Karsrkin Squad of the 512th Orbital Defense

A grizzled Squad of Veterans of countless void-born engagements. These are the finest of the 512th Orbital Defense. Should their ever be a breach of the hull or the need to breach another, these are the boys for the job.

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
Sergeant
A 3
M 6"
S 4+
W 9/9
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 Leadership
Notes

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.

Tactical Command (0AP): 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.

Veteran Leadership: Whenever this operative is in the killzone and you use the SKILL AT ARMS STRATEGIC GAMBIT, you can select one additional SKILL AT ARMS.

KASRKIN, IMPERIUM, ASTRA MILITARUM, LEADER, SERGEANT
2. Kolson "Pookie" Dans
Combat Medic
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Medic!Rapid FireSkill At Arms0AP: Medikit
Notes

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.

Medic!: 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 that action. After that action, that friendly operative can 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 is a Shoot action and this operative would be a primary or secondary target.

Medikit (0AP): 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.

KASRKIN, IMPERIUM, ASTRA MILITARUM, MEDIC, COMBAT MEDIC
3. Kysson "The Boom" Terra
Demo Trooper
A 2
M 6"
S 4+
W 8/8
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 Arms
Notes

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.

Blast Padding: 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 is not affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

Melta Mine: 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).

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 is not incapacitated, end its action (if any), even if that action's effects are not 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
4. Mattias "Sweeper" Stass
Gunner
A 2
M 6"
S 4+
W 8/8
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 Arms
Notes

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.

KASRKIN, IMPERIUM, ASTRA MILITARUM, GUNNER
5. Watts "Deadeye" Zelensky
Sharpshooter
A 2
M 6"
S 4+
W 8/8
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 Arms
Notes

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.

Camo Cloak: Whenever an operative is shooting this operative:

  • 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 is not cumulative with improved cover saves from Vantage terrain.

*Concealed Position: This operative can only use this weapon the first time it is performing the Shoot action during the battle.

KASRKIN, IMPERIUM, ASTRA MILITARUM, SHARPSHOOTER
6. Morgan "Loud mouth" Archers
Vox-Trooper
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Rapid FireSkill At Arms1AP: Battle Comms
Notes

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.

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).

This 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
7. Dekker "Punk" Sweed
Gunner
A 2
M 6"
S 4+
W 8/8
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 Arms
Notes

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.

KASRKIN, IMPERIUM, ASTRA MILITARUM, GUNNER
8. Themman "Smokes" Foater
Gunner
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Meltagun (Rng 6", Dev4, Prc2)
4
3+
6/3
Gun Butt
3
4+
2/3
Abilities
Rapid FireSkill At Arms
Notes

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.

KASRKIN, IMPERIUM, ASTRA MILITARUM, GUNNER
9. Miles "Blitz" Fours
Recon-Trooper
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Gun Butt
3
4+
2/3
Abilities
Rapid FireReconnoitre KillzoneSkill At Arms1AP: Auspex Scan
Notes

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.

Reconnoitre Killzone: The Relocate strategy ploy costs you 0CP if this operative is the selected friendly KASRKIN operative.

Auspex Scan (1AP): Until the start of this operative's next activation or until it is 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.

KASRKIN, IMPERIUM, ASTRA MILITARUM, RECON-TROOPER
10. Hellik "Banks" Voldo
Gunner
A 2
M 6"
S 4+
W 8/8
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 Arms
Notes

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.

KASRKIN, IMPERIUM, ASTRA MILITARUM, GUNNER

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:

NameATKHITDMG
Combat Dagger34+3/4

Ploys

Clearance Sweep
Strategy Ploy

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.

Engage From Cover
Strategy Ploy

Whenever an operative is shooting a friendly KASRKIN operative that’s in cover, you can re-roll one of your defence dice.

Elimination Pattern
Strategy Ploy

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.

Relocate
Strategy Ploy

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.

Cover Retreat
Firefight Ploy

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).

Give No Ground
Firefight Ploy

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.

Neutralise Target
Firefight Ploy

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.

Seize The Initiative
Firefight Ploy

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.

Tac Ops

Sweep & Clear
Seek And Destroy

Reveal: 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 Destroy

Reveal: 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 Destroy

Reveal: 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
Security

Reveal: 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
Security

Reveal: 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
Security

Reveal: 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.