Kasrkin

SecuritySeek & Destroy
KILL GRADE [10]
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246810

What to Know

Meet the KASRKIN Kill Team! Field up to 10 elite operatives with versatile specialists like Gunners, Sharpshooters, and Medics. They're a shooting-focused team that excels at punishing exposed enemies with rules like 'Light 'Em Up' giving Severe to targets not in cover. With 4+ saves and 8-9 wounds, they're durable but rely on positioning. Unique Strategic Gambit 'Skill At Arms' lets you customize operatives each turn, while ploys like 'Elimination Pattern' add Piercing to hot-shot weapons. Fast repositioning with 'Strike Fast' and 'Relocate' keeps them mobile. Get ready to outmaneuver and outshoot your foes with the Imperium's finest!

Core Abilities

Unusual Shooting
Recon-Trooper: Auspice Scan: enemy cannot be obscured when scanned.
Unusual Melee
Super Conceal
Out of Order Movement
Operative: Medic!: free Dash after preventing incapacitationStrategic Ploy: Relocate: free Dash for operatives away from enemies
Activation Manipulation
Firefight Ploy: Seize The Initiative: allows one operative to perform free 1AP action at start of Firefight phase
APL Modifiers
Vox-Trooper: +1 APL to friendly operativeCombat Medic: -1 APL to self and target
Bitter Demise
Operative: Medic!: Prevents incapacitation of friendly KASRKIN operative within 3", has 1 wound remaining.
Block Rerolls
Damage Reduction
Faction Rule: Ice In Your Veins: reduce damage by 1 on first normal damage 3+ per sequence.

Faction Rules

  • Skill At Arms: Select a skill for Kasrkin operatives to use until next Strategy phase.
  • Light 'Em Up: Ranged weapons gain Severe if target is ready, not in cover, or scanned.
  • Strike Fast: Add 1" to Move stat when performing Reposition action.
  • For Cadia!: Add 1 to melee Atk stat and inflict 1 extra damage on first strike.
  • Ice In Your Veins: First Normal Dmg of 3+ in fight or shoot sequence inflicts 1 less damage.

Strategic Ploys

  • Elimination Pattern: Hot-shot weapons gain Piercing Crits 1 or Piercing 1
  • Clearance Sweep: Weapons gain Ceaseless near marker for one turn
  • Engage From Cover: Reroll one defence dice when in cover
  • Relocate: Friendly operatives perform free Dash action

Firefight Ploys

  • Seize The Initiative: free 1AP action without moving
  • Neutralise Target: re-roll attack dice on exposed target
  • Cover Retreat: ally shoots after friendly fall back
  • Give No Ground: control marker in APL tie

Equipment

  • Foregrip: Accurate 1 for ranged weapons when shooting nearby operatives
  • Relics of Cadia: Once per turning point, discard one fail to retain another as success
  • Long-Range Scope: Hot-shot weapons have Saturate rule when shooting distant operatives
  • Combat Daggers: Provides a melee weapon with 3 attacks, 4+ hit, 3/4 damage

Operative Selection

  • 1 Kasrkin 💀 SERGEANT operative with one of the following options:

    • Bolt pistol; power weapon
    • Hot-shot lasgun; gun butt
    • Hot-shot laspistol; power weapon
    • Plasma pistol; chainsword
  • 9 Kasrkin 💀 operatives selected from the following list:

    • COMBAT MEDIC
    • DEMO-TROOPER
    • GUNNER with flamer and gun butt
    • GUNNER with grenade launcher and gun butt
    • GUNNER with hot-shot volley gun and gun butt
    • GUNNER with meltagun and gun butt
    • GUNNER with plasma gun and gun butt
    • RECON-TROOPER

Operative Datacards

Faction Rules

Strategy Ploys

Firefight Ploys

Faction Equipment

Universal Equipment