Kill Team 3 Teamrules Kasrkin - Eng - 02.10.24

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KASRKIN

CADIAN SPECIAL FORCES TEAM


KASRKIN OPERATIVES
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.

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 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.

‘T RAIN. BRIEF. ACTION. DEBRIEF. TRAIN. THAT


IS OUR LIFE. THAT IS WHAT IT MEANS TO
BE KASRKIN.’
- Kasrkin Sergeant Irla Pavlo

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

↘ 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:


• COMBAT MEDIC
• DEMO-TROOPER
• GUNNER with flamer and gun butt
Plasma pistol
• GUNNER with grenade launcher and gun butt
Chainsword
• GUNNER with hot-shot volley gun and gun butt
• GUNNER with meltagun and gun butt
• GUNNER with plasma gun and gun butt
• RECON-TROOPER
• SHARPSHOOTER
• TROOPER
• VOX-TROOPER

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. ‘W E ARE A TEAM, A FINELY
HONED UNIT. EVERY SOLDIER
ARCHETYPES HAS THEIR PART TO PLAY.
EVERYONE AND EVERYTHING,
Archetypes are used in certain mission packs, HAS A PURPOSE. NO WEIGHT IS
e.g. Approved Ops. The game sequence will
specify how.
DEAD, NO ITEM OF EQUIPMENT
SEEK & OR MORSEL OF SUSTENANCE
SECURITY
DESTROY IS SUPERFLUOUS.’
- Kasrkin Sergeant Kolson Reeve
The newest version of these rules can be found online.
Scan the QR code or visit warhammer-community.com.

COMBAT MEDIC DEMO-TROOPER RECON-TROOPER


Hot-shot lasgun Hot-shot lasgun
Hot-shot laspistol

Melta mine
5

KASRKIN » KILL TEAM SELECTION


GUNNER
Grenade launcher Meltagun Plasma gun Hot-shot volley gun

SHARPSHOOTER TROOPER VOX-TROOPER


Hot-shot marksman rifle Hot-shot lasgun Hot-shot lasgun
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.
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 » STRATEGY PLOYS » FIREFIGHT PLOYS


• R e-roll your dice.
ENGAGE FROM COVER • Force your opponent to re-roll their dice.
Kasrkin are used to being outnumbered and outgunned, using cover to
avoid incoming fire as they engage.
COVER RETREAT
Whenever an operative is shooting a friendly KASRKIN Should a Kasrkin soldier need to retreat, their allies may lay down a
operative that’s in cover, you can re-roll one of your withering barrage of covering fire.
defence dice.
Use this firefight ploy when a friendly KASRKIN operative
performs the Fall Back action while visible to and within 6"
CLEARANCE SWEEP of another ready friendly KASRKIN operative that’s not
The Kasrkin advance steadily towards their objectives, clearing the within control range of enemy operatives. After that friendly
battlefield of enemies quadrant by quadrant. operative has finished moving, but before that Fall Back
action ends, that other friendly operative can immediately
Place your Clearance Sweep marker in the killzone. Whenever perform a free Shoot action.
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 NEUTRALISE TARGET
Balanced weapon rule. In the Ready step of the next Strategy Designating an exposed enemy operative as a priority target, this
phase, remove that marker. operative levels their weapon and fires a volley of rounds.

Use this firefight ploy when a friendly KASRKIN operative


RELOCATE is shooting, after rolling your attack dice. If the target is
The Kasrkin are always on the move, advancing swiftly across the expended and not in cover, you can re-roll any of your
battlefield to take up new firing positions. attack dice.

Select one friendly KASRKIN operative that’s more than


3" from enemy operatives. That operative, and each other GIVE NO GROUND
friendly KASRKIN operative that’s both within 3" of that Hardened by a lifetime spent defending the Imperium from the horrific
operative and more than 3" from enemy operatives, can denizens of the Eye of Terror, the Kasrkin demonstrate unwavering
immediately perform a free Dash action in an order of your discipline in the face of the enemy.
choice. You cannot use this ploy during the first turning point.
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.
APL MOVE SAVE WOUNDS

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"

8 Plasma pistol (standard) 4 3+ 3/5 Range 8", Piercing 1


Plasma pistol (supercharge) 4 3+ 4/5 Range 8", Hot, Lethal 5+, Piercing 1
Chainsword 4 3+ 4/5 -
KASRKIN » DATACARDS

Gun butt 3 3+ 2/3 -


Power weapon 4 3+ 4/6 Lethal 5+

TACTICAL COMMAND 0AP


S elect one friendly KASRKIN operative. Select a SKILL AT ARMS for that operative to have
(instead of any it currently has) until the Ready step of the next Strategy phase.
 lternatively, instead of resolving the above effect, if your Clearance Sweep marker is in the killzone,
A
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 28

APL MOVE SAVE WOUNDS

KASRKIN COMBAT MEDIC


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

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 , IMPERIUM, ASTRA MILITARUM, MEDIC, COMBAT MEDIC 28


APL MOVE SAVE WOUNDS

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 , IMPERIUM, ASTRA MILITARUM, DEMO-TROOPER 28

APL MOVE SAVE WOUNDS

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 , IMPERIUM, ASTRA MILITARUM, GUNNER 28


APL MOVE SAVE WOUNDS

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 , IMPERIUM, ASTRA MILITARUM, RECON-TROOPER 28

APL MOVE SAVE WOUNDS

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 , IMPERIUM, ASTRA MILITARUM, SHARPSHOOTER 28


APL MOVE SAVE WOUNDS

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 , IMPERIUM, ASTRA MILITARUM, TROOPER 28

APL MOVE SAVE WOUNDS

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 -

BATTLE COMMS 1AP


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).
T his 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 28


FACTION EQUIPMENT
The following equipment options are available to KASRKIN kill teams, alongside the universal equipment online.
You cannot select each option more than once per battle.

FOREGRIP RELICS OF CADIA


Fitted under the barrel of the gun, this foregrip helps stabilise the Small personal effects remind the Kasrkin of their homeworld, those
bearer’s weapon, improving its handling at close range. they have lost, and that which they fight for.
12
Whenever a friendly KASRKIN operative is shooting an Once per turning point, when a friendly KASRKIN operative
operative within 3" of it, ranged weapons on its datacard is shooting, if you roll two or more fails, you can discard one of
KASRKIN » FACTION EQUIPMENT » MARKER/TOKEN GUIDE

(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

MEDIC TOKEN AUSPEX SCAN RELICS OF CADIA


TOKEN TOKEN

TACTICAL BATTLE CLEARANCE


COMMAND HARDENED SWEEP MARKER
TOKEN TOKEN

MELTA MINE MARKER

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