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
| Book | Kind | Edition | Version | Last update |
Kasrkin |
Kasrkin | Faction | 3 | APRIL ’26 | April 2026 |
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
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. | | Friendly KASRKIN operatives’ ranged weapons have the Severe weapon rule. |
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| 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. |
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| 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. |
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| 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. |
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Rapid Fire
Ruthlessly drilled and murderously efficient, Kasrkin lay down hails of high-powered fire against the foe.
Each friendly
KASRKIN operative that doesn’t perform an
action in which it moves during its
activation can perform two
Shoot actions (excluding
Guard) during that activation, but a bolt pistol, hot-shot lasgun or hot-shot laspistol must be selected for both of those actions.
Having already outmanoeuvred the foe, the Kasrkin attempt to fell their target in a single volley.
Kasrkin are used to being outnumbered and outgunned, using cover to avoid incoming fire as they engage.
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 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.
Kasrkin squads are bold and decisive, acting with speed and clarity even in the confusion of battle.
Use this firefight ploy at the start of the
Firefight phase. One friendly
KASRKIN operative can immediately perform a 1AP action for free, but it cannot move during that action. You cannot use this ploy if you’re the player with
initiative.
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 either cannot retain any
cover saves or is being
scanned (see
RECON-TROOPER). You can re-roll any of your attack dice.
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 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 (you can change its order to Engage to do so).
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.
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,
fighting or
retaliating, 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 |
| 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 1 | Range 8", Piercing 1 |
| Plasma pistol (supercharge) |
| | Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Range 8", Hot, Lethal 5+, Piercing 1 | Range 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.
Veteran Leadership: Whenever this operative is in the killzone and you use the
SKILL AT ARMS STRATEGIC GAMBIT, you can select one additional
SKILL AT ARMS but they cannot be the same.
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KASRKIN, IMPERIUM, ASTRA MILITARUM, LEADER, SERGEANT
|
⌀28mm |
| 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.
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KASRKIN, IMPERIUM, ASTRA MILITARUM, MEDIC, COMBAT MEDIC
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⌀28mm |
| 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.
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KASRKIN, IMPERIUM, ASTRA MILITARUM, DEMO-TROOPER
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⌀28mm |
| 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 1 | Piercing 1 |
| Hot-shot volley gun (focused) |
| | Hot-shot volley gun (focused) | 5 | 3+ | 3/4 | Piercing Crits 1 | Piercing 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 2 | Range 6", Devastating 4, Piercing 2 |
| Plasma gun (standard) |
| | Plasma gun (standard) | 4 | 3+ | 4/6 | Piercing 1 | Piercing 1 |
| Plasma gun (supercharge) |
| | Plasma gun (supercharge) | 4 | 3+ | 5/6 | Hot, Lethal 5+, Piercing 1 | Hot, Lethal 5+, Piercing 1 |
| Gun butt |
| | Gun butt | 3 | 4+ | 2/3 | - |
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KASRKIN, IMPERIUM, ASTRA MILITARUM, GUNNER
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⌀28mm |
| 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
obscuredThis operative cannot perform this action while within
control range of an enemy operative.
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KASRKIN, IMPERIUM, ASTRA MILITARUM, RECON-TROOPER
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⌀28mm |
| 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, Heavy | Devastating 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.
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KASRKIN, IMPERIUM, ASTRA MILITARUM, SHARPSHOOTER
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⌀28mm |
| 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 Grenade action.
- One friendly KASRKIN TROOPER operative can perform the Stun Grenade action.
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).
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KASRKIN, IMPERIUM, ASTRA MILITARUM, TROOPER
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⌀28mm |
| 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.
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KASRKIN, IMPERIUM, ASTRA MILITARUM, VOX-TROOPER
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⌀28mm |