Death Korps Trench Raiders

Death Korps Trench Raiders

Common Abilities and Options

Support Fight:
With fight same operative with friendly DEATH KORPS operatives get extra X attack dice up to amount of friendly DEATH KORPS fighting, max 2 dices.

Operatives

1. Commissar
Commissar
A 3
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Plasma Pistol (Standard) (Rng 8'', Piercing 1)
4
4+
3/5
Plasma Pistol (supercharge) (Rng 8", Hot, Lethal 5+, Piercing 1)
4
4+
4/5
Power fist (Brutal)
5
3+
5/7
Abilities
1AP: Clean the TrenchStrategic Command
Options
Support Fight

Clean the Trench (1AP): a friendly ready DEATH KORPS operative visible and within 6" add 1 APL stat it can perform 2 Fight or Shoot action during it activation.

Strategic Command: you can do each of the following one per battle if this operative is in kill zone:

  • use a strategic ploy for 0 cp.
  • use a firefight ploy for 0 cp.
Death Korps, Imperium, Astra Militarum, Leader, Watch Master, Commissar
2. Gunner
Gunner
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Meltagun (Rng 8", Devastating 4, Piercing 2)
4
4+
6/3
Plasma Gun (standard) (Piercing 1)
4
4+
4/6
Plasma Gun (supercharge) (Hot, Lethal 5+, Piercing 1)
4
4+
5/6
Trench Shovel (Shock)
3
4+
3/4
Options
Support Fight
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, GUNNER
3. Vox-Operator
Vox-Operator
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Trench Shotgun (close range) (Rng 6")
4
2+
3/3
Trench Shotgun (slug) (Piercing Crits 1)
4
4+
2/3
Trench Shovel (Shock)
3
4+
3/4
Abilities
Fire SupportOn me, let's go2AP: Relay Order
Options
Support Fight

Fire Support: for the first time per turn when friendly DEATH KORPS operative visible and within 3" of this operative perform shoot action add 1 attack dice.

On me, let's go: when freindly active DEATH KORPS operative visible and within 3" of this operative can perform free dash action as long as it get closer to this operative.

Relay Order (2AP): Add 1 CP, cannot use this action within control range of enemy operative.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, VOX-OPERATOR
4. Flag-bearer
Flag-bearer
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Trench Shotgun (close range) (Rng 6")
4
2+
3/3
Trench Shotgun (close range) (Piercing Crits 1)
4
4+
2/3
Flag (Flag)
3
4+
3/4
Trench shovel (Shock)
3
4+
3/4
Abilities
Under our KiegeFlag1AP: For the Emperor!Rise the flag
Options
Support Fight

Under our Kiege: friendly DEATH KORPS operative perform shoot action visible and within 3" of this operative, that operative's weapon get Punishing weapon rule.

Flag: When charge with this weapon it get Brutal and Shock.

For the Emperor! (1AP): Whenever operative shooting friendly DEATH KORPS operative visible and within 6" of this operative increase hit of that operative by 1.

Rise the flag: This operative can perform objective action for 0 AP.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, FLAG- BEARER
5. Sapper
Sapper
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Trench Shotgun (close range) (Rng 6")
4
2+
3/3
Trench Shotgun (slug) (Piercing Crits 1)
4
4+
2/3
Trench Shovel (Shock)
3
4+
3/4
Abilities
1AP: Romote Mine layer1AP: Dig Trench
Options
Support Fight

Romote Mine layer (1AP): Add REMOTE MINE operative with control range of this operative. active it after this action. This action have heavy(dash), limit 1, silent

Dig Trench (1AP): Add light cover within control range of this operative, this action have heavy(dash)

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, SAPPER
6. Stormtrooper
Stormtrooper
A 2
M 6"
S 3+
W 9/9
Weapons
ATK
HIT
DMG
Trench Shotgun (close range) (Rng 6")
4
3+
3/3
Trench Shotgun (slug) (Piercing Crits 1)
4
4+
2/3
Trench Shovel (Shock)
3
4+
3/4
Abilities
Lone WolfStormtrooperTrench Raider
Options
Support Fight

Lone Wolf: when this operative perform shoot or fight action and no friendly DEATH KORPS operative visible and within 6" of this operative also add 1 attack dice.

Stormtrooper: Normal dmg of 3 or more inflicts 1 less damage on this operative.

Trench Raider: When this operative perform shoot or fight action add 1 attack dice.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, STORMTROOPER
7. Medic
Medic
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Trench Shotgun (close range)
4
2+
3/3
Trench Shotgun (slug) (Piercing Crits 1)
4
4+
2/3
Trench Shovel (Shock)
3
4+
3/4
Abilities
1AP: Booster Stim1AP: MedkitMedic!
Options
Support Fight

Booster Stim (1AP): Add 1 APL to a ready friendly DEATH KORPS operative visible and within 3" of this operative. when that friendly operative perform shoot or fight action add 1 attack dice, in next turn reduce 1 APL from that operative.

Medkit (1AP): 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 and you can change its order to do so. Note that friendly operative is injured for the duration of that action.

Medic!: 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 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 the 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’s a Shoot action and this operative would be a primary or secondary target.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, Medic
8. Grenadier
Grenadier
A 2
M 6"
S 4+
W 9/9
Weapons
ATK
HIT
DMG
Trench Shotgun (close range) (Rng 6")
4
2+
3/3
Trench Shotgun (slug) (Piercing Crits 1)
4
4+
2/3
Trench Shovel (Shock)
3
4+
3/4
Abilities
Grenadier
Options
Support Fight

Grenadier: This operative can use frag, krak and stun grenades (see universal equipment). Doing so doesn’t count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever this operative is using a frag or krak grenade, improve the Hit stat of that weapon by 1.

DEATH KORPS, IMPERIUM, ASTRA MILITARUM, GRENADIER

Equipment

Flare

Once per turn STRATEGIC GAMBIT. place radar token, all enemy operatives within 3" of this token cannot be obscured.

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. 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.

Servo Skull

Once per turning point, during a friendly DEATH KORPS operative’s activation, you can use this rule. If you do, during that activation, that operative can perform a mission action for 1 less AP. Place Servo Skull marker it will continue do the objective until it in engagement range of enemy operative or being shoot by enemy operative.

This equipment cannot use with friendly DEATH KORPS operative within enemy engagement range.

Ploys

In life, shame
Firefight Ploy

A friendly DEATH KORPS operative can perform fight or shoot action again.

In death, atonement
Firefight Ploy

Use this firefight ploy when a 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 and you can change its order to do so.

Emergency Stim
Firefight Ploy

for the first time friendly DEATH KORPS operative is incapacitated place token within 3" of that operative, in next turn bring same operative back it have 1 wound and 1 APL.

Silent operation
Firefight Ploy

when friendly DEATH KORPS operative perform shoot action and incapacitated an enemy operative that shooting count as have silent weapon rule.

Before Death
Strategy Ploy

You can ignored any change stats of friendly DEATH KORPS operative being injured (including their weapons' stats)

Search and destroy
Strategy Ploy

friendly DEATH KORPS operatives within enemy territory can reroll any attack dice.

Regroup
Strategy Ploy

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 during the same turning point.

Assualt and Hold
Strategy Ploy

friendly DEATH KORPS operatives within enemy territory can reroll one defend dice.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.

Track Enemy
Infiltration

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.

Plant Devices
Infiltration

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.

Steal Intelligence
Infiltration

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.