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  Kill Team: Shadowvaults (Kasrkin)
  Kill Team: Shadowvaults (Kasrkin)Expansion21.0December 2022


Kasrkin Kill Team

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.

Operatives

  • 1 KASRKIN SERGEANT operative equipped 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:
    • KASRKIN COMBAT MEDIC
    • KASRKIN DEMO-TROOPER
    • KASRKIN GUNNER equipped with a gun butt and flamer
    • KASRKIN GUNNER equipped with a gun butt and grenade launcher
    • KASRKIN GUNNER equipped with a gun butt and hot-shot volley gun
    • KASRKIN GUNNER equipped with a gun butt and meltagun
    • KASRKIN GUNNER equipped with a gun butt and plasma gun
    • KASRKIN RECON-TROOPER
    • KASRKIN SHARPSHOOTER
    • KASRKIN TROOPER
    • KASRKIN VOX-TROOPER
Other than KASRKIN TROOPER operatives, your kill team can only include each operative above once.

Your kill team can include no more than four KASRKIN GUNNER and KASRKIN SHARPSHOOTER operatives combined.

Ability

Below, you will find a common ability of the KASRKIN kill team.

Elite

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. For each point you spend, add 1 to the dice result and reduce the number of Elite points in your pool by 1.

For example, a friendly KASRKIN operative makes a shooting attack. In the Roll Attack Dice step of that shooting attack, you roll four attack dice and the results are 1, 2, 4 and 6. You spend 2 Elite points to increase the result of one of your attack dice, modifying a 2 into a 4. Note that you cannot spend Elite points to modify more than one dice from the roll.

Strategic Ploys

If your faction is KASRKIN, you can use the following Strategic Ploys during a game.

ELIMINATION PATTERN1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly KASRKIN operative makes a shooting attack with a hot-shot weapon (excluding the Snipe profile) against a target that is not in Cover, that weapon gains the P1 critical hit rule for that shooting attack. A hot-shot weapon is a ranged weapon that includes ‘hot-shot’ in its name, e.g. hot-shot lasgun etc.
SAFEGUARD1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly KASRKIN operative, if it is in Cover, you can re-roll any or all of your defence dice results of 1.
CLEARANCE SWEEP1CP
Strategic Ploy
Place one of your Clearance Sweep tokens anywhere in the killzone. Each time a shooting attack is made by a friendly KASRKIN operative within 2 horizontally of that token against a target within 2 horizontally of that token, in the Roll Attack Dice step of that shooting attack, you can spend 1 Elite point for free during that shooting attack (even if you don’t have any in your pool). At the end of the Turning Point, remove that token.
REPOSITION1CP
Strategic Ploy
Select one friendly KASRKIN operative that is more than from enemy operatives. That operative, and all other friendly KASRKIN operatives within of that operative and more than from enemy operatives, can immediately perform a free Dash action. You cannot use this Strategic Ploy during the first Turning Point.

Tactical Ploys

If your faction is KASRKIN, you can use the following Tactical Ploys during a game.

COVER RETREAT1CP
Tactical Ploy
Use this Tactical Ploy when a friendly KASRKIN operative is activated. Until the end of that activation, while that operative is Visible to and within of another friendly KASRKIN operative that is not within Engagement Range of an enemy operative, that activated KASRKIN operative can perform the Fall Back action for one less action point (to a minimum of 0AP).
NEUTRALISE TARGET1CP
Tactical Ploy
Use this Tactical Ploy after rolling attack dice for a shooting attack made by a friendly KASRKIN operative. If the target of that attack is not ready and either has an Engage order or is not in Cover, you can re-roll any or all of your attack dice for that shooting attack.
SEIZE THE INITIATIVE1CP
Tactical Ploy
Use this Tactical Ploy after rolling off to determine initiative. You can re-roll your dice.
FOR CADIA!1CP
Tactical Ploy
Use this Tactical Ploy when a friendly KASRKIN operative is activated. Until the end of the Turning Point:
  • Add 1 to both Damage characteristics of a gun butt that operative is equipped with (if any).
  • Each time that operative would lose a wound, roll one D6: on a 5+, that wound is not lost.

Tac Ops

If your faction is KASRKIN, you can use the Kasrkin Tac Ops listed below, as specified in the mission sequence.

VITAL OBJECTIVE
Kasrkin – Faction Tac Op 1
Reveal this Tac Op in the Target Reveal step of any Turning Point after the first. If this Tac Op is revealed, at the end of the Target Reveal step of each Turning Point, select one objective marker that friendly operatives do not control to be your Vital objective marker until the start of the next Turning Point.
  • At the end of any Turning Point, if friendly operatives control your Vital objective marker, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
STAND FAST
Kasrkin – Faction Tac Op 2
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • At the end of any Turning Point, if friendly operatives control two or more objective markers, and friendly operatives control more objective markers than enemy operatives control, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
SECURE ZONE
Kasrkin – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point. If this Tac Op is revealed, at the end of the Target Reveal step of each Turning Point, place one of your Secure Zone tokens anywhere in the killzone that is more than from your drop zone and within 2 horizontally of an enemy operative. At the start of the next Turning Point, remove that token.
  • At the end of any Turning Point, if a friendly operative is within 2 horizontally of your Secure Zone token and no enemy operatives are within 2 horizontally of your Secure Zone token, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.

Spec Ops Rules

Below, you will find a selection of rules for Spec Ops campaigns in which you have selected KASRKIN as your Faction keyword.

Battle Honours

Each time a KASRKIN operative gains a Battle Honour, instead of determining one from its specialism, you can determine one from the Kasrkin Specialist table below. You can either roll one D6 to randomly determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a different result is rolled).

KASRKIN SPECIALIST
D6Specialism
1War-hardened: The first time an enemy operative is incapacitated by this operative in each battle, add 1 Elite point to your pool.
2Vengeful: Each time this operative fights in combat or makes a shooting attack against an enemy operative that does not have the IMPERIUM keyword, before rolling your attack dice, you can retain one as a successful normal hit without rolling it.
3Resolute: While this operative is carrying or within of an objective marker, each time a shooting attack is made against it, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
4Kill shot: Select one of the ranged weapons this operative is equipped with (if the weapon has more than one profile, select one of those profiles). Add 1 to its Critical Damage characteristic.
5Sharp Instincts: Each time this operative makes a shooting attack, enemy operatives must be more than 2 (instead of ) from this operative to be in Cover.
6Independent Equipage: Before the battle, when selecting equipment from your stash, you can select one item of equipment to equip this operative with for one less equipment point (to a minimum of 0EP).

Rare Equipment

Each time you would determine an item of rare equipment to add to your stash, if your faction is KASRKIN, you can determine one from the table below instead of determining one from another source. To do so, you can either roll one D6 to randomly determine the rare equipment (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled, roll again until a different result is rolled).

1. PLASTEEL ARMOUR ENHANCEMENT [1EP]

KASRKIN DEMO-TROOPER operative only. The operative gains the following ability for the battle:

Plasteel Armour Enhancement: Each time a shooting attack is made against this operative, in the Resolve Successful Hits step of that shooting attack, each time an attack dice would inflict Critical Damage on this operative, you can choose for that attack dice to inflict Normal Damage instead.

2. TACTICAL VOX-NET [3EP]

KASRKIN VOX-TROOPER operative only. The operative gains the following ability for the battle:

Tactical Vox-net: At the end of each Roll Attack Dice step, roll one D6 for each Elite point you spent in that step. On a 6, you gain 1 Elite point.

3. MEMENTO OF CADIA [4EP]

The operative gains the following ability for the battle:

Memento of Cadia: Once during the battle, when this operative is activated, you can use this ability. If you do so, until the end of its activation, this operative can perform two Shoot actions during its activation.

4. DIAGNOSTICATOR [2EP]

KASRKIN COMBAT MEDIC operative only. The operative gains the following ability for the battle:

Diagnosticator:

  • Each time this operative performs the Combat Stimms action, the friendly operative selected regains D3+3 lost wounds (instead of 2D3).
  • After the battle, in the Update Dataslates step, if this operative was not incapacitated during the battle, you can re-roll two Casualty tests as a result of this MEDIC operative, rather than one.

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:

Kasrkin Surveyor: Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).


Strategic Assets

Each time you would add a strategic asset to your base of operations, if your faction is KASRKIN, you can select one from the list below instead of selecting one from another source. As with any strategic asset, you can never have more than one of each.

MISSION COMMAND

As 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 UNIT

An 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 CADIA

A 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.


Requisitions

In a Spec Ops campaign, if your faction is KASRKIN, you can use the following Requisitions in addition to those presented in other sources.

ASSESS AND OPTIMISE1RP

When the kill team is assigned to a new operation, they assess and optimise their operating parameters to maximise success.

Purchase this Requisition before a game, when your kill team is assigned to a Spec Op. You can immediately use the Asset Acquired and Equipment Drop Requisitions once each without spending any additional Requisition points. You cannot use this Requisition again until your kill team is assigned to a new Spec Op.
DEEDS OF THE FALLEN1RP

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.

Purchase this Requisition when a friendly KASRKIN operative gains a Battle Scar and is slain. Each other friendly KASRKIN operative on your dataslate earns 1XP.
ELITE COMPATRIOTS2RP

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.

Purchase this Requisition when you add a friendly KASRKIN operative to your dataslate. That operative earns 6XP.

Spec Ops

Each time you would select a Spec Op for your kill team to be assigned to, if your faction is KASRKIN, you can select one from those found below instead of selecting one from another source.

Neutralise Threat

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.

OPERATION 1: ENGAGE ON SIGHT

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.

OPERATION 2: CRIPPLE BASE

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.

COMMENDATION

SPEC OPS BONUS
For the purposes of a mission’s Spec Ops bonus, this Spec Op is considered a ‘Purge Order’ Spec Op.

Special Forces

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.

OPERATION 1: ADVANCED WARFARE

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.

COMMENDATION

SPEC OPS BONUS
None.

Equipment

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:

Foregrip: Each time this operative performs an Overwatch action, for that action’s shooting attack, do not worsen the Ballistic Skill characteristic of a hot-shot lasgun it is equipped with as a result of performing an Overwatch action.

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:

Long-range Scope: Each time a friendly operative makes a shooting attack with this weapon against a target more than from it, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, this weapon gains the No Cover special rule for that shooting attack.

ADRENALINE SHOT [1EP]

The operative gains the following ability for the battle:

Adrenaline Shot: Once per battle, when this operative is activated, you can use this ability. If you do so, until the end of the activation, you can ignore any or all modifiers to this operative’s APL and Movement characteristics.

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:

DECOY GRENADE1AP

Select one point in the killzone within of this operative. Roll one D6 for each operative within 2 of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, until the end of the Turning Point, that operative cannot perform Guard or Overwatch actions (if they are already on guard, they are no longer on guard). This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.

STUN GRENADE [3EP]

The operative can perform the following action for the battle:

STUN GRENADE1AP

Select one point in the killzone within of this operative. Roll one D6 for each operative within of that point, subtracting 1 from the result if that operative is not Visible to this operative. On a 4+, subtract 1 from that operative’s APL. This operative can only perform this action once, and cannot perform this action while within Engagement Range of an enemy operative.


Datacards


Kasrkin Sergeant

Leaders of Kasrkin kill teams, sergeants are extremely skilled and experienced soldiers who lead from the front. They experience all the same hardships as those who follow them, and are unflappable figures of authority who know how to get the best out of their troops.

Kasrkin Sergeant

Leaders of Kasrkin kill teams, sergeants are extremely skilled and experienced soldiers who lead from the front. They experience all the same hardships as those who follow them, and are unflappable figures of authority who know how to get the best out of their troops.

M APL GA DF SV W Base
3 2 1 3 4+ 8 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 , AP1Rng , AP1-
 - Supercharge
 - Supercharge
4
3+
5/6
Rng , AP2, HotRng , AP2, Hot-
Chainsword
Chainsword
4
3+
4/5
CeaselessCeaseless-
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.
-
ABILITIES
Leadership: In each Strategy phase, add 2 Elite points to your pool.
UNIQUE ACTIONS
-
DATACARD-RELATED
ELIMINATION PATTERN , EMPEROR’S LIGHT , Foregrip
KASRKIN, IMPERIUM, ASTRA MILITARUM, LEADER, KASRKIN SERGEANT
KASRKIN, IMPERIUM, ASTRA MILITARUM, LEADER, KASRKIN SERGEANT


Kasrkin Combat Medic

Though the Kasrkin place great pride in being able to fight on, even if wounded, many kill teams include combat medics. These Kasrkin have additional training and equipment to treat the injured and return them to the fight as soon as possible.

Kasrkin Combat Medic

Though the Kasrkin place great pride in being able to fight on, even if wounded, many kill teams include combat medics. These Kasrkin have additional training and equipment to treat the injured and return them to the fight as soon as possible.

M APL GA DF SV W Base
3 2 1 3 4+ 7 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.
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.
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.
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.
DATACARD-RELATED
ELIMINATION PATTERN , DIAGNOSTICATOR , EMPEROR’S LIGHT , Foregrip
KASRKIN, IMPERIUM, ASTRA MILITARUM, MEDIC, KASRKIN COMBAT MEDIC
KASRKIN, IMPERIUM, ASTRA MILITARUM, MEDIC, KASRKIN COMBAT MEDIC


Kasrkin Demo-trooper

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.

Kasrkin Demo-trooper

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+ 7 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*. !MW3AP2, 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). 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.
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.
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). 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.
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.
DATACARD-RELATED
ELIMINATION PATTERN , PLASTEEL ARMOUR ENHANCEMENT
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN DEMO-TROOPER
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN DEMO-TROOPER


Kasrkin Gunner

These specialists receive additional training in using a range of different weapons, whether they be flamers for burning foes from cover, hot-shot volley guns for scything through enemy heavy infantry, or meltaguns for burning into the toughest armour.

Kasrkin Gunner

These specialists receive additional training in using a range of different weapons, whether they be flamers for burning foes from cover, hot-shot volley guns for scything through enemy heavy infantry, or meltaguns for burning into the toughest armour.

M APL GA DF SV W Base
3 2 1 3 4+ 7 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
AP1AP1-
Hot-shot volley gun
Hot-shot volley gun
5
4+
3/4
Fusillade. !P1FusilladeP1
Meltagun
Meltagun
4
4+
6/3
Rng , AP2. !MW4Rng , AP2MW4
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
AP1AP1-
 - Supercharge
 - Supercharge
4
4+
5/6
AP2, HotAP2, Hot-
Gun butt
Gun butt
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
-
-
ABILITIES
-
UNIQUE ACTIONS
-
DATACARD-RELATED
ELIMINATION PATTERN
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN GUNNER
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN GUNNER


Kasrkin Recon-trooper

With their advanced auspex systems, these Kasrkin are the eyes and ears of their kill teams. They can detect enemy troops and ambushes from significant distances, and can scan local terrain and analyse ambient sounds for dangers.

Kasrkin Recon-trooper

With their advanced auspex systems, these Kasrkin are the eyes and ears of their kill teams. They can detect enemy troops and ambushes from significant distances, and can scan local terrain and analyse ambient sounds for dangers.

M APL GA DF SV W Base
3 2 1 3 4+ 7 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.
Warden Auspex (1AP): Select one enemy operative. Until the end of the Turning Point, each time a friendly KASRKIN operative makes a shooting attack against that enemy operative, the ranged weapon that friendly operative is equipped with gains the No Cover special rule for that shooting attack, and that enemy operative is not treated as being in Cover for the specified Cover purposes of the Elimination Pattern Strategic Ploy and Neutralise Target Tactical Ploy. This operative cannot perform this action while within Engagement Range of an enemy operative.
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.
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 against that enemy operative, the ranged weapon that friendly operative is equipped with gains the No Cover special rule for that shooting attack, and that enemy operative is not treated as being in Cover for the specified Cover purposes of the Elimination Pattern Strategic Ploy and Neutralise Target Tactical Ploy. This operative cannot perform this action while within Engagement Range of an enemy operative.
DATACARD-RELATED
ELIMINATION PATTERN , EMPEROR’S LIGHT , KASRKIN SURVEYOR , Foregrip
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN RECON-TROOPER
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN RECON-TROOPER


Kasrkin Sharpshooter

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.

Kasrkin Sharpshooter

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+ 7 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. !MW3Heavy, SilentMW3
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.
-
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.
UNIQUE ACTIONS
-
DATACARD-RELATED
ELIMINATION PATTERN
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN SHARPSHOOTER
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN SHARPSHOOTER


Kasrkin Trooper

The rank and file of Kasrkin squads, these soldiers are consummate professionals. Many have seen action in the harshest of killzones and emerged victorious.

Kasrkin Trooper

The rank and file of Kasrkin squads, these soldiers are consummate professionals. Many have seen action in the harshest of killzones and emerged victorious.

M APL GA DF SV W Base
3 2 1 3 4+ 7 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).
-
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).
UNIQUE ACTIONS
-
DATACARD-RELATED
ELIMINATION PATTERN , EMPEROR’S LIGHT , Foregrip
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN TROOPER
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN TROOPER


Kasrkin Vox-trooper

Carrying advanced vox systems, these Kasrkin are their kill team’s link with higher command. It is their job to relay orders and intelligence between senior officers and their comrades, all of whom wear their own vox-links for quick, intra-squad communication.

Kasrkin Vox-trooper

Carrying advanced vox systems, these Kasrkin are their kill team’s link with higher command. It is their job to relay orders and intelligence between senior officers and their comrades, all of whom wear their own vox-links for quick, intra-squad communication.

M APL GA DF SV W Base
3 2 1 3 4+ 7 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
-
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.
ABILITIES
-
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.
DATACARD-RELATED
ELIMINATION PATTERN , TACTICAL VOX-NET , EMPEROR’S LIGHT , Foregrip
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN VOX-TROOPER
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN VOX-TROOPER

The KASRKIN SERGEANT keyword is used in the following Kasrkin datacards:

The KASRKIN COMBAT MEDIC keyword is used in the following Kasrkin datacards:

The KASRKIN DEMO-TROOPER keyword is used in the following Kasrkin datacards:

The KASRKIN GUNNER keyword is used in the following Kasrkin datacards:

The KASRKIN RECON-TROOPER keyword is used in the following Kasrkin datacards:

The KASRKIN SHARPSHOOTER keyword is used in the following Kasrkin datacards:

The KASRKIN TROOPER keyword is used in the following Kasrkin datacards:

The KASRKIN VOX-TROOPER keyword is used in the following Kasrkin datacards:

Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Px
Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
ASSET ACQUIRED1RP

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.

Purchase this Requisition before or after a game. Add one strategic asset to your base of operations.
EQUIPMENT DROP1RP

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.

Purchase this Requisition before or after a game. Select up to 5 points worth of your faction’s equipment and add it to your stash.
SECURE ZONE
Kasrkin – Faction Tac Op 3
You can reveal this Tac Op in the Target Reveal step of any Turning Point. If this Tac Op is revealed, at the end of the Target Reveal step of each Turning Point, place one of your Secure Zone tokens anywhere in the killzone that is more than from your drop zone and within 2 horizontally of an enemy operative. At the start of the next Turning Point, remove that token.
  • At the end of any Turning Point, if a friendly operative is within 2 horizontally of your Secure Zone token and no enemy operatives are within 2 horizontally of your Secure Zone token, you score 1VP.
  • If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
EXECUTION
Seek & Destroy – Tac Op
Reveal this Tac Op at the end of any Turning Point in which more enemy operatives than friendly operatives were incapacitated during that Turning Point.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during two or more Turning Points, you score 1VP.
  • At the end of the battle, if more enemy operatives than friendly operatives were incapacitated during three or more Turning Points, you score 1VP.
ROUT
Seek & Destroy – Tac Op
You can reveal this Tac Op in the Target Reveal step of any Turning Point.
  • If an enemy operative is incapacitated by a friendly operative that is within of your opponent’s drop zone, you score 1VP.
  • If you achieve the first condition in any subsequent Turning Points, you score 1VP.
SEIZE GROUND
Security – Tac Op
Reveal this Tac Op in the Target Reveal step of the first Turning Point. Select one terrain feature that is more than from your drop zone and includes any parts with the Heavy trait.
  • At the end of the battle, if the total APL of friendly operatives within of that terrain feature is greater than that of enemy operatives, you score 1VP.
  • If you achieve the first condition, there are no enemy operatives on or within of that terrain feature, and the total APL of friendly operatives within of that terrain feature is 4 or more, you score 1VP.
No Cover
Each time a friendly operative makes a shooting attack with this weapon, for that shooting attack, defence dice cannot be automatically retained as a result of Cover (they must be rolled instead).
Modifying Characteristics
Some rules will modify the characteristics of an operative and/or their weapons. All modifiers to a characteristic are cumulative.

If a characteristic refers to the result required when rolling a D6 (i.e. Save, Ballistic Skill and Weapon Skill), the modifier will specify to improve or worsen the characteristic. As a lower result is a better characteristic, the modifier should be applied accordingly. For example, if a Ballistic Skill of 4+ is worsened by 1, it would be modified to a 5+.

If an operative’s APL is modified, it lasts until the end of its current or next activation (whichever comes first). Regardless of how many APL modifiers an operative is affected by, the total modification can never be more than -1 or +1 from its normal APL. For example, if an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, until the end of its next activation it would have an APL of 3.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Hot
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each attack dice result of 1 that is discarded, that operative suffers three mortal wounds.
Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
ELIMINATION PATTERN1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly KASRKIN operative makes a shooting attack with a hot-shot weapon (excluding the Snipe profile) against a target that is not in Cover, that weapon gains the P1 critical hit rule for that shooting attack. A hot-shot weapon is a ranged weapon that includes ‘hot-shot’ in its name, e.g. hot-shot lasgun etc.

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:

Foregrip: Each time this operative performs an Overwatch action, for that action’s shooting attack, do not worsen the Ballistic Skill characteristic of a hot-shot lasgun it is equipped with as a result of performing an Overwatch action.

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:

Diagnosticator:
  • Each time this operative performs the Combat Stimms action, the friendly operative selected regains D3+3 lost wounds (instead of 2D3).
  • After the battle, in the Update Dataslates step, if this operative was not incapacitated during the battle, you can re-roll two Casualty tests as a result of this MEDIC operative, rather than one.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
Splash x
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.

1. PLASTEEL ARMOUR ENHANCEMENT [1EP]

KASRKIN DEMO-TROOPER operative only. The operative gains the following ability for the battle:

Plasteel Armour Enhancement: Each time a shooting attack is made against this operative, in the Resolve Successful Hits step of that shooting attack, each time an attack dice would inflict Critical Damage on this operative, you can choose for that attack dice to inflict Normal Damage instead.
Torrent x
Each time a friendly operative performs a Shoot action or Overwatch action and selects this weapon, after making the shooting attack against the target, it can make a shooting attack with this weapon against each other valid target within x of the original target and each other, x is the distance after the weapon’s Torrent, e.g. Torrent .

  1. An operative performs a Shoot action, selects a ranged weapon with the Torrent special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B and C, determining if they are a valid target as normal.
  3. It cannot make a shooting attack against operative D, as while that operative is within of operative A and C, it is not within of operative B.
Fusillade
Each time a friendly operative performs a Shoot action and selects this weapon, after selecting a valid target, you can select any number of other valid targets within of the original target. Distribute your attack dice between the targets you have selected. Make a shooting attack with this weapon (using the same profile) against each of the targets you have selected using the attack dice you have distributed to each of them.
NEUTRALISE TARGET1CP
Tactical Ploy
Use this Tactical Ploy after rolling attack dice for a shooting attack made by a friendly KASRKIN operative. If the target of that attack is not ready and either has an Engage order or is not in Cover, you can re-roll any or all of your attack dice for that shooting attack.

6. KASRKIN SURVEYOR [2EP]

KASRKIN RECON-TROOPER operative only. The operative gains the following ability for the battle:

Kasrkin Surveyor: Once per Turning Point, during this operative’s activation, it can perform a mission action or the Pick Up action for one less action point (to a minimum of 0AP).
Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Silent
While an operative has a Conceal order, it can perform Shoot actions if this is the ranged weapon (or weapon profile) that is selected for the shooting attack(s).

2. TACTICAL VOX-NET [3EP]

KASRKIN VOX-TROOPER operative only. The operative gains the following ability for the battle:

Tactical Vox-net: At the end of each Roll Attack Dice step, roll one D6 for each Elite point you spent in that step. On a 6, you gain 1 Elite point.
© Vyacheslav Maltsev 2013-2023