Deathkorps Commando of Refugium Universalis
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 AdvantageDEATH 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 CommandDEATH KORPS VETERAN
A 2
M 6"
S 4+
W 8
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 PrimerDEATH KORPS SAPPER
A 2
M 6"
S 5+
W 7
DEATH KORPS Spotter
A 2
M 6"
S 5+
W 7
DEATH KORPS BRUISER
A 2
M 6"
S 5+
W 7
DEATH KORPS MEDIC
A 2
M 6"
S 4+
W 10
DEATH KORPS VOX-OPERATOR
A 2
M 6"
S 4+
W 10
DEATH KORPS GUNNER
A 2
M 6"
S 4+
W 10
DEATH KORPS SNIPER
A 2
M 6"
S 4+
W 10
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: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: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: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:New Operative
A 2
M 6"
S 4+
W 10
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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- 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.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- 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.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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.
Strategy Ploys
Strategy: 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
Strategy: 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.
Strategy: 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.
Strategy: 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
Strategy: 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.
Strategy: New Ploy
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.
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.