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
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