Karsrkin Squad of the 512th Orbital Defense
Common Abilities and Options
Rapid Fire:
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:
STRATEGIC GAMBIT Select a SKILL AT ARMS for friendly KASRKIN operatives to have until the Ready step of the next Strategy phase.
-
Light 'Em Up
Friendly KASRKIN operatives’ ranged weapons have the Severe weapon rule -
Strike Fast
Whenever a friendly KASRKIN operative is performing the Reposition action, add 1" to its Move stat. -
Ice In Your Veins
Whenever a friendly KASRKIN operative is fighting or retaliating, or an operative is shooting it, the first time an attack die inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it. -
For Cadia!
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.
Operatives
1. Viereal "Big Boss" Brassk
A 3
M 6"
S 4+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Pistol | |||
| Standard (Rng 8", Prc1) | 4 | 3+ | 3/5 |
| Supercharge (Rng 8", Hot, Lethal 5+, Prc1) | 4 | 3+ | 4/5 |
| Chainsword | 4 | 3+ | 4/5 |
| Gun Butt | 3 | 3+ | 2/3 |
Abilities
Rapid FireSkill At Arms0AP: Tactical CommandVeteran LeadershipNotes
A grizzled veteran of countless void-born engagements, Sergeant Viereal "Big Boss" Brassk is a towering figure among the ranks of the 512th Orbital Company. Hardened by years of brutal boarding actions and zero-G combat, Brassk has earned a fearsome reputation as an unyielding leader who gets the job done—no matter the cost.
Born into the hellish hive-stacks of Necromunda, Brassk’s upbringing was steeped in violence and survival. He was recruited into the Astra Militarum after proving his mettle in the underhive gang wars, quickly rising through the ranks due to his sheer tenacity and ruthless efficiency. Now leading a squad of elite Kasrkins, he specializes in ship-to-ship warfare, his gravelly voice barking orders through the vox as he storms enemy corridors with his signature Chainsword and Plasmapistol.
Brassk's men follow him with near-fanatical loyalty, knowing that while he is harsh, he never wastes lives needlessly. His nickname, "Big Boss," was given in both respect and jest—though none dare say it to his face. With his scarred visage, and custom carapace armor, he is a symbol of unwavering discipline in the chaos of orbital warfare.
Rumors persist that Brassk once went toe-to-toe with a Chaos Space Marine during a boarding action, holding his own long enough for his squad to detonate charges and jettison the traitor into the void. Whether true or not, none in the 512th dare question his ability to lead them through the fire—because they know, when Brassk gives an order, it’s not just a command. It’s a promise.
2. Kolson "Pookie" Dans
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lasgun | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Medic!Rapid FireSkill At Arms0AP: MedikitNotes
Kolson "Pookie" Dans is the closest thing to a guardian angel the 512th Orbital Company has—if that angel had a foul mouth, a penchant for crude jokes, and a habit of patching up the dying with one hand while firing a Hot-shot las with the other. As the squad’s designated combat medic, Dans has saved more lives than anyone can count, often under the worst conditions imaginable.
The nickname "Pookie" started as a joke—one he refuses to talk about—but it stuck, much to his dismay. Despite his grumbling, the 512th trusts him with their lives, knowing that as long as they’re still breathing, Dans will drag them back from the brink.
3. Kysson "The Boom" Terra
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Laspistol (Rng 8") | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Blast PaddingMelta MineProximity MineRapid FireSkill At ArmsNotes
If something needs to be breached, blasted, or outright obliterated, Kysson "The Boom" Terra is the man for the job. The 512th Orbital Company’s resident demolitions expert, Terra has an almost unnatural instinct for setting charges in just the right place to cause maximum devastation—whether it’s blowing open a bulkhead, collapsing a tunnel, or turning enemy squads into smoldering craters.
Born on the forge world of Stygies VIII, Terra grew up surrounded by machinery, explosives, and a strict understanding of cause and effect. He quickly discovered that making things go boom was not only satisfying but also an effective way to solve problems. Drafted into the Astra Militarum, he found his calling in orbital warfare, where his skills in void-safe breaching charges and controlled detonations made him indispensable.
Terra’s nickname was earned through both reputation and accident—his first deployment saw him prematurely detonate a set of charges, sending himself and half his squad flying. Miraculously, he survived with only a few burns and a grin, laughing even as the medics patched him up. Since then, his obsession with explosives has only grown, and he treats his vast array of grenades, mines, and melta charges with the care of a doting parent.
4. Mattias "Sweeper" Stass
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Volley Gun | |||
| Focused (PrcCrit1) | 5 | 3+ | 3/4 |
| Sweeping (PrcCrit1, Tor 1") | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Rapid FireSkill At ArmsNotes
When the corridors of a voidship turn into a kill zone, Mattias "Sweeper" Stass is the one who clears the way. A heavy weapons specialist of the 512th Orbital Company, Stass earned his nickname for his relentless, methodical approach to mowing down enemies with his preferred tool of destruction—a pack fed Hot-shot volley gun or, when the situation calls for it, a man-portable autocannon. If it's big, loud, and capable of turning heretics into paste, he's carrying it.
5. Watts "Deadeye" Zelensky
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Marksman Rifle | |||
| Concealed (Dev3, Hvy, Sil, *Concealed Position) | 4 | 2+ | 3/3 |
| Mobile | 4 | 3+ | 3/4 |
| Stationary (Dev3, Heavy) | 4 | 2+ | 3/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Camo Cloak*Concealed PositionRapid FireSkill At ArmsNotes
Precision, patience, and a steady hand—Watts "Deadeye" Zelensky embodies all three. As the designated sharpshooter of the 512th Orbital Company, Zelensky specializes in eliminating high-value targets with ruthless efficiency. Whether it’s a traitor officer barking orders, a xenos sniper lurking in the shadows, or a saboteur trying to breach the ship’s hull, if Deadeye has them in his sights, they’re already dead.
Born on the agri-world of Rithnar II, Zelensky spent his youth hunting the massive plains-beasts that roamed his homeworld, learning the value of a single, well-placed shot. When the Astra Militarum conscripted him, he adapted quickly to void warfare, trading his hunting rifle for a long-las and proving himself in battle after battle.
Zelensky isn’t the loudest or most social member of the squad, preferring to let his shots speak for him. He operates with a near-clinical detachment, always scanning for threats, always calculating angles. His skill has earned him his nickname, but his comrades know there's more to it—he doesn't just hit his mark, he never misses.
6. Morgan "Loud mouth" Archers
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lasgun | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Rapid FireSkill At Arms1AP: Battle CommsNotes
As the 512th Orbital Company’s vox operator, Archers is the vital link between the squad and command, relaying orders, calling in fire support, and keeping his comrades from walking straight into the Emperor’s judgment.
Archers earned his nickname for two reasons. First, his voice can cut through the roar of gunfire like a chainsword through flak armor—whether he’s barking orders, hurling insults at the enemy, or yelling at command to actually listen to his damn requests. Second, he just won’t shut up. If he’s not calling in coordinates or cursing out interference, he’s cracking jokes, making sarcastic remarks, or keeping his squad entertained with tall tales from his past—half of which are definitely lies.
7. Dekker "Punk" Sweed
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Prc1) | 4 | 3+ | 4/6 |
| Supercharge (Hot, Lethal 5+, Prc1) | 4 | 3+ | 5/6 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Rapid FireSkill At ArmsNotes
If there’s one thing Dekker "Punk" Sweed lives for, it’s the thrill. As the 512th Orbital Company’s plasma gunner, Sweed wields one of the most temperamental and devastating weapons in the regiment—an ancient, battle-scarred plasma gun that’s just as likely to reduce an enemy to molten slag as it is to explode in his hands. And he loves it.
Sweed earned his nickname early in his service, not just for his rebellious streak but for his sheer recklessness in battle. Whether it’s charging into the fray with his plasma gun overheated and venting, or laughing maniacally as he liquefies enemy heavy infantry, he fights with a swagger that borders on suicidal. The brass hate it. His squadmates tolerate it. But no one can deny that when Sweed fires, things melt from flesh and metal to pulp and brine.
8. Themman "Smokes" Foater
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Meltagun (Rng 6", Dev4, Prc2) | 4 | 3+ | 6/3 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Rapid FireSkill At ArmsNotes
If you hear the telltale hiss of superheated air and see a glowing hole where an enemy used to be, you know Themman "Smokes" Foater has been at work. As the 512th Orbital Company’s designated melta gunner, Foater specializes in turning armor, bulkheads, and unfortunate foes into molten slag with a single pull of the trigger.
His nickname, "Smokes," is cuz, he’s rarely seen without a lho-stick clenched between his teeth outside of combat, even in the pressurized confines of a voidship.
A former factory worker from the forge world of Drade-77, Foater was no stranger to extreme heat and dangerous machinery long before the Guard conscripted him. He took to the melta gun like a natural, treating it with the same respect as the industrial plasma forges he once worked on. Unlike some of his more reckless squadmates, he knows patience is key—one well-placed melta shot is worth more than a dozen missed lasgun blasts.
Despite his calm demeanor, there’s nothing subtle about what he does. When enemy armor needs cracking or a heavily fortified position needs not existing anymore, Foater steps up. His squad trusts him to pick his shots wisely, knowing that when Smokes pulls the trigger, something is about to vanish in a molten blaze.
Just don’t try to rush him when he’s lighting a fresh lho-stick. Even in down time priorities exist.
9. Miles "Blitz" Fours
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Hot-Shot Lasgun | 4 | 3+ | 3/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Rapid FireReconnoitre KillzoneSkill At Arms1AP: Auspex ScanNotes
Born on the unforgiving world of Hydris IX, a place known for its constant storms and dangerous terrain, Fours grew up learning to track, survive, and move unseen through the wilderness. His exceptional skills caught the attention of the Astra Militarum, and after a brutal training regime, he was assigned to the 512th Orbital Company, where he quickly became one of the most reliable recon troopers in the unit.
Blitz earned his nickname thanks to his speed and precision. He moves like lightning, darting between cover and using his advanced gear—like his enhanced vox and stealth systems—to slip through enemy lines undetected. His ability to identify weak points, trap locations, and enemy vulnerabilities is unparalleled, and he’s often the first to mark targets for the company’s heavier fire support or to call in artillery strikes from afar.
He thrives in the shadows, always a step ahead of the enemy and long gone by the time they realize they’ve been marked. His expertise is invaluable in orbital combat, where the smallest slip-up can cost an entire ship or company, and his reputation as a ghost on the battlefield has made him both feared and respected.
When you need information—and you need it fast—Miles "Blitz" Fours is already gone, leaving only a trail of whispers and the faintest echo of his boots on the metal decks.
10. Hellik "Banks" Voldo
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Grenade Launcher | |||
| Frag (Blast 2") | 4 | 3+ | 2/4 |
| Krak (Prc1) | 4 | 3+ | 4/5 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
Rapid FireSkill At ArmsNotes
If there’s a problem that can’t be solved with a grenade, Hellik "Banks" Voldo hasn’t found it yet. A grenadier gunner of the 512th Orbital Company, Voldo has a simple philosophy: when in doubt, lob another round. Whether it’s frag grenades to clear a corridor, krak rounds to punch through enemy armor, or even a well-placed smoke round to cover a retreat, Voldo knows exactly where to place his shots for maximum carnage.
His nickname, "Banks," comes from his uncanny ability to ricochet grenades off walls, ceilings, or even debris to hit enemies hiding behind cover. It’s a skill that started as a necessity—growing up in the cramped, industrial underbelly of Dalkor IV, he learned early how to angle thrown objects to land precisely where he wanted. When he got his hands on a grenade launcher in the Guard, that talent turned into an art form.
Inactive Equipment
Foregrip
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
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.
Relics Of Cadia
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
Friendly KASRKIN operatives have the following melee weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Combat Dagger | 3 | 4+ | 3/4 |
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: Clearance Sweep
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.
Strategy: Engage From Cover
Whenever an operative is shooting a friendly KASRKIN operative that’s in cover, you can re-roll one of your defence dice.
Strategy: Elimination Pattern
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.
Strategy: Relocate
Select one friendly KASRKIN operative that is more than 3" from enemy operatives. That operative, and each other friendly KASRKIN operative that is 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.
Firefight Ploys
Firefight: Cover Retreat
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 is 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).
Firefight: Give No Ground
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.
Firefight: Neutralise Target
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.
Firefight: Seize The Initiative
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 are the player with initiative.
Karsrkin Squad of the 512th Orbital Defense
Viereal "Big Boss" Brassk
Kolson "Pookie" Dans
Kysson "The Boom" Terra
Mattias "Sweeper" Stass
Watts "Deadeye" Zelensky
Morgan "Loud mouth" Archers
Dekker "Punk" Sweed
Themman "Smokes" Foater
Miles "Blitz" Fours
Hellik "Banks" Voldo
Equipment
Foregrip
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
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.
Relics Of Cadia
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
Friendly KASRKIN operatives have the following melee weapon:
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Combat Dagger | 3 | 4+ | 3/4 |
Ploys
Clearance Sweep
Strategy PloyPlace 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.
Engage From Cover
Strategy PloyWhenever an operative is shooting a friendly KASRKIN operative that’s in cover, you can re-roll one of your defence dice.
Elimination Pattern
Strategy PloyWhenever 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.
Relocate
Strategy PloySelect one friendly KASRKIN operative that is more than 3" from enemy operatives. That operative, and each other friendly KASRKIN operative that is 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.
Cover Retreat
Firefight PloyUse 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 is 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).
Give No Ground
Firefight PloyUse 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.
Neutralise Target
Firefight PloyUse 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.
Seize The Initiative
Firefight PloyUse 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 are the player with initiative.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).
Additional Rules:
When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.
Mission Action: Clear (1 AP)
- An objective marker the active operative controls is cleared for the turning point.
- An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.
Victory Points:
- At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
- If this is true and any of those objective markers are also cleared, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Dominate
Seek And DestroyReveal: The first time an enemy operative is incapacitated by a friendly operative.
Additional Rules:
Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.
Victory Points:
At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.
You cannot score more than 3VP from this op per turning point.
Rout
Seek And DestroyReveal: The first time you score VP from this op.
Victory Points:
Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Plant Banner
SecurityReveal: When you perform the Plant Banner action.
Mission Action: Plant Banner (1 AP)
- Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.
Victory Points:
At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.
Martyrs
SecurityReveal: The first time a friendly operative is incapacitated while contesting an objective marker.
Additional Rules:
Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.
Victory Points:
At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Envoy
SecurityReveal: The first time you select an envoy.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.
Victory Points:
At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.