Kasrkin

Amongst Cadia’s most elite warriors, the Kasrkin are trained from birth in the art of war. Clad in carapace armour and bearing a wide range of specialist wargear, they are the special forces of the Cadian regiments, tasked with completing nigh impossible missions in the defence and furtherance of the Imperial cause.

Books

BookKindEditionVersionLast update
  Kasrkin
  KasrkinFaction31.2April 2025

Kasrkin Kill Team

Below you will find a list of the operatives that make up a KASRKIN kill team, including, where relevant, any weapons specified for that operative.

Operatives


  • 1 KASRKIN SERGEANT operative 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:
Other than TROOPER operatives, your kill team can only include each operative on this list once.


* You cannot select more than four of these operatives combined.

Some KASRKIN rules refer to a ‘hot-shot weapon’. This is a ranged weapon that includes ‘hot-shot’ in its name, e.g. hot-shot lasgun, all profiles of a hot-shot marksman rifle, etc.


Marker/Token Guide

Medic token

Tactical Command token

Auspex Scan token

Melta Mine marker

Relics of Cadia token

Clearance Sweep marker

Faction Rules

Skill at Arms

The Kasrkin go where they are needed. Battle-hardened, uncompromising and equipped with the best weapons available, these elites pursue their objectives with professionalism, hard-won experience and rigid determination.

STRATEGIC GAMBIT. Select a SKILL AT ARMS for friendly KASRKIN operatives to have until the Ready step of the next Strategy phase.

Light ’Em Up
Establishing overlapping fields of fire as they advance, the Kasrkin react to any enemy movement with a lethal volley of fire.
Whenever a friendly KASRKIN operative is shooting, its ranged weapons have the Severe weapon rule if any of the following are true for the target:

Strike Fast
Kasrkin pride themselves upon their physical fitness and can cover ground swiftly, even when carrying heavy combat gear.
Whenever a friendly KASRKIN operative is performing the Reposition action, add 1" to its Move stat.

Ice In Your Veins
All Cadians are subjected to a lifetime of war. Those chosen to join the ranks of the elite Kasrkin are amongst the hardiest.
Whenever a friendly KASRKIN operative is fighting or retaliating, or an operative is shooting it, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

For Cadia!
All Kasrkin strive to uphold the honour of their dead homeworld.
Add 1 to the Atk stat of friendly KASRKIN operatives’ melee weapons (to a maximum of 4). Whenever a friendly KASRKIN operative is fighting, the first time you strike during that sequence, inflict 1 additional damage.

Strategy Ploys

ELIMINATION PATTERN

Having already outmanoeuvred the foe, the Kasrkin attempt to fell their target in a single volley.

Whenever a friendly KASRKIN operative is shooting with a hot-shot weapon against an operative that’s not in cover or is being scanned (see RECON-TROOPER), that weapon has the Piercing Crits 1 weapon rule, or Piercing 1 instead if it’s a hot-shot volley gun.
ENGAGE FROM COVER

Kasrkin are used to being outnumbered and outgunned, using cover to avoid incoming fire as they engage.

Whenever an operative is shooting a friendly KASRKIN operative that’s in cover, you can re-roll one of your defence dice.
CLEARANCE SWEEP

The Kasrkin advance steadily towards their objectives, clearing the battlefield of enemies quadrant by quadrant.

Place your Clearance Sweep marker in the killzone. Whenever a friendly KASRKIN operative within 5" horizontally of that marker is shooting an operative also within 5" horizontally of that marker, that friendly operative’s weapons have the Ceaseless weapon rule. In the Ready step of the next Strategy phase, remove that marker.
RELOCATE

The Kasrkin are always on the move, advancing swiftly across the battlefield to take up new firing positions.

Select one friendly KASRKIN operative that’s more than 3" from enemy operatives. That operative, and each other friendly KASRKIN operative that’s both within 3" of that operative and more than 3" from enemy operatives, can immediately perform a free Dash action in an order of your choice. You cannot use this ploy during the first turning point.

Firefight Ploys

SEIZE THE INITIATIVE

Kasrkin squads are bold and decisive, acting with speed and clarity even in the confusion of battle.

Use this firefight ploy at the end of the firefight phase (excluding the final Firefight phase). In the Initiative step of the next Strategy phase, after rolling off to decide initiative, you can do one of the following:
  • Re-roll your dice.
  • Force your opponent to re-roll their dice.
NEUTRALISE TARGET

Designating an exposed enemy operative as a priority target, this operative levels their weapon and fires a volley of rounds.

Use this firefight ploy after rolling your attack dice for a friendly KASRKIN operative, if it’s shooting an operative that’s expended and is either not in cover or is being scanned (see RECON-TROOPER). You can re-roll any of your attack dice.
COVER RETREAT

Should a Kasrkin soldier need to retreat, their allies may lay down a withering barrage of covering fire.

Use this firefight ploy when a friendly KASRKIN operative performs the Fall Back action while visible to and within 6" of another ready friendly KASRKIN operative that’s not within control range of enemy operatives. After that friendly operative has finished moving, but before that Fall Back action ends, that other friendly operative can immediately perform a free Shoot action.
GIVE NO GROUND

Hardened by a lifetime spent defending the Imperium from the horrific denizens of the Eye of Terror, the Kasrkin demonstrate unwavering discipline in the face of the enemy.

Use this firefight ploy during a friendly KASRKIN operative’s activation, or at the end of the Firefight phase. Select one of your mission markers or an objective marker. Until the end of that activation or until the start of the next turning point respectively, if the total APL of friendly KASRKIN operatives that contest that marker is 2, and the total APL of enemy operatives that contest it is the same, friendly KASRKIN operatives control that marker.

Faction Equipment

FOREGRIP

Fitted under the barrel of the gun, this foregrip helps stabilise the bearer’s weapon, improving its handling at close range.

Whenever a friendly KASRKIN operative is shooting an operative within 3" of it, ranged weapons on its datacard (excluding weapons that include ‘pistol’ in their name, e.g. hot-shot laspistol, all profiles of a plasma pistol, etc.) have the Accurate 1 weapon rule.
RELICS OF CADIA

Small personal effects remind the Kasrkin of their homeworld, those they have lost, and that which they fight for.

Once per turning point, when a friendly KASRKIN operative is shooting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.
LONG-RANGE SCOPE

This weapon is fitted with a marksman’s scope, enabling great accuracy even at long range.

Whenever a friendly KASRKIN operative is shooting an operative more than 6" from it, that friendly operative’s hot-shot weapons have the Saturate weapon rule.
COMBAT DAGGERS

When close combat is required, the Kasrkin turn to their combat daggers in order to silence the enemy.

Friendly KASRKIN operatives have the following melee weapon:

Combat dagger

 
NAME
ATK
HIT
DMG
Combat dagger
3
4+
3/4

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.

APL
3
MOVE
6"
SAVE
4+
WOUNDS
9
 
NAME
ATK
HIT
DMG
WR
Bolt pistol
Bolt pistol
4
3+
3/4
Range 8"Range 8"
Hot-shot lasgun
Hot-shot lasgun
4
3+
3/4
-
Hot-shot laspistol
Hot-shot laspistol
4
3+
3/4
Range 8"Range 8"
Plasma pistol (standard)
Plasma pistol (standard)
4
3+
3/5
Range 8", Piercing 1Range 8", Piercing 1
Plasma pistol (supercharge)
Plasma pistol (supercharge)
4
3+
4/5
Range 8", Hot, Lethal 5+, Piercing 1Range 8", Hot, Lethal 5+, Piercing 1
Chainsword
Chainsword
4
3+
4/5
-
Gun butt
Gun butt
3
3+
2/3
-
Power weapon
Power weapon
4
3+
4/6
-

TACTICAL COMMAND0AP

Select one friendly KASRKIN operative, then select one SKILL AT ARMS for that operative to have until the Ready step of the next Strategy phase. This can be in addition to any SKILL AT ARMS it already has, but they cannot be the same.

Alternatively, instead of resolving the above effect, if your Clearance Sweep marker is in the killzone, you can remove it and place it again.

This operative cannot perform this action while within control range of an enemy operative.
KASRKIN, IMPERIUM, ASTRA MILITARUM, LEADER, SERGEANT
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot-shot lasgun
Hot-shot lasgun
4
3+
3/4
-
Gun butt
Gun butt
3
4+
2/3
-
Medic!: The first time during each turning point that another friendly KASRKIN operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a Shoot action and this operative would be a primary or secondary target.

MEDIKIT0AP

Select one friendly KASRKIN operative within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.
KASRKIN, IMPERIUM, ASTRA MILITARUM, MEDIC, COMBAT MEDIC
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot-shot laspistol
Hot-shot laspistol
4
3+
3/4
Range 8"Range 8"
Gun butt
Gun butt
3
4+
2/3
-
Melta Mine: This operative is carrying your Melta Mine marker. It can perform the Pick Up Marker action on that marker, and whenever it performs the Place Marker action on that marker, it can immediately perform a free Dash action. That marker cannot be placed within an enemy operative’s control range (if this operative is incapacitated while carrying that marker and that marker cannot be placed, it’s removed with this operative).
Proximity Mine: The first time your Melta Mine marker is within another operative’s control range, remove that marker and inflict 2D6+3 damage on that operative; if it isn’t incapacitated, end its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Note that this operative is ignored for these effects (i.e. it cannot set it off or take damage from that marker).
Blast Padding: Whenever an operative is shooting this operative with a weapon that has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice. In addition, this operative isn’t affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.
KASRKIN, IMPERIUM, ASTRA MILITARUM, DEMO-TROOPER
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Flamer
Flamer
4
2+
3/3
Range 8", Saturate, Torrent 2"Range 8", Saturate, Torrent 2"
Grenade launcher (frag)
Grenade launcher (frag)
4
3+
2/4
Blast 2"Blast 2"
Grenade launcher (krak)
Grenade launcher (krak)
4
3+
4/5
Piercing 1Piercing 1
Hot-shot volley gun (focused)
Hot-shot volley gun (focused)
5
3+
3/4
Piercing Crits 1Piercing Crits 1
Hot-shot volley gun (sweeping)
Hot-shot volley gun (sweeping)
4
3+
3/4
Piercing Crits 1, Torrent 1"Piercing Crits 1, Torrent 1"
Meltagun
Meltagun
4
3+
6/3
Range 6", Devastating 4, Piercing 2Range 6", Devastating 4, Piercing 2
Plasma gun (standard)
Plasma gun (standard)
4
3+
4/6
Piercing 1Piercing 1
Plasma gun (supercharge)
Plasma gun (supercharge)
4
3+
5/6
Hot, Lethal 5+, Piercing 1Hot, Lethal 5+, Piercing 1
Gun butt
Gun butt
3
4+
2/3
-
KASRKIN, IMPERIUM, ASTRA MILITARUM, GUNNER
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot-shot lasgun
Hot-shot lasgun
4
3+
3/4
-
Gun butt
Gun butt
3
4+
2/3
-
Reconnoitre Killzone: The Relocate strategy ploy costs you 0CP if this operative is the selected friendly KASRKIN operative.

AUSPEX SCAN1AP

Until the start of this operative’s next activation or until it’s incapacitated (whichever comes first), whenever an enemy operative is within 8" of this operative, that enemy operative is being scanned. Whenever a friendly KASRKIN operative is shooting an enemy operative that’s being scanned, that enemy operative cannot be obscured

This operative cannot perform this action while within control range of an enemy operative.
KASRKIN, IMPERIUM, ASTRA MILITARUM, RECON-TROOPER
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot-shot marksman rifle (concealed)
Hot-shot marksman rifle (concealed)
4
2+
3/3
Devastating 3, Heavy, Silent, Concealed Position*Devastating 3, Heavy, Silent, Concealed Position*
Hot-shot marksman rifle (mobile)
Hot-shot marksman rifle (mobile)
4
3+
3/4
-
Hot-shot marksman rifle (stationary)
Hot-shot marksman rifle (stationary)
4
2+
3/3
Devastating 3, HeavyDevastating 3, Heavy
Gun butt
Gun butt
3
4+
2/3
-
Camo Cloak: Whenever an operative is shooting this operative:
  • Ignore the Saturate weapon rule.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn’t cumulative with improved cover saves from Vantage terrain.
*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.
KASRKIN, IMPERIUM, ASTRA MILITARUM, SHARPSHOOTER
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot-shot lasgun
Hot-shot lasgun
4
3+
3/4
-
Gun butt
Gun butt
3
4+
2/3
-
Adaptive Equipment: You can do each of the following once per turning point:
  • One friendly KASRKIN TROOPER operative can perform the Smoke Grenadeaction.
  • One friendly KASRKIN TROOPER operative can perform the Stun Grenadeaction.
The rules for these actions are found in universal equipment. Performing these actions using this rule doesn’t count towards their action limits (i.e. if you also select those grenades from equipment).
KASRKIN, IMPERIUM, ASTRA MILITARUM, TROOPER
⌀28mm


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.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
8
 
NAME
ATK
HIT
DMG
WR
Hot-shot lasgun
Hot-shot lasgun
4
3+
3/4
-
Gun butt
Gun butt
3
4+
2/3
-

BATTLE COMMS1AP

Select one other friendly KASRKIN operative. Until the end of that operative’s next activation, add 1 to its APL stat (to a maximum of 3 after all APL stat changes have been totalled).

This operative can perform this action twice during its activation, but cannot perform this action while within control range of an enemy operative.
KASRKIN, IMPERIUM, ASTRA MILITARUM, VOX-TROOPER
⌀28mm
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

AUSPEX SCAN1AP

Until the start of this operative’s next activation or until it’s incapacitated (whichever comes first), whenever an enemy operative is within 8" of this operative, that enemy operative is being scanned. Whenever a friendly KASRKIN operative is shooting an enemy operative that’s being scanned, that enemy operative cannot be obscured

This operative cannot perform this action while within control range of an enemy operative.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
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 or parts of the active operative’s miniature 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 and parts 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.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
Saturate
The defender cannot retain cover saves.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
Skill at Arms

The Kasrkin go where they are needed. Battle-hardened, uncompromising and equipped with the best weapons available, these elites pursue their objectives with professionalism, hard-won experience and rigid determination.

STRATEGIC GAMBIT. Select a SKILL AT ARMS for friendly KASRKIN operatives to have until the Ready step of the next Strategy phase.

Light ’Em Up
Establishing overlapping fields of fire as they advance, the Kasrkin react to any enemy movement with a lethal volley of fire.
Whenever a friendly KASRKIN operative is shooting, its ranged weapons have the Severe weapon rule if any of the following are true for the target:

Strike Fast
Kasrkin pride themselves upon their physical fitness and can cover ground swiftly, even when carrying heavy combat gear.
Whenever a friendly KASRKIN operative is performing the Reposition action, add 1" to its Move stat.

Ice In Your Veins
All Cadians are subjected to a lifetime of war. Those chosen to join the ranks of the elite Kasrkin are amongst the hardiest.
Whenever a friendly KASRKIN operative is fighting or retaliating, or an operative is shooting it, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

For Cadia!
All Kasrkin strive to uphold the honour of their dead homeworld.
Add 1 to the Atk stat of friendly KASRKIN operatives’ melee weapons (to a maximum of 4). Whenever a friendly KASRKIN operative is fighting, the first time you strike during that sequence, inflict 1 additional damage.
CLEARANCE SWEEP

The Kasrkin advance steadily towards their objectives, clearing the battlefield of enemies quadrant by quadrant.

Place your Clearance Sweep marker in the killzone. Whenever a friendly KASRKIN operative within 5" horizontally of that marker is shooting an operative also within 5" horizontally of that marker, that friendly operative’s weapons have the Ceaseless weapon rule. In the Ready step of the next Strategy phase, remove that marker.

The IMPERIUM keyword is used in the following Kasrkin datacards:

The ASTRA MILITARUM keyword is used in the following Kasrkin datacards:

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Place Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
RELOCATE

The Kasrkin are always on the move, advancing swiftly across the battlefield to take up new firing positions.

Select one friendly KASRKIN operative that’s more than 3" from enemy operatives. That operative, and each other friendly KASRKIN operative that’s both within 3" of that operative and more than 3" from enemy operatives, can immediately perform a free Dash action in an order of your choice. You cannot use this ploy during the first turning point.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
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 or parts of the active operative’s miniature 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 and parts 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.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

SMOKE GRENADE 1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it’s obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

STUN GRENADE 1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025