skooma
Homebrew
Grim, fatalistic and utterly uncompromising, the Death Korps of Krieg are famed for their endurance and ability to do battle in the most horrific conditions. Death Korps kill teams are made up of veteran specialists who have seen more fighting that many Astra Militarum soldiers will experience in their entire lifetime.
This community patch is based on the April 2026 balance update. Its intent is to preserve the Death Korps’ intended playstyle following declassification while minimizing changes to overall power level.
Changes are as follows:
- Death Korps Sapper Remote detonator
- Removed Heavy (Dash only)
- Increased W to 8
- Changed Gas Bombardment to read "Whenever an enemy operative is within 3" of that marker..."
- Added Rending to Lasguns
Comments:
- honestly I really wanted to find a way to modernize this so it doesnt feel like as dated of a team, I love the death korps but its actually a huge challenge to balance them with the way the core rules function now, along with the release state of new teams
- Firstly, I wanted to fix the sapper, since I feel like its been somewhat a dead model since they added the dash restriction
- Second I wanted to give the guard some way to feel more threatening on the board without making them insane, so I figured giving them weapons more similar to the spectre squad would feel reasonable, their overall damage increasesbut with the lower WS they still shouldn't feel too overbearing (will be playtesting soon...)
- Thirdly the gas bombardment also felt a big bad to use since it seems like it wants to be used as area denial so you can grab objectives while dissuading a push from melee teams, but the dact that its a symmetrical debuff makes it efficient
- Fourthly, my pet peeve, why does the guy in carapace armor have the same resilience as everyone else, so I gave him a little more survivability without (hopefully) making him too much more effective on the board.
100% positive