The Silent Prayer

Infiltrating the ranks of the Kasrkin, the Silent Prayer is a cell of deeply devoted Genestealer cultists that have wormed their way into the Imperium's elite forces on Nova Byzantium. Operating under the guise of a traditional Kasrkin unit, these men are all hybrids who have either recently undergone their transformation or are well on their way to becoming full-fledged brood brothers. While outwardly loyal to the Emperor, they are in truth advancing the insidious plans of the Caliphate of the Four-Armed Emperor, the Genestealer cult that has deeply infected the ruling elite of the desert world. As elite soldiers, they are trained to strike swiftly and decisively, but in secret, their true loyalty lies with the Four-Armed Emperor, waiting for the moment when their bloodlines will rise up in a glorious revolution.

The Silent Prayer

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.

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).

Operatives

1. Sergeant Jamil al-Rashid
Sergeant
A 3
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Gun Butt
3
3+
2/3
Abilities
Rapid FireSkill At Arms0AP: Tactical CommandVeteran Leadership
Notes

Sergeant Jamil al-Rashid is a composed and tactical leader, chosen by the cult for his charisma and ability to command with a cold, calculated demeanor. Outwardly, he holds the respect of his team as an efficient, experienced sergeant. However, beneath the surface, Jamil is a fully transformed hybrid of the cult, serving as a conduit for the will of the Four-Armed Emperor. His stoic nature and ability to maintain perfect discipline are tools for him to subtly direct his team into the perfect positions for the cult’s true plans to unfold. His deep connection to the Patriarch makes him the spiritual center of the cell.

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. Sharpshooter Adnan al-Farouq
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

Adnan al-Farouq is a fiery, aggressive soldier who enjoys the heat of battle and the purging of his foes. He is one of the first to engage when the team goes into action, often choosing to engage targets indiscriminately, reflecting the cleansing ideals of the cult. His mutation is still somewhat subtle, with an increasing number of alien features becoming apparent, but his ruthless behavior and readiness to destroy anything that stands in the way of the cult’s advancement remain unquestioned. His loyalty lies with the Caliphate, and he serves the Patriarch by sweeping away obstacles, both physical and ideological.

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
3. Gunner Youssef al-Salem
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

Youssef al-Salem is a methodical and precise marksman, his plasma gun a weapon of surgical destruction. He has adopted the demeanor of a quiet and calculating soldier, often taking his time to line up shots that can burn through the toughest enemy armor or smash a vital target. Youssef’s mutation is more advanced than some of his fellow cell members, as he can often be seen with subtle but telling alien features, like his eyes that shine with an unnatural hue. His devotion to the Four-Armed Emperor is unwavering, and his plasma weapon is an extension of that devotion, bringing swift and absolute annihilation to any who stand against the cult’s designs.

KASRKIN, IMPERIUM, ASTRA MILITARUM, GUNNER
4. Combat Medic Nabil al-Karim
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

Nabil al-Karim’s calm and serene presence is both a mask and a tool. As a medic, he is an expert in both saving and sacrificing lives, often taking a quiet pleasure in stitching up his fellow soldiers after a battle or healing their wounds only to then return them to the fight for the glory of the cult. While he acts as a healer, he is a hybrid at heart, part of the Caliphate’s long-term infiltration of the Imperial forces. His quiet, almost soothing manner belies a cunning and dangerous mind that is always seeking new ways to ensure the cult’s infiltration remains undetected while the Patriarch’s will is done.

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
5. Reconnaissance Specialist Faisal al-Qadir
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

Faisal al-Qadir is a master of stealth and subterfuge, tasked with moving ahead of the team to scout enemy positions and detect any signs of treachery within their ranks. His agility and skill in infiltrating areas make him invaluable when navigating the harsh, shifting terrain of Nova Byzantium's desert ruins. His mutation is only starting to take hold, but it manifests in his ability to sense subtle shifts in the environment, almost as if his senses are heightened beyond that of an ordinary human. He takes great pride in leading the team into tactical advantages, always a step ahead of the enemy and the Imperium.

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
6. Demolitions Expert Jamal al-Basri
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

Jamal al-Basri is a controlled and meticulous soldier, using his expertise in demolitions to lay traps and destroy key Imperial structures. His melta and proximity mines are tools to ensure the cult’s enemies are eliminated with precision, leaving no chance of escape. His mutations are far more advanced than others in the cell, with his physical form showing clear signs of his hybridization. Despite this, he remains a silent, focused operative who is more than willing to sacrifice himself for the cause if needed. His skill with explosives is matched only by his devotion to the Caliphate and its eventual rise to power.

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
7. Trooper Samir al-Ansari
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
Notes

Samir al-Ansari is a quiet, disciplined trooper who excels in standard combat. He is a reliable member of the team who blends in seamlessly with his comrades. Despite his seemingly simple role, Samir is secretly becoming more and more alien, his features slowly morphing as he embraces the culture of the Four-Armed Emperor. His loyalty to the cult is unquestioned, and he provides steady fire support during operations. His silent demeanor allows him to be an effective agent of infiltration, as he rarely draws attention to himself, making him an ideal soldier for covert missions.

KASRKIN, IMPERIUM, ASTRA MILITARUM, TROOPER
8. Trooper Khalid al-Hariri
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
Notes

Khalid al-Hariri is a disciplined, no-nonsense trooper who follows orders without hesitation. However, his deepening devotion to the Four-Armed Emperor means his motivations are no longer entirely human. He sees himself as part of a greater, divine plan to bring about the ascension of the Genestealer Cult and rid the Imperium of its false gods. Khalid's mutation is still in its early stages, but his increasing physical strength and awareness of the cult’s designs make him a deadly asset in close combat and covert operations.

KASRKIN, IMPERIUM, ASTRA MILITARUM, TROOPER
9. Trooper Hani al-Jabari
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
Notes

Hani al-Jabari is a dedicated and ambitious soldier, eager to prove himself and rise through the ranks of the Kasrkin. His loyalty to the Emperor is unquestioned... or so it seems. In truth, Hani’s heart beats not for the Imperium but for the Four-Armed Emperor. He is deeply invested in the cult's plans, believing that the ascension of the Genestealer Patriarch is the true path to enlightenment. Hani is skilled in marksmanship and serves as a reliable infantryman, though his growing sense of purpose increasingly manifests in subtle acts of rebellion against his supposed superiors.

KASRKIN, IMPERIUM, ASTRA MILITARUM, TROOPER
10. Trooper Mustafa al-Zahrani
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
Notes

Mustafa al-Zahrani is the youngest member of the team, still trying to prove himself in the ranks of the elite Kasrkin. His youthful eagerness makes him a dangerous ally, as he is willing to do whatever it takes to rise through the ranks and further the cult’s goals. His mutation is more concealed, with only the faintest hints of alien characteristics starting to show. Mustafa is highly adaptable, using his youth and ambition to quickly learn the ways of the squad while secretly drawing closer to the sinister goals of the Caliphate.

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.