Death Korps Marksman

Homebrew (Unpublished) by Konpea993
Composition
Common Abilities and Options

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.

Watchmaster
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
3+
3/4
Boltgun
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
4+
3/5
Supercharge (Rng 8", Hot, Lethal 5+, Prc1)
4
4+
4/5
Relic Laspistol (Rng 8", Lethal 5+)
4
3+
2/4
Bayonet
4
3+
2/3
Chainsword
4
3+
4/5
Power Weapon (Lethal 5+)
4
3+
4/6
Abilities
Adaptive OrdersBring It Down!Guardsmen Orders

Adaptive Orders: If this operative doesn’t issue a GUARDSMAN ORDER as a STRATEGIC GAMBIT, you can use the Inspirational Leadership firefight ploy for 0CP during this operative’s activation.

Bring It Down!: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative. Whenever a friendly DEATH KORPS operative is shooting against, fighting against or retaliating against that enemy operative, that friendly operative’s weapons have the Punishing weapon rule.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, LEADER, WATCHMASTER
Confidant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
4+
3/4
Boltgun
4
4+
3/4
Lasgun
4
4+
2/3
Relic Laspistol (Rng 8", Lethal 5+)
4
4+
2/4
Bayonet
3
4+
2/3
Chainsword
4
4+
4/5
Abilities
DirectiveGuardsmen OrdersSecond In Command

Directive: Whenever this operative is activated, if you have not used the Second in Command rule during the battle, you can select one other ready friendly DEATH KORPS operative visible to and within 6" of it. When this operative is expended, activate that other friendly operative before your opponent activates (if that operative is a TROOPER, ignore its Group Activation rule).

Second In Command: If a friendly WATCHMASTER operative is incapacitated and removed from the killzone, you can use this rule. If you do, until the end of the battle, this operative can issue a GUARDSMAN ORDER as a STRATEGIC GAMBIT (even though it is not a WATCHMASTER operative).

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, CONFIDANT
Gunner
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Grenade Launcher
Frag (Blast 2")
4
4+
2/4
Krak (Prc1)
4
4+
4/5
Meltagun (Rng 6", Dev 4, Prc2)
4
4+
6/3
Plasma Gun
Standard (Prc1)
4
4+
4/6
Supercharge (Hot, Lethal 5+, Prc1)
4
4+
5/6
Bayonet
3
4+
2/3
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, GUNNER
Equipment
Ploys
TacOps
Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.