Hunter Cadre

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  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.3December 2022

FAQ

Index: Warhammer 40,000 Kill Team: Compendium

Q:When using the Stand and Fire Tactical Ploy, if I select a weapon that has more than one profile, can I still select a profile to use, even though it isn’t a shooting attack?
A:
Yes.
Q:When using the Stand and Fire Tactical Ploy, how do the ranged weapon’s critical hit rules work (if any)?
A:
Only critical hit rules that specify when an operative fights in combat with the weapon can be used. For example, the MWx critical hit rule specifies ‘each time a friendly operative makes a shooting attack with this weapon’, therefore that critical hit rule will have no effect when the operative fights in combat.
Q:How does the Camouflage Field ability (STEALTH BATTLESUIT operatives) interact with the Indirect special rule?
A:
The Camouflage Field ability takes precedence.
Q:When a DRONE operative is protecting a friendly operative as a result of Saviour Protocols, and the protected operative is targeted by a weapon that makes subsequent attacks against operatives within a given distance (e.g. Blast X, Torrent X, etc.), do you determine the distance from the protected operative or the DRONE operative?
A:
The protected operative.

Hunter Cadre Kill Team

A HUNTER CADRE kill team consists of two fire teams selected from the following list:
  • FIRE WARRIOR
  • PATHFINDER
  • STEALTH BATTLESUIT

Archetype: Security

Fire Warrior Fire Team

  • A FIRE WARRIOR fire team includes six FIRE WARRIOR SHAS’LA operatives each separately equipped with a gun butt and one of the following options:
    • Pulse blaster, pulse carbine or pulse rifle
  • If your kill team does not include any other LEADER operatives, instead of selecting one FIRE WARRIOR SHAS’LA operative for one FIRE WARRIOR fire team, you can select one FIRE WARRIOR SHAS’UI operative equipped with a gun butt and one of the following options:
    • Pulse blaster, pulse carbine or pulse rifle

Archetype: Recon

Pathfinder Fire Team

  • A PATHFINDER fire team includes six PATHFINDER operatives selected from the following list:
Each PATHFINDER fire team can only include up to one PATHFINDER HEAVY GUNNER operative.
  • If your kill team does not include any other LEADER operatives, you can also include one PATHFINDER SHAS’UI operative in one PATHFINDER fire team.

Archetype: Infiltration / Recon

Stealth Battlesuit Fire Team

  • An STEALTH BATTLESUIT fire team includes three STEALTH BATTLESUIT SHAS’UI operatives each separately equipped with fists and one of the following options:
    • Fusion blaster (max one per fire team) or burst cannon
  • If your kill team does not include any other LEADER operatives, instead of selecting one STEALTH BATTLESUIT SHAS’UI operative for one STEALTH BATTLESUIT fire team, you can select one STEALTH BATTLESUIT SHAS’VRE operative equipped with fists and one of the following options:
    • Fusion blaster (max one per fire team) or burst cannon

Drones

Your kill team can only include each operative above once. MB3 RECON DRONE, MV31 PULSE ACCELERATOR DRONE and MV33 GRAV-INHIBITOR DRONE operatives can only be selected for a PATHFINDER fire team. MV36 GUARDIAN DRONE and DS8 TACTICAL SUPPORT TURRET operatives can only be selected for a FIRE WARRIOR fire team.

Unique Action


Markerlight1AP

Select one enemy operative Visible to this operative. That enemy operative gains one Markerlight token until the end of the Turning Point. This operative cannot perform this action while within Engagement Range of enemy operatives. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action’s shooting attack can be selected for this action.

Each time a shooting attack is made against an enemy operative, in the Roll Attack Dice step of that shooting attack, if that enemy operative has one or more Markerlight tokens, you can re-roll one of your attack dice.

Abilities


Artificial Intelligence

  • This operative cannot perform mission actions or the Pick Up action.
  • For the purposes of determining control of objective markers, treat this operative’s APL as 1 lower.
  • Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if it has an Engage order, defence dice cannot be automatically retained as a result of Cover.
  • When drawing a Visibility line from a DRONE operative, draw it from any part of the round disc at the top of the miniature, as shown by the red keyline area on the diagram below.
  • Unless otherwise specified, this operative cannot be equipped with equipment.

Saviour Protocols

Each time a friendly HUNTER CADRE operative (excluding DRONE operatives) is selected as the target of a shooting attack, if there is a friendly DRONE operative with this ability Visible to and within of it and not within Engagement Range of an enemy operative, if that friendly DRONE operative is not protecting any other operatives, it can protect that friendly HUNTER CADRE operative until the end of the Turning Point. If it does so, until the end of the Turning Point or until they are no longer within of each other (whichever comes first), each time a shooting attack is made against that friendly HUNTER CADRE operative, make that shooting attack against that friendly DRONE operative instead, even if it would not be a valid target. In the Roll Defence Dice step of that shooting attack, defence dice cannot be automatically retained as a result of Cover.

Friendly HUNTER CADRE operatives cannot be protected by Saviour Protocols from shooting attacks made against each operative within range of a specified point (e.g. remote mine, see Kill Team: Octarius). Note that this also means they cannot be protected from the subsequent shooting attacks made as a result of the Blast X or Torrent X special rules.

Strategic Ploys

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

AIMED PULSE VOLLEY1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse rifle as a result of a Shoot action, in the Roll Attack Dice step of that shooting attack, if it has not moved during that activation, you can re-roll one of your attack dice.
BREACH AND CLEAR1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse blaster as a result of a Shoot action:
  • For that shooting attack, enemy operatives within of it are not in Cover.
  • In the Roll Attack Dice step of that shooting attack, if the target is within of it, you can re-roll one of your attack dice.
CAMOUFLAGE FIELD ENGAGEMENT1CP
Strategic Ploy
Until the end of the Turning Point, friendly STEALTH BATTLESUIT operatives can perform the following action:

CAMOUFLAGE FIELD ENGAGEMENT1AP

Change this operative’s order.
RECON SWEEP1CP
Strategic Ploy
Friendly PATHFINDER operatives that are wholly within of any killzone edge can immediately perform a free Dash action, but only if they can finish that move wholly within of a killzone edge that is not your own killzone edge.

Tactical Ploys

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

SUPPORTING FIRE1CP
Tactical Ploy
Use this Tactical Ploy in the Firefight phase, when a Shoot action is declared for a friendly HUNTER CADRE operative. In the Select Valid Target step of that shooting attack, you must select an enemy operative that is within Engagement Range of one or more other friendly operatives and within of the active operative, and that enemy operative cannot be in Cover as a result of friendly operatives’ bases. Note, however, that in the Roll Defence Dice step of that shooting attack, the enemy operative can be in Cover as a result of friendly operatives’ bases.
STAND AND FIRE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HUNTER CADRE operative (excluding a DRONE operative) is selected as the target for combat. For that combat:
  • Select a ranged weapon to fight with.
  • Treat that weapon’s Ballistic Skill characteristic as a Weapon Skill characteristic.
  • Ignore any special rules that weapon has.

Equipment

HUNTER CADRE 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.

MARKERLIGHT [2EP]

The operative can perform the following action during the battle:

Markerlight1AP

Select one enemy operative Visible to this operative. That enemy operative gains one Markerlight token until the end of the Turning Point. This operative cannot perform this action while within Engagement Range of enemy operatives. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action’s shooting attack can be selected for this action.

Each time a shooting attack is made against an enemy operative, in the Roll Attack Dice step of that shooting attack, if that enemy operative has one or more Markerlight tokens, you can re-roll one of your attack dice.

PHOTON GRENADE [2EP]

The operative can perform the following action during the battle:

PHOTON GRENADE1AP

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+, that enemy operative gains a Photon token. While an operative has any photon tokens, subtract from its Movement characteristic and it cannot perform Dash actions. At the end of an operative’s activation, remove all Photon tokens it has. This operative cannot perform this action while within Engagement Range of enemy operatives.

TARGET LOCK [3EP]

STEALTH BATTLESUIT operative only. The operative gains the following ability for the battle:

Target Lock: Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, the target is treated as having a Markerlight token.

HOLOGRAPHIC READOUT+ [2EP]

LEADER operative only. The operative gains the following ability for the battle:

Holographic Readout: Once per battle, when a friendly HUNTER CADRE operative (excluding a DRONE operative) is activated within of this operative, this operative can use this ability. If it does so, until the end of the friendly HUNTER CADRE operative’s activation, it can perform one mission action for one less AP (to a minimum of 0AP).

STIMULANT INJECTOR+ [3EP]

The operative gains the following ability for the battle:

Stimulant Injector: Once per battle, when this operative is activated or would lose a wound, it can use this ability. If it does so, until the end of the Turning Point:
  • Each time this operative would lose a wound, roll one D6: on a 5+, that wound is not lost.
  • It cannot be injured.
  • You can ignore any or all modifiers to its APL.


Datacards


Fire Warrior Shas’la

Bred for war, Fire Warriors are rigorously trained soldiers committed wholly to the Greater Good. In addition to bearing powerful weapons systems and lightweight but durable body armour, their helmets contain sensors, target-tracking readouts and communication uplinks.

Fire Warrior Shas’la

Bred for war, Fire Warriors are rigorously trained soldiers committed wholly to the Greater Good. In addition to bearing powerful weapons systems and lightweight but durable body armour, their helmets contain sensors, target-tracking readouts and communication uplinks.

M APL GA DF SV W Base
3 2 1 3 4+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pulse blaster
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Pulse blaster
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
4+
4/5
Rng , AP1Rng , AP1-
 - Long range
 - Long range
4
4+
3/4
--
Pulse carbine
Pulse carbine
4
4+
4/5
--
Pulse rifle
Pulse rifle
4
4+
4/5
--
Gun butt
Gun butt
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
AIMED PULSE VOLLEY , BREACH AND CLEAR , STAND AND FIRE
HUNTER CADRE, T’AU, <SEPT>, FIRE WARRIOR, SHAS’LA
HUNTER CADRE, T’AU, <SEPT>, FIRE WARRIOR, SHAS’LA


Fire Warrior Shas’ui

These veteran Fire Warriors are driven to ensure their team’s cohesion and the following of textbook martial tenets. Able combat commanders, they quickly react to changing battlefield situations and easily adapt their plans in accordance with new orders.

Fire Warrior Shas’ui

These veteran Fire Warriors are driven to ensure their team’s cohesion and the following of textbook martial tenets. Able combat commanders, they quickly react to changing battlefield situations and easily adapt their plans in accordance with new orders.

M APL GA DF SV W Base
3 2 1 3 4+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pulse blaster
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Pulse blaster
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Close range
 - Close range
4
3+
4/5
Rng , AP1Rng , AP1-
 - Long range
 - Long range
4
3+
3/4
--
Pulse carbine
Pulse carbine
4
3+
4/5
--
Pulse rifle
Pulse rifle
4
3+
4/5
--
Gun butt
Gun butt
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
AIMED PULSE VOLLEY , BREACH AND CLEAR , STAND AND FIRE , Holographic Readout
HUNTER CADRE, T’AU, <SEPT>, LEADER, FIRE WARRIOR, SHAS’UI
HUNTER CADRE, T’AU, <SEPT>, LEADER, FIRE WARRIOR, SHAS’UI


Pathfinder Shas’la

Even the rank-and-file of Pathfinder teams are selfless adherents to the Greater Good, eagerly volunteering themselves for the most dangerous missions. They operate close to the enemy to learn all they can of them, as well as engaging them when necessary.

Pathfinder Shas’la

Even the rank-and-file of Pathfinder teams are selfless adherents to the Greater Good, eagerly volunteering themselves for the most dangerous missions. They operate close to the enemy to learn all they can of them, as well as engaging them when necessary.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pulse carbine
Pulse carbine
4
4+
4/5
--
Gun butt
Gun butt
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
-
Markerlight (1AP)
ABILITIES
-
UNIQUE ACTIONS
Markerlight (1AP)
DATACARD-RELATED
RECON SWEEP , STAND AND FIRE
HUNTER CADRE, T’AU, <SEPT>, PATHFINDER, SHAS’LA
HUNTER CADRE, T’AU, <SEPT>, PATHFINDER, SHAS’LA


Pathfinder (Heavy Gunner)

Some Pathfinders wield their kill team’s heavy weapons. Their task is a relatively simple one - to kill or destroy what their Shas’ui orders them to or what they deem to be an important target.

Pathfinder (Heavy Gunner)

Some Pathfinders wield their kill team’s heavy weapons. Their task is a relatively simple one - to kill or destroy what their Shas’ui orders them to or what they deem to be an important target.

M APL GA DF SV W Base
3 2 1 3 5+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Ion rifle
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
Ion rifle
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use:
 - Standard
 - Standard
5
4+
4/5
!P1-P1
 - Overcharge
 - Overcharge
5
4+
5/6
AP1, HotAP1, Hot-
Rail rifle
Rail rifle
4
4+
4/4
AP1, Lethal 5+. !MW2AP1, Lethal 5+MW2
Gun butt
Gun butt
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
RECON SWEEP , STAND AND FIRE
HUNTER CADRE, T’AU, <SEPT>, PATHFINDER, HEAVY GUNNER
HUNTER CADRE, T’AU, <SEPT>, PATHFINDER, HEAVY GUNNER


Pathfinder Shas’ui

Shas’ui Pathfinders are veteran warriors who have fought in many campaigns. They have passed dangerous trials of fire to reach the rank, and are dynamic and accomplished tacticians more than capable of leading their team to victory.

Pathfinder Shas’ui

Shas’ui Pathfinders are veteran warriors who have fought in many campaigns. They have passed dangerous trials of fire to reach the rank, and are dynamic and accomplished tacticians more than capable of leading their team to victory.

M APL GA DF SV W Base
3 2 1 3 5+ 8 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Pulse carbine
Pulse carbine
4
3+
4/5
--
Gun butt
Gun butt
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
-
Markerlight (1AP)
ABILITIES
-
UNIQUE ACTIONS
Markerlight (1AP)
DATACARD-RELATED
RECON SWEEP , STAND AND FIRE , Holographic Readout
HUNTER CADRE, T’AU, <SEPT>, LEADER, PATHFINDER, SHAS’UI
HUNTER CADRE, T’AU, <SEPT>, LEADER, PATHFINDER, SHAS’UI


Stealth Battlesuit Shas’ui

Expert in fighting as ‘lone wolves’, warriors in Stealth Battlesuits go behind enemy lines, seeking to destroy important targets. Their battlesuits are integrated with light-bending disruption technology and cloaking fields that make it all but impossible for foes to target them.

Stealth Battlesuit Shas’ui

Expert in fighting as ‘lone wolves’, warriors in Stealth Battlesuits go behind enemy lines, seeking to destroy important targets. Their battlesuits are integrated with light-bending disruption technology and cloaking fields that make it all but impossible for foes to target them.

M APL GA DF SV W Base
3 2 1 3 3+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Burst cannon
Burst cannon
6
4+
3/4
Ceaseless, FusilladeCeaseless, Fusillade-
Fusion blaster
Fusion blaster
4
4+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Fists
Fists
4
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Camouflage Field: Each time an enemy operative makes a shooting attack, unless it is within of this operative or it is a subsequent attack made as a result of the Blast special rule, this operative is always treated as being in Cover for that shooting attack. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point}.
-
ABILITIES
Camouflage Field: Each time an enemy operative makes a shooting attack, unless it is within of this operative or it is a subsequent attack made as a result of the Blast special rule, this operative is always treated as being in Cover for that shooting attack. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point}.
UNIQUE ACTIONS
-
DATACARD-RELATED
CAMOUFLAGE FIELD ENGAGEMENT , STAND AND FIRE , Target Lock
HUNTER CADRE, T’AU, <SEPT>, FLY, STEALTH BATTLESUIT, SHAS’UI
HUNTER CADRE, T’AU, <SEPT>, FLY, STEALTH BATTLESUIT, SHAS’UI


Stealth Battlesuit Shas’vre

Expert in fighting as ‘lone wolves’, warriors in Stealth Battlesuits go behind enemy lines, seeking to destroy important targets. Their battlesuits are integrated with light-bending disruption technology and cloaking fields that make it all but impossible for foes to target them.

Stealth Battlesuit Shas’vre

Expert in fighting as ‘lone wolves’, warriors in Stealth Battlesuits go behind enemy lines, seeking to destroy important targets. Their battlesuits are integrated with light-bending disruption technology and cloaking fields that make it all but impossible for foes to target them.

M APL GA DF SV W Base
3 2 1 3 3+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Burst cannon
Burst cannon
6
3+
3/4
Ceaseless, FusilladeCeaseless, Fusillade-
Fusion blaster
Fusion blaster
4
3+
6/3
Rng , AP2. !MW4Rng , AP2MW4
Fists
Fists
4
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Camouflage Field: Each time an enemy operative makes a shooting attack, unless it is within of this operative or it is a subsequent attack made as a result of the Blast special rule, this operative is always treated as being in Cover for that shooting attack. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point}.
-
ABILITIES
Camouflage Field: Each time an enemy operative makes a shooting attack, unless it is within of this operative or it is a subsequent attack made as a result of the Blast special rule, this operative is always treated as being in Cover for that shooting attack. While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point}.
UNIQUE ACTIONS
-
DATACARD-RELATED
CAMOUFLAGE FIELD ENGAGEMENT , STAND AND FIRE , Target Lock , Holographic Readout
HUNTER CADRE, T’AU, <SEPT>, FLY, LEADER, STEALTH BATTLESUIT, SHAS’VRE
HUNTER CADRE, T’AU, <SEPT>, FLY, LEADER, STEALTH BATTLESUIT, SHAS’VRE


MV1 Gun Drone

Using anti-gravitic motors and jet-thrusters, Gun Drones hover over the landscape, moving quickly to engage the enemy and record battlefield data. On kill team missions, they can distract enemies as well as partake in attacks alongside the T’au warriors they serve.

MV1 Gun Drone

Using anti-gravitic motors and jet-thrusters, Gun Drones hover over the landscape, moving quickly to engage the enemy and record battlefield data. On kill team missions, they can distract enemies as well as partake in attacks alongside the T’au warriors they serve.

M APL GA DF SV W Base
3 2 1 3 4+ 7 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Twin pulse carbine
Twin pulse carbine
4
4+
4/5
RelentlessRelentless-
Ram
Ram
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
-
ABILITIES
Artificial Intelligence, Saviour Protocols
UNIQUE ACTIONS
-
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MV1 GUN DRONE
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MV1 GUN DRONE


MV4 Shield Drone

Shield Drones are fitted with shield generators rather than weaponry. It is their task to protect the Pathfinders they accompany. Their saviour protocols ensure that, should a T’au come under direct threat, the Shield Drone will protect them from harm.

MV4 Shield Drone

Shield Drones are fitted with shield generators rather than weaponry. It is their task to protect the Pathfinders they accompany. Their saviour protocols ensure that, should a T’au come under direct threat, the Shield Drone will protect them from harm.

M APL GA DF SV W Base
3 2 1 3 4+ 7 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Ram
Ram
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
Shield Generator: This operative has a 4+ invulnerable save. Each time this operative would lose a wound that is not as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
-
ABILITIES
Artificial Intelligence, Saviour Protocols
Shield Generator: This operative has a 4+ invulnerable save. Each time this operative would lose a wound that is not as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost.
UNIQUE ACTIONS
-
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MV4 SHIELD DRONE
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MV4 SHIELD DRONE


MV36 Guardian Drone

These defensive drones have emitters that project a protective energy field to nearby field amplifier units borne by other operatives. Those amplifiers pick up the shielding force field of the Guardian Drone and spread it in an energised umbrella over their bearer.

MV36 Guardian Drone

These defensive drones have emitters that project a protective energy field to nearby field amplifier units borne by other operatives. Those amplifiers pick up the shielding force field of the Guardian Drone and spread it in an energised umbrella over their bearer.

M APL GA DF SV W Base
3 2 1 3 4+ 7 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Ram
Ram
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
Guardian Shield Generator: This operative has a 5+ invulnerable save.
Guardian Field (1AP): Until this operative is next activated, while a friendly HUNTER CADRE operative is within of this operative, it has a 5+ invulnerable save.
ABILITIES
Artificial Intelligence, Saviour Protocols
Guardian Shield Generator: This operative has a 5+ invulnerable save.
UNIQUE ACTIONS
Guardian Field (1AP): Until this operative is next activated, while a friendly HUNTER CADRE operative is within of this operative, it has a 5+ invulnerable save.
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MV36 GUARDIAN DRONE
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MV36 GUARDIAN DRONE


MV31 Pulse Accelerator Drone

Pulse Accelerator Drones boost the pulse weapons carried by Pathfinders, making the technology much more powerful and giving them a vital edge.

MV31 Pulse Accelerator Drone

Pulse Accelerator Drones boost the pulse weapons carried by Pathfinders, making the technology much more powerful and giving them a vital edge.

M APL GA DF SV W Base
3 2 1 3 4+ 7 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Ram
Ram
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
Pulse Accelerator: While a friendly HUNTER CADRE operative is within of this operative, pulse weapons that friendly operative is equipped with are accelerated. While a pulse weapon is accelerated, each time a shooting attack is made with it, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it. A pulse weapon is a ranged weapon that includes the word ‘pulse’ in its name, e.g. pulse carbine.
-
ABILITIES
Artificial Intelligence, Saviour Protocols
Pulse Accelerator: While a friendly HUNTER CADRE operative is within of this operative, pulse weapons that friendly operative is equipped with are accelerated. While a pulse weapon is accelerated, each time a shooting attack is made with it, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one as a successful normal hit without rolling it. A pulse weapon is a ranged weapon that includes the word ‘pulse’ in its name, e.g. pulse carbine.
UNIQUE ACTIONS
-
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MV31 PULSE ACCELERATOR DRONE
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MV31 PULSE ACCELERATOR DRONE


MV33 Grav-inhibitor Drone

Grav-inhibitor Drones are capable of manipulating gravity around, and significantly slowing the progress of, oncoming enemy troops. On countless occasions have Pathfinder kill teams escaped almost certain death thanks to the technology carried by these drones.

MV33 Grav-inhibitor Drone

Grav-inhibitor Drones are capable of manipulating gravity around, and significantly slowing the progress of, oncoming enemy troops. On countless occasions have Pathfinder kill teams escaped almost certain death thanks to the technology carried by these drones.

M APL GA DF SV W Base
3 2 1 3 4+ 7 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Ram
Ram
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
Grav-inhibitor: Each time an enemy operative performs a Charge action, if it would move within of this operative, only add to the additional distance it can move, instead of . Each time an enemy operative performs a Dash action, if it would move within of this operative, it can only move up to , instead of up to .
Grav-wave (1AP): Place a grav-wave token within of and Visible to this operative. Until the start of this operative’s next activation, while a friendly HUNTER CADRE operative is within of the centre of that token, it can perform Fall Back actions for one less AP (to a minimum of 0AP).
ABILITIES
Artificial Intelligence, Saviour Protocols
Grav-inhibitor: Each time an enemy operative performs a Charge action, if it would move within of this operative, only add to the additional distance it can move, instead of . Each time an enemy operative performs a Dash action, if it would move within of this operative, it can only move up to , instead of up to .
UNIQUE ACTIONS
Grav-wave (1AP): Place a grav-wave token within of and Visible to this operative. Until the start of this operative’s next activation, while a friendly HUNTER CADRE operative is within of the centre of that token, it can perform Fall Back actions for one less AP (to a minimum of 0AP).
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MV33 GRAV-INHIBITOR DRONE
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MV33 GRAV-INHIBITOR DRONE


MV7 Marker Drone

The high-intensity markerlights used by Marker Drones are vital for the synergy of T’au forces. They indicate priority targets both for the Pathfinders they are alongside as well as other powerful T’au assets. Whatever they pick out will soon be obliterated.

MV7 Marker Drone

The high-intensity markerlights used by Marker Drones are vital for the synergy of T’au forces. They indicate priority targets both for the Pathfinders they are alongside as well as other powerful T’au assets. Whatever they pick out will soon be obliterated.

M APL GA DF SV W Base
3 2 1 3 4+ 7 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Ram
Ram
3
5+
2/3
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
Markerlight (1AP)
ABILITIES
Artificial Intelligence, Saviour Protocols
UNIQUE ACTIONS
Markerlight (1AP)
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MV7 MARKER DRONE
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MV7 MARKER DRONE


MB3 Recon Drone

These large drones are capable of collecting swathes of vital battlefield data that can make the difference between victory and defeat. Being larger, they can also be mounted with heavier weaponry - their burst cannon can effectively suppress or cut down enemy infantry.

MB3 Recon Drone

These large drones are capable of collecting swathes of vital battlefield data that can make the difference between victory and defeat. Being larger, they can also be mounted with heavier weaponry - their burst cannon can effectively suppress or cut down enemy infantry.

M APL GA DF SV W Base
3 2 1 3 4+ 12 32mm flying base
 
Name
A
BS/WS
D
SR
Special Rules
!
Burst cannon
Burst cannon
6
4+
3/4
Heavy, Ceaseless, FusilladeHeavy, Ceaseless, Fusillade-
Ram
Ram
3
5+
3/4
--
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
Analyse (1AP): Select one enemy operative Visible to this operative, then select one other ready friendly HUNTER CADRE operative that is not within Engagement Range of enemy operatives. After this operative’s activation ends, you can activate that other friendly operative, and during its next activation, each time it makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice. This operative cannot perform this action while within Engagement Range of enemy operatives.
ABILITIES
Artificial Intelligence, Saviour Protocols
UNIQUE ACTIONS
Analyse (1AP): Select one enemy operative Visible to this operative, then select one other ready friendly HUNTER CADRE operative that is not within Engagement Range of enemy operatives. After this operative’s activation ends, you can activate that other friendly operative, and during its next activation, each time it makes a shooting attack against that enemy operative, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice. This operative cannot perform this action while within Engagement Range of enemy operatives.
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MB3 RECON DRONE
HUNTER CADRE, T’AU, <SEPT>, DRONE, FLY, MB3 RECON DRONE


DS8 Tactical Support Turret

Tactical Support Turrets are automated defence batteries that provide support for Fire Warriors and T’au kill teams. They are often deployed by Orca Dropships straight into fixed positions and add the considerable power of their missiles to the fight.

DS8 Tactical Support Turret

Tactical Support Turrets are automated defence batteries that provide support for Fire Warriors and T’au kill teams. They are often deployed by Orca Dropships straight into fixed positions and add the considerable power of their missiles to the fight.

M APL GA DF SV W Base
- 1 1 3 4+ 9 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Missile pod
Missile pod
4
4+
5/7
HeavyHeavy-
Smart missile system
Smart missile system
6
4+
3/4
Heavy, Smart Targeting*Heavy, Smart Targeting*-
ABILITIES UNIQUE ACTIONS
Artificial Intelligence, Saviour Protocols
*Smart Targeting: Each time this operative makes a shooting attack with this weapon, you can use this special rule. If you do so, for that shooting attack:
  • Enemy operatives with an Engage order that are not within Engagement Range of friendly operatives are valid targets and cannot be in Cover.
  • In the Roll Attack Dice step of that shooting attack, attack dice results of 6 are successful normal hits. All other attack dice results are failed hits.
Support Turret: This operative cannot have a Conceal order and can only perform Shoot and Overwatch actions. It cannot fight in combat (do not select a weapon or roll any attack dice for it) and cannot provide combat support.
-
ABILITIES
Artificial Intelligence, Saviour Protocols
*Smart Targeting: Each time this operative makes a shooting attack with this weapon, you can use this special rule. If you do so, for that shooting attack:
  • Enemy operatives with an Engage order that are not within Engagement Range of friendly operatives are valid targets and cannot be in Cover.
  • In the Roll Attack Dice step of that shooting attack, attack dice results of 6 are successful normal hits. All other attack dice results are failed hits.
Support Turret: This operative cannot have a Conceal order and can only perform Shoot and Overwatch actions. It cannot fight in combat (do not select a weapon or roll any attack dice for it) and cannot provide combat support.
UNIQUE ACTIONS
-
HUNTER CADRE, T’AU, <SEPT>, DRONE, DS8 TACTICAL SUPPORT TURRET
HUNTER CADRE, T’AU, <SEPT>, DRONE, DS8 TACTICAL SUPPORT TURRET

The DRONE keyword is used in the following Hunter Cadre datacards:

STAND AND FIRE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HUNTER CADRE operative (excluding a DRONE operative) is selected as the target for combat. For that combat:
  • Select a ranged weapon to fight with.
  • Treat that weapon’s Ballistic Skill characteristic as a Weapon Skill characteristic.
  • Ignore any special rules that weapon has.
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.

The STEALTH BATTLESUIT keyword is used in the following Hunter Cadre datacards:

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.
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.
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.
Fire Teams
Many of the kill teams presented in Kill Team: Compendium require you to select your kill team by selecting one or two fire teams. A fire team is a collection of operatives and their selection requirements for the associated kill team. If your kill team consists of two fire teams, you can select the same fire team more than once. Many fire teams have the option to select a LEADER operative. When selecting your kill team, you can only include one LEADER operative, and in matched play, you must include one LEADER operative. Finally, each fire team has one or more archetypes. In such circumstances, your kill team’s overall archetype(s) is the archetype(s) of its fire teams.

The LEADER keyword is used in the following Hunter Cadre datacards:

The PATHFINDER keyword is used in the following Hunter Cadre datacards:

The SHAS’LA keyword is used in the following Hunter Cadre datacards:

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.
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.
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.
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).

REMOTE MINE

 
Name
A
BS/WS
D
Remote mine
4
2+
5/6
Special Rules
!
AP1, Detonate*, Silent
-

The FIRE WARRIOR keyword is used in the following Hunter Cadre datacards:

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.
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.
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.

MARKERLIGHT1AP

Select one enemy operative Visible to this operative. That enemy operative gains one Markerlight token until the end of the Turning Point. This operative cannot perform this action while within Engagement Range of enemy operatives. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action’s shooting attack can be selected for this action.

Each time a shooting attack is made against an enemy operative, in the Roll Attack Dice step of that shooting attack, if that enemy operative has one or more Markerlight tokens, you can re-roll one of your attack dice.
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.
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.
AIMED PULSE VOLLEY1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse rifle as a result of a Shoot action, in the Roll Attack Dice step of that shooting attack, if it has not moved during that activation, you can re-roll one of your attack dice.
BREACH AND CLEAR1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly FIRE WARRIOR operative makes a shooting attack with a pulse blaster as a result of a Shoot action:
  • For that shooting attack, enemy operatives within of it are not in Cover.
  • In the Roll Attack Dice step of that shooting attack, if the target is within of it, you can re-roll one of your attack dice.
STAND AND FIRE1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HUNTER CADRE operative (excluding a DRONE operative) is selected as the target for combat. For that combat:
  • Select a ranged weapon to fight with.
  • Treat that weapon’s Ballistic Skill characteristic as a Weapon Skill characteristic.
  • Ignore any special rules that weapon has.

The FIRE WARRIOR keyword is used in the following Hunter Cadre datacards:

The SHAS’LA keyword is used in the following Hunter Cadre datacards:

HOLOGRAPHIC READOUT+ [2EP]

LEADER operative only. The operative gains the following ability for the battle:

Holographic Readout: Once per battle, when a friendly HUNTER CADRE operative (excluding a DRONE operative) is activated within of this operative, this operative can use this ability. If it does so, until the end of the friendly HUNTER CADRE operative’s activation, it can perform one mission action for one less AP (to a minimum of 0AP).

The LEADER keyword is used in the following Hunter Cadre datacards:

The SHAS’UI keyword is used in the following Hunter Cadre datacards:

MARKERLIGHT1AP

Select one enemy operative Visible to this operative. That enemy operative gains one Markerlight token until the end of the Turning Point. This operative cannot perform this action while within Engagement Range of enemy operatives. If an operative would perform this action and a Shoot action in the same activation, only the target of that Shoot action’s shooting attack can be selected for this action.

Each time a shooting attack is made against an enemy operative, in the Roll Attack Dice step of that shooting attack, if that enemy operative has one or more Markerlight tokens, you can re-roll one of your attack dice.
RECON SWEEP1CP
Strategic Ploy
Friendly PATHFINDER operatives that are wholly within of any killzone edge can immediately perform a free Dash action, but only if they can finish that move wholly within of a killzone edge that is not your own killzone edge.

The PATHFINDER keyword is used in the following Hunter Cadre datacards:

Px
Piercing. 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, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
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+.
Ceaseless
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 any or all of your attack dice results of 1.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
CAMOUFLAGE FIELD ENGAGEMENT1CP
Strategic Ploy
Until the end of the Turning Point, friendly STEALTH BATTLESUIT operatives can perform the following action:

CAMOUFLAGE FIELD ENGAGEMENT1AP

Change this operative’s order.

TARGET LOCK [3EP]

STEALTH BATTLESUIT operative only. The operative gains the following ability for the battle:

Target Lock: Each time this operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, the target is treated as having a Markerlight token.

The STEALTH BATTLESUIT keyword is used in the following Hunter Cadre datacards:

Relentless
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 any or all of your attack dice.
Artificial Intelligence
  • This operative cannot perform mission actions or the Pick Up action.
  • For the purposes of determining control of objective markers, treat this operative’s APL as 1 lower.
  • Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, if it has an Engage order, defence dice cannot be automatically retained as a result of Cover.
  • When drawing a Visibility line from a DRONE operative, draw it from any part of the round disc at the top of the miniature, as shown by the red keyline area on the diagram below.
  • Unless otherwise specified, this operative cannot be equipped with equipment.
Saviour Protocols
Each time a friendly HUNTER CADRE operative (excluding DRONE operatives) is selected as the target of a shooting attack, if there is a friendly DRONE operative with this ability Visible to and within of it and not within Engagement Range of an enemy operative, if that friendly DRONE operative is not protecting any other operatives, it can protect that friendly HUNTER CADRE operative until the end of the Turning Point. If it does so, until the end of the Turning Point or until they are no longer within of each other (whichever comes first), each time a shooting attack is made against that friendly HUNTER CADRE operative, make that shooting attack against that friendly DRONE operative instead, even if it would not be a valid target. In the Roll Defence Dice step of that shooting attack, defence dice cannot be automatically retained as a result of Cover.

Friendly HUNTER CADRE operatives cannot be protected by Saviour Protocols from shooting attacks made against each operative within range of a specified point (e.g. remote mine, see Kill Team: Octarius). Note that this also means they cannot be protected from the subsequent shooting attacks made as a result of the Blast X or Torrent X special rules.

The DRONE keyword is used in the following Hunter Cadre datacards:

Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
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.

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