Death Korps

SecuritySeek & Destroy
KILL GRADE [10-14]
Ops12345
10246810
11247911
122571012
133581113
143681114

What to Know

Command the Death Korps of Krieg! Lead 14+ operatives with versatile Guardsmen Orders: boost shooting with Take Aim!, melee with Fix Bayonets!, defense with Dig In!, or speed with Move! Move! Move!. They're a flexible horde—average speed and toughness but overwhelming with ploys like Siege Warfare for ranged saturation and Clear The Line for brutal melee. Unique rules like In Life, Shame and In Death, Atonement make them relentless. Adapt to any battlefield with specialized roles from Snipers to Sappers!

Core Abilities

Unusual Shooting
Spotter: Spot: grants Seek Light and ignores obscuring.Sapper: Remote Detonator: ignores cover and obscuring when detonating.
Unusual Melee
Super Conceal
Out of Order Movement
Operative: Confidant: Directive: activate friendly operative before opponent's activationOperative: Medic: Medic!: grants free Dash to operative saved from incapacitationOperative: Trooper: Group Activation: activate TROOPER before opponent after expendedStrategic Ploy: Regroup: free Dash for operatives near selected operativeFirefight Ploy: In Death, Atonement: free action when operative incapacitatedEquipment: Chronometer: free Dash in first/second turning point
Activation Manipulation
Operative: Directive: activate another operative before opponent after this operative is expended.Operative: Group Activation: activate another TROOPER operative before opponent after this operative is expended.
APL Modifiers
Medic: Subtract 1 APL from self and ally after using Medic! rule.Vox-Operator: Subtract 1 APL from self when relaying orders.Vox-Operator: Add 1 APL to friendly operative with Signal action.Gas Bombardment: Subtract 1 APL from enemies near gas marker.
Bitter Demise
Operative: Bruiser: Strikes enemy with unresolved success when incapacitated in Fight.Operative: Medic!: Prevents incapacitation of friendly operative, leaves with 1 wound.Firefight Ploy: In Death, Atonement: Incapacitated operative performs free action before removal.
Block Rerolls
Damage Reduction
Operative: Bruiser: ignore damage from one normal success in fight or retaliateOperative: Veteran: Bionics: reduce damage by 1 if normal damage 3+

Faction Rules

  • Guardsmen Orders: Issue orders to friendly operatives within 6" for effects until end of turning point.
  • Take Aim!: Ranged weapons gain Ceaseless rule for operatives with this order.
  • Fix Bayonets!: Melee weapons gain Ceaseless rule for operatives with this order.
  • Dig In!: Reroll one defence dice result when shooting at operative with this order.
  • Move! Move! Move!: Add 1" to Move stat when performing Reposition action.

Strategic Ploys

  • Siege Warfare: Friendly Death Korps ranged weapons gain Saturate and Accurate 1.
  • Take Cover: Improve friendly Death Korps Save by 1 when retaining cover saves.
  • Clear The Line: Friendly Death Korps melee weapons gain Accurate 1 and Severe in territory or retaliation.
  • Regroup: Select friendly Death Korps operative; nearby allies perform free Dash toward it.

Firefight Ploys

  • Inspirational Leadership: Issue a GUARDSMAN ORDER to a friendly operative.
  • Combined Arms: Re-roll attack dice after another friendly shot the target.
  • In Life, Shame: Gain all GUARDSMAN ORDERS when given an Engage order.
  • In Death, Atonement: Perform a free action when incapacitated, if not near enemies.

Equipment

  • Chronometer: Once per battle, friendly operatives in your territory can Dash toward opponent's side
  • Comm-Beads: Allows issuing GUARDSMAN ORDER to a single selected operative instead of all within 6"
  • Hand Axes: Provides a melee weapon with 3 attacks, hitting on 4+, dealing 3/4 damage
  • Gas Bombardment: Once per battle, place marker that reduces APL by 1 for operatives within 3"

No rules commentary available for this faction yet.