6"
3+
3+
3
3
4
3
9
4+
6"
3+
3+
3
3
4
3
8
4+
6"
3+
3+
3
3
3
3
8
4+
6"
3+
3+
3
3
2
2
6
4+
6-10+
12
4+
3
3-5
8
5+
D3
1-2
4
6+
1
*
6+
*
6
7
10
*
7
3+
24"
Rapid Fire 3
3
0
1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
6"
3+
3+
3
3
3
3
8
5+
6"
3+
3+
3
3
2
2
7
4+
Each time a friendly DEATH KORPS OF KRIEG INFANTRY or DEATH KORPS OF KRIEG CAVALRY unit within 6" suffers a wound, roll a D6. On a 6, it ignores the injury and the wound is not lost. A unit cannot use both this and the Augmented Mount ability to prevent the same wound.
Friendly ASTRA MILITARUM units within 6" of a Death Korps Death Rider Commissar can never lose more than one model as the result of any single failed Morale test.
36"
Heavy D6
6
-2
D3
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
48"
Heavy 4
7
-1
2
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
36"
Heavy 3
4
0
1
-
36"
Heavy D6
7
-3
1
36"
Heavy D6
8
-3
2
If you make one or more hit rolls of 1, the bearer suffers D6 mortal wounds after all of this weapon's shots have been resolved.
48"
Heavy D6
8
-2
D3
-
24"
Rapid Fire 2
4
0
1
-
Servitors improve both their Weapon Skill and Ballistic Skill to 4+, and their Leadership value to 9, whilst they are within 6" of any friendly DEATH KORPS QUARTERMASTER REVENANT
48"
Heavy D6
4
0
1
This weapon can target units that are not visible to the firer.
6"
Pistol 1
3
-2
1
6"
Pistol 1
3
-2
1
24"
Assault D6
3
0
1
24"
Assault 1
6
-1
D3
24"
Assault D6
3
0
1
24"
Assault 1
6
-1
D3
24"
Assault D6
3
0
1
24"
Assault 1
6
-1
D3
Whilst your Warlord is alive, you can re-roll a single hit roll, wound roll or saving throw per battle. In addition, if your army is Battle-forged and this Warlord is on the battlefield, roll a dice for each Command Point spent when using Stratagems. On a 5+ that Command Point is immediately refunded
After deployment, but before the first battle round begins, choose a unit in your opponent’s army. You can re-roll failed wound rolls for ASTRA MILITARUM units from your army that target the unit you chose whilst they are within 6" of your Warlord.
When your Warlord and a single friendly unit within 3" of them Advances, they may both add 6" to their Move characteristic for that Movement phase instead of rolling a dice
You can re-roll failed Morale tests for friendly ASTRA MILITARUM INFANTRY units within 6" of your Warlord in the Morale phase.
Add 3" to the range of any abilities on your Warlord’s datasheet (such as Aura of Discipline or Voice of Command).
Your Warlord gains the Voice of Command ability. If your Warlord already has the Voice of Command or Tank Orders ability, they may instead issue one additional order per turn.
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
If a vehicle with a dozer blade charges in the Charge phase, add 1 to all hit rolls made for it until the end of the ensuing Fight phase.
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e., its Move characteristic does not decrease as it suffers wounds).
INFANTRY models in BROOD BROTHERS Detachments increase their Leadership characteristic by 1 and they gain the Unquestioning Loyalty ability. Furthermore, a unit with the BROOD BROTHERS keyword cannot use the Cult of Sacrifice ability.
This unit may issue order to those under their command at the start of any of their Shooting phases. Orders may only be issued to INFANTRY or CAVALRY units within 6" of this unit that have the DEATH KORPS OF KRIEG keyword. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn.
This unit ignores models slain in the Shooting phase when taking Morale tests.
This model has a 5+ invulnerable save.
This model may use the Voice of Command (DKOK) abillty three times in each of your turns. Resolve the effects of the first order before attempting the second order, and so on.
Friendly units within 12" of Marshal Karis Venner must use his Leadership value unless their own is higher.
Whenever the bearer of the Momento Mori suffers wounds from a weapon which does multiple wounds (eg, D3, D6, etc.) the roll is always a 1.
This model may use the Voice of Command (DKOK) ability twice in each of your turns. Resolve the effects of the first order before attempting the second order.
*
6+
*
6
7
11
*
7
3+
Roll a D6 each time this model suffers a wound from an attack with a Strength of 4 or less. On a 5+, it ignores the injury and the wound is not lost.
This model does not suffer any penalty to its move when charging into terrain features.
6"
3+
4+
3
3
2
2
6
5+
6"
3+
4+
3
3
1
1
6
5+
6"
3+
3+
3
3
1
2
7
5+
If a friendly DEATH KORPS OF KRIEG OFFICER is within 3" of a unit with a vox-caster when using thier Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
All friendsly DEATH KORPS OF KRIEG units within 6" of one or more units with a Death Korps Platoon Standard may add 1 to their Leadership when taking Morale Tests.
10"
3+
4+
3
4
2
2
6
4+
Melee
Melee
4
0
1
After a model on this mount makes its close sombat attacks, you can attack with its mount. Make two additional attacks using this weapon's profile.
Melee
Melee
+2
-2
D3
A model may only attack with this weapon on a turn in which it has charged.
10"
3+
3+
3
4
4
3
8
4+
All friendly DEATH KORPS OF KRIEG units within 6" of a COMMISSAR can use the Commissar's Leadership instead of their own.
The first time an Astra Militarum unit fails a Morale test during the Morale phase whilst it is within 6" of any friendly Commissars, you can execute a model. If you do, one model of your choice in that unit is slain and the Morale test is re- rolled (do not include this slain model when re-rolling the Morale test).
10"
3+
3+
3
4
2
2
7
4+
During deployment, you can set up this unit and up to five other DEATH RIDERS units on the battlefield's flanks instead of placing them on the battlefield. At the end of any of your Movement phases these units can join the battle -- set them all up so that all models in these units are within 7" of a battlefield edge of your choice and more than 9" away from any enemy models.
6"
3+
3+
3
3
1
1
6
4+
6"
3+
3+
3
3
1
2
7
4+
6"
Pistol 1
3
-2
1
12"
Assault 2
4
0
1
12"
Assault 2
*
0
2
This weapon wounds on a 2+ unless it is targeting a VEHICLE, in which case it wounds on a 6+. One a hit roll of 1, the bearer is slain after all this weapon's shots have been resolved.
6"
3+
3+
3
3
1
2
7
4+
6"
3+
3+
3
3
1
1
6
4+
6"
3+
3+
3
3
2
2
6
4+
24"
Heavy D6
5
-1
1
This weapon does not require line of sight to its target. If this weapon inflicts any unsaved wounds on an enemy unit, that unit cannot Advance in its Movement phase unless it can FLY.
6"
Grenade 1
*
-2
D3
This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
4"
Grenade 1
8
-4
D6
6"
3+
3+
3
3
1
1
6
5+
All friendly DEATH KORPS OF KRIEG INFANTRY or CAVALRY units add 1 to their Leadership and Attacks whilst they are within 6" of a unit with a Death Korps Regimental Standard.
12"
6+
4+
5
6
7
2
7
3+
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield, and before any embarked models disembark. On a 6+ is explodes, and each unit iwthin 6" suffers 1 mortal wound.
If this unit is set up at the start of the game with a DEATH KORPS GRENADIER STORM SQUAD within it, at the start of the first battle round but before the first turn begins you can move this unit up to 9". It cannot end this move within 9" of any enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.
The Death Korps Centaur Light Assault Carrier can transport 5 ASTRA MILITARUM INFANTRY models. Each Heavy Weapon Team or Veteran Heavy Weapon Team takes the space of two other models, and each OGRYN takes the space of three other models.
24"
Rapid Fire 3
3
0
1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
This vehicle receives +1 to its armour saves rolls against weapons with a Strength of 4 or less, and ignores the effects of land mines on a 4+.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield, and before any embarked models disembark. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
This model can transport 12 ASTRA MILITARUM INFANTRY models. Each heavy Weapon Team or Veteran Heavy Weapon Team takes the space fo two other models, and each OGRYN takes the spaces of three other models.
At the end of any of your Movement phases, a model with a medi-pack can attempt to heal a single model. Select a friendly DEATH KORPS OF KRIEG INFANTRY unit within 3" and roll a D6. On a roll of 4+, one model in the unit recovers a wound it lost earlier in the battle (if the unit has a Wounds characteristic of 1, one model slain earlier in the battle is returned to the unit instead). A unit can only be the target of this ability once in each turn.
Servitors improve both their Weapon Skill and Ballistic Skill to 4+, and their Leadership value to 9, whilst they are within 6" of any friendly DEATH KORPS QUARTERMASTER REVENANT.
Each time a friendly DEATH KORPS OF KRIEG INFANTRY or DEATH KORPS OF KRIEG CAVALRY unit within 6" suffers a wound, roll a D6. On a 6, it ignores the injury and the wound is not lost. A unit cannot use both this and the Augmented Mount ability to prevent the same wound.
6"
3+
3+
3
3
2
2
9
4+
6"
5+
5+
3
3
1
1
6
4+
Melee
Melee
User
0
1
This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+
6"
4+
4+
3
3
1
1
7
5+
6"
4+
4+
3
3
1
2
8
5+
10"
3+
3+
3
4
4
3
8
4+
6"
Grenade D6
8
-3
D3
Each demolition charge can only be used once per battle.
36"
Heavy 6
4
0
1
Any INFANTRY or CALVARY model in the units that is killed in the Fight phase immediately makes a single attack.
All lasguns and hot-shot lasguns in the ordered unit change their Type to Pistol 2 until the end of the turn.
The ordered unit can shoot this phase even if it Advanced in its Movement phase.
Instead of shooting this phase, the ordered unit immediately moves as if it were the Movement phase. It must Advance as part of this move, and cannot declare a charge during this turn.
The ordered unit can shoot this phase even if it Fell Back in its Movement phase.
This order can only be issued to units that are within 1" of an enemy unit. The ordered unit immediately fights as if it were the Fight phase.
Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase.
This model does not suffer the penalty to turret weapon hit rolls for shooting a Heavy weapon on a turn in which it has moved. The following weapons are turret weapons: Conqueror battle cannon, battle cannon, Eradicator nova cannon, Exterminator autocannon, Vanquisher battle cannon, Demolisher cannon, Executioner plasma cannon, Punisher gatling cannon, twin-lascannon and co-axial heavy stubber.
If this model fires a supercharged plasma cannon, and you roll one or more hit rolls of 1, it is not automatically destroyed. Instead, for each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
This vehicle receives a +1 to its armour save rolls against weapons with a Strength of 4 or less.
10"
3+
4+
3
4
2
3
7
4+