Kasrkin kt21
"One of their squads opened the Hargle Pass for us. Three more rescued that company of the 14th trapped on Hill 338.
A couple more destroyed eighty-three greenskin aircraft on the ground at one of the xenos' bases.
Right now, I've got about two dozen teams wreaking havoc across the battlefront.
They're killing Orks, feeding us intelligence and completing every task.
Were that I always had some of these troops to hand, the Tarnis and Lirnel III campaigns would have gone much more smoothly."
Commander of the Cadian Shock Troopers III Corps
Kasrkin Sergeant
APL
2
MOVE
3⬤
SAVE
4+
WOUND
9
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Bolt Pistol (Rng ⬟) | 4 | 3+ | 3/4 |
Hot-Shot Lasgun | 4 | 3+ | 3/4 |
Hot-Shot Laspistol (Rng ⬟) | 4 | 3+ | 3/4 |
Plasma Pistol | |||
- Standard (Rng ⬟, AP1) | 4 | 3+ | 5/6 |
- Supercharge (Rng ⬟, AP2, Hot) | 4 | 3+ | 5/6 |
Chainsword (Ceaseless) | 4 | 3+ | 4/5 |
Gun Butt | 3 | 3+ | 2/3 |
Power Weapon (Lethal 5+) | 4 | 3+ | 4/6 |
ABILITIES
Elite
Leadership
KASRKIN, IMPERIUM, ASTRA MILITARUM, LEADER, KASRKIN SERGEANT
Kasrkin Combat Medic
APL
2
MOVE
3⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Hot-Shot Lasgun | 4 | 4+ | 3/4 |
Gun Butt | 3 | 4+ | 2/3 |
ACTIONS
Combat Stimms (1 AP)
ABILITIES
Elite
Medic!
KASRKIN, IMPERIUM, ASTRA MILITARUM, MEDIC, KASRKIN COMBAT MEDIC
Kasrkin Demo-Trooper
APL
2
MOVE
3⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Hot-Shot Laspistol (Rng ⬟) | 4 | 4+ | 3/4 |
Melta Mine (AP2, *Proximity, MW3) | 4 | 2+ | 4/2 |
Gun Butt | 3 | 4+ | 2/3 |
ACTIONS
Plant Melta Mine (1 AP)
ABILITIES
Elite
Blast Padding
*Proximity
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN DEMO-TROOPER
Kasrkin Gunner
APL
2
MOVE
3⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Flamer (Rng ⬟, Tor ⬤) | 5 | 2+ | 2/2 |
Grenade Launcher | |||
- Frag (Blast ⬤) | 4 | 4+ | 2/4 |
- Krak (AP1) | 4 | 4+ | 4/5 |
Hot-Shot Volley Gun (Fusillade, P1) | 5 | 4+ | 3/4 |
Meltagun (Rng ⬟, AP2, MW4) | 4 | 4+ | 6/3 |
Plasma Gun | |||
- Standard (AP1) | 4 | 4+ | 5/6 |
- Supercharge (AP2, Hot) | 4 | 4+ | 5/6 |
Gun Butt | 3 | 4+ | 2/3 |
ABILITIES
Elite
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN GUNNER
Kasrkin Recon-Trooper
APL
2
MOVE
3⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Hot-Shot Lasgun | 4 | 4+ | 3/4 |
Gun Butt | 3 | 4+ | 2/3 |
ACTIONS
Warden Auspex (1 AP)
ABILITIES
Elite
Reconnoitre Killzone
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN RECON-TROOPER
Kasrkin Sharpshooter
APL
2
MOVE
3⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Hot-Shot Marksman Rifle | |||
- Sharpshot | 4 | 3+ | 3/4 |
- Snipe (Heavy, Silent, MW3) | 4 | 2+ | 3/3 |
Gun Butt | 3 | 4+ | 2/3 |
ABILITIES
Elite
Camo Cloak
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN SHARPSHOOTER
Kasrkin Trooper
APL
2
MOVE
3⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Hot-Shot Lasgun | 4 | 4+ | 3/4 |
Gun Butt | 3 | 4+ | 2/3 |
ABILITIES
Elite
Elite Trooper
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN TROOPER
Kasrkin Vox-Trooper
APL
2
MOVE
3⬤
SAVE
4+
WOUND
8
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Hot-Shot Lasgun | 4 | 4+ | 3/4 |
Gun Butt | 3 | 4+ | 2/3 |
ACTIONS
Battle Comms (1 AP)
ABILITIES
Elite
KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN VOX-TROOPER
Strategic Ploys
Clearance Sweep
Elimination Pattern
Reposition
Safeguard
Firefight Ploys
Cover Retreat
For Cadia!
- 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 1D6: on a 5+, that Wound is not lost
Neutralise Target
Seize The Initiative
Equipment
Foregrip
Foregrip: Each time this operative performs an Overwatch action, for that action's shooting attack, do not worsen the BS characteristic of a Hot-Shot Lasgun it is equipped with as a result of performing an Overwatch action.
Foregrip (Gunner)
Foregrip: Each time this operative performs an Overwatch action, for that action's shooting attack, do not worsen the BS characteristic of a ranged weapon it is equipped with as a result of performing an Overwatch action.
Foregrip (Sharpshooter)
Foregrip: Each time this operative performs an Overwatch action, for that action's shooting attack, do not worsen the BS characteristic of a ranged weapon it is equipped with as a result of performing an Overwatch action.
Long-Range Scope
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
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*
Name | A | BS | D |
---|---|---|---|
Frag Grenade | 4 | 3+ | 2/3 |
Special Rules | |||
Rng ⬟, Blast ⬤, Lim, Indirect |
Krak Grenade*
Name | A | BS | D |
---|---|---|---|
Krak Grenade | 4 | 3+ | 4/5 |
Special Rules | |||
Rng ⬟, AP1, Lim, Indirect |
Combat Blade
Both its Damage characteristics benefit from the For Cadia! Tactical Ploy.
Name | A | BS | D |
---|---|---|---|
Combat Blade | 3 | 4+ | 3/4 |
Decoy Grenade
Decoy Grenade (1 AP): Select onepoint in the killzone within ⬟ of this operative. Roll 1D6 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
Stun Grenade (1 AP): Select onepoint in the killzone within ⬟ of this operative. Roll 1D6 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.
Rare Equipment
Plasteel Armour Enhancement
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 die would inflict Critical Damage on this operative, you can choose for that attack die to inflict Normal damage instead.
Tactical Vox-Net
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 1D6 for each Elite point you spent in that step. On a 6, you gain 1 Elite point.
Memento Of Cadia
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.
Diagnosticator
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 1D3 + 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 reslt of this MEDIC operative, rather than one.
Emperor's Light
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.
Kasrkin Surveyor
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 0 AP).
Auto-Loader
This ranged weapon gains the Ceaseless special rule.
Flux Capacitor
This ranged weapon gains the P1 critical hit rule.
Rending Rounds
This ranged weapon gains the Rending special rule.
Propulsion Amplifier
Add 1 to both Damage characteristics of this ranged weapon.
Thermal Sight
This ranged weapon gains the No Cover special rule.
Seeker Spirit
Each time a friendly operative makes a shooting attack with this ranged weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit you retain, you can re-roll one of your attack dice.
Power Enhancer
Add 1 to both Damage characteristics of this melee weapon.
Inertia Displacer
This melee weapon gains the Brutal special rule.
Perfectly Weighted
This melee weapon gains the Balanced special rule.
Rending Blade
This melee weapon gains the Rending special rule.
Monomolecular Edge
This melee weapon gains the Lethal 5+ special rule.
Arc Unit
This melee weapon gains the Stun critical hit rule.
Kasrkin
Vital Objective
- 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
- 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
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.
Recon
Outflank
- At the end of any Turning Point, if friendly operatives control both neutral killzone edges, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Courier
When you do so, select one friendly operative.
- At the end of any Turning Point, if that operative is within ⬟ of your opponent's drop zone, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Plant Transponder
- If a friendly operative performs the Plant Transponder mission action, you score 1 VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1 VP.
An operative can perform this action while wholly within your opponent's territory and more than ⬤ from terrain features (barricades are terrain features; ignore terrain features that have the Insignificant trait). If it does so, place one of your Transponder tokens underneath the operative as close as possible to the centre of its base. An operative cannot perform this action while within Engagement Range of an enemy operative or ⬟ of your other Transponder tokens.
Secure Vantage
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if you control a Vantage Point that is more than ◼ from your drop zone, you score 1VP.
- If you achieve the first condition with a different vantage point at the end of any subsequent Turning Points, you score 1VP.
Recover Item
Place one of your Item tokens within your opponent's territory. The Pick Up action can be performed by friendly operatives (but not enemy operatives) upon your Item token.
- At the end of any Turning Point, if a friendly operative controls your Item token, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Surge Forward
- At the end of any Turning Point, if the total APL of friendly operatives within ⬟ of your opponent's drop zone is 4 or more, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Unexplored Rooms
You can reveal this Tac Op in the Target Reveal step of any Turning Point after the first.
- At the end of any Turning Point, if the total APL of friendly operatives within an Unexplored Room (see below) is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition with a different Unexplored Room (i.e. separated by access points) at the end of any subsequent Turning Points, you score 1VP.
Seek And Destroy
Headhunter
- You score 1 VP
- If it is the first or second Turning Point, you score 1 VP
Assassinate Target
Your opponent selects one of their operatives.
- If that operative is incapacitated, you score 2VPs.
- At the end of the battle, if that operative has not been incapacitated but has fewer than half of its wounds remaining, you score 1VP.
Rout
- If an enemy operative is incapacitated by a friendly operative, and that friendly operative is within ⬟ of your opponent's drop zone when it does so, you score 1 VP
- If you achieve the first condition in any subsequent Turning Point, you score 1 VP
Executioner
When you do so, select one friendly operative to be your executioner. At the end of each Target Reveal step, select one enemy operative to be executed for the Turning Point.
- If the enemy operative you selected to be executed for the Turning Point is incapacitated by your executioner during the same Turning Point, score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Eliminate Guards
Once you do so, at the end of each Target Reveal step, select an objective marker on the centre line or within your opponent's territory, then select one enemy operative within ⬤ of it to be the guard for the Turning Point.
- If the enemy operative you selected to be the guard for the Turning Point is incapacitated during the same Turning Point, you score 1VP.
- If you achieve the first condition in any subsequent Turning Points, you score 1VP.
Rob And Ransack
- You score 1 VP
- At the end of the battle, if you achieved the first condition and that friendly operative has not been incapacitated, you score 1 VP
Security
Seize Ground
You must 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 friendly operatives control that terrain feature, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ▲ of that terrain feature, and the total APL of the friendly operatives that control it is 4 or more, you score 1VP.
Hold Them Back
- At the end of any Turning Point, if there are no enemy operatives wholly within your territory, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Protect Assets
- At the end of any Turning Point, if two or more enemy operatives were incapacitated within ⬤ of an objective marker during that Turning Point, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Secure Centre Line
- At the end of any Turning Point, if the total APL of friendly operatives on the centre line and not on a Vantage Point is greater than that of the enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.
Escort Operative
Select one friendly operative.
At the end of the battle:
- If that friendly operative is wholly within your opponent's territory, you score 1VP.
- If that friendly operative is within ⬟ of your opponent's killzone edge, you score 1VP.
Central Control
- At the end of any Turning Point, if the total APL of friendly operatives within ◼ of the center and not on a Vantage Point is greater than that of enemy operatives, you score 1 VP
- If you achieve the first condition at the end of any subsequent Turning Point, you score 1 VP
Seize Access Point
You must reveal this Tac Op in the Target Reveal step of the first Turning Point.
Select one access point on the centre line or within your opponent’s territory.
- At the end of the battle, if the total APL of friendly operatives within ⬤ of that access point is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition, there are no enemy operatives within ⬤ of that access point, and the total APL of friendly operatives within ⬤ of it is 4 or more, you score 1VP.
Ferratonic Furnace Control
- At the end of any Turning Point, if the total APL of friendly operatives on the roof of the ferratonic furnace is greater than that of enemy operatives, you score 1VP.
- If you achieve the first condition at the end of any subsequent Turning Points, you score 1VP.