Death Korps Of Krieg

Model NameMTSvWLdOC
Death Korps Of Krieg
25mm
6"35+ 17+2
Keywords:
Genestealer Cults, Astra Militarum, Infantry, Battleline, Imperium, Grenades, Regiment, Platoon, Death Korps of Krieg
Ranged WeaponsRangeABSSAPD
Flamer
ignores cover, torrent
12"D6N/A401
Grenade launcher – frag
blast
24"D34401
Grenade launcher – krak
24"149-2D3
Lasgun
rapid fire 1
24"14301
Laspistol
pistol
12"14301
Long-las
heavy, precision
36"144-22
Plasma gun – standard
rapid fire 1
24"147-21
Plasma gun – supercharge
hazardous, rapid fire 1
24"148-32
Meltagun
melta 2
12"149-4D6
Bolt pistol
PISTOL
12"14401
Boltgun
rapid fire 1
24"14401
Plasma pistol – standard
pistol
12"147-21
Plasma pistol – supercharge
hazardous, pistol
12"148-32
Melee WeaponsRangeABSSAPD
Chainsword
Melee34301
Close combat weapon
Melee14301
Power weapon
Melee244-21

Abilities

Grim Demeanour:Each time a model in this unit makes an attack, add 1 to the Hit roll if this unit is below its Starting Strength, and add 1 to the Wound roll as well if this unit is Below Half-strength.

Wargear Options

For every 10 models in this unit, up to 2 Death Korps Troopers can each have their lasgun replaced with one of the following*:
  • 1 flamer
  • 1 grenade launcher
  • 1 long-las
  • 1 meltagun
  • 1 plasma gun
For every 10 models in this unit, 1 Death Korps Trooper equipped with a lasgun can be equipped with 1 Death Korps medi-pack (that model’s lasgun cannot be replaced)**.
For every 10 models in this unit, 1 Death Korps Trooper equipped with a lasgun can be equipped with 1 vox-caster (that model’s lasgun cannot be replaced).**
Any number of Death Korps Watchmasters can each replace their laspistol and chainsword with 1 boltgun and 1 close combat weapon.
Any number of Death Korps Watchmasters can each replace their chainsword with 1 power weapon.
Any number of Death Korps Watchmasters can each replace their laspistol with one of the following:
  • 1 bolt pistol
  • 1 plasma pistol
* You cannot select the same option more than once per unit unless it contains 20 models, in which case you cannot select the same option more than twice per unit.
** A model can only take one of these options.

Wargear Abilities

Vox-caster:Each time you target the bearer’s unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP.
Death Korps Medi-pack:At the start of your Command phase, if the bearer’s unit is below its Starting Strength, you can return up to D3 destroyed Death Korps Troopers to this unit (if this unit contains two models equipped with a Death Korps medi-pack, return up to D3+1 destroyed Death Korps Troopers to this unit instead).

Unit Composition

1 Death Korps Watchmaster and 9 Death Korps Troopers
OR
2 Death Korps Watchmasters and 18 Death Korps Troopers
Every Death Korps Watchmaster is equipped with: laspistol; chainsword.

Every Death Korps Trooper is equipped with: lasgun; close combat weapon.

This unit can have up to two Leader units attached to it, provided no more than one of those units is a Command Squad unit. If it does, and this Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.

Costs

10 models - 65pts
20 models - 145pts

Leader

Stratagems

NameDescription
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 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 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.
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.
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 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 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 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.
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 REGIMENTAL REINFORCEMENTS
Detachment: Brood Brother Auxilia
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an Astra Militarum Infantry Regiment unit from your army (excluding Artillery and Character units) is destroyed.

TARGET: That INFANTRY unit. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Roll one D6: on a 3+, place one Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed) and add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot.

RESTRICTIONS: You can only use this Stratagem once per battle.
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.
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".