Death Korps Grenadier

Homebrew by Beanmarine3

A Death Korps Grenadier Squad is an elite heavy infantry formation composed of the most seasoned and battle-scarred soldiers of the Death Korps of Krieg. Drawn from veteran Guardsmen and survivors of shattered units, these troops are chosen to lead assaults and break enemy defenses through unwavering discipline and suicidal determination.

Becoming a Grenadier is not a promotion—they retain their previous rank—but their experience and veteran status grant them seniority over regular Guardsmen. Equipped with Flamers, Meltaguns, and Heavy Stubbers, Grenadiers form the vanguard of Krieg’s offensives, advancing on foot or in Centaur APCs under heavy fire. Though casualty rates are extremely high, service in a Grenadier squad is considered both an honor and a duty—an act of atonement and martyrdom for Krieg’s sins before the Emperor.

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Composition

A DEATH KORPS GRENADIER KillTeam is composed of:

1 GRENADIER WATCHMASTER operative with one of the following options:

- 1. Bolt pistol; Power weapon
- 2. Heavy lasgun; Bayonet 
- 3. Heavy laspistol; Power weapon
- 4. Plasma pistol; Chainsword

9 DEATH KORPS GRENADIER operatives selected from the following list:

  • GRENADIER ALCHIMIST
  • GRENADIER COMBAT ENGINEER
  • GRENADIER HEAVY GUNNER with Infernale flamer and gun butt
  • GRENADIER GUNNER with grenade launcher and gun butt*
  • GRENADIER GUNNER with hot-shot volley gun and gun butt*
  • GRENADIER GUNNER with meltagun and gun butt*
  • GRENADIER GUNNER with plasma gun and gun butt*
  • GRENADIER SPOTTER
  • GRENADIER SNIPER
  • GRENADIER TROOPER
  • GRENADIER VOX-OPERATOR

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

*You cannot select more than two of these operatives combined.

Some DEATH KORPS GRENADIER rules refer to a ‘Heavy weapon’. This is a ranged weapon that includes ‘Heavy’ in its name, e.g. Heavy lasgun, all profiles of a Heavy marksman rifle, etc

Common Abilities and Options

Atonement in Death:
When this DEATH KORP GRENADIER operative is under it's starting strength, you can select one Atonement effect from the list below. When reduced to half strength, you can select one additional effect.

  • Iron Will

    • Add 1 to this operative’s APL.
    • When under half strength, this operative ignores Wounded rule as well.
  • Moment of Clarity

    • Each time this operative makes a Shoot action, its ranged weapons gain the Severe weapon rule.
    • When under half strength, This operative's ranged weapons get 1+ to attack dice as well.
  • Death March

    • Each time this operative performs a Reposition action, add 1" to its Movement characteristic for that action.
    • When under half strength, This operative gets a free Dash action as well.
  • Brutal Assault

    • Each time this operative makes a Fight action, its melee weapons gain the Brutal weapon rule.
    • When under half strength, This operative's melee weapons get 1+ to it's attack dice as well.

Duty Before Death:
Whenever an attack dice inflicts damage on a friendly GRENADIER operative, roll one D6 for each point of damage inflicted: on a 5+, that damage is ignored.

GRENADIER WATCHMASTER
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Heavy Lasgun
4
3+
3/4
Heavy Las-pistol (Rng 8")
4
3+
3/4
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/4
Overcharged (Rng 8", Hot, Lethal 5+, Prc1)
4
3+
4/5
Bolt pistol (Rng 8", PrcCrit1)
4
3+
3/4
Chainsword
4
3+
4/5
Bayonet
4
3+
2/3
Power Sword (Lethal 5+)
4
3+
4/6
Abilities
Atonement in DeathDuty Before Death0AP: Voice of Command

Voice of Command (0AP): Select one other friendly DEATH KORP GRENADIER operative visible to and within 6" of this operative. Until the end of that operative's next activation, add 1 to its APL stat. (Excluding REMOTE MINE)

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

DEATH KORP GRENADIER, IMPERIUM, GRENADIER WATCHMASTER
GRENADIER ALCHIMIST
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Heavy Lasgun
4
3+
3/4
Bayonet
4
3+
2/3
Abilities
0AP: Alchemyk CounteragentsAtonement in DeathDuty Before DeathMedic!

Alchemyk Counteragents (0AP): Select one friendly DEATH KORP GRENADIER 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.

Medic!: The first time during each turning point that another friendly GRENADIER 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.

DEATH KORP GRENADIER, IMPERIUM, GRENADIER ALCHIMIST
GRENADIER DEMOLITION ENGINEER
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Trench Shotgun
Long Range
4
4+
2/2
Close Range (Rng 6", Balanced)
4
3+
4/4
Trench Shovel (Balanced)
3
3+
3/4
Abilities
Atonement in DeathDuty Before Death1AP: Remote Activation

Remote Activation (1AP): After this operative’s activation ends, you may immediately activate a visible friendly Remote Mine operative within 12". This counts as that operative’s activation for the Turning Point.

DEATH KORP GRENADIER, IMPERIUM, GRENADIER COMBAT ENGINEER
Remote Mine
A 2
M 6"
S 4+
W 10
GRENADIER
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Heavy Lasgun
4
3+
3/4
Bayonet
4
3+
2/3
Abilities
Atonement in DeathDuty Before Death
DEATH KORP GRENADIER, IMPERIUM, GRENADIER
Equipment
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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.