Death Korps of Krieg bring 14+ operatives to the battlefield with versatile Guardsman Orders! Adapt on the fly with Ceaseless shooting, melee, better saves, or extra movement. They're tough in cover, flexible with shooting/melee options, and can even fight on after death. Lead your disciplined troops to victory!
Core Abilities
Unusual Shooting
Spotter: Spot: grants Seek Light and ignores obscuring for targeted enemy.
Unusual Melee
Super Conceal
Out of Order Movement
Operative: Medic!: free Dash after saving operativeFirefight Ploy: In Death, Atonement: free action when incapacitatedOperative: Directive: activates another operative before opponentOperative: Group Activation: activates another TROOPER before opponentStrategic Ploy: Chronometer: free Dash in first or second turn
Activation Manipulation
Operative: Directive: activate another friendly operative before opponentOperative: Group Activation: activate another trooper before opponent
APL Modifiers
Bruiser: Trench Club [Shock] reduces APL.Vox-Operator: Signal action adds +1 APL to friendly operative.Vox-Operator: Relay Orders subtracts -1 from own APL.Medic: Medic! rule subtracts -1 APL from self and target.Faction Equipment: Gas Bombardment: -1 APL within 3" of marker.
Bitter Demise
Operative: Medic!: Prevents incapacitation and leaves 1 wound.Firefight Ploy: In Death, Atonement: Incapacitated operative performs free action.
Block Rerolls
Damage Reduction
Operative: Bruiser: ignore damage from one normal success in meleeOperative: Bionics: -1 damage from normal damage of 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 ranged weapons gain Saturate and Accurate 1.
- Take Cover: Improve friendly Save by 1 if cover saves retained.
- Clear The Line: Friendly melee weapons gain Accurate 1 and Severe in territory.
- Regroup: Select operative; others within 5" dash closer for free.
Firefight Ploys
- Inspirational Leadership: Issue a GUARDSMAN ORDER to friendly leader
- Combined Arms: Re-roll attack dice after ally shoots same target
- In Life, Shame: Gain all GUARDSMAN ORDERS on Engage order
- In Death, Atonement: Perform free action when incapacitated
Equipment
- Chronometer: Once per battle, free Dash for Death Korps operatives in your territory
- Comm-Beads: Allows targeting one Death Korps operative with a Guardsman Order
- Hand Axes: Provides a melee weapon with 3 attacks, 4+ hit, 3/4 damage
- Gas Bombardment: Once per battle, place marker that reduces APL by 1 within 3 inches
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Check the full faction rules for complete details.