Squad 1A - Special Operations - 1st Cadian Bessel Regiment

Made of all the top ranking recruits of the Cadian successor regiment of Bessel, squad 1A is part of the regiment's first wave of offworld export.

They are young and inexperienced but eager to prove themselves and make sure that the name of the most famous imperial fortress world isn't inscribed on their banner for nothing.

Squad 1A - Special Operations - 1st Cadian Bessel Regiment

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. Lt. Kask
Sergeant
A 3
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Hot-Shot Laspistol (Rng 8")
4
3+
3/4
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Rapid FireSkill At Arms0AP: Tactical CommandVeteran Leadership
Notes

As hot blooded and dry as his homeworld there's no denying that Kask is a natural at anything revolving around war. A true born warrior the likes of which you rarely see more than once. Quick witted, strong and ressourceful, it's no surprise he was chosen to lead the most elite squad of the 1st Cadian Bessel Regiment. His bluntness and cocky attitude makes him difficult to deal with and even more difficult to forget, yet what is arrogance if backed up by skills but simply charisma ?

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. Col. Matthews
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

Field medics are normally taught rudimentary first aid to help maintain injured casualties until they reach a field hospital however because of the nature of special forces' missions, field hospitals are rarely within reach. As such, Colonel Matthews is surgeon first and soldier second. Slightly older than the rest of the squad due to his extended medical formation was enough to grant him the nickname of "grandpa". It's true that he might be wiser and more educated than most of his squadmates and he may be even a bit stuck up sometimes, but a slacker he isn't. Perfectly able to keep up with the relentless rythm of the squad's operations, Matthews is capable of accomplishing combat orders just as well as treating critical injuries while under fire and most importantly, fixing up that stomach ache the field rations keep giving you.

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. Sgt. Foley
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

His imposing stature and rugged looks might make him look like an meathead sometimes yet as the engineering expert of the squad, Foley's by far the smartest man of the bunch. Specialized in demolition and counter explosives, his adaptability is truly remarkable. Able to recognize patterns in systems he has never seen before in record times as well as being well versed in architecture and physics he's the problem solver of the squad, no matter how theorical or practical they may be.

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. Cpl. Kolm
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

Serenity incarnate, Kolm's slight smile is truly bulletproof. When everything is looking bad and nothing makes sense, catching a glimpse of his unfazed demeanor is enough to calm anyone down. A bit aloof and slow at times he's always good fun and a great cook to boot. He volunteered himself to be the dedicated plasma gunner of the squad and since then got a good sense for it.

KASRKIN, IMPERIUM, ASTRA MILITARUM, GUNNER
5. Cpl. Echter
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

A loudmouth and a brawler, it's obvious Echter looks up to his squad leader a lot, and he even looks like him in a some aspects but doesn't have the brain capacity to lead or inspire awe the way leutenant Kask does. Nevertheless, he still reliably ranks first in any athletic contest and his loyalty is undeniable. If you tell him to run into gunfire he'll do it without a second thought. It's best to keep away from him when he's had a drink too much though.

KASRKIN, IMPERIUM, ASTRA MILITARUM, GUNNER
6. Cpl. Reeve
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

Reeve is the dream subordinate. Quiet but not passive. Efficient without bragging. Never complains but always helping. Well rounded and polyvalent, always aware of his place and other's. When you want something done right, you ask for him to do it for you.

KASRKIN, IMPERIUM, ASTRA MILITARUM, GUNNER
7. Cpl. Niems
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

Niems always has a either a tool or a piece of knowledge for the situation no matter how niche. When a task seems to difficult to accomplish, he'll either find a way to do it effortlessly or confirm that it's impossible to do. He also aquired some knowledge in crafting and explosives and is often called to assist Foley when the needs arises.

KASRKIN, IMPERIUM, ASTRA MILITARUM, GUNNER
8. Sgt. Manning
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

Manning is built like clockwork. Rigid, punctual and almost perfectly rythmic. He's a true survivalist, no conditions too rough and always a way to survive off of nothing. He has this uncanny ability to sleep and wake up on command which has proven to be extremely useful in his field. His survival skills, perfect eyesight and nearly surnatural sense of danger made him a perfect fit for his role as the squad's scout. Although be warned, he's as dull as the rain.

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
9. Cpl. Lareti
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

The jester of the squad, always up to no good but always guaranteed to have fun. His humor never fails to keep the morale of the squad up. One might think when seeing his sticklike figure and grin inducing remarks that he's simply a buffoon yet he's surprisingly skilled at his job and athletic. You'll always find him trotting behind the leutenant relaying orders or distracting him.

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
10. Cpl. Vesker
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
Adaptive EquipmentRapid FireSkill At Arms

Adaptive Equipment: You can do each of the following once per turning point:

  • One friendly KASRKIN TROOPER operative can perform the Smoke Grenade action.
  • One friendly KASRKIN TROOPER operative can perform the Stun Grenade action.

The rules for these actions are found in universal equipment. Performing these actions using this rule does not count towards their action limits (i.e. if you also select those grenades from equipment).

KASRKIN, IMPERIUM, ASTRA MILITARUM, TROOPER

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.