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
A 3
M 6"
S 4+
W 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 LeadershipNotes
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 ?
2. Col. Matthews
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
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.
3. Sgt. Foley
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
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.
4. Cpl. Kolm
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
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.
5. Cpl. Echter
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
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.
6. Cpl. Reeve
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
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.
7. Cpl. Niems
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
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.
8. Sgt. Manning
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
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.
9. Cpl. Lareti
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
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.
10. Cpl. Vesker
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
Adaptive EquipmentRapid FireSkill At ArmsEquipment
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.