Kill Team 3 Teamrules Kasrkin - Eng - 02.10.24
Kill Team 3 Teamrules Kasrkin - Eng - 02.10.24
Kill Team 3 Teamrules Kasrkin - Eng - 02.10.24
KASRKIN SERGEANT
2 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 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 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 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.
3
KASRKIN SHARPSHOOTER
These patient, keen-eyed Kasrkin are skilled snipers. With
their hot-shot marksman rifles they can kill key targets and ‘SOME THINK OF WE KASRKIN AS STRONG
provide covering fire for the rest of their kill team. Thanks to BECAUSE THEY SEE US AS BEING
their camo cloaks, Sharpshooters can infiltrate contested UNAFFECTED BY THE HORRORS OF THE
areas and remain hidden for protracted periods.
GALAXY, BECAUSE WE FIGHT ON DESPITE
ALL THE DEATH AND DESTRUCTION. THAT
KASRKIN TROOPER SOMEHOW WE ARE SO TOUGH, COLD
The rank and file of Kasrkin squads, these soldiers are OR BOTH THAT WE ARE CAPABLE OF
consummate professionals. Many have seen action in the
harshest of killzones and emerged victorious.
IGNORING IT. THIS IS NOT TRUE. WHAT WE
EXPERIENCE WILL BE WITH US FOR AS
LONG AS WE LIVE. OUR STRENGTH IS NOT
KASRKIN VOX-TROOPER IN IGNORING THE HORRORS – IT IS THE
Carrying advanced vox systems, these Kasrkin are their
kill team’s link with higher command. It is their job to relay
OPPOSITE. THE DEVASTATION WE WITNESS
orders and intelligence between senior officers and their IS OUR FUEL TO FIGHT ON.’
comrades, all of whom wear their own vox-links for quick, - Kasrkin Captain Erlen Kyser
intra-squad communication.
KASRKIN KILL TEAM
elow you will find a list of the operatives that make
B
SERGEANT
up a KASRKIN kill team, including, where relevant, Hot-shot laspistol
any weapons specified for that operative.
Power
4 weapon
Bolt pistol
OPERATIVES
KASRKIN » KILL TEAM SELECTION
Other than TROOPER operatives, your kill team can only include each
operative on this list once.
Melta mine
5
STRATEGIC GAMBIT. Select a SKILL AT ARMS for friendly KASRKIN operatives to have until the Ready step of the next
Strategy phase.
6
Light ’Em Up Ice In Your Veins
KASRKIN » FACTION RULES
Establishing overlapping fields of fire as they advance, the Kasrkin react All Cadians are subjected to a lifetime of war. Those chosen to join the
to any enemy movement with a lethal volley of fire. ranks of the elite Kasrkin are amongst the hardiest.
Whenever a friendly KASRKIN operative is shooting a ready Whenever a friendly KASRKIN operative is fighting or
enemy operative, that friendly operative’s ranged weapons retaliating, or an operative is shooting it, the first time an
have the Severe weapon rule. attack dice inflicts Normal Dmg of 4 or more on this operative
during that sequence, that dice inflicts 1 less damage on it.
Strike Fast
Kasrkin pride themselves upon their physical fitness and can cover For Cadia!
ground swiftly, even when carrying heavy combat gear. All Kasrkin strive to uphold the honour of their dead homeworld.
Whenever a friendly KASRKIN operative is performing the Add 1 to the Atk stat of friendly KASRKIN operatives’ melee
Reposition action, add 1" to its Move stat. weapons (to a maximum of 4).
STRATEGY PLOYS FIREFIGHT PLOYS
ELIMINATION PATTERN SEIZE THE INITIATIVE
Having already outmanoeuvred the foe, the Kasrkin attempt to fell their Kasrkin squads are bold and decisive, acting with speed and clarity even
target in a single volley. in the confusion of battle.
Whenever a friendly KASRKIN operative is shooting with Use this firefight ploy at the end of the firefight phase
a hot-shot weapon against a target that’s not in cover, that (excluding the final Firefight phase). In the Initiative step of
weapon has the Piercing Crits 1 weapon rule, or Piercing 1 the next Strategy phase, when rolling off to decide initiative, 7
instead if it’s a hot-shot volley gun. you can do one of the following:
KASRKIN SERGEANT
3 6" 4+ 9
NAME ATK HIT DMG WR
Bolt pistol 4 3+ 3/4 Range 8"
Hot-shot lasgun 4 3+ 3/4 -
Hot-shot laspistol 4 3+ 3/4 Range 8"
Medic!: The first time during each turning point that another friendly MEDIKIT0AP
KASRKIN operative would be removed from the killzone as incapacitated Select one friendly KASRKIN operative within this operative’s control
while visible to and within 3" of this operative, you can use this rule, providing range to regain up to 2D3 lost wounds. It cannot be an operative that the
neither this nor that operative is within control range of an enemy operative. If Medic! rule was used on during this turning point.
you do, that friendly operative isn’t incapacitated and has 1 wound remaining.
That friendly operative can then immediately perform a free Dash action, T his operative cannot perform this action while within control range of an
but must end that move within this operative’s control range. Subtract 1 enemy operative.
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.
KASRKIN DEMO-TROOPER
2 6" 4+ 8
NAME ATK HIT DMG WR
Hot-shot laspistol 4 3+ 3/4 Range 8"
Gun butt 3 4+ 2/3 -
Melta Mine: This operative is carrying your Melta Mine marker. It can perform Blast Padding: Whenever an operative is shooting this operative with a
the Pick Up Marker action on that marker, and whenever it performs the weapon that has the Blast or Torrent weapon rule (excluding weapons that 9
Place Marker action on that marker, it can immediately perform a free have a sweeping profile), you can re-roll one of your defence dice. In addition,
Dash action. That marker cannot be placed within an enemy operative’s this operative isn’t affected by the x" Devastating x weapon rule (i.e.
KASRKIN » DATACARDS
control range (if this operative is incapacitated while carrying that marker and Devastating with a distance) unless they are the target during that sequence.
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).
KASRKIN GUNNER
2 6" 4+ 8
NAME ATK HIT DMG WR
Flamer 4 2+ 3/3 Range 8", Saturate, Torrent 2"
Grenade launcher (frag) 4 3+ 2/4 Blast 2"
Grenade launcher (krak) 4 3+ 4/5 Piercing 1
Hot-shot volley gun (focused) 5 3+ 3/4 Piercing Crits 1
Hot-shot volley gun (sweeping) 4 3+ 3/4 Piercing Crits 1, Torrent 1"
Meltagun 4 3+ 6/3 Range 6", Devastating 4, Piercing 2
Plasma gun (standard) 4 3+ 4/6 Piercing 1
Plasma gun (supercharge) 4 3+ 5/6 Hot, Lethal 5+, Piercing 1
Gun butt 3 4+ 2/3 -
KASRKIN RECON-TROOPER
2 6" 4+ 8
NAME ATK HIT DMG WR
Hot-shot lasgun 4 3+ 3/4 -
Gun butt 3 4+ 2/3 -
Reconnoitre Killzone: The Relocate strategy ploy costs you 0CP if this AUSPEX SCAN 1AP
10 operative is the selected friendly KASRKIN operative. If this operative is in ntil the start of this operative’s next activation or until it’s incapacitated
U
an INQUISITORIAL AGENT kill team, you can still use this rule (replace (whichever comes first), whenever a friendly KASRKIN operative
KASRKIN on that ploy with INQUISITORIAL AGENT ). This takes is shooting an enemy operative within 8" of this operative, that enemy
KASRKIN » DATACARDS
precedence over the restriction in the Inquisitorial Requisition rule, and you operative cannot be obscured.
cannot use that ploy with an INQUISITORIAL AGENT kill team unless
this operative is selected. T his operative cannot perform this action while within control range of an
enemy operative.
KASRKIN SHARPSHOOTER
2 6" 4+ 8
NAME ATK HIT DMG WR
Hot-shot marksman rifle (concealed) 4 2+ 3/3 Devastating 3, Heavy, Silent, Concealed Position*
Hot-shot marksman rifle (mobile) 4 3+ 3/4 -
Hot-shot marksman rifle (stationary) 4 2+ 3/3 Devastating 3, Heavy
Gun butt 3 4+ 2/3 -
Camo Cloak: Whenever an operative is shooting this operative: *Concealed Position: This operative can only use this weapon the first time
it’s performing the Shoot action during the battle.
• 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.
KASRKIN TROOPER
2 6" 4+ 8
NAME ATK HIT DMG WR
Hot-shot lasgun 4 3+ 3/4 -
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 11
Grenade action.
• One friendly KASRKIN TROOPER operative can perform the Stun
KASRKIN » DATACARDS
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).
KASRKIN VOX-TROOPER
2 6" 4+ 8
NAME ATK HIT DMG WR
Hot-shot lasgun 4 3+ 3/4 -
Gun butt 3 4+ 2/3 -
(excluding weapons that include ‘pistol’ in their name, e.g. them to retain another as a normal success instead.
hot-shot laspistol, all profiles of a plasma pistol, etc.) have the
Accurate 1 weapon rule.
COMBAT DAGGERS
When close combat is required, the Kasrkin turn to their combat daggers
LONG-RANGE SCOPE in order to silence the enemy.
This weapon is fitted with a marksman’s scope, enabling great accuracy
even at long range. Friendly KASRKIN operatives have the following
melee weapon:
Whenever a friendly KASRKIN operative is shooting an
operative more than 6" from it, in the Roll Attack Dice step, NAME ATK HIT DMG
if you retain any critical successes, its hot-shot weapons Combat dagger 3 4+ 3/4
(excluding hot-shot laspistol) have the Saturate weapon rule.
MARKER/TOKEN GUIDE