Playing versus Kasrkin
Key mechanics: Skill at Arms, Rapid Fire.
Operatives
- Kasrkin Sergeant — 3 APL. 0 AP: gives one friendly an individual Skill at Arms; While alive, the Strategic Gambit selects two Skills instead of one
- Kasrkin Combat Medic — Saves a friendly from dying once per TP (both operatives lose 1 APL); 0 AP: heal 2D3 on a friendly
- Kasrkin Demo-Trooper — Places a proximity mine: 2D6+3 damage on trigger, ends the enemy's action
- Kasrkin Recon-Trooper — 1 AP: enemies within 8" can't be obscured when shot by friendlies
- Kasrkin Sharpshooter — Improved cover saves, ignores Saturate; First shot Silent
- Kasrkin Vox-Trooper — 1 AP: +1 APL to a friendly (can use twice per activation)