Death Korps Grenadiers

Homebrew by MereMarley

Grenadiers are principally used by the Death Korps regiments in a heavy infantry role as the leading edge of assault waves that are intended to smash key enemy defence points during a wider infantry attack. Many Grenadiers consider themselves already martyred in the Emperor's service and will not falter in their duty, regardless of the odds against them. Breaking with conventional Storm Trooper training, Grenadiers are never deployed by grav-chute, and instead often carry the brunt of an initial advance on foot, or as small tactical units in rapid moving Centaur armoured personnel carriers.

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Composition

A DEATH KORPS GRENADIER KillTeam is composed of:

1 GRENADIER WATCHMASTER operative with the following: Hot-shot laspistol; power Sword Plasma pistol; chainsword

9 GRENADIER operatives selected from the following list:

  • GRENADIER WATCHMASTER with hot-shot laspistol, and power sword
  • GRENADIER QUARTERMASTER with hot-shot lasgun, and bayonet
  • GRENADIER SAPPER with hot-shot lasgun, Melta Bomb, and bayonet
  • GRENADIER GUNNER with hot-shot volleygun and gun butt
  • GRENADIER LOADER with hot-shot lasgun, and bayonet
  • GRENADIER TROOPER with hot-shot lasgun, and bayonet

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

Your kill team can include up to two GRENADIER SAPPER operatives

Common Abilities and Options

Rapid Fire:
Each friendly DEATH KORPS operative that doesn’t perform an action in which it moves during its activation can perform two Shoot actions (excluding Guard) during that activation, but a bolt pistol, hot-shot lasgun or hot-shot laspistol must be selected for both of those actions.

Pillbox:
Each friendly GRENADIER GUNNER, and GRENADIER LOADER operative that doesn’t perform an action in which it moves during its activation can Improve its save characteristic by one.

Grenadier Watchmaster
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Hot-Shot Laspistol (8")
4
3+
3/4
Power Sword (Lethal 5+)
4
3+
4/6
Abilities
Guardsman OrdersRapid Fire

Guardsman Orders: STRATEGIC GAMBIT and SUPPORT A friendly GRENADIER WATCHMASTER operative can issue a GUARDSMAN ORDER. Whenever it does, select one GUARDSMAN ORDER for all friendly DEATH KORPS operatives 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.

32Death Korps, Imperium, Astra Militarum, Leader, Grenadier Watchmaster
Grenadier Quartermaster
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Bayonet
4
3+
2/3
Abilities
1AP: He Doesn't Need It AnymoreMedic!MedKitRapid Fire

He Doesn't Need It Anymore (1AP): When a friendly DEATH KORPS operative is incapacitated while visible to and within 3" of this operative, you can use this rule, providing this operative is not within control range of an enemy operative. If you do provide another friendly DEATH KORPS Operative within 6" 1APL and 1D3 lost Wounds.

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.

MedKit: 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.

32Death Korps, Imperium, Astra Militarum, Grenadier Quartermaster
Grenadier Sapper
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Melta Bomb (Rng 3", Dev 3, Hvy(Repos), Lim1, Prc2)
4
3+
5/3
Bayonet
4
3+
2/3
Abilities
Blast PaddingGrenadierRapid Fire

Blast Padding: Whenever an operative is shooting this operative with a weapon that has the Blast or Torrent weapon rule (excluding weapons that have a sweeping profile), you can re-roll one of your defence dice. In addition, this operative is not affected by the x" Devastating x weapon rule (i.e. Devastating with a distance) unless they are the target during that sequence.

Grenadier: This operative can use Frag, Krak, Smoke, and Stun Grenades (see universal equipment). Doing so does not 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.

32Death Korps, Imperium, Astra Militarum, Grenadier Sapper
Grenadier Gunner
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Hot-Shot Volleygun (PrcCrit1)
5
3+
3/4
Gun Butt
3
4+
2/3
Abilities
PillboxRapid Fire
32Death Korps, Imperium, Astra Militarum, Grenadier Gunner
Grenadier Loader
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Bayonet
4
3+
2/3
Abilities
Pillbox1AP: Quick Change BarrelRapid Fire

Quick Change Barrel (1AP): When a friendly GRENADIER GUNNER operative takes the shoot action while visible to and within 3" of this operative, you can use this rule, providing neither operative is within control range of an enemy operative. If you do, that GRENADIER GUNNER can perform two shoot actions.

32Death Korps, Imperium, Astra Militarum, Grenadier Loader
Grenadier Trooper
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Hot-Shot Lasgun
4
3+
3/4
Bayonet
4
3+
2/3
Abilities
Rapid Fire
32Death Korps, Imperium, Astra Militarum, Grenadier Trooper
Equipment

Gas Grenades (x1/2):
When you select this equipment, add two gas grenades.

**GAS GRENADE (1 AP):**Select one enemy operative visible to and within 6" of this operative. The enemy operative and each other operative within 3" of it subtract 1 from its APL stat until the end of its next activation and resolve a shoot action with the following weapon. 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.

NameATKHITDMG
Gas Grenade43+1/1
Weapon Rules
Rng 6", Blast 3", Saturate, PrcCrit1

Overcharged Batteries:
Friendly DEATH KORPS Hot-Shot Lasguns, and Hot-Shot Laspistols have the PrcCrit1 Rule.


Entrenching Tools:
Friendly DEATH KORPS operatives have the following melee weapon:

NameATKHITDMG
Entrenching Tool43+3/4

Combat stims:
You can ignore any changes to the Move stat of friendly DEATH KORPS operatives from being injured.


Ploys
TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action 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, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

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

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

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


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.