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===K Units=== This Recon/Security/Seek & Destroy fireteam is composed of the following: *1 Kasrkin Sergeant *0-9 of the following: **0-9 Kasrkin Troopers **0-4 Kasrkin Gunners **0-4 Kasrkin Sharpsooters ***The You can only take up to 4 between Gunners and Sharpshooters **0-1 Kasrkin Combat Medic **0-1 Kasrkin Demo-Trooper **0-1 Kasrkin Recon-Trooper **0-1 Kasrkin Vox-Trooper *'''Kasrkin Sergeant (Combat, Staunch, Marksman):''' While not stronger than the rest of his squad, the sergeant is incredibly vital by dint of his Leadership ability granting Elite points each turn. The other vital detail is that he will most likely be stuck with a melee weapon as, unlike with the Breachers or even the Veterans, this is your only melee operative. **In regards of melee weapons, you have either the power weapon or the chainsword. The chainsword is quite powerful and carries ceaseless, but you are stuck to the plasma pistol, a dangerous gun with AP1 stock, but risking AP2 might cost you. The power weapon has more crits thanks to Lethal 5+, but your pistol choices are limited to the bolt pistol and hot-shot laspistol - a matter of cosmetics before counting on upgrades/ploys. *'''Kasrkin Trooper (Marksman, Scout):''' The Kasrkin are about on level with the Tempestus in regard to stats. A 4+ save means that they won't have to worry so much about going down easily, but not enough to become reckless with them. In addition, each one carries a hot-shot lasgun for the firepower of a bolter, bolstered by a special action letting them spend a free Elite point each turn for an effective 3+ BS on one shot. *'''Kasrkin Combat Medic (Staunch, Scout):''' If you've seen the medic anywhere else, you've seen him here - One action heals 2d3 wounds on an ally, a special action that costs 1 AP for both medic and patient as the patient survives death. Having a 4+ save just means that they're not utterly hosed if they get caught in the middle of a firing line. *'''Kasrkin Demo-Trooper (Staunch):''' Rather than a lasgun, this guy just gets a hot-shot laspistol and insulated armor that lets them re-roll saves against Blast weapons and renders them immune to Splash attacks. Their special weapon is the Melta Mine, a remote mine that goes off the moment someone approaches it. With 4/2 damage with AP2 and MW3, this is a terrifying weapon that you don't want anyone to be near. *'''Kasrkin Gunner (Marksman):''' Your trooper, but now with special guns. Flamers help give wide coverage against crowds, grenade launchers allow for versatility between crowd-covering frags and armor-popping kraks, hot-shot volley guns give you crowd control with Fusillade, the meltagun demolishes anything super-tough, and the plasma gun gives you high-power anti-armor with a risky means to pop more armor. *'''Kasrkin Recon-Trooper (Marksman, Scout):''' While a basic trooper, the Recon-Trooper does provide a second Recon option so you can set up a second opinion. On top of that, they can spend an action on the Warden Auspex, which can mark an enemy and make them count attacks on them as having No Cover, as well as not having cover for the sake of any ploys. *'''Kasrkin Sharpshooter (Marksman):''' This Kasrkin has a Camo-Cloak, allowing them auto-score one cover save. Their weapon of choice is a hot-shot marksman rifle, quite accurate whether used in the basic Sharpshoot mode or the Snipe mode with 3/3 damage but 2+ BS, Sniper and MW3 to blow away leaders. *'''Kasrkin Vox-Trooper (Staunch, Scout):''' Basic trooper with a vox-caster to let them share an AP with any allies. Unlike certain Compendium vox-troopers, this can be spread anywhere on the board without concern for range and can be used twice per activation if you really need to support multiple fronts.
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