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.
1 KASRKIN SERGEANT operative with one of the following options:
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.
| Nom | A | T | D | Règles | |
| Bolt pistol | 4 | 3+ | 3/4 | Range 8" | |
| Range 8" | |||||
| Hot-shot lasgun | 4 | 3+ | 3/4 | ||
| Hot-shot laspistol | 4 | 3+ | 3/4 | Range 8" | |
| Range 8" | |||||
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Lethal 5+, Piercing 1, Range 8", Hot | |
| Lethal 5+, Piercing 1, Range 8", Hot | |||||
| Chainsword | 4 | 3+ | 4/5 | ||
| Gun butt | 3 | 3+ | 2/3 | ||
| Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | |
| Lethal 5+ | |||||
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.
| Nom | A | T | D | Règles | |
| Bolt pistol | 4 | 3+ | 3/4 | Range 8" | |
| Range 8" | |||||
| Hot-shot lasgun | 4 | 3+ | 3/4 | ||
| Hot-shot laspistol | 4 | 3+ | 3/4 | Range 8" | |
| Range 8" | |||||
| Plasma pistol (standard) | 4 | 3+ | 3/5 | Piercing 1, Range 8" | |
| Piercing 1, Range 8" | |||||
| Plasma pistol (supercharge) | 4 | 3+ | 4/5 | Lethal 5+, Piercing 1, Range 8", Hot | |
| Lethal 5+, Piercing 1, Range 8", Hot | |||||
| Chainsword | 4 | 3+ | 4/5 | ||
| Gun butt | 3 | 3+ | 2/3 | ||
| Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | |
| Lethal 5+ | |||||
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.
| Nom | A | T | D | Règles | |
| Hot-shot lasgun | 4 | 3+ | 3/4 | ||
| Gun butt | 3 | 4+ | 2/3 | ||
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 then 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.
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.
| Nom | A | T | D | Règles | |
| Hot-shot lasgun | 4 | 3+ | 3/4 | ||
| Gun butt | 3 | 4+ | 2/3 | ||
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 then 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.
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.
| Nom | A | T | D | Règles | |
| Hot-shot laspistol | 4 | 3+ | 3/4 | Range 8" | |
| Range 8" | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
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.
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).
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).
| Nom | A | T | D | Règles | |
| Hot-shot laspistol | 4 | 3+ | 3/4 | Range 8" | |
| Range 8" | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
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.
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).
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).
| Nom | A | T | D | Règles | |
| Flamer | 4 | 2+ | 3/3 | Range 8", Saturate, Torrent 2" | |
| Range 8", Saturate, Torrent 2" | |||||
| Grenade launcher (frag) | 4 | 3+ | 2/4 | Blast 2" | |
| Blast 2" | |||||
| Grenade launcher (krak) | 4 | 3+ | 4/5 | Piercing 1 | |
| Piercing 1 | |||||
| Hot-shot volley gun (focused) | 5 | 3+ | 3/4 | Piercing Crits 1 | |
| Piercing Crits 1 | |||||
| Hot-shot volley gun (sweeping) | 4 | 3+ | 3/4 | Piercing Crits 1, Torrent 1" | |
| Piercing Crits 1, Torrent 1" | |||||
| Meltagun | 4 | 3+ | 6/3 | Devastating 4, Piercing 2, Range 6" | |
| Devastating 4, Piercing 2, Range 6" | |||||
| Plasma gun (standard) | 4 | 3+ | 4/6 | Piercing 1 | |
| Piercing 1 | |||||
| Plasma gun (supercharge) | 4 | 3+ | 5/6 | Lethal 5+, Piercing 1, Hot | |
| Lethal 5+, Piercing 1, Hot | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
| Nom | A | T | D | Règles | |
| Flamer | 4 | 2+ | 3/3 | Range 8", Saturate, Torrent 2" | |
| Range 8", Saturate, Torrent 2" | |||||
| Grenade launcher (frag) | 4 | 3+ | 2/4 | Blast 2" | |
| Blast 2" | |||||
| Grenade launcher (krak) | 4 | 3+ | 4/5 | Piercing 1 | |
| Piercing 1 | |||||
| Hot-shot volley gun (focused) | 5 | 3+ | 3/4 | Piercing Crits 1 | |
| Piercing Crits 1 | |||||
| Hot-shot volley gun (sweeping) | 4 | 3+ | 3/4 | Piercing Crits 1, Torrent 1" | |
| Piercing Crits 1, Torrent 1" | |||||
| Meltagun | 4 | 3+ | 6/3 | Devastating 4, Piercing 2, Range 6" | |
| Devastating 4, Piercing 2, Range 6" | |||||
| Plasma gun (standard) | 4 | 3+ | 4/6 | Piercing 1 | |
| Piercing 1 | |||||
| Plasma gun (supercharge) | 4 | 3+ | 5/6 | Lethal 5+, Piercing 1, Hot | |
| Lethal 5+, Piercing 1, Hot | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
| Nom | A | T | D | Règles | |
| Hot-shot lasgun | 4 | 3+ | 3/4 | ||
| Gun butt | 3 | 4+ | 2/3 | ||
The Relocate strategy ploy costs you 0CP if this operative is the selected friendly KASRKIN operative.
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.
| Nom | A | T | D | Règles | |
| Hot-shot lasgun | 4 | 3+ | 3/4 | ||
| Gun butt | 3 | 4+ | 2/3 | ||
The Relocate strategy ploy costs you 0CP if this operative is the selected friendly KASRKIN operative.
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.
| Nom | A | T | D | Règles | |
| 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) | 4 | 3+ | 3/4 | ||
| Hot-shot marksman rifle (stationary) | 4 | 2+ | 3/3 | Devastating 3, Heavy | |
| Devastating 3, Heavy | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
Whenever an operative is shooting this operative:
This operative can only use this weapon the first time it’s performing the Shoot action during the battle.
| Nom | A | T | D | Règles | |
| 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) | 4 | 3+ | 3/4 | ||
| Hot-shot marksman rifle (stationary) | 4 | 2+ | 3/3 | Devastating 3, Heavy | |
| Devastating 3, Heavy | |||||
| Gun butt | 3 | 4+ | 2/3 | ||
Whenever an operative is shooting this operative:
This operative can only use this weapon the first time it’s performing the Shoot action during the battle.
| Nom | A | T | D | Règles | |
| Hot-shot lasgun | 4 | 3+ | 3/4 | ||
| Gun butt | 3 | 4+ | 2/3 | ||
You can do each of the following once per turning point:
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).
| Nom | A | T | D | Règles | |
| Hot-shot lasgun | 4 | 3+ | 3/4 | ||
| Gun butt | 3 | 4+ | 2/3 | ||
You can do each of the following once per turning point:
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).
| Nom | A | T | D | Règles | |
| Hot-shot lasgun | 4 | 3+ | 3/4 | ||
| Gun butt | 3 | 4+ | 2/3 | ||
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.
| Nom | A | T | D | Règles | |
| Hot-shot lasgun | 4 | 3+ | 3/4 | ||
| Gun butt | 3 | 4+ | 2/3 | ||
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.
Whenever an operative is shooting a friendly KASRKIN operative that’s in cover, you can re-roll one of your defence dice.
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.
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.
Whenever a friendly KASRKIN operative is shooting with a hot-shot weapon against a target 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.
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).
Use this firefight ploy after rolling your attack dice for a friendly KASRKIN operative, if it’s shooting an operative either not in cover or is being scanned (see RECON-TROOPER). You can re-roll any of your attack dice.
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.
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.
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.
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.
Friendly KASRKIN operatives have the following melee weapon:
| Nom | A | CC | D | |
|---|---|---|---|---|
| Combat dagger | 3 | 4+ | 3/4 |
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.
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.
STRATEGIC GAMBIT. Select a SKILL AT ARMS for friendly KASRKIN operatives to have until the Ready step of the next Strategy phase
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:
Whenever a friendly KASRKIN operative is performing the Reposition action, add 1" to its Move stat.
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.
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.