off to determine initiative, this operative can use this ability. If it does so, you can re-roll your dice.

4. ANCIENT FLINTLOCK [2EP]

Select one Kroot pistol, Kroot rifle, Kroot Scattergun or dual Kroot pistols the operative is equipped with. It gains the Lethal 5+ special rule for the battle.

5. KIN TOTEM [2EP]

The operative gains the following ability for the battle:

Kin Totem: While a friendly FARSTALKER KINBAND operative is Visible to and within of this operative, it is not treated as being injured (only ignore the modifier to its Movement characteristic as a result of being injured if it is activated within of this operative).

6. WINDMARK [1EP]

The operative gains the following ability for the battle:

Windmark: Add to this operative’s Movement characteristic for the battle.


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is FARSTALKER KINBAND, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

SPOILS SAFE

On their many varied missions, Farstalker Kinbands acquire all manner of resources, equipment and materials that may be of use to the wider kindred and the rest of their species. They keep this secure at all times, and draw upon it when required for battle.

In the Strategy phase of the first Turning Point, add 1 additional Command point to your pool.

WEAPON WORKBENCH

Kroot of Farstalker Kinbands spend much time customising their weapons to make them more effective in battle, as well as personalising them with spiritually significant trinkets and tokens.

While your base of operations has this strategic asset, all ranged weapons rare equipment items from the Kill Team Core Book, are treated as being in your stash. However Kroot pistols, Kroot rifles and Kroot scatterguns are the only ranged weapons that can be upgraded as a result of this. Note that ranged weapons rare equipment items added to your stash in the usual manner do not have this restriction.

MEAT LOCKER

Food is of the utmost importance to the Kroot - not just for sustenance but also for the genetic material it contains that might be of great evolutionary value to their kind. As a result, anything they do not consume immediately they store securely.

Each time a Recovery test is taken for a friendly FARSTALKER KINBAND operative, if it was not incapacitated during that battle, treat it as being Rested for one additional game.


Requisitions

In a Spec Ops campaign, if your faction is FARSTALKER KINBAND, you can use the following Requisitions in addition to those presented in other sources.

NEGOTIATE1RP

The Knot’s leaders have become adept at negotiating employment contracts that yield considerable rewards.

Purchase this Requisition when you receive a commendation (e.g. for completing all of a Spec Op’s operations). Select one of that commendation’s bullet points, then select a bullet point from a different commendation your kill team could have access to (it cannot be the same reward as another bullet point from your received commendation and it cannot be one in which you gain Requisition points). Gain the rewards of the second selected bullet point instead of the first.
HONOURABLE OFFERING1RP

When a Kroot is maimed or dies, Kroot can eat their flesh so that their memories and knowledge are retained for following generations. In desperate times, should a Kroot be so injured or sick that they slow down their kin, their fellows will put them out of their misery and consume their flesh also.

Purchase this Requisition when a friendly FARSTALKER KINBAND operative of Veteran rank or higher is removed from your dataslate or gains the Critical Impairment Battle Scar. You can select a number of other friendly FARSTALKER KINBAND operatives on your dataslate up to the number of ranks that operative has/had multiplied by two; each selected operative earns 1XP. For example, if a FARSTALKER KINBAND operative of Veteran rank gains the Critical Impairment Battle Scar, up to four other friendly FARSTALKER KINBAND operatives could each earn 1XP.

If you purchased this Requisition when a friendly FARSTALKER KINBAND operative gained the Critical Impairment Battle Scar, that Battle Scar can only be removed as a result of a passed Recovery Test result of 6 (a bionic replacement must be sought instead!). Each friendly FARSTALKER KINBAND operative can only provide experience points to other friendly operatives from this Requisition once (if they do so, make a note of it on their narrative datacard).
DEBT OWED1RP

The Kroot of Farstalker Kinbands have an extremely close bond. Those who harm one of their number can expect payback, with interest.

Purchase this Requisition when a friendly FARSTALKER KINBAND operative fails a Casualty test. Make a note of the Faction keyword of the enemy operative that incapacitated that operative; that faction owes you a debt. Each time you play a game against a faction that owes you a debt, you gain the following benefit for the battle: the Balanced special rule allows you to re-roll up to two of your attack dice (instead of one) during that game.

If you win a game against a faction that owes you a debt, the debt is no longer owed to you and the benefit ends. Alternatively, after the battle, after taking Casualty tests in the Update Dataslates step, you can choose for the debt to be no longer owed to you, in which case the benefit ends and all operatives that did not fail an Out of Action test suffer the Cerebral Affliction Battle Scar. You can only have one debt owed to you at once.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is FARSTALKER KINBAND, you can select one from those found below instead of selecting one from another source.

Kin, First and Foremost

The Kroot of the Farstalker Kinband always have each other’s backs, through thick and thin. Though they are mercenaries - dangerous work indeed - they will do everything they can to keep each other alive.

OPERATION 1: FIGHT FOR POSTERITY

With each completed contract, the Farstalker Kinband acquire more experience, knowledge and resources for the future of their race.

Complete five games in which you scored victory points from the ‘Balance the Books’ and/or ‘Butcher’ Tac Op, or five games in which you scored victory points from two or more Security Tac Ops.

OPERATION 2: SWIFT REPRISAL

To attack one of the Kinband is to attack all.

Complete a game in which you scored victory points from the ‘Execution’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Secure District’ Spec Op.

Guns for Hire

Farstalker Kinbands make their living as pirates, mercenaries and bounty hunters, offering out their skills to almost any willing to pay the right price.

OPERATION 1: HIT JOBS

Contracted for a series of hits, the team must eliminate targets designated by their employer.

Complete five games in which you scored victory points from the ‘Bounty Hunters’, ‘Execution’ and/or ‘Headhunter’ Tac Op.

OPERATION 2: DISCRETIONARY BONUS

Ever resourceful, the Kinband see no reason not to extract additional rewards for their efforts. Battlefields are sources of both material and genetic wealth for the Kroot, being littered with weapons and flesh few would notice the disappearance of.

Complete a game in which you scored victory points from the ‘Retrieval’ and/or ‘Rob and Ransack’ Tac Op.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered an ‘Elimination’ Spec Op.

Equipment

FARSTALKER KINBAND operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

QUILL GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Quill grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-

PIERCING SHOT [2EP]

Operative equipped with a Kroot rifle, Kroot pistol or dual Kroot pistols only. The operative is equipped with the following ranged weapon for the battle (its BS characteristic is the same as the Kroot rifle or Kroot pistol the operative is equipped with):
 
Name
A
BS/WS
D
Piercing shot
4
*
3/4
Special Rules
!
AP1, Limited
-

TOXIN SHOT [2EP]

Operative equipped with a Kroot rifle, Kroot pistol or dual Kroot pistols only. The operative is equipped with the following ranged weapon for the battle (its BS characteristic is the same as the Kroot rifle or Kroot pistol the operative is equipped with):
 
Name
A
BS/WS
D
Toxin shot
4
*
2/2
Special Rules
!
Lethal 5+, Limited
Stun

MEAT [3EP]

The operative gains the following ability for the battle:

Meat: Once during the battle, when this operative is activated, you can use this ability. If you do so, this operative regains D3+1 lost wounds.

TROPHY [4EP]

The operative gains the following ability for the battle:

Trophy: Once during the battle, when this operative is activated, you can use this ability. If you do so, add 1 to this operative’s APL. Each Turning Point, only one friendly operative can use this ability.

RITUAL BLADE+ [2EP]

KROOT KILL-BROKER operative only. Instead of its blade, the operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Ritual blade
3
2+
4/5

KROOT PISTOL [1EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Kroot pistol
4
4+
3/4
Special Rules
!
Rng
-


Datacards


Kroot Kill-broker

Farstalker Kinbands are led by Kill-brokers. These Kroot are not only expert tacticians and skilled fighters, but also able negotiators, ensuring their kin receive just rewards for their services.

Kroot Kill-broker

Farstalker Kinbands are led by Kill-brokers. These Kroot are not only expert tacticians and skilled fighters, but also able negotiators, ensuring their kin receive just rewards for their services.

M APL GA DF SV W Base
3 2 1 3 5+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Kroot rifle
Kroot rifle
4
3+
3/4
--
Pulse carbine
Pulse carbine
4
4+
4/4
--
Pulse rifle
Pulse rifle
4
4+
4/5
--
Blade
Blade
3
2+
3/4
--
ABILITIES UNIQUE ACTIONS
Rogue
Call The Kill: Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can select one enemy operative Visible to this operative instead. Until the end of the Turning Point, each time a friendly FARSTALKER KINBAND operative fights in combat with or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
Photon Grenade (1AP): Select one enemy operative Visible to this operative. Roll one D6, subtracting 1 from the result as follows:
  • If that enemy operative is not in this operative’s Line of Sight.
  • If that enemy operative is more than from this operative.
On a 2+, until the end of the Turning Point, subtract from that enemy operative’s Movement characteristic and it cannot perform Dash actions. This operative can only perform this action once, only if it is equipped with a pulse carbine and cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Rogue
Call The Kill: Once in each Strategy phase, when it is your turn to use a Strategic Ploy or pass, you can select one enemy operative Visible to this operative instead. Until the end of the Turning Point, each time a friendly FARSTALKER KINBAND operative fights in combat with or makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that combat or shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
UNIQUE ACTIONS
Photon Grenade (1AP): Select one enemy operative Visible to this operative. Roll one D6, subtracting 1 from the result as follows:
  • If that enemy operative is not in this operative’s Line of Sight.
  • If that enemy operative is more than from this operative.
On a 2+, until the end of the Turning Point, subtract from that enemy operative’s Movement characteristic and it cannot perform Dash actions. This operative can only perform this action once, only if it is equipped with a pulse carbine and cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
KINBLADE , ANCIENT FLINTLOCK , WEAPON WORKBENCH , Piercing shot , Toxin Shot , Ritual Blade
FARSTALKER KINBAND, LEADER, KROOT, KILL-BROKER
FARSTALKER KINBAND, LEADER, KROOT, KILL-BROKER


Kroot Bow-hunter

The accelerator bows wielded by these Kroot are distinctive weapons, with a Kroot rifle at their core. When fired, the bow’s curves crackle with energy, charging the loaded arrow’s head. Effects on struck enemies vary depending on the material the arrowhead is made from.

Kroot Bow-hunter

The accelerator bows wielded by these Kroot are distinctive weapons, with a Kroot rifle at their core. When fired, the bow’s curves crackle with energy, charging the loaded arrow’s head. Effects on struck enemies vary depending on the material the arrowhead is made from.

M APL GA DF SV W Base
3 2 1 3 5+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Accelerator bow
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Accelerator bow
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Fused arrow
 - Fused arrow
4
4+
4/5
AP1AP1-
 - Glide arrow
 - Glide arrow
4
4+
3/4
SilentSilent-
 - Voltaic arrow
 - Voltaic arrow
4
4+
3/2
!Splash 2-Splash 2
Blade
Blade
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Rogue
Energize (1AP): Until the end of the activation, all profiles of the accelerator bow this operative is equipped with gain the Lethal 5+ special rule. This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Rogue
UNIQUE ACTIONS
Energize (1AP): Until the end of the activation, all profiles of the accelerator bow this operative is equipped with gain the Lethal 5+ special rule. This operative cannot perform this action while within Engagement Range of an enemy operative.
FARSTALKER KINBAND, KROOT, BOW-HUNTER
FARSTALKER KINBAND, KROOT, BOW-HUNTER


Kroot Cold-blood

Cold-bloods have fought as mercenaries for many years indeed. They have seen and experienced much, and little inspires fear in them. The knowledge they have gained makes them adept with different ammunition types, selecting the optimum shot for each kill they wish to make.

Kroot Cold-blood

Cold-bloods have fought as mercenaries for many years indeed. They have seen and experienced much, and little inspires fear in them. The knowledge they have gained makes them adept with different ammunition types, selecting the optimum shot for each kill they wish to make.

M APL GA DF SV W Base
3 2 1 3 5+ 9 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Kroot rifle
Kroot rifle
4
3+
3/4
--
Blade
Blade
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Rogue
Hardy: Each time this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, each time an attack dice would inflict critical damage on this operative, you can choose for that attack dice to inflict normal damage instead.
Well Stocked: This operative is equipped with piercing shot and toxin shot and they do not cost any equipment points for this operative. Those weapons can be selected for this operative’s use twice, instead of once.
-
ABILITIES
Rogue
Hardy: Each time this operative fights in combat or a shooting attack is made against it, in the Resolve Successful Hits step of that combat or shooting attack, each time an attack dice would inflict critical damage on this operative, you can choose for that attack dice to inflict normal damage instead.
Well Stocked: This operative is equipped with piercing shot and toxin shot and they do not cost any equipment points for this operative. Those weapons can be selected for this operative’s use twice, instead of once.
UNIQUE ACTIONS
-
DATACARD-RELATED
ANCIENT FLINTLOCK , WEAPON WORKBENCH , Piercing shot , Toxin Shot
FARSTALKER KINBAND, KROOT, COLD-BLOOD
FARSTALKER KINBAND, KROOT, COLD-BLOOD


Kroot Cut-skin

These Kroot have fully embraced close-combat fighting. Swift and ferocious, Cut-skins launch a flurry of savage blows against their foes, giving the enemy no opportunity to strike back before they are cut down.

Kroot Cut-skin

These Kroot have fully embraced close-combat fighting. Swift and ferocious, Cut-skins launch a flurry of savage blows against their foes, giving the enemy no opportunity to strike back before they are cut down.

M APL GA DF SV W Base
3 2 1 3 5+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Cut-skin’s blades
Cut-skin’s blades
4
3+
3/4
Balanced, Lethal 5+Balanced, Lethal 5+-
ABILITIES UNIQUE ACTIONS
Rogue
Vicious Duellist: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, for each attack dice your opponent discards, the enemy operative in that combat suffers 1 mortal wound.
Savage Assault (1AP): Perform a free Fight action with this operative. After completing that action’s fight sequence, if this operative or the target have not been incapacitated, fight in combat with this operative against the same target using the same weapon again.
ABILITIES
Rogue
Vicious Duellist: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, for each attack dice your opponent discards, the enemy operative in that combat suffers 1 mortal wound.
UNIQUE ACTIONS
Savage Assault (1AP): Perform a free Fight action with this operative. After completing that action’s fight sequence, if this operative or the target have not been incapacitated, fight in combat with this operative against the same target using the same weapon again.
FARSTALKER KINBAND, KROOT, CUT-SKIN
FARSTALKER KINBAND, KROOT, CUT-SKIN


Kroot Heavy Gunner

Kroot will fight for or against almost any race in the galaxy. In the process they are paid with - or steal - exotic weapons such as Dvorgite skinners, which charge biological material to create a searing stream of energy, or Londaxi tribalests - anti-armour weapons that fire solid shots at high speeds.

Kroot Heavy Gunner

Kroot will fight for or against almost any race in the galaxy. In the process they are paid with - or steal - exotic weapons such as Dvorgite skinners, which charge biological material to create a searing stream of energy, or Londaxi tribalests - anti-armour weapons that fire solid shots at high speeds.

M APL GA DF SV W Base
3 2 1 3 5+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Dvorgite skinner
Dvorgite skinner
6
2+
2/3
Rng , AP2, Cumbersome*, Torrent Rng , AP2, Cumbersome*, Torrent -
Londaxi tribalest
Londaxi tribalest
5
4+
4/4
AP1, Cumbersome*. !RendingAP1, Cumbersome*Rending
Blade
Blade
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Rogue
*Cumbersome: An operative cannot move more than 3 in the same activation in which it performs a Shoot action with this ranged weapon.
-
ABILITIES
Rogue
*Cumbersome: An operative cannot move more than 3 in the same activation in which it performs a Shoot action with this ranged weapon.
UNIQUE ACTIONS
-
FARSTALKER KINBAND, KROOT, HEAVY GUNNER
FARSTALKER KINBAND, KROOT, HEAVY GUNNER


Kroot Hound

Fast, nimble, ferocious and incredibly loyal to their Kroot masters, Kroot Hounds are natural companions to the Farstalker Kinbands. These beasts can steal into narrow passageways, recover objects and rip foes apart with their beaked jaws.

Kroot Hound

Fast, nimble, ferocious and incredibly loyal to their Kroot masters, Kroot Hounds are natural companions to the Farstalker Kinbands. These beasts can steal into narrow passageways, recover objects and rip foes apart with their beaked jaws.

M APL GA DF SV W Base
4 2 2 3 5+ 7 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Ripping fangs
Ripping fangs
4
3+
3/4
!Rending-Rending
ABILITIES UNIQUE ACTIONS
Rogue
Beast: This operative cannot perform mission actions and cannot be equipped with equipment.
Bad-tempered: Each time an enemy operative performs a Fight action, if this operative is a valid target, you can select this operative as the target instead. Each time an enemy operative finishes a Charge action within Engagement Range of another friendly FARSTALKER KINBAND operative within of this operative, if this operative is not within Engagement Range of an enemy operative, this operative can perform a free Charge action, but must finish that move within Engagement Range of that enemy operative.
Gather (1AP): Perform a free Dash, Fall Back or Normal Move action with this operative. At any point during that move, you can perform the Pick Up action for free with this operative, and any remaining increments of movement can be used after it does so.
ABILITIES
Rogue
Beast: This operative cannot perform mission actions and cannot be equipped with equipment.
Bad-tempered: Each time an enemy operative performs a Fight action, if this operative is a valid target, you can select this operative as the target instead. Each time an enemy operative finishes a Charge action within Engagement Range of another friendly FARSTALKER KINBAND operative within of this operative, if this operative is not within Engagement Range of an enemy operative, this operative can perform a free Charge action, but must finish that move within Engagement Range of that enemy operative.
UNIQUE ACTIONS
Gather (1AP): Perform a free Dash, Fall Back or Normal Move action with this operative. At any point during that move, you can perform the Pick Up action for free with this operative, and any remaining increments of movement can be used after it does so.
FARSTALKER KINBAND, KROOT, HOUND
FARSTALKER KINBAND, KROOT, HOUND


Kroot Long-sight

The finest shots in Farstalker Kinbands, Long-sights carry long-barrelled Kroot hunting rifles. They will gladly conceal themselves in position for days at a time to make the perfect shot. Few in their sights ever live to tell the tale.

Kroot Long-sight

The finest shots in Farstalker Kinbands, Long-sights carry long-barrelled Kroot hunting rifles. They will gladly conceal themselves in position for days at a time to make the perfect shot. Few in their sights ever live to tell the tale.

M APL GA DF SV W Base
3 2 1 3 5+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Kroot hunting rifle
Kroot hunting rifle
4
3+
3/3
Heavy. !MW3HeavyMW3
Blade
Blade
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Rogue
Long-sight (1AP): Until the end of the activation:
  • The Kroot hunting rifle this operative is equipped with gains the Lethal 5+ and Silent special rules.
  • If this operative makes a shooting attack with the Kroot hunting rifle it is equipped with, enemy operatives are not Obscured for that shooting attack.
This operative cannot perform this action while within Engagement Range of an enemy operative.
ABILITIES
Rogue
UNIQUE ACTIONS
Long-sight (1AP): Until the end of the activation:
  • The Kroot hunting rifle this operative is equipped with gains the Lethal 5+ and Silent special rules.
  • If this operative makes a shooting attack with the Kroot hunting rifle it is equipped with, enemy operatives are not Obscured for that shooting attack.
This operative cannot perform this action while within Engagement Range of an enemy operative.
FARSTALKER KINBAND, KROOT, LONG-SIGHT
FARSTALKER KINBAND, KROOT, LONG-SIGHT


Kroot Pistolier

Cool under pressure and comfortable fighting close to the enemy, Kroot Pistoliers are dexterous and quide-thinking fighters. Once in optimum range, they unleash a fusillade from their pistols that is almost impossible to escape.

Kroot Pistolier

Cool under pressure and comfortable fighting close to the enemy, Kroot Pistoliers are dexterous and quide-thinking fighters. Once in optimum range, they unleash a fusillade from their pistols that is almost impossible to escape.

M APL GA DF SV W Base
3 2 1 3 5+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Dual Kroot pistols
Dual Kroot pistols
4
4+
3/4
Rng , Balanced, Lethal 5+Rng , Balanced, Lethal 5+-
Blade
Blade
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Rogue
Quick draw: Once per Turning Point, when this operative is selected as the target of a shooting attack, if this operative is ready, you can interrupt that action to perform a free Shoot action with this operative with the dual Kroot pistols it is equipped with against that enemy operative (that enemy operative must be a valid target). If that enemy operative is not incapacitated or revived as a result, finish its shooting attack.
Gunslinger Salvo (1AP): Perform a free Shoot action with this operative with the dual Kroot pistols it is equipped with. After that shooting attack, you can make another shooting attack with the dual Kroot pistols this operative is equipped with. This operative cannot perform this action if it has a Conceal order or while within Engagement Range of an enemy operative. It cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs this action.
ABILITIES
Rogue
Quick draw: Once per Turning Point, when this operative is selected as the target of a shooting attack, if this operative is ready, you can interrupt that action to perform a free Shoot action with this operative with the dual Kroot pistols it is equipped with against that enemy operative (that enemy operative must be a valid target). If that enemy operative is not incapacitated or revived as a result, finish its shooting attack.
UNIQUE ACTIONS
Gunslinger Salvo (1AP): Perform a free Shoot action with this operative with the dual Kroot pistols it is equipped with. After that shooting attack, you can make another shooting attack with the dual Kroot pistols this operative is equipped with. This operative cannot perform this action if it has a Conceal order or while within Engagement Range of an enemy operative. It cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs this action.
DATACARD-RELATED
ANCIENT FLINTLOCK , Piercing shot , Toxin Shot
FARSTALKER KINBAND, KROOT, PISTOLIER
FARSTALKER KINBAND, KROOT, PISTOLIER


Kroot Stalker

Even among Kroot, these warriors are particularly able infiltrators and hunters. They possess an almost preternatural understanding of terrain and the art of concealment, able to get extremely close to an enemy before moving in for the kill.

Kroot Stalker

Even among Kroot, these warriors are particularly able infiltrators and hunters. They possess an almost preternatural understanding of terrain and the art of concealment, able to get extremely close to an enemy before moving in for the kill.

M APL GA DF SV W Base
3 2 1 3 5+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Kroot scattergun
Kroot scattergun
4
3+
3/3
Rng Rng -
Stalker’s blade
Stalker’s blade
3
3+
3/4
Balanced. !RendingBalancedRending
ABILITIES UNIQUE ACTIONS
Rogue
Stalker: This operative can perform a Charge action if it has a Conceal order.
Stealth Attack (2AP): This operative can perform this action if it has a Conceal order, is within of a terrain feature and not within Engagement Range of an enemy operative.
  • Perform a free Charge action with this operative, but do not exceed its Movement characteristic (i.e. do not add ).
  • Perform a free Fight action with this operative.
  • In the Resolve Successful Hits step of that combat, the first time you resolve one of your successful hits, you can immediately resolve another of your successful hits.
ABILITIES
Rogue
Stalker: This operative can perform a Charge action if it has a Conceal order.
UNIQUE ACTIONS
Stealth Attack (2AP): This operative can perform this action if it has a Conceal order, is within of a terrain feature and not within Engagement Range of an enemy operative.
  • Perform a free Charge action with this operative, but do not exceed its Movement characteristic (i.e. do not add ).
  • Perform a free Fight action with this operative.
  • In the Resolve Successful Hits step of that combat, the first time you resolve one of your successful hits, you can immediately resolve another of your successful hits.
DATACARD-RELATED
ANCIENT FLINTLOCK , WEAPON WORKBENCH
FARSTALKER KINBAND, KROOT, STALKER
FARSTALKER KINBAND, KROOT, STALKER


Kroot Tracker

These Kroot share a very strong personal bond with their Pech’ra - a bird that hails from Pech itself. The two work in a synchronised manner to aid their Kinband. The Pech’ra can not only distract enemies, but also warn the Kroot of the foe’s presence.

Kroot Tracker

These Kroot share a very strong personal bond with their Pech’ra - a bird that hails from Pech itself. The two work in a synchronised manner to aid their Kinband. The Pech’ra can not only distract enemies, but also warn the Kroot of the foe’s presence.

M APL GA DF SV W Base
3 2 1 3 5+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Kroot rifle
Kroot rifle
4
4+
3/4
--
Blade
Blade
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Rogue
Pech’ra: The first time this operative is activated during the battle, place your Pech’ra token within horizontally and any distance vertically of this operative. Each time this operative is activated thereafter, you can move your Pech’ra token up to horizontally and up to any distance vertically. If this operative is incapacitated and removed from the killzone, remove your Pech’ra token.
Marked for the Hunt (1AP): Select one enemy operative. Until the end of the Turning Point, while that enemy operative is within horizontally and any distance vertically of your Pech’ra token, it is marked for the hunt. Until the end of the Turning Point, each time a friendly FARSTALKER KINBAND operative within horizontally and any distance vertically of your Pech’ra token makes a shooting attack against an enemy operative marked for the hunt, that enemy operative cannot use Light terrain as Cover for that shooting attack. This operative cannot perform this action while within of an enemy operative.
From the Eye Above (1AP): Select one friendly operative Visible to and within of this operative. Add 1 to its APL. This operative cannot perform this action while within of an enemy operative.
ABILITIES
Rogue
Pech’ra: The first time this operative is activated during the battle, place your Pech’ra token within horizontally and any distance vertically of this operative. Each time this operative is activated thereafter, you can move your Pech’ra token up to horizontally and up to any distance vertically. If this operative is incapacitated and removed from the killzone, remove your Pech’ra token.
UNIQUE ACTIONS
Marked for the Hunt (1AP): Select one enemy operative. Until the end of the Turning Point, while that enemy operative is within horizontally and any distance vertically of your Pech’ra token, it is marked for the hunt. Until the end of the Turning Point, each time a friendly FARSTALKER KINBAND operative within horizontally and any distance vertically of your Pech’ra token makes a shooting attack against an enemy operative marked for the hunt, that enemy operative cannot use Light terrain as Cover for that shooting attack. This operative cannot perform this action while within of an enemy operative.
From the Eye Above (1AP): Select one friendly operative Visible to and within of this operative. Add 1 to its APL. This operative cannot perform this action while within of an enemy operative.
DATACARD-RELATED
ANCIENT FLINTLOCK , WEAPON WORKBENCH , Piercing shot , Toxin Shot
FARSTALKER KINBAND, KROOT, TRACKER
FARSTALKER KINBAND, KROOT, TRACKER


Kroot Warrior

Kroot Warriors are fierce fighters, expert hunters and relentless trackers. Those of Farstalker Kindreds have spent many years as mercenaries, gaining much experience in war as well as consuming genetic material for the betterment of their kind’s future.

Kroot Warrior

Kroot Warriors are fierce fighters, expert hunters and relentless trackers. Those of Farstalker Kindreds have spent many years as mercenaries, gaining much experience in war as well as consuming genetic material for the betterment of their kind’s future.

M APL GA DF SV W Base
3 2 2 3 5+ 8 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Kroot rifle
Kroot rifle
4
4+
3/4
--
Kroot scattergun
Kroot scattergun
4
3+
3/3
Rng Rng -
Blade
Blade
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Rogue
-
ABILITIES
Rogue
UNIQUE ACTIONS
-
DATACARD-RELATED
ANCIENT FLINTLOCK , WEAPON WORKBENCH , Piercing shot , Toxin Shot
FARSTALKER KINBAND, KROOT, WARRIOR
FARSTALKER KINBAND, KROOT, WARRIOR

The KROOT and KILL-BROKER keywords are used in the following Farstalker Kinband datacards:

The KROOT and BOW-HUNTER keywords are used in the following Farstalker Kinband datacards:

The KROOT and COLD-BLOOD keywords are used in the following Farstalker Kinband datacards:

The KROOT and CUT-SKIN keywords are used in the following Farstalker Kinband datacards:

The KROOT and HEAVY GUNNER keywords are used in the following Farstalker Kinband datacards:

The KROOT and HOUND keywords are used in the following Farstalker Kinband datacards:

The KROOT and LONG-SIGHT keywords are used in the following Farstalker Kinband datacards:

The KROOT and PISTOLIER keywords are used in the following Farstalker Kinband datacards:

The KROOT and STALKER keywords are used in the following Farstalker Kinband datacards:

The KROOT and TRACKER keywords are used in the following Farstalker Kinband datacards:

The KROOT and WARRIOR keywords are used in the following Farstalker Kinband datacards:

Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.

QUILL GRENADE [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Quill grenade
4
3+
2/3
Special Rules
!
Rng , Blast , Indirect, Limited
-
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
BALANCE THE BOOKS
Farstalker Kinband – Faction Tac Op 2
You can reveal this Tac Op when you score maximum victory points from another Tac Op.
  • If you score maximum victory points from a Tac Op, and no more than half of your operatives have been incapacitated when you do so, you score 1VP.
  • If you score maximum victory points from another Tac Op, and no more than half of your operatives have been incapacitated when you do so, you score 1VP.
BUTCHER
Farstalker Kinband – Faction Tac Op 1
Reveal this Tac Op the first time an enemy operative is incapacitated. Each time an enemy operative is incapacitated, before it is removed from the killzone, place one of your Meat tokens underneath the operative as close as possible to the centre of its base. The Pick Up action can be performed upon your Meat tokens by friendly FARSTALKER KINBAND operatives, even if they are carrying another objective marker or token.
  • At the end of the battle, if the total number of your Meat tokens that friendly operatives control is equal to or more than a quarter of the number of enemy operatives selected for deployment, you score 1VP.
  • At the end of the battle, if the total number of your Meat tokens that friendly operatives control is equal to or more than half of the number of enemy operatives selected for deployment, you score 1VP.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
BOUNTY HUNTERS
Farstalker Kinband – Faction Tac Op 3
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent selects one of their operatives.
  • If that enemy operative is incapacitated, you score 1VP and place your Bounty token underneath the operative as close as possible to the centre of its base.
  • If a friendly operative performs the Confirm Hit action, you score 1VP.

Friendly operatives can perform the following mission action:

CONFIRM HIT1AP

An operative can perform this action while within of your Bounty token and not within Engagement Range of an enemy operative. Remove your Bounty token.
HEADHUNTER
Seek & Destroy – Tac Op
Reveal this Tac Op when an enemy LEADER operative is incapacitated.
  • You score 1VP.
  • If it is the first or second Turning Point, you score 1VP.
RETRIEVAL
Recon – Tac Op
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Your opponent places your Retrieval token anywhere in the killzone that is not on a Vantage Point and not wholly within or within of their drop zone. The Pick Up action can be performed by friendly operatives upon your Retrieval token.
  • At the end of the battle, if a friendly operative controls your Retrieval token, you score 1VP.
  • At the end of the battle, if your Retrieval token is being carried by a friendly operative, you score 1VP.
ROB AND RANSACK
Seek & Destroy – Tac Op
You can reveal this Tac Op when an enemy operative is incapacitated by a friendly operative within of it, and that friendly operative is more than from other enemy operatives.
  • You score 1VP.
  • At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1VP.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Rogue

The Kroot of FarstaIker Kinbands are experienced raiders, infiltrators and scouts. They have mastered the art of using local terrain to their best advantage, concealing themselves before launching ambushes.

Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, you can do one of the following:
  • Retain one additional dice as a successful normal save as a result of Cover.
  • Retain one dice as a successful critical save instead of a normal save as a result of Cover.

1. KINBLADE [3EP]

KROOT KILL-BROKER operative only. Instead of its blade, the operative is equipped with the following melee weapon for the battle:

4. ANCIENT FLINTLOCK [2EP]

Select one Kroot pistol, Kroot rifle, Kroot Scattergun or dual Kroot pistols the operative is equipped with. It gains the Lethal 5+ special rule for the battle.
WEAPON WORKBENCH
Strategic Asset

Kroot of Farstalker Kinbands spend much time customising their weapons to make them more effective in battle, as well as personalising them with spiritually significant trinkets and tokens.

While your base of operations has this strategic asset, all ranged weapons rare equipment items from the Kill Team Core Book, are treated as being in your stash. However Kroot pistols, Kroot rifles and Kroot scatterguns are the only ranged weapons that can be upgraded as a result of this. Note that ranged weapons rare equipment items added to your stash in the usual manner do not have this restriction.

PIERCING SHOT [2EP]

Operative equipped with a Kroot rifle, Kroot pistol or dual Kroot pistols only. The operative is equipped with the following ranged weapon for the battle (its BS characteristic is the same as the Kroot rifle or Kroot pistol the operative is equipped with):
 
Name
A
BS/WS
D
Piercing shot
4
*
3/4
Special Rules
!
AP1, Limited
-

TOXIN SHOT [2EP]

Operative equipped with a Kroot rifle, Kroot pistol or dual Kroot pistols only. The operative is equipped with the following ranged weapon for the battle (its BS characteristic is the same as the Kroot rifle or Kroot pistol the operative is equipped with):
 
Name
A
BS/WS
D
Toxin shot
4
*
2/2
Special Rules
!
Lethal 5+, Limited
Stun

RITUAL BLADE+ [2EP]

KROOT KILL-BROKER operative only. Instead of its blade, the operative is equipped with the following melee weapon for the battle:
 
Name
A
BS/WS
D
Ritual blade
3
2+
4/5

The FARSTALKER KINBAND keyword is used in the following Farstalker Kinband datacards:

The KROOT keyword is used in the following Farstalker Kinband datacards:

Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).
Splash x
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.

The ASSAULT GRENADIER PATHFINDER keyword is used in the following Pathfinder datacards:

Equipment
You can only select each equipment with the Indirect special rule (e.g. dynamite, krak grenade, fusion grenade) once per battle. If a friendly operative already equipped with such equipment is selected for deployment (e.g. ASSAULT GRENADIER PATHFINDER), this counts as your selection.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
© Vyacheslav Maltsev 2013-2022