Kasrkin

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The Dark Crusade version is now archived.
Dawn of War Squad
Kasrkin
IG Kasrkin.jpg
Race Imperial Guard
Version Soulstorm v1.2
Build Info
IG Kasrkin icon.jpg
Hotkey K
Build Cost Resource requisition.gif 200 Resource power.gif 100  Resource cap infantry.gif 3
Build Time 35 s
Built From Infantry Command
Squad Size 5/9
Requires local Kasrkin Quarters
Limit 1
Unit Stats
Hitpoints 385/0.5
Armour Infantry Heavy Medium
Morale 400/10/100
Death Penalty -25
Unit Mass 9
Move Speed 16
Sight Radius 25 (cannot detect)
Reinforcement
Reinforce Cost Resource requisition.gif 50 Resource power.gif 10 
Reinforce Time 10 s
Weapons
Ranged Hellgun
Melee Bayonet



Contents

Kasrkin

"They will learn to fear me."

Kasrkin are part of the Imperial Guard Structure and are dedicated to the security of Cadia. Their name comes from the title of the cities of Cadia, which are "Kasrs". They are the elite of the Cadian military and are picked up while still serving as Whiteshields in the Cadian Army. Their training is more than a match for that provided to Storm Troopers (they are the Cadian equivalent) and they are utterly dedicated to the preservation of Cadia, whereas Storm Troopers are indoctrinated to the defense of the entire Imperium.

They are highly trained in the use of numerous weapons. Their Hellguns are much more powerful versions of the normal Lasgun used by regular Guardsmen. They wear Carapace armour, which deflects and absorbs incoming projectiles far better than standard Guardsmen armor. They are also given minor biological modifications to allow them to move quickly despite their heavier gear. They have an ethos of honour and a devotion to duty that is impressive for members of the Imperial Guard. Whereas the standard Storm Trooper is looked down upon by Imperial Guardsmen, the standard Kasrkin is looked upon with favour. They are the ultimate warrior to fight against the forces of Chaos, and they lead the charge in the defense of Cadia. To be a Kasrkin is to hold a position of honour, and all Cadians recognize this.

Kasrkin can capture Strategic Points, Critical Locations, and Relics.

Tactics

Kasrkin provide a marked improvement over standard Guardsmen Squads. Kasrkin are more durable, faster, longer ranged, and have much better basic firepower than their stock brethren. Combined with Execute from a nearby Guardsmen Squad, a Priest for themselves, and generous use of their Frag Grenades, Kasrkin can take on most other Tier 3 infantry and win. But be forewarned, without all of these factors in play, Kasrkin will usually lose their engagements.

Kasrkin Frag Grenades should not be underestimated, they are far better than the Frag Grenades of Space Marine Squads. They have an impressive amount of damage to all unit types (especially vehicles) and a large area of effect. With a mere 60 second recharge time, they can also be used frequently, often multiple times during a single fight. The listed 200 morale damage is per squad member hit by the grenade itself, so you can break multiple squads at once with the Frag if you aim well.

Kasrkins are still highly effective at range armed with only their Hellguns. Boasting a range of 40, matched only by upgraded Fire Warriors and Dark Reapers, Kasrkin Hellguns can deploy safely behind other Guardsmen squads or vehicles. Kasrkin Plasma Guns, though powerful, actually have shorter range than their Hellguns and so draw Kasrkins closer into the field of fire and melee troops. Their Grenade Launchers, however, provide a significant increase in damage and provide knockback against infantry while keeping the 40 range.

Though initially low in terms of damage output per second compared to other ranged specialists such as Terminators or Flash Gitz, the Commissar's Execute ability evens the odds, more than doubling their average damage per second. This means that even just out of the Infantry Command a Kasrkin squad can put out tremendous ranged firepower, amplified even moreso by the presence of a Priest.

Kasrkin simply equipped with Hellguns, a Priest, and the damage bonus from the Commissar's Execute ability will outdamage Space Marine Terminators from over 50% further range. It is more beneficial to keep a Guardsmen squad with Commissar around to Execute them rather than execute the expensive Kasrkin themselves; the damage aura extends to the Kasrkins as well.

Kasrkin Stormtroopers are quite resilient for cost when fully upgraded. Due to the need to keep Kasrkin alive, it is recommended to add the Kasrkin Sergeant first to receive the +100 HP buff to all squad members, then reinforce. With a Sergeant, Priest and the Kasrkin Armor Upgrade researched, Kasrkins have over 760 HP apiece. The Kasrkin Armor Upgrade is particularly important as it means the difference between a cumulative squad HP of 6100 and 8300.

Squad Leaders

Maximum Squad Leaders Allowed: 1

Kasrkin Sergeant

Kasrkin Sergeant Hotkey: L
IG Kasrkin Sergeant icon.jpg Cost Resource requisition.gif 75 Resource power.gif 15  Build Time 15 s
Requirements Tactica Control and Kasrkin Quarters
Effects +100 health to every squad member, +150 maximum morale

Abilities

Frag Grenades

Frag Grenades Hotkey: X
IG Kasrkin Frags icon.jpg Requires Nothing
Target Types Any enemy units
Range 35
Area of effect 6.5 Cooldown time 60 s
Effects Blasts apart any enemy units caught in the explosion radius and scatters enemy infantry across the battlefield (50-60 force).
Damage Values
Infantry Vehicles Buildings Daemons Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High Morale Min Max Min.D
130-227.5 120-210 110-192.5 100-175 90-157.5 85 200-350 160-280 85-87.5 85 100-175 85-122.5 85 85-140 85 200 200 350 85

Weapons

Hellgun

Hellgun
RangedStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS 21.1 19.3 17.7 16.0 12.4 9.5 3.7 1.7 0.7 3.7 12.1 6.1 4.0 25.5 0.8 1.8 7.05 65.0 75.0 0.5
With Priest: 31.7 29.0 26.6 24.0 18.6 14.3 5.6 2.6 1.1 5.6 18.2 9.2 6.0 38.3 1.2 1.8 7.05 97.5 112.5 0.5
With Execute: 38.0 34.8 32.0 28.9 22.4 17.2 6.7 3.0 1.2 6.7 21.9 10.9 7.3 46.0 1.5 1.8 7.05 65.0 187.5 0.5
With Execute and Priest: 48.5 44.4 40.7 36.8 28.5 21.9 8.5 3.9 1.6 8.5 27.8 14.0 9.2 58.7 1.8 1.8 7.05 97.5 225.0 0.5

Cost Default Weapon Range 40 Setup Time 0 s
Build Time Default Weapon Accuracy 50% Refire Rate 1 s
Area of Effect 0 Requires Nothing

Bayonet

Bayonet
MeleeStance icon bw.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 11.7 14.4 10.8 10.4 4.8 1.5 1.0 1.2 1.0 2.0 9.0 5.8 2.9 2.3 1.0 1.0 2.0 18.0 22.0 1.0

Cost Default Weapon Range Melee Setup Time 0 s
Build Time Default Weapon Accuracy 100% Refire Rate 1 s
Area of Effect 0 Requires Nothing

Weapon Upgrades

Maximum Weapon Upgrades Allowed: 4

Grenade Launcher

Grenade Launcher Hotkey: N
IG gren launcher icon.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 20.2 27.7 25.2 22.9 11.2 5.2 7.1 6.9 5.2 6.9 9.2 5.2 5.2 10.6 5.2 3.3 20.05 125.0 150.0 15.5
With Priest: 30.3 41.6 37.8 34.4 16.8 5.2 10.7 10.4 5.2 10.4 13.8 6.9 5.2 15.9 5.2 3.3 20.05 187.5 225.0 15.5
With Weapon Specialization: 40.3 55.4 50.4 45.8 22.4 5.2 14.2 13.8 5.2 13.8 18.3 9.2 5.2 21.2 5.2 3.3 20.05 250.0 300.0 15.5
With Weapon Specialization and Priest: 60.5 83.2 75.6 68.8 33.6 5.2 21.3 20.7 6.9 20.7 27.5 13.4 5.2 31.8 5.2 3.3 20.05 375.0 450.0 15.5

Cost Resource requisition.gif 20 Resource power.gif 15  Range 40 (min 15) Setup Time 1 s
Build Time 14 s Accuracy 100%, offset 3, blind offset 3 Refire Rate 3 s
Area of Effect 2.5 Requires Tactica Control
Notes Grenade Launchers do friendly fire and knockdown (25-40 force).

Plasma Gun

Plasma Gun Hotkey: P
Guard plasma gun icon.jpg Damage Per Second Values
Infantry Vehicles Buildings Daemons Morale Base Damage
Low Med High H.Med H.Hi Cmdr Low Med High Air Low Med High Med High DPS Base Min Max Min.D
Initial DPS: 27.0 25.1 22.5 20.3 16.1 7.1 2.8 1.3 0.5 2.8 3.4 1.5 0.8 35.4 0.6 3.8 15.05 81.0 99.0 0.5
With Priest: 40.5 37.7 33.8 30.5 24.2 10.7 4.2 2.0 0.8 4.2 5.1 2.3 1.2 53.1 0.9 3.8 15.05 121.5 148.5 0.5
With Weapon Specialization: 40.5 37.7 33.8 30.5 24.2 10.7 4.2 2.0 0.8 4.2 5.1 2.3 1.2 53.1 0.9 3.8 15.05 162 188 0.5
With Weapon Specialization and Priest: 60.8 56.5 50.6 45.6 36.1 15.9 6.2 2.8 1.1 6.2 7.6 3.4 1.7 79.7 1.4 3.8 15.05 243 297 0.5

Cost Resource requisition.gif 30 Resource power.gif 15  Range 30 Setup Time 0 s
Build Time 15 s Accuracy 50% Refire Rate 1 s
Area of Effect 0 Requires Tactica Control

Researchable Upgrades

Weapon Specialization

Weapon Specialization Hotkey: W
IG WS.jpg Cost Resource requisition.gif 100 Resource power.gif 100  Research Time 30 s
Researched From Tactica Control
Requires Satellite Targeting Resolution
Effects

Genetic Enhancement

Genetic Enhancement Hotkey: S
IG GE.jpg Cost Resource requisition.gif 100 Resource power.gif 50  Research Time 60 s
Researched From Tactica Control
Requires Kasrkin Quarters and Regimental Command
Effects Increases the movement speed of Kasrkin and Kasrkin Sergeants by 33%.

Kasrkin Armor

Kasrkin Armor Hotkey: K
IG KA.jpg Cost Resource requisition.gif 100 Resource power.gif 50  Research Time 60 s
Researched From Tactica Control
Requires Kasrkin Quarters and Regimental Command
Effects </b>

The Dawn of War Player's Guide

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