Farstalker Kinband

Farstalker Kinbands operate as scouts for the Kroot species. They range far and wide throughout the galaxy, seeking new and valuable genetic material to return to their Shapers. Farstalker Kinbands contain expert trackers, hunters and guerrilla fighters who are capable of matching far more technologically advanced foes.

Books

BookKindEditionVersionLast update
  Farstalker Kinband
  Farstalker KinbandFaction31.2April 2025
Archetype: Infiltration / Recon

Farstalker Kinband Kill Team

Operatives

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

Marker/Token Guide

Quick Draw token

Ready for Anything token

Call the Kill token

Vengeance for the Kinband token

Victory Shriek token

Pech’ra marker

Piercing Shot token

Toxin Shot token

Meat token

Trophy token

Faction Rules

Farstalker

Farstalker Kindbands move and fight instinctively, reacting to developing battlefield conditions with an inhuman speed of thought.

In the Ready step of each Strategy phase, you can change the order of up to three friendly FARSTALKER KINBAND operatives that are not within control range of enemy operatives.

Whenever it’s your turn to counteract, you can change the order of one friendly FARSTALKER KINBAND operative that’s not within control range of enemy operatives instead. This still counts as you counteracting (so activation alternates back to your opponent afterwards), but doesn’t count as that friendly operative’s counteraction for this turning point.

Strategy Ploys

CUT-THROATS

Kroot warriors are lethal melee combatants. Their bladed weapons are capable of tearing through exposed flesh with ease.

Add 1 to the Atk stat of friendly FARSTALKER KINBAND operatives’ melee weapons (to a maximum of 5).
PREY

When a Kroot Farstalker has selected their target, the hunter’s focus is directed fully towards bringing down their chosen prey.

Whenever a friendly FARSTALKER KINBAND operative is shooting during an activation in which it hasn’t performed the Charge, Fall Back or Reposition action, its ranged weapons have the Balanced and Severe weapon rules; if the weapon already has the Balanced weapon rule, it has the Ceaseless and Severe weapon rules instead. Note that operative isn’t restricted from performing those actions after shooting.
ROGUE

Kroot Farstalkers are naturally gifted hunters, using cover and shadow to their advantage as they close in upon their prey.

Whenever an operative is shooting a friendly FARSTALKER KINBAND operative:
  • Ignore the Saturate weapon rule.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
BOUND

The long, muscular legs of the Kroot allow them to cover great distances in a single, bounding leap.

During each friendly FARSTALKER KINBAND operative’s activation, you can ignore the first vertical distance of 2" they move during one climb up.

Firefight Ploys

SAVAGE AMBUSH

Kroot Farstalkers are ambush predators, relying upon stealth, speed and bursts of savage violence to take down their enemies.

Use this firefight ploy during the Fight action when a ready friendly FARSTALKER KINBAND operative that has Light or Heavy terrain within its control range is selected to fight against. In the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).
POACH

Farstalker Kindbands avoid protracted fights, using their speed and dexterity to advance upon and seize their objectives as swiftly as possible.

Use this firefight ploy during a friendly FARSTALKER KINBAND operative’s activation. Until the end of that activation, that operative doesn’t have to control a marker to perform the Pick Up Marker or mission actions that usually require this (taking precedence over that action’s conditions – it only needs to contest the marker).
SLIP AWAY

Lithe and agile, the Kroot melt away from a fight using the same speed with which they strike.

Use this firefight ploy during a friendly FARSTALKER KINBAND operative’s activation, before or after it performs an action. During that activation, that operative can perform the Fall Back action for 1 less AP.
VENGEANCE FOR THE KINBAND

Farstalker Kinbands are bonded by blood. The death of an ally awakes within the survivors a vengeful fury.

Use this firefight ploy when a friendly FARSTALKER KINBAND operative is incapacitated by an enemy operative. Until the end of the battle, whenever another friendly FARSTALKER KINBAND operative is shooting against, fighting against or retaliating against that enemy operative, that other friendly operative’s weapons have the Relentless weapon rule. You cannot use this ploy again during the battle until that enemy operative is incapacitated.

Faction Equipment

PIERCING SHOT

The Kroot make use of many forms of specially craf ted ammunition. Bullets tipped with hardened alloys can punch through cover and armour alike.

Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule. If you do, until the end of that action, that weapon has the Piercing 1 weapon rule. You cannot use the Piercing Shot and Toxin Shot rule during the same action.
MEAT

Kroot physiologies are far more resilient than their wiry frames suggest. The ingestion of raw meat only serves to bolster their regenerative abilities.

Once per turning point, when a friendly FARSTALKER KINBAND operative (excluding HOUND) is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains D3+1 lost wounds.
TOXIN SHOT

Kroot toxin bullets contain reservoirs of venom extracted from various alien fauna, all of which is incredibly lethal.

Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule. If you do, until the end of that action, that weapon has the Lethal 5+ and Stun weapon rules. You cannot use the Piercing Shot and Toxin Shot rule during the same action
TROPHY

Kroot Farstalkers seek to cut down the most powerful of foes. They will aggressively pursue any enemy they judge worthy and harvest trophies from the corpse.

Once per battle, during a friendly FARSTALKER KINBAND operative’s activation (excluding HOUND), before or after it performs an action, if it’s not within control range of enemy operatives, you can use this rule. If you do, add 1 to that friendly operative’s APL stat until the end of its activation.

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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Kroot rifle
Kroot rifle
4
3+
3/4
-
Pulse weapon
Pulse weapon
4
4+
4/5
-
Ritual blade
Ritual blade
4
3+
4/5
-
Call The Kill: STRATEGIC GAMBIT. Select one enemy operative to be your mark for the turning point. Whenever a friendly FARSTALKER KINBAND operative is shooting against, fighting against or retaliating against your mark, that friendly operative’s weapons have the Balanced weapon rule. Whenever your mark is incapacitated, you can select a new enemy operative to be your mark for the turning point (and can continue to do so during this turning point).
Victory Shriek: Whenever your mark is incapacitated, you can select one friendly FARSTALKER KINBAND operative within 6" of this operative. Until the end of the battle, that operative’s weapons have the Balanced weapon rule. Each friendly operative can only be selected for this rule once per battle.
FARSTALKER KINBAND, T’AU EMPIRE, LEADER, KROOT, KILL-BROKER
⌀32mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Accelerator bow (fused arrow)
Accelerator bow (fused arrow)
4
3+
4/5
Piercing 1Piercing 1
Accelerator bow (glide arrow)
Accelerator bow (glide arrow)
4
3+
3/4
SilentSilent
Accelerator bow (voltaic arrow)
Accelerator bow (voltaic arrow)
4
3+
3/5
Blast 1"Blast 1"
Blade
Blade
3
3+
3/4
-

ENERGISE1AP

Until the end of the turning point or until this operative has shot with its accelerator bow (whichever comes first), all profiles of its accelerator bow have the Lethal 5+ weapon rule.

T his operative cannot perform this action while within control range of an enemy operative.
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, BOW-HUNTER
⌀28mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Kroot rifle
Kroot rifle
4
3+
3/4
-
Blade
Blade
3
3+
3/4
-
Hardy: Whenever an attack dice would inflict Critical Dmg on this operative, you can choose for that attack dice to inflict Normal Dmg instead.
Cold-blooded: Whenever this operative is shooting against, fighting against or retaliating against a wounded enemy operative, this operative’s weapons have the Lethal 5+ weapon rule; if that enemy operative is also injured, this operative’s weapons also have the Rending weapon rule.
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, COLD-BLOOD
⌀28mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Cut-skin's blades
Cut-skin's blades
4
3+
3/4
Ceaseless, Lethal 5+Ceaseless, Lethal 5+
Vicious Duellist: Whenever this operative is fighting or retaliating, for each attack dice your opponent discards as a fail, inflict 1 damage on the enemy operative in that sequence.
Savage Assault: The first time this operative performs the Fight action during each of its activations, if neither it nor the enemy operative in that sequence is incapacitated, this operative can immediately perform a free FIGHT action afterwards, but you cannot select any other enemy operative to fight against during that action (and only if it’s still valid to fight against). This takes precedence over action restrictions.
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, CUT-SKIN
⌀28mm


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 – antiarmour 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 – antiarmour weapons that fire solid shots at high speeds.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Dvorgite skinner
Dvorgite skinner
5
2+
3/3
Range 6", Heavy (Reposition only), Piercing 2, Torrent 2"Range 6", Heavy (Reposition only), Piercing 2, Torrent 2"
Londaxi tribalest
Londaxi tribalest
5
4+
4/5
Heavy (Reposition only), Piercing 1, RendingHeavy (Reposition only), Piercing 1, Rending
Blade
Blade
3
3+
3/4
-
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, HEAVY GUNNER
⌀28mm


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.

APL
2
MOVE
8"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Ripping fangs
Ripping fangs
4
3+
3/4
RendingRending
Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight, Gather, Guard, Reposition, Pick Up Marker and Place Marker. It cannot use any weapons that aren’t on its datacard
Bad-tempered: Whenever an enemy operative performs the Fight action, if this operative is a valid operative to fight against, you can force them to select this operative to fight against instead. Whenever an enemy operative ends the Charge action within control range of another friendly FARSTALKER KINBAND operative within 3" of this operative, if this operative isn’t within control range of enemy operatives, this operative can immediately perform a free Charge action, but must end that move within control range of that enemy operative.

GATHER1AP

Perform a free Dash or Reposition action with this operative. During that move, you can perform a free Pick Up Marker or Place Marker action with this operative (you can determine control during that action to do so), and any remaining move distance it had from the Dash or Reposition action can be used after it does so.
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, HOUND
⌀28mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Kroot hunting rifle (concealed)
Kroot hunting rifle (concealed)
4
2+
3/3
Heavy, Devastating 3, Silent, Concealed Position*Heavy, Devastating 3, Silent, Concealed Position*
Kroot hunting rifle (mobile)
Kroot hunting rifle (mobile)
4
3+
3/4
-
Kroot hunting rifle (stationary)
Kroot hunting rifle (stationary)
4
2+
3/3
Heavy, Devastating 3Heavy, Devastating 3
Blade
Blade
3
3+
3/4
-
*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.

LONG-SIGHT1AP

Until the start of this operative’s next activation:
  • The concealed and stationary profiles of its Kroot hunting rifle have the Lethal 5+ weapon rule.
  • Whenever it’s shooting with its Kroot hunting rifle, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, LONG-SIGHT
⌀28mm


Kroot Pistolier

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

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Dual Kroot pistols (focused)
Dual Kroot pistols (focused)
4
3+
3/4
Range 8", Ceaseless, Lethal 5+Range 8", Ceaseless, Lethal 5+
Dual Kroot pistols (salvo)
Dual Kroot pistols (salvo)
4
3+
3/4
Range 8", Salvo*Range 8", Salvo*
Blade
Blade
3
3+
3/4
-
Quick Draw: Once per turning point, when an enemy operative is performing the Shoot action and this operative is selected as the valid target (or if it will be a secondary target from the Blast weapon rule), if this operative is ready, you can interrupt that action to use this rule. If you do, this operative can immediately perform a free Shoot action with its dual Kroot pistols (focused) against that enemy operative (you can change its order to Engage to do so), but that enemy operative must be a valid target.
*Salvo: Select up to two valid targets. Shoot with this weapon against both of them in an order of your choice (roll each sequence separately).
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, PISTOLIER
⌀28mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Kroot scattergun
Kroot scattergun
4
3+
3/3
Range 6"Range 6"
Stalker's blade
Stalker's blade
4
3+
3/4
Balanced, RendingBalanced, Rending
Stalker: This operative can perform the Charge action while it has a Conceal order.

STEALTH ATTACK2AP

Perform a free Charge action with this operative, but don’t exceed its Move stat (i.e. don’t add 2"). Then immediately perform a free Fight action with this operative. The first time you strike during that action, you can immediately resolve another of your successes as a strike (before your opponent).

This operative cannot perform this action while it has an Engage order, while within control range of an enemy operative, or if it isn’t within 1" of Light or Heavy terrain.
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, STALKER
⌀28mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Kroot rifle
Kroot rifle
4
4+
3/4
-
Stalker's blade
Stalker's blade
4
3+
3/4
Balanced, RendingBalanced, Rending

MARKED FOR THE HUNT1AP

Remove your Pech’ra marker from the killzone (if any). Then place your Pech’ra marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. Whenever a friendly FARSTALKER KINBAND operative is shooting an enemy operative that has that marker within its control range, that friendly operative’s ranged weapons have the Seek Light weapon rule.

At the start of this operative’s next activation or if it’s removed from the killzone (whichever comes first), remove your Pech’ra marker from the killzone.

This operative cannot perform this action while within control range of an enemy operative.

FROM THE EYE ABOVE1AP

SUPPORT. Select one other friendly FARSTALKER KINBAND operative visible to and within 6" of this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative.
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, TRACKER
⌀28mm


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.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Kroot rifle
Kroot rifle
4
4+
3/4
-
Kroot scattergun
Kroot scattergun
4
3+
3/3
Range 6"Range 6"
Stalker's blade
Stalker's blade
4
3+
3/4
Balanced, RendingBalanced, Rending
Ready for Anything: Once per turning point, during a friendly WARRIOR operative’s activation, you can use the Meat, Piercing Shot or Toxin Shot rule for that operative. Doing so doesn’t count for its once per turning point limit.
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, WARRIOR
⌀28mm
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Balanced
You can re-roll one of your attack dice.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Saturate
The defender cannot retain cover saves.
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Relentless
You can re-roll any of your attack dice.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Stun
If you retain any critical successes, subtract 1 from the APL stat of the operative this weapon is being used against until the end of its next activation.

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

The T’AU EMPIRE keyword is used in the following Farstalker Kinband datacards:

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

Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Guard1AP

The operative goes on guard until any of the following are true:
  • It performs any action, moves or is set up.
  • An enemy operative ends an action within its control range and you don’t interrupt that activation (see On Guard).
  • Its order is changed.
  • It’s the start of the next turning point.

This action is treated as a Shoot action. An operative cannot perform this action while it has a Conceal order, or while it’s within control range of an enemy operative.

Place Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Engage: The operative can perform actions as normal and can counteract.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and 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 or parts of the active operative’s miniature 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 and parts 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.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
MEAT

Kroot physiologies are far more resilient than their wiry frames suggest. The ingestion of raw meat only serves to bolster their regenerative abilities.

Once per turning point, when a friendly FARSTALKER KINBAND operative (excluding HOUND) is activated, if it’s not within control range of enemy operatives, you can use this rule. If you do, that friendly operative regains D3+1 lost wounds.
PIERCING SHOT

The Kroot make use of many forms of specially craf ted ammunition. Bullets tipped with hardened alloys can punch through cover and armour alike.

Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule. If you do, until the end of that action, that weapon has the Piercing 1 weapon rule. You cannot use the Piercing Shot and Toxin Shot rule during the same action.
TOXIN SHOT

Kroot toxin bullets contain reservoirs of venom extracted from various alien fauna, all of which is incredibly lethal.

Once per turning point, when a friendly FARSTALKER KINBAND operative is performing the Shoot action and you select a Kroot rifle, Kroot scattergun or dual Kroot pistols (focused), you can use this rule. If you do, until the end of that action, that weapon has the Lethal 5+ and Stun weapon rules. You cannot use the Piercing Shot and Toxin Shot rule during the same action

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