Roster Karskin
Roster Karskin
Roster Karskin
Configuration
Game Type
Selections: Matched
Categories: CONFIGURATION
Leader
Kasrkin Sergeant
Categories: LEADER, KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN SERGEANT
Rules: Elite
Abilities: Leadership, Operative: Sergeant
Plasma pistol; chainsword
Selections: Chainsword, Plasma pistol
Rules: APx, Ceaseless, Hot, Rng x
Weapons: ⌖ Plasma pistol, ⌖ Plasma pistol - Standard, ⌖ Plasma pistol - Supercharge, ⚔
Chainsword
Operative [5EP]
Kasrkin Combat Medic
Selections: Gun butt, Hot-shot lasgun
Categories: OPERATIVE, KASRKIN, IMPERIUM, ASTRA MILITARUM, MEDIC, KASRKIN COMBAT MEDIC
Rules: Elite
Abilities: Medic!, Operative: Combat Medic, Unique Actions: Combat Stimms (1AP),
Weapons: ⌖ Hot-shot lasgun, ⚔ Gun butt
Unique
Unique Action Ref
Actions
Select one friendly KASRKIN operative Visible to and within ▲ of this
Combat operative. That friendly operative regains 2D3 lost wounds. An operative
Stimms cannot be selected for this action if it was revived using the Medic! ability
(1AP) during the same Turning Point. This operative cannot perform this action while
within Engagement Range of an enemy operative.
Unique
Unique Action Ref
Actions
Plant Place your Melta Mine token in a location Visible to and within ▲ of this
Melta operative and more than ⬤ from any enemy operatives. This operative can
Mine only perform this action once, and cannot perform this action while within
(1AP) Engagement Range of an enemy operative.
Unique
Unique Action Ref
Actions
Select one enemy operative. Until the end of the Turning Point, each time a
Warden
friendly KASRKIN operative makes a shooting attack, that enemy operative is
Auspex
not Obscured. This operative cannot perform this action while within
(1AP)
Engagement Range of an enemy operative.
Kasrkin Vox-Trooper
Selections: Gun butt, Hot-shot lasgun
Categories: OPERATIVE, KASRKIN, IMPERIUM, ASTRA MILITARUM, KASRKIN VOX-TROOPER
Rules: Elite
Operative: Vox-Trooper, Unique Actions: Battle Comms (1AP), Weapons: ⌖ Hot-shot lasgun,
⚔ Gun butt
Unique
Unique Action Ref
Actions
Battle Select one friendly KASRKIN operative in the killzone. Add 1 to its APL. This
Comms operative can perform this action twice during its activation, but cannot perform
(1AP) this action while within Engagement Range of an enemy operative.
Selection Rules
*Proximity: The first time an enemy operative moves within ⬤ of this operative's Melta Mine token, make a
shooting attack against each operative within ⬤ of that token with this weapon (even if this operative is not in
the killzone, and ignore all Ballistic Skill modifiers). When making those attacks, those operatives are always
valid targets and cannot be in Cover. At the end of those shooting attacks, remove that token. An operative
cannot make a shooting attack with this weapon by any other means, or if its Melta Mine token is not in the
killzone. ()
APx: Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence
of the target for that shooting attack. x is the number after the weapon's AP, e.g. AP1. If two different APx
special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which
one to use. ()
Blast x: Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of
profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack
with this weapon (using the same profile) against each other operative Visible to and within X of the original
target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast,
e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch
action. ()
Ceaseless: Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in
the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice
results of 1. ()
Elite: You start the battle with a pool of 10 Elite points. Each time a friendly KASRKIN operative fights in
combat or makes a shooting attack, in the Roll Attack Dice step of that combat or shooting attack, you can
spend one or more of your Elite points to adjust one (and only one) of your dice. For each point you spend,
add 1 to the dice result, and reduce the number of Elite points in your pool by 1.
For example, a friendly KASRKIN operative makes a shooting attack. In the Roll Attack Dice step of that
shooting attack, you roll 4 attack dice and the results are 1, 2, 4 and 6. You spend 2 Elite points to increase
the result of one of your attack dice, modifying a 2 into a 4. Note that you cannot spend Elite points to modify
more than one dice from the roll.