KASRKIN are elite shock troops who excel at aggressive, mobile firefights, using strategic gambits to enhance shooting against exposed targets, boost movement, and improve melee, while their ploys allow for tactical repositioning and area control.
Core Abilities
Unusual Shooting
Recon-Trooper: Auspex Scan: enemy cannot be obscured when shot by friendly KASRKIN.
Unusual Melee
Super Conceal
Out of Order Movement
Strategic Ploy: RELOCATE: free Dash for operatives not near enemies, not in first turn.Operative: Medic!: free Dash when preventing incapacitation during turning point.
Activation Manipulation
Strategic Ploy: RELOCATE: allows multiple operatives to perform free Dash actions in sequenceFirefight Ploy: SEIZE THE INITIATIVE: re-roll initiative dice to influence activation order
APL Modifiers
KASRKIN VOX-TROOPER: +1 APL to friendly operativeKASRKIN COMBAT MEDIC: -1 APL to this and target operative
Bitter Demise
Operative: Medic!: Prevents incapacitation, friendly operative has 1 wound remaining.
Block Rerolls
Damage Reduction
Faction Rule: Ice In Your Veins: reduce first normal damage of 3+ by 1Strategic Ploy: ENGAGE FROM COVER: re-roll one defense dice when in coverOperative: Demo-Trooper: Blast Padding: re-roll defense dice vs Blast/Torrent and ignore DevastatingOperative: Sharpshooter: Camo Cloak: ignore Saturate and retain additional cover saves
Faction Rules
- Light 'Em Up: KASRKIN ranged weapons gain Severe rule against ready, uncovered, or scanned targets.
- Strike Fast: KASRKIN operatives gain +1" to Move when performing Reposition action.
- Ice In Your Veins: First time KASRKIN takes 3+ Normal Dmg in fight or shoot, reduce damage by 1.
- For Cadia!: KASRKIN melee weapons gain +1 Atk (max 4) and first strike inflicts +1 damage.
Strategic Ploys
- ELIMINATION PATTERN: Hot-shot weapons gain Piercing Crits 1 or Piercing 1.
- ENGAGE FROM COVER: Reroll one defence dice when shot in cover.
- CLEARANCE SWEEP: Weapons gain Ceaseless near marker for one turn.
- RELOCATE: Friendly operatives perform free Dash action.
Firefight Ploys
- SEIZE THE INITIATIVE: re-roll initiative dice after roll-off
- COVER RETREAT: ally shoots after friendly fall back
- NEUTRALISE TARGET: re-roll attack dice vs exposed target
- GIVE NO GROUND: control marker in contested tie
Equipment
- FOREGRIP: Accurate 1 for ranged weapons when shooting within 3".
- LONG-RANGE SCOPE: Saturate rule for hot-shot weapons when shooting beyond 6".
- RELICS OF CADIA: Once per turning point, discard one fail to convert another to success.
- COMBAT DAGGERS: Provides a melee weapon with 3 attacks, 4+ hit, 3/4 damage.
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