Deathkorps of Kreig

Homebrew by Kingsteven54

"The Kreig of death which our enemies shall soon know. We are of honor which our enemies not know."

-Colonel Braden, 1283rd.

100% positive
Composition

1 Watchmaster, 1 Field-Medic, 1 Vox-Operator, 1 Sniper, 2 Gunners, 4 Troopers

Common Abilities and Options

*Limited Ammo:
May only use Full-auto twice before needing to reload, may use semi-auto after 2 attacks with full auto.

Reload (1AP):
Resets mags to return ammo to original state.

Watchmaster
A 3
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Plasma Pistol
Standard (Prc 1, Rng 8")
4
4+
4/6
Overcharged (Lethal 5+, Prc 1, Hot, Rng 8")
4
4+
5/6
Power Sword (Lethal 5+)
5
3+
4/6
Abilities
Death Befitting a Commander1AP: Fix Bayonets!1AP: Hit 'em Where It Hurts1AP: March as One!1AP: Necessary SacrificeTactically Adaptive

Death Befitting a Commander: Upon death, you may give one order and may shoot or melee before dying.

Fix Bayonets! (1AP): All "Troopers" get +1 atk and hit on a 3+ for the rest of the turning point. They may also charge 10 inches.

Hit 'em Where It Hurts (1AP): All operatives within 8 inches of the Watchmaster will have +1 damage to both normals and crits.

March as One! (1AP): Two operatives within 8 inches of the watchmaster and 2 inches within each other may use their next activation as one and will move as one and will shoot seperately or melee seperately.

Necessary Sacrifice (1AP): You may use another operative within 2 inches of this one to avoid damage taken regardless of whether or not it is your turn. The Friendly operative will die and this operative will have spent 1 AP.

Tactically Adaptive: After two or more operatives have died, you may use an order for free

Field Medic
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Lasgun
Semi-auto
4
4+
2/3
Full-auto (*Limited Ammo)
10
5+
1/2
Fists
3
5+
1/2
Abilities
*Limited Ammo1AP: Amputate!1AP: Reload0AP: Stims

Amputate! (1AP): The first time during each turning point that another friendly 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.

Stims (0AP): You may heal up to 2D3 lost wounds on this operative or one other operative within 3 inches.

Vox Operator
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Lasgun
Semi-auto
4
4+
2/3
Full-auto (*Limited Ammo)
10
5+
1/2
Bayonet
4
4+
2/3
Abilities
*Limited Ammo2AP: Artilery Strike Inbound!1AP: Reload

Artilery Strike Inbound! (2AP): Can only be done after turning point 1 and has a one turning point cooldown. Calls down artilery in a circle with a radius of 4 inches anywhere the user chooses. The artilery comes down the end of the turning point after this was used. If any enemy or friendly operatives are in the area, they will take 3D6 damage.

Sniper
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Long-Las (Prc 1, *Shot in the Dark)
2
3+
2/7
Fists
3
5+
1/2
Abilities
*Shot in the Dark1AP: Careful AimShoot and Move

*Shot in the Dark: You may target concealed targets that you can see parts of but you will hit on a 5+ They enemy will stay concealed

Careful Aim (1AP): You may shoot an concealed enemy on a 4+ and that enemy will no longer be concealed.

Shoot and Move: The first time this operative shoots, you may preform a free dash.

Gunner
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Plasma gun
Standard (Prc 1)
4
4+
4/6
Overcharged (Lethal 5+, Prc 1, Hot)
4
4+
5/6
Melta Gun (Rng 6", Dev 4, Prc 2)
4
4+
6/3
Fists
3
5+
1/2
Abilities
1AP: Steady Aim

Steady Aim (1AP): Hit on a 2+ rerolling ones

Trooper
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Lasgun
Semi-auto
4
4+
2/3
Full-auto (*Limited Ammo)
12
5+
2/3
Bayonet
4
4+
2/4
Abilities
*Limited Ammo1AP: ReloadZealous Determination

Zealous Determination: Take -1 damage for each time you get shot (final damage number).

Equipment

Trench Shovel:
All units that have fists may use the beyonet profile.


Holy Relic:
Can reroll all save die for one operative (once per turning point).


Ploys

Firefight - Last Stand!:
Pick an operative that just died and allow them to shoot once more before death. May use any grenade if normal Trooper.


Firefight - Imperial Saint:
When an operative dies, you may keep them alive at 1 hp, ignore wounded downsides, and that operative will have a 2+ save and one extra save die (Prc 1 is highest level of Piercing that can be used on this operative). This operative cannot move. The operative may only have 1 APL when calculating objective control. This can only be used once per game.


Strategic - Secure and Hold!:
Pick an objective and every time an enemy on that objective gets shot at, there is +1 attack. Every friendly on said objective gets a 3+ save.


Strategic - Trench Surge!:
Every operative gets +1 move.


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.


Infiltration: Track Enemy

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

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

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.