Deathkorps Commando of Refugium Universalis

Homebrew (Unpublished) by LoneStarfox

Because o the raging War between the North and the South of Refugm Universalis, the executives of the Astra Militarium deceided to send a Deathkorp Commando for special operations. This Team, which will support the forces in the city Refugium Prime and the North, which remains ever loyal to the Emperor.

The local soldiers place great hope in the future successes of the Death Korps.

Composition
Common Abilities and Options

Group Activation::
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 WATCHMASTER
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Power Weapon (Lethal5+)
4
4+
4/6
Plasma Pistol (Rng 8", Piercing 1)
4
4+
3/5
Abilities
Adaptive OrdersSteady HandTactical Advantage

Adaptive Orders: Adaptive Orders: If this operative doesn’t issue a GUARDSMAN ORDER as a STRATEGIC GAMBIT, you can use the Inspirational Leadership firefight ploy for 0CP during this operative’s activation

Steady Hand: +1 Bonus on Weapon hitrolls

Tactical Advantage: Tactical Advantage: You can do each of the following once per battle: • When rolling-off to decide initiative, if this operative is in the killzone, you can re-roll your dice. • You can use a firefight ploy for 0CP if this is the specified Operative (including Command Re-roll if the attack or defence dice was rolled for this operative)

Commander
DEATH KORPS CONFIDANT
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Laserrifle
4
4+
2/3
Chainsword
4
4+
4/5
Abilities
Directive:Second in Command

Directive:: Directive: Whenever this operative is activated, if you haven’t used the Second in Command rule during the battle, you can 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 activates (if that operative is a TROOPER, ignore its Group Activation rule).

Second in Command: 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 GUARDSMAN ORDER as a STRATEGIC GAMBIT (even though it’s not a WATCHMASTER operative).

Seargent
DEATH KORPS VETERAN
A 2
M 6"
S 4+
W 8
Veteran
DEATH KORPS ZEALOT
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Laserrifle
4
4+
2/3
Bajonett
3
4+
2/3
Abilities
The Emperor Protects:Uplifting Primer

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

Uplifting Primer: 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.

In Kill Team, the "Severe" weapon rule allows you to change a normal success into a critical success if you don't roll any critical successes. This means that if you roll all normal hits, you can upgrade one of those to a critical hit, which can trigger rules that apply to critical hits. When a weapon with the Severe rule is used, if you don't retain any critical successes, you can convert one of your normal successes into a critical success. Example: If you roll three normal hits (no critical successes), you can choose one of those normal hits to become a critical hit. Critical Hit Rules: Converting a normal hit to a critical hit will trigger any rules that apply to critical hits, such as Devastating, Rend, or Piercing Crits.

Iconbearer
DEATH KORPS SAPPER
A 2
M 6"
S 5+
W 7
Pionier
DEATH KORPS Spotter
A 2
M 6"
S 5+
W 7
Spotter
DEATH KORPS BRUISER
A 2
M 6"
S 5+
W 7
Schläger/Bruiser
DEATH KORPS MEDIC
A 2
M 6"
S 4+
W 10
Medic
DEATH KORPS VOX-OPERATOR
A 2
M 6"
S 4+
W 10
Funker
DEATH KORPS GUNNER
A 2
M 6"
S 4+
W 10
Specialist
DEATH KORPS SNIPER
A 2
M 6"
S 4+
W 10
Sniper
DEATH KORPS TROOPER
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Laserrifle
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Group Activation:
Warrior
DEATH KORPS TROOPER
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Laserrifle
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Group Activation:
Warrior
DEATH KORPS TROOPER
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Laserrifle
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Group Activation:
Warrior
DEATH KORPS TROOPER
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Laserrifle
4
4+
2/3
Bayonet
3
4+
2/3
Abilities
Group Activation:
Warrior
New Operative
A 2
M 6"
S 4+
W 10
Equipment

CHRONOMETER:
CHRONOMETER Krieg combat operations are performed to strict schedules. Synchronised chronometers ensure operatives adhere to the timeframes laid down by command.

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.


HAND AXES:
HAND AXES Issued primarily as tools rather than weapons, these sharp-bladed axes can be utilised in melee should close confines prevent the use of bayonets.

Friendly DEATH KORPS operatives have the following melee weapon:

NAME ATK HIT DMG Handaxe 3 4+ 3/4


GAS BOMBARDMENT:
GAS BOMBARDMENT

Calling for artillery support, the Death Korps request a chemical barrage, knowing full well that even enviro-sealed uniforms will not protect them from the poisonous fumes.

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’s within 3" of that marker. If it moves more than 3" from that marker, its APL stat is no longer changed by this rule.


COMM-BEADS:
COMM-BEADS Vox-casters and receivers allow Death Korps soldiers to remain in contact even as they are separated in the confusion of battle. 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 - IN DEATH, ATONEMENT:
IN DEATH, ATONEMENT All soldiers of Krieg are destined to die in battle. The Cult of Sacrifice teaches that in death they will earn forgiveness for the sins of their forebears. Use this firefight ploy when a ready 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. Note that that friendly operative is injured for the duration of that action.


Firefight - IN LIFE, SHAME:
IN LIFE, SHAME The Cult of Krieg demand sacrifice in the name of the Emperor, so those who are yet to give their lives must atone by achieving ever greater feats upon the battlefield. Use this firefight ploy when a friendly DEATH KORPS operative is activated and given an Engage order. It receives every GUARDSMAN ORDER. This takes precedence over the normal rule that operatives cannot benefit from more than one GUARDSMAN ORDER at once.


Firefight - COMBINED ARMS:
COMBINED ARMS Precisely coordinated fire is capable of taking down even the most potent of enemies. 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 shot by another friendly DEATH KORPS operative during this turning point. You can re-roll any of your attack dice.


Strategic - SIEGE WARFARE:
SIEGE WARFARE Death Korps infantry are at home in the dreadful grind of siege warfare, repelling their foes with overlapping fields of withering fire. Friendly DEATH KORPS operatives’ ranged weapons have the Saturate and Accurate 1 weapon rules


Strategic - INSPIRATIONAL LEADERSHIP:
INSPIRATIONAL LEADERSHIP The greatest officers lead by example, issuing orders with calm precision even as they cut down their foes. 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.


Strategic - TAKE COVER:
TAKE COVER Used to fighting in the close confines of trenches and tunnels, Krieg soldiers make excellent use of whatever meagre cover they can find. 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.


Strategic - CLEAR THE LINE:
CLEAR THE LINE Should the enemy break through, the soldiers of Krieg are disciplined enough to retain their composure and repel the foe. Whenever a friendly DEATH KORPS operative is fighting within your territory, contesting an objective marker or retaliating, its melee weapons have the Accurate 1 weapon rule


Strategic - REGROUP:
REGROUP Even in the confusion of combat, the Death Korps of Krieg retain their focus, returning to formation as they destroy the enemy with accurate lasfire. SUPPORT. Select one friendly DEATH KORPS operative that’s 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 - New Ploy:


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.


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.


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.