Floridus Kinband
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.
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.
Operatives
1. Kroot Kill-Broker
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Pulse Weapon | 4 | 4+ | 4/5 |
| Ritual Blade | 4 | 3+ | 4/5 |
Abilities
Call The KillFarstalkersVictory Shriek2. Kroot Bow-Hunter
A 2
M 6"
S 5+
W 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: Energise3. Kroot Cold-Blood
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | 4 | 3+ | 3/4 |
| Blade | 3 | 3+ | 3/5 |
Abilities
Cold-BloodedFarstalkersHardy4. Kroot Cut-Skin
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Cut-Skin's Blades (Ceaseless, Lethal 5+) | 4 | 3+ | 3/5 |
Abilities
FarstalkersSavage AssaultVicious Duellist5. Kroot Heavy Gunner
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dvorgite Skinner (Rng 6", Hvy(Repos), Prc2, Tor 2") | 5 | 2+ | 3/3 |
Abilities
Farstalkers6. Kroot Hound
A 2
M 8"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ripping Fangs (Rnd) | 4 | 3+ | 3/4 |
Abilities
BeastBad-TemperedFarstalkers1AP: Gather7. Kroot Hound
A 2
M 8"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Ripping Fangs (Rnd) | 4 | 3+ | 3/4 |
Abilities
BeastBad-TemperedFarstalkers1AP: Gather8. Kroot Long-Sight
A 2
M 6"
S 5+
W 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-Sight9. Kroot Pistolier
A 2
M 6"
S 5+
W 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*Salvo10. Kroot Stalker
A 2
M 6"
S 5+
W 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 Attack11. Kroot Tracker
A 2
M 6"
S 5+
W 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 Hunt12. Kroot Warrior
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | 4 | 4+ | 3/4 |
| Blade | 3 | 3+ | 3/5 |
Abilities
FarstalkersReady For Anything13. Kroot Warrior 2
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Kroot Rifle | 4 | 4+ | 3/4 |
Abilities
FarstalkersReady For AnythingEquipment
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 PloyDuring 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 PloyAdd 1 to the Atk stat of friendly FARSTALKER KINBAND operatives' melee weapons (to a maximum of 5).
Prey
Strategy PloyWhenever 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 PloyWhenever 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 PloyUse 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 PloyUse 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 PloyUse 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 PloyUse 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
InfiltrationReveal: 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
InfiltrationReveal: 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
InfiltrationReveal: 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
ReconReveal: 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
ReconReveal: 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
ReconReveal: 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.