PLAY: DEATH KORPS

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.
Crit Op

Points:

0
Select a Crit Op
Tac Op

Points:

0
Select a Tac Op
Kill Op

Points:

0

Starting Operatives:

6

Killed Operatives:

0
Primary Op

Operatives

Add Operative

Equipment

Chronometer
FACTION
Krieg combat operations are performed to strict schedules. Synchronised chronometers ensure operatives adhere to the time frames 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.

Comm Beads
FACTION
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.

Hand Axes
FACTION
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:

NAMEATKHITDMGWR
Melee Weapon IconHand axe34+3/4
Gas Bombardment
FACTION
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 within 3" of an enemy operative and more than 3" from an objective marker. 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.