Kroot Stalkers

Common Abilities and Options

Farstalkers:
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.

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 (you can change its order to Engage to do so), but must end that move within control range of that enemy operative.

Gather (1AP):
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.

Operatives

1. Cho'ohk Krrah
Kill-Broker
A 2
M 6"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Pulse Weapon
4
4+
4/5
Ritual Blade
4
3+
4/5
Abilities
Call The KillFarstalkersVictory Shriek

Call The Kill: STRATEGIC GAMBIT if this operative is in the killzone. 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
2. Ohrak'hrakh Yo'toh
Bow-Hunter
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Accelerator Bow
Fused Arrow (Prc1)
4
3+
4/5
Glide Arrow (Silent)
4
3+
3/4
Voltaic Arrow (Blast 1")
4
3+
3/5
Blade
3
3+
3/5
Abilities
Farstalkers1AP: Energise

Energise (1AP): 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.

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

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, BOW-HUNTER
3. Tobok'ab Tohrrok
Cold-Blood
A 2
M 6"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Kroot Rifle
4
3+
3/4
Blade
3
3+
3/5
Abilities
Cold-BloodedFarstalkersHardy

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.

Hardy: Whenever an attack dice would inflict Critical Dmg on this operative, you can choose for that attack dice to inflict Normal Dmg instead.

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, COLD-BLOOD
4. Tebek Cha Krrah
Cut-Skin
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Cut-Skin's Blades (Ceaseless, Lethal 5+)
4
3+
3/5
Abilities
FarstalkersSavage AssaultVicious Duellist

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 it can only fight against that enemy operative (and only if it’s still valid to fight against). This takes precedence over action restrictions.

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.

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, CUT-SKIN
5. Gerba Kaa'he
Heavy Gunner
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Londaxi Trabalest (Hvy(Repos), Prc1, Rnd)
5
4+
4/5
Blade
3
3+
3/5
Abilities
Farstalkers
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, HEAVY GUNNER
6. Jiynko Ek Kyrek
Long-Sight
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Kroot Hunting Rifle
Concealed (Hvy, Dev3, Silent, *Concealed Position)
4
2+
3/3
Mobile
4
3+
3/4
Stationary (Hvy, Dev3)
4
2+
3/3
Blade
3
3+
3/5
Abilities
*Concealed PositionFarstalkers1AP: Long-Sight

*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.

Long-Sight (1AP): 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
7. Grark Rhehor
Pistolier
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Dual Kroot Pistols
Focused (Rng 8", Ceaseless, Lethal 5+)
4
3+
3/5
Salvo (Rng 8", *Salvo)
4
3+
3/5
Blade
3
3+
3/5
Abilities
FarstalkersQuick Draw*Salvo

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 different valid targets that aren't within control ranges of friendly operatives. 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
8. Byakh Cha Yr'be
Stalker
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Kroot Scattergun (Rng 6")
4
3+
3/3
Stalker's Blade (Bal, Rnd)
4
3+
3/5
Abilities
FarstalkersStalker2AP: Stealth Attack

Stalker: This operative can perform the Charge action while it has a Conceal order.

Stealth Attack (2AP): 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
9. Gerba Teleb
Tracker
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Kroot Rifle
4
4+
3/4
Blade
3
3+
3/5
Abilities
Farstalkers1AP: From The Eye Above1AP: Marked For The Hunt

From The Eye Above (1AP): 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.

Marked For The Hunt (1AP): 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.

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, TRACKER
10. Gerba Ek Drr'rr
Hound
A 2
M 8"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Ripping Fangs (Rnd)
4
3+
3/4
Abilities
BeastBad-TemperedFarstalkers1AP: Gather
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, HOUND
11. Jiynko Grok Kaa'he
Warrior
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Kroot Rifle
4
4+
3/4
Blade
3
3+
3/5
Abilities
FarstalkersReady For Anything

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 (see faction equipment) for that operative. Doing so doesn’t count for its once per turning point limit.

FARSTALKER KINBAND, T’AU EMPIRE, KROOT, WARRIOR
12. Khrek Grok Rrok
Hound
A 2
M 8"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Ripping Fangs (Rnd)
4
3+
3/4
Abilities
BeastBad-TemperedFarstalkers1AP: Gather
FARSTALKER KINBAND, T’AU EMPIRE, KROOT, HOUND

Equipment

Piercing Shot

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 rules during the same action.

Toxin Shot

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 rules during the same action.

Meat

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.

Trophy

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.

Ploys

Bound
Strategy Ploy

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

Cut-Throats
Strategy Ploy

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

Prey
Strategy Ploy

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.
Severe: If you do not 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.
Balanced: Can re-roll one Attack die.

Rogue
Strategy Ploy

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.

Saturate: The defender cannot retain Cover saves.

Poach
Firefight Ploy

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
Firefight Ploy

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.

Savage Ambush
Firefight Ploy

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).

Vengeance For The Kinband
Firefight Ploy

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.
Relentless: Can re-roll any or all Attack dice.

Tac Ops

Track Enemy
Infiltration

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.

Flank
Recon

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Retrieval
Recon

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
Recon

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.