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====Regimental==== *'''Kasrkin''': The Chadboys are back, and this time they're more elite than ever. Each comes with an ''extra'' Regimental Doctrine due to their Warrior Elites rule, but each doctrine picked for WE must be unique to that unit in your entire army (so no sharing with an allied Guard detachment). They also have the {{W40Kkeyword|Cadian}} keyword, which comes into play for several rules and strat interactions. In short, [[Slaanesh|they fuck. They fuck hard.]] ** These guys have Scion stats and saves and can also come with up to four special weapons, with usual loadout limitations of no more than 2 of the same gun. You can choose from flamers, grenade launchers, hot-shot volley guns, meltaguns, and plasma guns. **One of them can take a Kasrkin exclusive Hotshot Marksman Rifle ''in addition to'' the 4 special weapons the squad cant take. It is a 36" Heavy 1 S4 AP-2 D3 sniper rifle that ignores ''Lo,S!'' and does an additional mortal wound on 6s to wound. **Armoured Superiority and Expert Bombardiers do nothing at all on this unit, and several other options do precious little. Here are the doctrines that do the most for Kasrkin as a general rule: ***Born Soldiers, of course. ***Cult of Sacrifice (particularly useful on 2x plasma + anything, as the plasma gunners dying now buffs the rest of the unit). ***Trophy Hunters (particularly useful on 2x melta + 2x plasma + marksman, giving the unit a material edge against T8 monsters and vehicles). ***Mechanised Infantry (if you give them a ride). ***Heirloom Weapons (particularly useful if you bring 2 meltaguns and 2 flamers, and don't forget this unit has frag and krak grenades that will work 10" out). ***Industrial Efficiency (this is better on Sv4+ than Sv5+, for sure). *'''Combat Engineer Squad<sup>Forge World</sup>:''' A band of soldiers with 12" Assault 3 S4 shotguns, giving them a decent bit of punch. Each one also comes with gas bombs, S+2 AP-2 Blast weapons that auto-wound anything that isn't a vehicle or titanic on a 2+ for some extra assurance. In addition, you can buy a heavy weapons squad, but this will only equip you with a mole launcher, which is essentially a mortar with AP-1 but half the range. **Their big gimmick is essentially being able to deep strike from wherever you want. This is especially useful if you also take a Hades drill with them so you can have both units popping out from the same hole in the ground. *'''Death Rider Command Squadron<sup>Forge World</sup>:''' You can take one with each Commander without eating an FOC slot, which is just as well. Seeing as the only other cavalry options are either the Death Riders or Rough Riders, you'd be well served by having more horses to throw around without wasting an Elites choice, if nothing else. As with the commander, these horse-like mounts also get a 5+++ save and two S4 AP-1 swipes as well, while the riders are stuck with AP-1 lances that upgrade to S+2 AP-3 D2 on the charge. They can also be used for outflanking moves.
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