Death Korps Marksman

Homebrew by Konpea993

Death Korps marksmann are the group of elite Death Korps assassin train for long range combat and recon. there is a psyker in our rank he will serve in this mission before send to black ship if he survive.

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Composition

1 DEATH KORPS COMMISSAR

4 TROOPER operatives*

6 DEATH KORPS select from this following list:

  • DEATH KORPS GUNNER with grenade luancher
  • DEATH KORPS GUNNER with meltagun
  • DEATH KORPS GUNNER with plasma gun
  • DEATH KORPS GUNNER with flamer
  • DEATH KORPS ZEALOT
  • DEATH KORPS SPOTTER
  • DEATH KORPS SNIPER
  • DEATH KORPS MEDIC
  • DEATH KORPS GRENADIER
  • DEATH KORPS PSYKER

*You can replace 2 TROOPER operatives for one DEATH KORP GUNNER with a gun that not already selected.

Common Abilities and Options

Rapid Fire:
In this turn friendly DEATH KORPS operatives that use weapon with Rapid Fire weapon rule can perform shoot action 2 time.

Commissar
A 3
M 6"
S 3+
W 10
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
Bring It Down!

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, COMMISSAR
Gunner
A 2
M 6"
S 4+
W 9
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
Medic
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Marksman Lasgun
Focus Fire
3
3+
3/4
Rapid Fire (Rapid Fire)
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Medic!1AP: MedikitRapid Fire

Medic!: The first time during each turning point that another friendly DEATH KORPS operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining, and cannot be incapacitated for the remainder of that action. After that action, that friendly operative can immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative's activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

Medikit (1AP): Select one friendly DEATH KORPS operative within this operative's control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, MEDIC
Sniper
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Marksman Long-Las
Concealed (Dev3, Hvy, Prc1, Sil, *Concealed Position)
3
2+
4/4
Mobile
3
3+
4/5
Stationary (Dev3, Hvy, Prc1)
3
2+
4/4
Bayonet
3
4+
2/3
Abilities
*Concealed Position

*Concealed Position: This operative can only use this weapon the first time it is performing the Shoot action during the battle.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, SNIPER
Trooper
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Marksman Lasgun
Focus Fire
3
3+
3/4
Rapid Fire (Rapid Fire)
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Group ActivationRapid Fire

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly DEATH KORPS TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, TROOPER
Spotter
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Marksman Lasgun
Focus fire
3
3+
3/4
Rapid Fire (Rapid Fire)
4
4+
3/4
Mortar Barrage (Blast 2", Hvy(Dash), Silent)
4
4+
3/5
Bayonet
3
4+
2/3
Abilities
Rapid Fire1AP: SpotSupport Fire

Spot (1AP): SUPPORT

Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly DEATH KORPS operative within 3" of this operative is shooting that enemy operative, you can use this effect. If you do:

  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

Support Fire: Friendly DEATH KORPS operatives within 3" of this operative ranged weapons have the Saturate and Accurate 1 weapon rules.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, SPOTTER
Zealot
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Marksman Lasgun
Focus Fire
3
3+
3/4
Rapid Fire (Rapid Fire)
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Rapid FireThe Emperor ProtectsUplifting Primer

The Emperor Protects: Whenever an operative is shooting this operative, you can re-roll any of your defence dice.

Uplifting Primer: SUPPORT Whenever a friendly DEATH KORPS operative is within 3" of this operative, that friendly operative's weapons have the Severe weapon rule.

Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, ZEALOT
Grenadier
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Marksman Lasgun
Focus Fire
3
3+
3/4
Rapid Fire (Rapid Fire)
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
1AP: Breach PointGrenadierRapid Fire

Breach Point (1AP): place one of your beach marker within this operative's control range as close as possible to the terrain feature within control range of it. it treat part of that terrain feature that are no more than 1" thick as Accessible terrain.

This operative cannot perform this action while within control range of an enemy operative, or if a terrain feture isn't within it control tange.

Grenadier: This operative can use frag, krak and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, GRENADIER
Psyker
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Smite (Psychic, Dev2, Lethal 5+, Perils of the Warp)
4
3+
4/2
Bolt pistol (Range 8'')
4
4+
3/4
Chainsword
4
4+
4/5
Abilities
1AP: Kinetic PresencePerils of the Warp1AP: Seer's Presence1AP: Telekine Shield

Kinetic Presence (1AP): PSYCHIC Select one friendly DEATH KORPS operative within 6" of this operative until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first)

Whenever the selected operative is shooting, fighting or retaliating, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.

This operative cannot perform this action while within control range of an enemy operative. This action still use Perils of the Warp rule by use 3+ as HIT stat.

Perils of the Warp: Weapons with this rule cannot be used in turn 1.

After using this weapon, roll 1D6. If the result is less than the weapon's HIT stat, inflict Damage on that operative equal to the result multiplied by 2. If it is used multiple times in one action (e.g. Blast), roll only 1D6.

Seer's Presence (1AP): PSYCHIC Select one other friendly DEATH KORPS operative visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat.

This operative cannot perform this action while within control range of an enemy operative. This action still use Perils of the Warp rule by use 2+ as HIT stat.

Telekine Shield (1AP): PSYCHIC Select one friendly DEATH KORPS operative within 6" of this operative until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first)

Whenever an operative is shooting the selected operative, in the Roll Defence Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead.

This operative cannot perform this action while within control range of an enemy operative. This action still use Perils of the Warp rule by use 3+ as HIT stat.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, PSYKER
Equipment

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.


Special Issue Ammunition:
Once per turning point, when a friendly DEATH KORPS operative is performing the Shoot action, in the Select Weapon step, you can use this rule. If you do, select one of the following weapon rules for that operative’s ranged weapons to have until the end of the action. This rule cannot be used with explosive grenades (see universal equipment). If the weapon selected is a Markman Lasgun, then ignored once per the turning point limit as long as it not use same weapon rule this turn.

  • Blast 1" (you cannot select this if the weapon profile being used has the Torrent weapon rule)
  • Devastating 1
  • Lethal 5+
  • Piercing Crits 1
  • Saturate
  • Severe

Servo Skull:
Once per turning point, during a friendly DEATH KORPS operative’s activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP. Having an enemy operative within its control range doesn’t prevent that friendly operative from performing that mission action. However, in such an instance, after it does so, you and your opponent roll-off. If your opponent wins, you cannot use this equipment for the rest of the battle.


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.


Ploys

Firefight - In Death, Atonement:
Use this firefight ploy when a friendly DEATH KORPS operative is incapacitated, if it isn’t within control range of enemy operatives. Before it’s removed from the killzone, it can immediately perform one free action and you can change its order to do so.


Firefight - 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.


Firefight - Keep Distant:
Use this when active friendly DEATH KORPS operative's in control range of enemy operative it can retreat for free.


Firefight - Finish Him:
Use this firefight ploy after rolling your attack dice for a friendly DEATH KORPS operative, if it's shooting an enemy operative that's been injured. You can re-roll any of your attack dice.


Strategic - Fixed Bayonet:
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.


Strategic - Take Aim:
Friendly DEATH KORPS operatives' ranged weapons have the Saturate and Accurate 1 weapon rules.


Strategic - Take Cover:
Whenever an opertive is shooting a friendly DEATH KORPS operavive, if you can retain any cover save, improve that friendly operative's Save stat by 1.


Strategic - In life, Shame:
You can ignored any change stats of friendly DEATH KORPS operative being injured (including their weapons' stats)


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.