Faction Rule
Faction Rule
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.
Skill at Arms

The Sergeant's Tactical Command action assigns one of these skills to a friendly operative until the Ready step of the next Strategy phase. They cannot have the same Skill at Arms twice.

Skill at Arms
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.
Skill at Arms
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 hardest.
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.
Skill at Arms
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.
Strategy Ploys
Elimination Pattern
Having already outmanoeuvred the foe, the Kasrkin attempt to fell their target in a single volley.
Whenever a friendly KASRKIN operative is shooting with a hot-shot weapon against an operative that cannot retain any cover saves 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.
Engage from Cover
Kasrkin are used to being outnumbered and outgunned, using cover to avoid incoming fire as they engage.
Whenever an operative is shooting a friendly KASRKIN operative that's in cover, you can re-roll one of your defence dice.
Clearance Sweep
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.
Relocate
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.

💡 Costs 0CP if the selected operative is your RECON-TROOPER.
Firefight Ploys
Seize the Initiative
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.
Cover Retreat
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).
Neutralise Target
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.
Give No Ground
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.
Faction Equipment
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.
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:
NameATKHITDMG
Combat dagger34+3/4
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.
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.
Kasrkin Kill Team
Archetype: Security
Archetype: Seek & Destroy
Leader (1)

1 KASRKIN SERGEANT operative with one of the following loadout options:

  • Bolt pistol; gun butt
  • Bolt pistol; power weapon
  • Hot-shot lasgun; gun butt
  • Hot-shot laspistol; power weapon
  • Plasma pistol; chainsword
Operatives (9)

9 KASRKIN operatives selected from the following list:

  • COMBAT MEDIC
  • DEMO-TROOPER
  • GUNNER with flamer and gun butt
  • GUNNER with grenade launcher and gun butt
  • 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.
Markers & Tokens
🟢
Medic Token
Used with Medic! ability
📡
Auspex Scan Token
Recon-Trooper: Auspex Scan
🏺
Relics of Cadia Token
Equipment token
📢
Tactical Command Token
Sergeant: Tactical Command
🎯
Clearance Sweep Marker
Strategy ploy
💣
Melta Mine Marker
Carried by Demo-Trooper