Death Korps of Krieg (Rebalanced)

Homebrew by Highlander

Since the Kriegers are now delisted they haven't been given much in the way of updates recently. The addition of Bring it down is nice, but it feels like a forgotten team. Which is fair, but they were my first team and it's sad that they're being left to obsolecence. Here is my attempt to give them some rebalance and updates to make them more in line with current ruleset and give them some more bite in the current meta.

50% positive
Composition

A DEATH KORPS killteam is composed of

1 DEATH KORPS WATCHMASTER operative with the following: - Boltgun and bayonet Or one from each of the following: - Bolt pistol, plasma pistol or relic laspistol - chainsword or powerweapon

9 DEATH KORPS operatives selected from the following list

  • BRUISER
  • CONFIDANT with one of the following options:
    • Boltgun or lasgun, and bayonet
    • Bolt pistol or relic laspistol, and chainsword
  • GUNNER with flamer
  • GUNNER with grenade launcher
  • GUNNER with plasma gun
  • GUNNER with meltagun
  • MEDIC
  • SAPPER
  • SNIPER
  • SPOTTER
  • TROOPER
  • VETERAN
  • VOXMAN
  • ZEALOT

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

4 TROOPER operatives

  • Up to four times, instead of taking one of these TROOPER operatives, you can select one DEATH KORPS ploy to cost you 0CP for the battle
  • Up to four times, instead of taking one of these TROOPER operatives, you can select one operative from the following list
    • COMBAT ENGINEER
  • Up to two times, instead of taking two of these TROOPER operatives, you can select one operative from the following list
    • DEATH RIDER
    • OGRYN
    • BULLGRYN with one option from each of the following:
      • Grenadier gauntlet or power maul
      • Brute shield or slabshield
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.

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).

Brute:
Whenever your opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).

Slow-witted:
You must spend 1 additional AP for this operative to perform the PICK UP MARKER and mission actions (excluding OPERATE HATCH).

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+
3/4
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 Leadershop firefight ploy for 0CP during this operatives 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
Bruiser
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Trench Club (Shock)
4
3+
3/3
Abilities
BruiserGuardsmen Orders

Bruiser: Once per turning point, when this operative is fighting or retaliating, in the Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success. If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.

Deaht Korps, Imperium, Astra Militarum, Bruiser
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 this battle, youc an 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 activated (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 GUARDSMEN 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", dev4, 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
Abilities
Guardsmen Orders
Death Korps, Imperium, Astra Militarum, Gunner
Medic
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Guardsmen OrdersMedic!1AP: Medkit

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 that neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative is not 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 operatives control range. Subtract 1 from this and that operative's ALP stats until the end of their next activation, 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 (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
Sapper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Remote Detonator (Hvy(dash), lim1, prc1, sil, detonate*)
4
2+
5/6
Bayonet
3
4+
2/3
Abilities
DetonateGuardsmen OrdersMine Layer

Detonate: Do not select a valid target, instead shoot against each operative within 2" of your Mine marker, Heavy terrain is wholly intervening between that operative and that marker. Each of those operatives cannot be in cover or obscured. Roll each sequence separately in an order of your choice. This weapon cannot be selected if your Mine marker isn't in the killzone. At the end of the action, remove your mind marker from the killzone.

Mine Layer: This operative is carrying your Mine marker. It can perform the PICK UP MARKER action on that marker, and whenever it performs the PLACE MARKER action on that marker, it can immediately perform a free dash actioon.

Death Korps, Imperium, Astra Militarum, Sapper
Sniper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Long-Las
Concealed (Dev3, Hvy, Sil, Concealed Position*)
4
2+
3/3
Mobile
4
3+
3/4
Stationary (Dev3, Hvy)
4
2+
3/3
Bayonet
3
4+
2/3
Abilities
Concealed PositionGuardsmen Orders

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

Death Korps, Imperium, Astra Militarum, Sniper
Spotter
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Mortar Barrage (Blast 2", Hvy(dash), Silent)
4
4+
3/5
Bayonet
3
4+
2/3
Abilities
Guardsmen Orders1AP: Spot

Spot (1AP): SUPPORT

Select one enemy operative visible to this operative. Once during this turning point, when 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.

Death Korps, Imperium, Astra Militarum, Spotter
Trooper
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Group ActivationGuardsmen Orders
Death Korps, Imperium, Astra Militarum, Trooper
Veteran
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bionic Arm
3
4+
4/5
Abilities
BionicsGuardsmen OrdersVeteran Guardsman

Bionics: Normal Dmg of 3 or more inflicts 1 less damage on this operative

Veteran Guardsman: Whenever this operative is activated, it can receive one GUARDSMEN order

Death Korps, Imperium, Astra Militarum, Veteran
Voxman
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Guardsmen OrdersRelay Orders1AP: Signal

Relay Orders: Once per turning point, when this operative receives a GUARDSMAN ORDER, if it’s not within control range of enemy operatives, it can relay that order. Whenever an order is relayed, all friendly DEATH KORPS operatives in the killzone receive that order, then subtract 1 from this operative's APL stat until the end of its next activation.

Signal (1AP): SUPPORT 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.

Death Korps, Imperium, Astra Militarum, Voxman
Zealot
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Lasgun
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Guardsmen OrdersThe 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
Combat Engineer
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Trench Shotgun
Close Range (rng 6")
4
3+
3/3
Long Range
4
5+
1/2
Trench Club (Shock)
4
3+
3/3
Abilities
Breach and ClearGroup ActivationGuardsmen Orders

Breach and Clear: When this operative performs the BREACH action, it can perform a free DASH and SHOOT action as part of that BREACH action.

Death Korps, Imperium, Astra Militarum, Combat Engineer
Death Rider
A 3
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Lascarbine
4
4+
2/3
Frag Lance (Severe, prc1, Charge*)
4
3+
4/5
Cavalry Sabre
4
3+
4/5
Abilities
Charge*Guardsmen OrdersKrieg Steed

Charge:* This weapon can only be selected for a FIGHT action during an activation when this operative has also performed the CHARGE action.

Krieg Steed: This operative may not climb over or onto any terrain that his more than 2" in height.

Moving through Accessible terrain features costs an extra 1" of movement.

Normal damage of 4 or more is reduced by 1 when applied to this operative.

When this operative completes a CHARGE action, inflict d3 damage to any enemy operatives within controle range.

Death Korps, Imperium, Astra Militarum, Death Rider
Ogryn
A 2
M 6"
S 5+
W 16
Weapons
ATK
HIT
DMG
Ripper gun (rng 8", punishing)
4
3+
4/5
Bayonet
4
4+
4/5
Abilities
Beyonet ChargeBruteSlow-witted

Beyonet Charge: Whenever this operative finishes moving during the Charge action, you can inflict D3+1 damage on one enemy operative within its control range.

Auxilia Militarum, Imperium, Astra Militarum, Ogryn
Bullgryn
A 2
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Grenadier gauntlet (rng 2")
4
4+
3/5
Power maul (shock)
4
3+
4/6
Brute shield
4
3+
3/4
Slabshield
4
4+
3/4
Abilities
BruteShieldSlow-witted

Shield: If this operative has a slabsheild, it has a 3+ Save stat, if it has a brute shield, whenever it's fighting or retaliating, each of your blocks can be allocated to block two unresolved scucesses (instead of one).

Auxilia Militarum, Imperium, Astra Militarum, Ogryn
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.


Gas Bombardment:
Once per battle STRATEGIC GAMBIT. Place your Gas marker in the killzone; it cannot be placed underneath Vantage terrain. Roll D3, the marker wil remain in that location for a number of turning points equal to the result of that roll (in other words, if it is placed in turning point 1 and a 2 is rolled, it will be removed at the end of turning point 2). Whenever an enemy operative is within 3" of that marker, subtract 1 from its APL stat. 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.


Overcharged Ammo Packs:
Once per turning point when a friendly DEATH KORPS operative is making a SHOOT action using a Las weapon (any weapon with the word 'Las' in it's name), increase the normal and critical damage of that weapon by 1 for the duration of that action.


Comm-Beads:
Whenever a friendly DEATH KORPS WATCHMASTER or friendly DEATH KORPS CONFIDANT operative issues a GUARDSMAN ORDER, you can use this rule. If you do, instead of each friendly DEATH KORPS operative within 6" of it receiving that order, you can select one friendly DEATH KORPS operative to receive that order.


Ploys

Firefight - Volume of Fire:
Use this firefight ploy when a friendly DEATH KORPS operative performs the SHOOT action, if it is shooting an enemy operative that has been shot by another friendly DEATH KORPS operative during this turning point. That operative's Ranged Weapons have STUN for the remainder of the action. This does not affect the Remote Detonator or Mortar Barrage weapons.


Firefight - In Death, Atonement:
Use this firefight ploy when a ready friendly DEATH KORPS operative is incapacitated.

If it is not within control range of enemy operatives, before it is removed from the killzone, it can immediately perform one free action and you can change its order to do so. Unless otherwise specified, the operative would be injured for this. Note that that friendly operative is injured for the duration of that action.

If it is within control range of enemy operatives, and it was incapacitated as part of the FIGHT action, you can expend one of your remaining unresolved attack dice to do damage before removing it from the killzone.


Firefight - In Life, Shame:
Use this firefight ploy when a friendly DEATH KORPS operative is activated and at least one other friendly DEATH KORPS operative has been incapacitated during the current turning point. For the remainder of this activation, improve the Hit stat of this operative's weapons by 1, to a maximum of 2+. This does not affect the Remote Detonator or Mortar Barrage weapons.


Firefight - Inspirational Leadership:
SUPPORT Use this firefight ploy during a friendly DEATH KORPS WATCHMASTER or DEATH KORPS CONFIDANT operative's activation, before or after it performs an action. It issues a GUARDSMAN ORDER. Friendly DEATH KORPS operatives affected by that order are still affected by any previous orders issued to them, this takes precedence over the normal rule that operatives cannot benefit from more than one GUARDSMAN ORDER at once.


Strategic - Clear the Line:
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. Accurate 1: You can retain 1 Attack Die as a normal success without rolling it. Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t.


Strategic - Regroup:
SUPPORT Select one friendly DEATH KORPS operative that is more than 3" from enemy operatives. Each other friendly DEATH KORPS operative within 5" of that operative and not within control range of enemy operatives can immediately perform a free Dash action in an order of your choice, but each that does so must end that move closer to that operative. Note that a Comms Device from universal equipment only affects the second distance of this rule.

You cannot use this ploy and the Chronometer faction equipment STRATEGIC GAMBIT in the same turning point.


Strategic - Seige Warfare:
Friendly DEATH KORPS operatives' ranged weapons have the Saturate and Accurate 1 weapon rules. Saturate: The defender cannot retain Cover saves. Accurate x: You can retain up to x Attack Dice as normal successes without rolling them.


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


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.