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
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Check the full faction rules for complete details.