Genestealer Cults

Epic Heros
80
Charaters
85
50
70
50
55
65
65
50
165
55
60
65
235
45
50
60
80
75
60
70
65
275
50
170
65
Battleline
65
70
65
65
65
85
65
Infantry
135
95
65
65
110
70
110
60
75
60
70
75
125
70
Walkers
65
55
Vehicles
95
65
450
420
450
140
145
415
120
420
125
95
185
190
170
170
180
150
145
165
250
55
410
430
465
110
Flyers
Dedicated Transports
85
85
75
90
105

Death Korps Of Krieg

Model NameMTSvWLdOC
Death Korps Of Krieg
25mm
6"35+ 17+2
Ranged WeaponsRangeABSSAPD
Flamer
ignores cover, torrent
12"D6N/A401
Grenade launcher – krak
24"14+9-2D3
Laspistol
pistol
12"14+301
Long-las
heavy, precision
36"14+4-22
Meltagun
melta 2
12"14+9-4D6
Plasma gun – standard
rapid fire 1
24"14+7-21
Plasma gun – supercharge
hazardous, rapid fire 1
24"14+8-32
Lasgun
rapid fire 1
24"14+301
Grenade launcher – frag
blast
24"D34+401
Bolt pistol
PISTOL
12"14+401
Boltgun
rapid fire 1
24"14+401
Plasma pistol – standard
pistol
12"14+7-21
Plasma pistol – supercharge
hazardous, pistol
12"14+8-32
Melee WeaponsRangeAWSSAPD
Chainsword
Melee34+301
Close combat weapon
Melee14+301
Power weapon
Melee24+4-21
Keywords:
Genestealer Cults, Astra Militarum, Infantry, Battleline, Imperium, Grenades, Regiment, Death Korps of Krieg, Platoon

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.
Core:
Faction:

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 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 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 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 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 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 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.