Book | Kind | Edition | Version | Last update |
Kill Team: Shadowvaults (Kasrkin) | ||||
Kill Team: Shadowvaults (Kasrkin) | Expansion | 2 | 1.2 | August 2024 |
The Balance Dataslate | ||||
The Balance Dataslate | Rulebook | 2 | Q2 2024 | June 2024 |
Q: | If a friendly operative makes a shooting attack with a weapon that has the Hot special rule and I roll multiple 1’s, can I use the Elite ability to modify one of those results to a 2, then discard it to modify the second result of 1, avoiding taking damage from the Hot special rule? |
A: | Yes. Neither dice is discarded as a 1, meaning the operative would not take damage from the Hot rule. |
Below you will find a list of the operatives that make up a KASRKIN kill team, including, where relevant, any wargear those operatives must be equipped with.
Kasrkin are highly disciplined, physically and mentally robust and extremely well-trained. Experts in a wide array of wargear, they can march for long distances carrying heavy equipment and arrive at their destination ready to fight with furious determination.
You start the battle with a pool of 10 Elite points. Each time a friendly KASRKIN operative fights in combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can spend 1 or more of your Elite points to adjust one (and only one) of your dice. After adjusting your first dice, if you discard one of your attack dice, you can spend Elite points to adjust an additional dice, but only one of your remaining failed hits to a normal hit. For each point you spend, add 1 to the dice result and reduce the number of Elite points in your pool by 1. In each Strategy phase, add 2 elite points to your pool.If your faction is KASRKIN, you can use the following Strategic Ploys during a game.
If your faction is KASRKIN, you can use the following Tactical Ploys during a game.
If your faction is KASRKIN, you can use the Kasrkin Tac Ops listed below, as specified in the mission sequence.
Below, you will find a selection of rules for Spec Ops campaigns in which you have selected KASRKIN as your Faction keyword.
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1. PLASTEEL ARMOUR ENHANCEMENT [1EP] KASRKIN DEMO-TROOPER operative only. The operative gains the following ability for the battle: |
2. TACTICAL VOX-NET [3EP] KASRKIN VOX-TROOPER operative only. The operative gains the following ability for the battle: |
3. MEMENTO OF CADIA [4EP] The operative gains the following ability for the battle: |
4. DIAGNOSTICATOR [2EP] KASRKIN COMBAT MEDIC operative only. The operative gains the following ability for the battle:
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5. EMPEROR’S LIGHT [3EP] Operative equipped with a hot-shot lasgun only. The hot-shot lasgun the operative is equipped with gains the AP1 special rule for the battle. |
6. KASRKIN SURVEYOR [2EP] KASRKIN RECON-TROOPER operative only. The operative gains the following ability for the battle: |
MISSION COMMANDAs an elite combat unit, the Kasrkin are often free to determine their attack plans as appropriate. Their mission command is a trove of tactical data, intel and reconnaissance information. You start each battle with D3 additional Elite points. |
FIELD RECOVERY UNITAn automated medical field unit can swiftly diagnose and treat wounds, aiding the recovery of soldiers. In the event of serious injury, however, it is no replacement for prolonged professional care. After the battle, in the Update Dataslates step, when making Recovery tests for friendly KASRKIN operatives, roll one additional D6 and select which D6 to use for that test. The first time a Recovery test is failed in that step, however, you cannot use this strategic asset again until the next game. |
SHRINE TO LOST CADIAA collection of memories, relics and mementos of their lost home world acts as a constant reminder of the Kasrkin's pain, shame and suffering, but equally inspires them to fight on and ignore their afflictions. Friendly KASRKIN operatives can earn no more than 4XP from each battle as a result of a passed Casualty test (instead of 3XP). In addition, when determining Battle Scars for friendly KASRKIN operatives, they are treated as having one less Battle Scar for the purposes of modifying the dice result, and treat the Cerebral Affliction Battle Scar as a passed Casualty test instead. |
When the kill team is assigned to a new operation, they assess and optimise their operating parameters to maximise success.
When a member of the kill team is slain, they are honoured by their fellow Kasrkin. The deeds of the fallen are recorded so the history of the Cadians can live on, even though their home is now gone.
Kasrkin units that have suffered significant casualties are often merged with other units to ensure that squads are at full strength. Though rivalries are common amongst such kill teams, when all is said and done they are all Kasrkin, and the mission always comes first.
A substantial enemy presence has developed in the sector, with regular offensives hampering Imperial efforts. The Kasrkin have been authorised to rapidly engage and neutralise the threat.
Destroy the enemy the moment they are encountered.
Complete five games in which you scored victory points from the ‘Secure Zone’, ‘Execution’ and/or ‘Rout’ Tac Op.The foe’s movements have been subdued. The Kasrkin now advance to capture a key base of operations and rout their enemy entirely.
Complete a game in which you scored victory points from the ‘Seize Ground’ Tac Op.As highly capable specialists, Kasrkin are able to operate at the very pinnacle of what is possible for an unaugmented Human. They have been called in to complete a complex operation with multiple elements.
The kill team must conduct a series of missions, succeeding in all lest the operation be a failure.
Complete at least six games and score victory points from every Tac Op of an archetype of your choosing.KASRKIN operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Each operative can be equipped with no more than one of each item.
FOREGRIP [1EP]
Operative equipped with a hot-shot lasgun only. The operative gains the following ability for the battle:LONG-RANGE SCOPE [2EP]
Operative equipped with a hot-shot lasgun or hot-shot marksman rifle only. The hot-shot lasgun or hot-shot marksman rifle the operative is equipped with gains the following critical hit rule for the battle:ADRENALINE SHOT [1EP]
The operative gains the following ability for the battle:FRAG GRENADE [2EP]
The operative is equipped with the following ranged weapon for the battle:Name | A | BS/WS | D | |||
Frag grenade | 4 | 3+ | 2/3 | |||
Special Rules | ! | |||||
Rng , Blast , Indirect, Limited | - |
KRAK GRENADE [3EP]
The operative is equipped with the following ranged weapon for the battle. It cannot make a shooting attack with this weapon by performing an Overwatch action:Name | A | BS/WS | D | |||
Krak grenade | 4 | 3+ | 4/5 | |||
Special Rules | ! | |||||
Rng , AP1, Indirect, Limited | - |
DECOY GRENADE [2EP]
The operative can perform the following action during the battle:STUN GRENADE [3EP]
The operative can perform the following action for the battle:M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 9 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Bolt pistol | |||||||||
Bolt pistol | 4 | 3+ | 3/4 | Rng | Rng | - | |||
Hot-shot lasgun | |||||||||
Hot-shot lasgun | 4 | 3+ | 3/4 | - | - | ||||
Hot-shot laspistol | |||||||||
Hot-shot laspistol | 4 | 3+ | 3/4 | Rng | Rng | - | |||
Plasma pistol | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Plasma pistol | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Standard | |||||||||
- Standard | 4 | 3+ | 5/6 | Rng , AP1 | Rng , AP1 | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 3+ | 5/6 | Rng , AP2, Hot | Rng , AP2, Hot | - | |||
Chainsword | |||||||||
Chainsword | 4 | 3+ | 4/5 | Ceaseless | Ceaseless | - | |||
Gun butt | |||||||||
Gun butt | 3 | 3+ | 2/3 | - | - | ||||
Power weapon | |||||||||
Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | Lethal 5+ | - |
ABILITIES | UNIQUE ACTIONS |
Leadership: In each Strategy phase, add 2 Elite points to your pool.
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ABILITIES |
Leadership: In each Strategy phase, add 2 Elite points to your pool.
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UNIQUE ACTIONS |
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KASRKIN, IMPERIUM, ASTRA MILITARUM, LEADER, KASRKIN SERGEANT
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Hot-shot lasgun | |||||||
Hot-shot lasgun | 4 | 4+ | 3/4 | - | - | ||
Gun butt | |||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Medic!: Once per Turning Point, the first time another friendly KASRKIN operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
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Combat Stimms (1AP): Select one friendly KASRKIN operative Visible to and within of this operative. That friendly operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
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ABILITIES |
Medic!: Once per Turning Point, the first time another friendly KASRKIN operative would be incapacitated while Visible to and within of this operative and not within Engagement Range of an enemy operative, if this operative is not within Engagement Range of an enemy operative, this operative can revive it. That friendly operative is not incapacitated, has 1 wound remaining, and if it was a shooting attack, any remaining attack dice are discarded. That friendly operative can then perform a free Dash action, but must finish that move within of this operative. Subtract 1 from both operatives’ APL.
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UNIQUE ACTIONS |
Combat Stimms (1AP): Select one friendly KASRKIN operative Visible to and within of this operative. That friendly operative regains 2D3 lost wounds. An operative cannot be selected for this action if it was revived using the Medic! ability during the same Turning Point. This operative cannot perform this action while within Engagement Range of an enemy operative.
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KASRKIN, IMPERIUM, ASTRA MILITARUM, MEDIC, KASRKIN COMBAT MEDIC
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Clad in heavier armour and carrying a devastating melta mine, these Kasrkin serve in a necessary but incredibly dangerous role. It is their job - often under enemy fire - to place, prepare and detonate a melta mine, blasting their way into an armoured bunker or through fortress walls.
Clad in heavier armour and carrying a devastating melta mine, these Kasrkin serve in a necessary but incredibly dangerous role. It is their job - often under enemy fire - to place, prepare and detonate a melta mine, blasting their way into an armoured bunker or through fortress walls. |
M | APL | GA | DF | SV | W | Base |
3 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Hot-shot laspistol | |||||||||
Hot-shot laspistol | 4 | 4+ | 3/4 | Rng | Rng | - | |||
Melta mine | |||||||||
Melta mine | 4 | 2+ | 4/2 | AP2, Proximity*. !MW3 | AP2, Proximity* | MW3 | |||
Gun butt | |||||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Blast Padding: Each time a shooting attack is made against this operative, if the ranged weapon has the Blast special rule, or makes a shooting attack against each operative within range of a specified point (e.g. melta mine), in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice. In addition, this operative is unaffected by the Splash X critical hit rule, unless it is selected as the target of the shooting attack. *Proximity: The first time an enemy operative moves within of this operative’s Melta Mine token, make a shooting attack against each operative within of that token with this weapon (even if this operative is not in the killzone, and ignore all Ballistic Skill modifiers). When making those shooting attacks, those operatives are always valid targets and cannot be in Cover. At the end of those shooting attacks, remove that token. An operative cannot make a shooting attack with this weapon by any other means, or if its Melta Mine token is not in the killzone.
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Plant Melta Mine (1AP): Place your Melta Mine token in a location Visible to and within of this operative and more than from enemy operatives. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
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ABILITIES |
Blast Padding: Each time a shooting attack is made against this operative, if the ranged weapon has the Blast special rule, or makes a shooting attack against each operative within range of a specified point (e.g. melta mine), in the Roll Defence Dice step of that shooting attack, you can re-roll any or all of your defence dice. In addition, this operative is unaffected by the Splash X critical hit rule, unless it is selected as the target of the shooting attack. *Proximity: The first time an enemy operative moves within of this operative’s Melta Mine token, make a shooting attack against each operative within of that token with this weapon (even if this operative is not in the killzone, and ignore all Ballistic Skill modifiers). When making those shooting attacks, those operatives are always valid targets and cannot be in Cover. At the end of those shooting attacks, remove that token. An operative cannot make a shooting attack with this weapon by any other means, or if its Melta Mine token is not in the killzone.
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UNIQUE ACTIONS |
Plant Melta Mine (1AP): Place your Melta Mine token in a location Visible to and within of this operative and more than from enemy operatives. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.
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KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN DEMO-TROOPER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||||
Flamer | |||||||||
Flamer | 5 | 2+ | 2/2 | Rng , Torrent | Rng , Torrent | - | |||
Grenade launcher | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Grenade launcher | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Frag | |||||||||
- Frag | 4 | 4+ | 2/4 | Blast | Blast | - | |||
- Krak | |||||||||
- Krak | 4 | 4+ | 4/5 | AP1 | AP1 | - | |||
Hot-shot volley gun | |||||||||
Hot-shot volley gun | 5 | 4+ | 3/4 | Fusillade. !P1 | Fusillade | P1 | |||
Meltagun | |||||||||
Meltagun | 4 | 4+ | 6/3 | Rng , AP2. !MW4 | Rng , AP2 | MW4 | |||
Plasma gun | |||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||||
Plasma gun | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
- Standard | |||||||||
- Standard | 4 | 4+ | 5/6 | AP1 | AP1 | - | |||
- Supercharge | |||||||||
- Supercharge | 4 | 4+ | 5/6 | AP2, Hot | AP2, Hot | - | |||
Gun butt | |||||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
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ABILITIES |
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UNIQUE ACTIONS |
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KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN GUNNER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Hot-shot lasgun | |||||||
Hot-shot lasgun | 4 | 4+ | 3/4 | - | - | ||
Gun butt | |||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Reconnoitre Killzone: In the Scouting step, after resolving your selection, you can resolve an additional Recon option (even if you have already selected that option). Initiative is still determined by your original selection. If both players have this or a similar ability, the Defender resolves this ability first.
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Warden Auspex (1AP): Select one enemy operative. Until the end of the Turning Point, each time a friendly KASRKIN operative makes a shooting attack, that enemy operative is not Obscured. This operative cannot perform this action while within Engagement Range of an enemy operative.
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ABILITIES |
Reconnoitre Killzone: In the Scouting step, after resolving your selection, you can resolve an additional Recon option (even if you have already selected that option). Initiative is still determined by your original selection. If both players have this or a similar ability, the Defender resolves this ability first.
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UNIQUE ACTIONS |
Warden Auspex (1AP): Select one enemy operative. Until the end of the Turning Point, each time a friendly KASRKIN operative makes a shooting attack, that enemy operative is not Obscured. This operative cannot perform this action while within Engagement Range of an enemy operative.
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KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN RECON-TROOPER
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These patient, keen-eyed Kasrkin are skilled snipers. With their hot-shot marksman rifles they can kill key targets and provide covering fire for the rest of their kill team. Thanks to their camo cloaks, Sharpshooters can infiltrate contested areas and remain hidden for protracted periods.
These patient, keen-eyed Kasrkin are skilled snipers. With their hot-shot marksman rifles they can kill key targets and provide covering fire for the rest of their kill team. Thanks to their camo cloaks, Sharpshooters can infiltrate contested areas and remain hidden for protracted periods. |
M | APL | GA | DF | SV | W | Base |
3 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | |||
Hot-shot marksman rifle | ||||||||
Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | ||||||||
Hot-shot marksman rifle | Each time this weapon is selected to make a shooting attack with, select one of the profiles below to use: | |||||||
- Sharpshot | ||||||||
- Sharpshot | 4 | 3+ | 3/4 | - | - | |||
- Snipe | ||||||||
- Snipe | 4 | 2+ | 3/3 | Heavy, Silent. !MW3 | Heavy, Silent | MW3 | ||
Gun butt | ||||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
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ABILITIES |
Camo Cloak: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover, one additional dice can be retained as a successful normal save as a result of Cover.
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UNIQUE ACTIONS |
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KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN SHARPSHOOTER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Hot-shot lasgun | |||||||
Hot-shot lasgun | 4 | 4+ | 3/4 | - | - | ||
Gun butt | |||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
Elite Trooper: Each time this operative makes a shooting attack, you can spend 1 Elite point for free during that shooting attack (even if you don’t have any in your pool).
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ABILITIES |
Elite Trooper: Each time this operative makes a shooting attack, you can spend 1 Elite point for free during that shooting attack (even if you don’t have any in your pool).
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UNIQUE ACTIONS |
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KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN TROOPER
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M | APL | GA | DF | SV | W | Base | |
3 | 2 | 1 | 3 | 4+ | 8 | 28mm |
Name | A | BS/WS | D | SR Special Rules | ! | ||
Hot-shot lasgun | |||||||
Hot-shot lasgun | 4 | 4+ | 3/4 | - | - | ||
Gun butt | |||||||
Gun butt | 3 | 4+ | 2/3 | - | - |
ABILITIES | UNIQUE ACTIONS |
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Battle Comms (1AP): Select one friendly KASRKIN operative in the killzone. Add 1 to its APL. This operative can perform this action twice during its activation, but cannot perform this action while within Engagement Range of an enemy operative.
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ABILITIES |
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UNIQUE ACTIONS |
Battle Comms (1AP): Select one friendly KASRKIN operative in the killzone. Add 1 to its APL. This operative can perform this action twice during its activation, but cannot perform this action while within Engagement Range of an enemy operative.
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KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN VOX-TROOPER
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All kill teams seek to enhance their base of operations, whether that be with hideous pain-extractor stations, territorial prowler squigs, sophisticated drone surveillance technology or weaponsmith forges.
For some kill teams, acquiring new equipment might involve being sent wargear by their commanders. For others it might mean stealing said weapons before the rival can collect it. On occasion a kill team might be issued with trial weapons - depraved creations from sadistic minds, highly advanced technologies developed by brilliant scientists or anything in between.
5. EMPEROR’S LIGHT [3EP]
Operative equipped with a hot-shot lasgun only. The hot-shot lasgun the operative is equipped with gains the AP1 special rule for the battle.FOREGRIP [1EP]
Operative equipped with a hot-shot lasgun only. The operative gains the following ability for the battle:LONG-RANGE SCOPE [2EP]
Operative equipped with a hot-shot lasgun or hot-shot marksman rifle only. The hot-shot lasgun or hot-shot marksman rifle the operative is equipped with gains the following critical hit rule for the battle:The KASRKIN keyword is used in the following Kasrkin datacards:
The IMPERIUM keyword is used in the following Kasrkin datacards:
The ASTRA MILITARUM keyword is used in the following Kasrkin datacards:
4. DIAGNOSTICATOR [2EP]
KASRKIN COMBAT MEDIC operative only. The operative gains the following ability for the battle:1. PLASTEEL ARMOUR ENHANCEMENT [1EP]
KASRKIN DEMO-TROOPER operative only. The operative gains the following ability for the battle:6. KASRKIN SURVEYOR [2EP]
KASRKIN RECON-TROOPER operative only. The operative gains the following ability for the battle:2. TACTICAL VOX-NET [3EP]
KASRKIN VOX-TROOPER operative only. The operative gains the following ability for the battle: