Krieg Command Squad

Model NameMTSvWLdOC
LORD COMMISSAR
32mm
6"35+ 36+1
VETERAN GUARDSMAN
25mm
6"35+ 17+1
Keywords:
Genestealer Cults, Astra Militarum, Character, Krieg, Platoon, Command Squad, Officer, Grenades, Infantry, Imperium
Ranged WeaponsRangeABSSAPD
Meltagun
melta 2
12"149-4D6
Plasma gun – standard
rapid fire 1
24"147-21
Plasma gun – supercharge
hazardous, rapid fire 1
24"148-32
Flamer
ignores cover, torrent
12"D6N/A401
Grenade launcher – frag
blast
24"D34401
Lasgun
rapid fire 1
24"14301
Grenade launcher – krak
24"149-2D3
Laspistol
pistol
12"14301
Boltgun
rapid fire 1
24"14401
Bolt pistol
pistol
12"14401
Plasma pistol – standard
pistol
12"147-21
Plasma pistol – supercharge
hazardous, pistol
12"148-32
Melee WeaponsRangeABSSAPD
Chainsword
Melee44301
Power fist
Melee346-22
Power weapon
Melee344-21
Close combat weapon
Melee24301
Trench club
Melee34401

Abilities

Grim Determination:While this unit contains an OFFICER, you can target this unit with Stratagems even while it is Battle-shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked.

Wargear Options

1 Veteran Guardsman’s boltgun can be replaced with one of the following:
  • 1 flamer
  • 1 grenade launcher
  • 1 meltagun
  • 1 plasma gun
The Lord Commissar's power weapon can be replaced with 1 power fist.
The Lord Commissar can be equipped with 1 plasma pistol.
1 Veteran Guardsman’s chainsword can be replaced with one of the following:
  • 1 trench club
  • 1 power weapon
1 Veteran Guardsman not equipped with alchemyk counteragents can replace its laspistol with one of the following:
  • 1 bolt pistol
  • 1 plasma pistol

Wargear Abilities

Master Vox:Each time the OFFICER in the bearer’s unit issues an Order, it can issue it to an eligible unit up to 24" away.
Alchemyk Counteragents:The bearer’s unit has the Feel No Pain 6+ ability against mortal wounds.
Regimental Standard:Add 1 to the Objective Control characteristic of models in the bearer’s unit.
Servo-scribes:Once per battle, when issuing an Order, the Lord Commissar can issue one additional Order.

Designer’s Note: Place a Servo-scribes token next to the unit, removing it when this ability has been used.

Unit Composition

1 Lord Commissar
5 Veteran Guardsmen
The Lord Commissar is equipped with: laspistol; power weapon.

One Veteran Guardsman is equipped with: laspistol; chainsword.

One Veteran Guardsman is equipped with: laspistol; close combat weapon; alchemyk counteragents; servo-scribes.

One Veteran Guardsman is equipped with: lasgun; close combat weapon; master vox.

One Veteran Guardsman is equipped with: lasgun; close combat weapon; regimental standard.

One Veteran Guardsman is equipped with: boltgun; close combat weapon.

Costs

6 models - 65pts

Led By

Stratagems

NameDescription
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP GRENADE
Detachment: Core
WHEN: Your Shooting phase.

TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.

EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP A DARK NETWORK
Detachment: Brood Brother Auxilia
WHEN: Reinforcements step of your opponent’s Movement phase, just after an enemy unit is set up on the battlefield from Reserves.

TARGET: One Astra Militarum or GENESTEALER CULTS unit from your army (excluding Monsters and Vehicles) within 12" of that enemy unit.

EFFECT: Your unit can make a Normal move of up to 6".
2CP ACCEPTABLE LOSSES
Detachment: Brood Brother Auxilia
WHEN: Your Shooting phase.

TARGET: One Astra Militarum unit from your army.

EFFECT: Select one enemy unit within Engagement Range of one or more GENESTEALER CULTS units from your army. Until the end of the phase, your unit can make ranged attacks that target that enemy unit. If it does, after it has resolved those attacks, roll one D6 for each of those GENESTEALER CULTS units: on a 5+, the unit being rolled for suffers D3+1 mortal wounds.
1CP SYMBIOTIC DESTRUCTION
Detachment: Brood Brother Auxilia
WHEN: Your Shooting phase.

TARGET: One Astra Militarum and one GENESTEALER CULTS unit from your army that have not been selected to shoot this phase.

EFFECT: Select one enemy unit that is visible to both of those selected units and within range of at least one ranged weapon from each of those units. Until the end of the phase, models in those units can only make attacks that target that enemy unit (and only if it is an eligible target). When doing so, each time such a model makes an attack, re-roll a Wound roll of 1.
1CP SUPPRESS AND OVERWHELM
Detachment: Brood Brother Auxilia
WHEN: Your Shooting phase, just after an Astra Militarum unit from your army has shot.

TARGET: That ASTRA MILITARUM unit.

EFFECT: Select one enemy unit hit by one or more of those attacks. Until the end of the turn, that enemy unit cannot be targeted with the Fire Overwatch Stratagem and each time a GENESTEALER CULTS unit from your army selects that enemy unit as a target of a charge, you can re-roll the Charge roll.