Kasrkin: 10 elite Astra Militarum operatives with 4+ saves and 8-9 wounds. They're a versatile shooting team that can double-shoot with hot-shot weapons via Rapid Fire, buff damage with Skill At Arms (choose from 4 unique operatives like Sharpshooter or Vox-Trooper), and reposition quickly. Use ploys like Clearance Sweep for Ceaseless weapons or Relocate for free Dashes. They're not tough but fast and deadly at range, with some melee buffs via 'For Cadia!' and objective control tricks.
Core Abilities
Unusual Shooting
Recon-Trooper: Auspice Scan: enemy being scanned cannot be obscured.
Unusual Melee
Super Conceal
Out of Order Movement
Strategic Ploy: Relocate: free Dash for operatives not near enemiesOperative: Medic!: free Dash when preventing incapacitation
Activation Manipulation
Firefight Ploy: Seize the Initiative: operative performs free action at start of phase.
APL Modifiers
Combat Medic: Medic! -1 APL to self and targetVox-Trooper: Battle Comms +1 APL to friendly operativeTrooper: Stun Grenade via Adaptive Equipment reduces enemy APL
Bitter Demise
Combat Medic: Medic!: Prevents incapacitation, retains 1 wound.
Block Rerolls
Damage Reduction
Faction Rule: Ice In Your Veins: reduce damage by 1 on normal damage 3+ attacks
Faction Rules
- Skill At Arms: Select a skill for KASRKIN operatives until next Strategy phase.
- Light 'Em Up: KASRKIN ranged weapons gain the Severe weapon rule.
- Strike Fast: Add 1" to Move stat during Reposition actions.
- For Cadia!: +1 Atk to melee weapons and +1 damage on first strike.
- Ice In Your Veins: Reduce first Normal Dmg of 3+ by 1 during combat.
- Rapid Fire: Operatives without move actions can perform two Shoot actions.
Strategic Ploys
- Engage From Cover: reroll one defence dice when shot in cover
- Elimination Pattern: hot-shot weapons gain Piercing Crits 1 or Piercing 1
- Clearance Sweep: weapons gain Ceaseless rule near marker for one turn
- Relocate: friendly operatives perform free Dash action
Firefight Ploys
- Cover Retreat: ally shoots after another ally falls back
- Seize the Initiative: ally performs free 1AP action without moving
- Neutralise Target: re-roll attack dice against exposed targets
- Give No Ground: control marker when APL tied with enemies
Equipment
- Long-Range Scope: Hot-shot weapons gain Saturate when shooting beyond 6"
- Foregrip: Non-pistol ranged weapons gain Accurate 1 within 3"
- Relics Of Cadia: Once per turning point, discard one fail to retain another as success
- Combat Daggers: Adds a melee weapon with 3 attacks hitting on 4+, dealing 3/4 damage
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Check the full faction rules for complete details.