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Imperium

Death Korps

Security/Seek And Destroy

Grim, fatalistic and utterly uncompromising, the Death Korps of Krieg are famed for their endurance and ability to do

Faction Rules

Guardsmen Orders

STRATEGIC GAMBIT and SUPPORT

A friendly DEATH KORPS WATCHMASTER operative can issue a GUARDSMAN ORDER.

Whenever it does, select one GUARDSMAN ORDER for all friendly DEATH KORPS operatives within 6" of it to receive.

Whenever a friendly operative receives a GUARDSMAN ORDER, apply its rules until the end of the turning point.

Operatives cannot benefit from more than one GUARDSMAN ORDER at once; they only benefit from the most recent order they received during the turning point.

  • Take Aim!

Ranged weapons of operatives that received this order (excluding mortar barrage and remote detonator) have the Ceaseless weapon rule.

  • Fix Bayonets!

Melee weapons of operatives that received this order have the Ceaseless weapon rule.

  • Dig In!

Whenever an operative is shooting a friendly operative that has received this order, if you can retain any cover saves, you can re-roll any of your defence dice results of one result (e.g. results of 2).

  • Move! Move! Move!

Whenever an operative that’s received this order is performing the Reposition action, add 1" to its Move stat.

Operatives

Strategic Ploys

Clear The Line

Friendly DEATH KORPS operatives’ melee weapons have the Accurate 1 weapon rule. Whenever a friendly DEATH KORPS operative is fighting wholly within your territory, or whenever it’s retaliating, its melee weapons also have the Severe weapon rule.

Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.

Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t.

Regroup

SUPPORT

Select one friendly DEATH KORPS operative that is more than 3" from enemy operatives.

Each other friendly DEATH KORPS operative within 5" of that operative and not within control range of enemy operatives can immediately perform a free Dash action in an order of your choice,

but each that does so must end that move closer to that operative.

Note that a Comms Device from universal equipment only affects the second distance of this rule.

You cannot use this ploy and the Chronometer faction equipment STRATEGIC GAMBIT in the same turning point.

Siege Warfare

Friendly DEATH KORPS operatives' ranged weapons have the Saturate and Accurate 1 weapon rules.

Saturate: The defender cannot retain Cover saves.

Accurate x: You can retain up to x Attack Dice as normal successes without rolling them.

Take Cover

Whenever an operative is shooting a friendly DEATH KORPS operative, if you can retain any cover saves, improve that friendly operative’s Save stat by 1.

Firefight Ploys

Combined Arms

Use this firefight ploy after rolling your attack dice for a friendly DEATH KORPS operative, if it is shooting an enemy operative that has been shot by another friendly DEATH KORPS operative during this turning point. You can re-roll any of your attack dice.

In Death, Atonement

Use this firefight ploy when a ready friendly DEATH KORPS operative is incapacitated, if it is not within control range of enemy operatives. Before it is removed from the killzone, it can immediately perform one free action and you can change its order to do so. Unless otherwise specified, the operative would be injured for this. Note that that friendly operative is injured for the duration of that action.

Inspirational Leadership

SUPPORT

Use this firefight ploy during a friendly DEATH KORPS WATCHMASTER or DEATH KORPS CONFIDANT operative's activation, before or after it performs an action.

It issues a GUARDSMAN ORDER.

In Life, Shame

Use this firefight ploy when a friendly DEATH KORPS operative is activated and given an Engage order.

It receives every GUARDSMAN ORDER. This takes precedence over the normal rule that operatives cannot benefit from more than one GUARDSMAN ORDER at once.

Equipment

Chronometer

Chronometer

Once per battle STRATEGIC GAMBIT in the first or second turning point.

Each friendly DEATH KORPS operative wholly within your territory can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to an opponent's drop zone or killzone edge.

You cannot use this STRATEGIC GAMBIT and the Regroup strategy ploy during the same turning point.

Comm-Beads

Whenever a friendly DEATH KORPS WATCHMASTER or friendly DEATH KORPS CONFIDANT operative issues a GUARDSMAN ORDER, you can use this rule.

If you do, instead of each friendly DEATH KORPS operative within 6" of it receiving that order, you can select one friendly DEATH KORPS operative to receive that order.

Hand Axes

Friendly DEATH KORPS operatives have the following melee weapon:

WeaponATKHITDMGSpecial
Hand Axe34+3/4

Gas Bombardment

Gas Bombardment

Once per battle STRATEGIC GAMBIT. Place your Gas marker in the killzone; it cannot be placed underneath Vantage terrain.

Whenever an operative is within 3" of that marker, subtract 1 from its APL stat. In the Ready step of the next Strategy phase, remove that marker.

Note that an operative's APL stat is only changed while it is within 3" of that marker. If it moves more than 3" from that marker, its APL stat is no longer changed by this rule.

Ammo Cache (x1)

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle:

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain.

The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

A DEATH KORPS KillTeam is composed of:

- 1 DEATH KORPS WATCHMASTER operative with the following:
  - Boltgun; bayonet  
  Or one option from each of the following:
  - Bolt pistol, plasma pistol or relic laspistol
  - Chainsword or power weapon
- 4 TROOPER operatives*
- 9 DEATH KORPS operatives selected from the following list:
  - BRUISER
  - CONFIDANT with one of the following options:
    - Boltgun or lasgun; bayonet
    - Bolt pistol or relic laspistol; chainsword    
  - GUNNER with bayonet and flamer
  - GUNNER with bayonet and grenade launcher
  - GUNNER with bayonet and meltagun
  - GUNNER with bayonet and plasma gun
  - MEDIC
  - SAPPER
  - SNIPER
  - SPOTTER
  - TROOPER
  - VETERAN
  - VOX-OPERATOR
  - ZEALOT

Other than TROOPER operatives, your kill team can only include each operative on this list once.  

*Up to four times, instead of taking one of these TROOPER operatives, you can select one DEATH KORPS ploy to cost you 0CP for the battle.