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The Death Korps of Krieg developed their particular doctrines of warfare during their planet’s bloody five hundred year civil war. The grim warriors of the Krieg excel at long, grinding wars of attrition. The Death Korps will never break; they will fight on, regardless of their losses. They know no other way.

This section contains all of the datasheets that you will need in order to fight battles with your Death Korps of Krieg models. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Death Korps units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Imperium 2Index81.3April 2018
  Imperial Armour: Forces of the Astra MilitarumIndex81.4September 2018
  Chapter Approved 2017 EditionExpansion81.1April 2018

FAQ

Index: Imperial Armour: Forces of the Astra Militarum

 Q: Can Death Korps of Krieg, Elysian Drop Troops or Renegades and Heretics Detachments use any of the Regiment-specific rules (Doctrines, Orders, Stratagems, Warlord Traits, etc.) in Codex: Astra Militarum?
 A
No. Instead these units use the bespoke abilities and Orders that are described in Imperial Armour – Index: Forces of the Astra Militarum.
 Q: Does a Master of Ordnance’s Master of Ballistics ability affect Earthshaker Platforms or Earthshaker Carriages?
 A
No. It only affects Basilisks, Wyverns, Manticores and Deathstrikes.
 Q: The Death Korps of Krieg, Elysian Drop Troops and Renegades and Heretics Army Lists each detail numerous units that can be taken from Index: Imperium 2. Do these units have to be taken from Index: Imperium 2, or can they be taken from Codex: Astra Militarum instead?
 A
If the unit appears in Codex: Astra Militarum, you must use the datasheet from there.
 Q: Can Death Korps of Krieg or Elysian Drop Troops be taken as a Detachment of Brood Brothers as part of a Genestealer Cult army? If so, do I replace any keywords or abilities?
 A
Yes. In these cases, you replace the DEATH KORPS OF KRIEG or ELYSIAN DROP TROOPS keyword with BROOD BROTHERS in all instances on these units’ datasheets. Furthermore, if a unit has the BROOD BROTHERS keyword then it cannot use the Cult of Sacrifice and Aerial Drop abilities.

Abilities

The following ability is common to several DEATH KORPS OF KRIEG units:

Cult of Sacrifice

This unit ignores models slain in the Shooting phase when taking Morale tests.

Voice of Command

This unit may issue orders 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.

DEATH KORPS OF KRIEG ORDERS
ORDER
Duty unto death!
Any INFANTRY or CAVALRY model in the unit that is killed in the Fight phase immediately makes a single attack.
Without Mercy
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Pistol 2 until the end of the turn.
Bring it Down!
Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase.
Forwards, for the Emperor!
The ordered unit can shoot this phase even if it Advanced in its Movement phase.
Get Back in the Fight!
The ordered unit can shoot this phase even if it Fell Back in its Movement phase.
Move! Move! Move!
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.
Fix Bayonets!
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.

Matched Play – Command Squads

If you are playing a matched play game, then in a Battle-forged army you can include a maximum of one DEATH KORPS OF KRIEG COMMAND SQUAD or one DEATH KORPS DEATH RIDER COMMAND SQUADRON in a Detachment for each DEATH KORPS OF KRIEG OFFICER in that Detachment.

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Death Korps of Krieg Ranged Weapons). When this is the case, the unit may take any item from the appropriate list below.

DEATH KORPS OF KRIEG RANGED WEAPONS

 • Bolt pistol

 • Boltgun

 • Hot-shot laspistol

 • Hot-shot lasgun

 • Laspistol

 • Plasma pistol

 • Two bolt pistols1

 • Two laspistols1

 • Two hot-shot laspistols1

1 A model that takes one of these options cannot take an item from the Death Korps of Krieg Melee Weapons list.

DEATH KORPS OF KRIEG SPECIAL WEAPONS

 • Flamer

 • Grenade launcher

 • Meltagun

 • Plasma gun

DEATH KORPS OF KRIEG HEAVY WEAPONS

 • Autocannon

 • Heavy bolter

 • Heavy flamer

 • Twin heavy stubber

 • Lascannon

 • Missile launcher

 • Mortar

DEATH KORPS OF KRIEG MELEE WEAPONS

 • Chainsword

 • Power axe

 • Power maul

 • Power sword

 • Power fist


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Acid gas bomb
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+.
0
Artillery barrage
100"
Heavy D6
8
-2
D3
This weapon can only be fired once per battle, and cannot be used if the bearer moves. This weapon can target units that are not visible to the bearer (when doing so, subtract 1 from the hit rolls). You may only use one artillery barrage per turn, regardless of how many Masters of Ordnance you have in your army.
10
Autocannon
48"
Heavy 2
7
-1
2
-
0
Baneblade cannon
72"
Heavy 3D6
9
-3
3
-
22
Battle cannon
72"
Heavy D6
8
-2
D3
-
1
Bolt pistol
12"
Pistol 1
4
0
1
-
1
Boltgun
24"
Rapid Fire 1
4
0
1
-
7
Chem cannon
8"
Heavy D6
*
-3
1
This weapon automatically hits its target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
0
Co-axial heavy stubber
36"
Heavy 3
4
0
1
-
0
Co-axial storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Colossus siege mortar
240"
Heavy 2D6
6
-2
D3
This weapon can target units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
25
Conqueror battle cannon
48"
Heavy D6
8
-2
D3
-
0
Cyclops demolition charge
*
Heavy 2D6
9
-2
D3
This weapon automatically hits its target. This weapon may only be used once per battle.
20
Demolisher cannon
24"
Heavy D3
10
-3
D6
When attacking units with 5 or more models, change this weapon’s Type to Heavy D6.
5
Demolition charge
6"
Grenade D6
8
-3
D3
Each demolition charge can only be used once per battle.
0
Earthshaker cannon
240"
Heavy D6
9
-3
D3
Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer.
15
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
15
Executioner plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D6
7
-3
1
-
 - Supercharge
36"
Heavy D6
8
-3
2
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
17
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
6
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
0
Frag grenade
6"
Grenade D6
3
0
1
-
0
Gorgon mortar
48"
Heavy 2D6
5
-1
1
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
3
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
24"
Assault D6
3
0
1
-
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Griffon heavy mortar
48"
Heavy D6
6
-1
D3
Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
8
Heavy bolter
36"
Heavy 3
5
-1
1
-
14
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
0
Heavy laser destroyer array
60"
Heavy D3
9
-3
D6
-
0
Heavy mortar
48"
Heavy D6
6
-1
D3
This weapon can target units that are not visible to the bearer.
0
Heavy quad launcher
48"
Heavy 4D6
5
0
1
This weapon can target units that are not visible to the bearer.
2
Heavy stubber
36"
Heavy 3
4
0
1
-
0
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
0
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
6
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
0
Hydra quad autocannon
72"
Heavy 8
7
-1
2
Add 1 to all hit rolls made for this weapon against targets that can FLY. Subtract 1 from the hit rolls made for this weapon against all other targets.
20
Inferno cannon
16"
Heavy 2D6
6
-1
1
This weapon automatically hits its target.
0
Inferno gun
When attacking with this weapon, use the profile that matches the fuel that the model has:
 - Chemical fuel
16"
Heavy 2D6
*
-3
1
This weapon automatically hits its target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
 - Flammable fuel
16"
Heavy 2D6
7
-2
2
This weapon automatically hits its target.
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
1
Krieg combat shotgun
When attacking with this weapon, choose one of the profiles below:
 - Solid shot
12"
Assault 2
4
0
1
-
 - Carcass shot
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+. On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
20
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Laser destroyer
36"
Heavy 1
12
-4
D6
If this weapon successfully inflicts damage, roll an additional D6. On a result of a ‘3-5’, the weapon’s Damage is increased to 2D6. On a result of a ‘6’, the weapon’s Damage is increased to 3D6.
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Lasgun array
24"
Rapid Fire 3
3
0
1
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Macharius battle cannon
72"
Heavy 2D6
8
-2
D6
-
0
Macharius vanquisher cannon
When attacking with this weapon, choose one of the profiles below:
 - Blast shells
72"
Heavy 2D6
8
-2
D3
-
 - Armour piercing shells
72"
Heavy 2
9
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Macharius vulcan mega-bolter
60"
Heavy 15
6
-2
2
If this model does not move during its Movement phase, in your next Shooting phase, change this weapon’s Type to Heavy 30 until the end of the turn.
0
Medusa siege cannon
36"
Heavy D6
10
-3
D3
This weapon can target units that are not visible to the bearer.
0
Medusa siege gun
When attacking with this weapon, choose one of the profiles below:
 - Standard shells
36"
Heavy D6
10
-3
D3
This weapon can target units that are not visible to the bearer.
 - Breacher shells
48"
Heavy D6
10
-3
D3
When attacking a BUILDING, increase this weapon’s Damage characteristic to D6.
3
Melta bomb
4"
Grenade 1
8
-4
D6
-
20
Melta cannon
24"
Assault D3
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Meltagun
12"
Assault 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
15
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
48"
Heavy D6
4
0
1
-
 - Krak missile
48"
Heavy 1
8
-2
D6
-
18
Mole launcher
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.
5
Mortar
48"
Heavy D6
4
0
1
This weapon can target units that are not visible to the bearer.
15
Multi-melta
24"
Heavy 1
8
-4
D6
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
0
Omega pattern plasma blastgun
When attacking with this weapon, choose one of the profiles below.
 - Pulsed bolts
60"
Heavy 2D6
8
-3
2
-
 - Maximal bolts
60"
Heavy 2D6
9
-3
3
On a hit roll of a 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
0
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
 - Standard
72"
Heavy 2D6
8
-3
2
-
 - Supercharged
96"
Heavy 2D6
9
-3
3
For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
10
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
36"
Heavy D3
7
-3
1
-
 - Supercharge
36"
Heavy D3
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
24"
Rapid Fire 1
8
-3
2
On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
12"
Pistol 1
8
-3
2
On a hit roll of 1, the bearer is slain.
20
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
2
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Stormsword siege cannon
36"
Heavy 2D6
10
-4
D6
Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. Re-roll damage rolls of 1 for this weapon.
0
Twin earthshaker cannon
240"
Heavy 2D6
9
-3
D3
Roll four dice for the number of attacks when firing this weapon and discard the two lowest results. This weapon can target units that are not visible to the bearer.
14
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
28
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
8
Twin heavy stubber
36"
Heavy 6
4
0
1
-
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
15
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Volcano cannon
120"
Heavy 3D3
16
-5
2D6
You can re-roll failed wound rolls when targeting TITANIC units with this weapon.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Adamantium tracks
Melee
Melee
User
-2
D3
-
0
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it can make 1 additional attack with this weapon.
2
Death Korps hunting lance
Melee
Melee
+2
-2
D3
A model may only attack with this weapon on a turn in which it has charged.
0
Medical scalpels
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+.
0
Melta-cutter drill
Melee
Melee
x2
-4
D3
When making attacks against a VEHICLE, roll D6 for the Damage instead of D3.
5
Power axe
Melee
Melee
+1
-2
1
-
8
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
0
Savage claws
Melee
Melee
4
0
1
After a model on this mount makes its close combat attacks, you can attack with its mount. Make two additional attacks using this weapon’s profile.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Ablative Storm Armour and Mine Plough
This vehicle receives +1 to its armour save rolls against weapons with a Strength of 4 or less, and ignores the effects of land mines on a 4+.
5
Death Korps Platoon Standard
All friendly 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.
5
Death Korps Regimental Standard
All friendly DEATH KORPS OF KRIEG INFANTRY and CAVALRY units add 1 to their Leadership and Attacks whilst they are within 6" of a unit with a Death Korps Regimental Standard.
5
Medi-pack
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.
10
Momento Mori
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.
5
Vox-caster
If a friendly DEATH KORPS OF KRIEG OFFICER is within 3" of a unit with a vox-caster when using their Voice of Command ability, you may extend the range of the order to 18" if the target unit also contains a vox-caster.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Cult of Sacrifice

This unit ignores models slain in the Shooting phase when taking Morale tests.
Aerial Drop

During deployment, you can set up this model in a high-altitude transport instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can aerial drop into battle – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

The CAVALRY keyword is used in following Death Korps of Krieg datasheets:

Elites
Fast Attack
HQ
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

The DEATH KORPS OF KRIEG COMMAND SQUAD keyword is used in following Death Korps of Krieg datasheets:

Elites

The DEATH KORPS DEATH RIDER COMMAND SQUADRON keyword is used in following Death Korps of Krieg datasheets:

Elites
Death Korps of Krieg Melee Weapons
 • Chainsword
0
 • Power axe
5
 • Power maul
4
 • Power sword
4
 • Power fist
8
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Number of Attacks (shooting)
Each time a model shoots a ranged weapon, it will make a number of attacks. You roll one dice for each attack being made. The number of attacks a model can make with a weapon, and therefore the number of dice you can roll, is found on the weapon’s profile, along with the weapon’s type. A weapon’s type can impact the number of attacks it can make.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

The profiles using BUILDING keyword can be found in following Factions:

Chaos: Chaos Bastions.
Aeldari: Harlequins.
Xenos: Necrons, T’au Empire.
Unaligned: Fortifications.

The BUILDING keyword is used in following datasheets:

model with a Ballistic Skill of 4+/other models
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Voice of Command

This unit may issue orders 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.

DEATH KORPS OF KRIEG ORDERS
ORDER
Duty unto death!
Any INFANTRY or CAVALRY model in the unit that is killed in the Fight phase immediately makes a single attack.
Without Mercy
All lasguns and all hot-shot lasguns in the ordered unit change their Type to Pistol 2 until the end of the turn.
Bring it Down!
Re-roll wound rolls of 1 for all the models in the ordered unit until the end of the phase.
Forwards, for the Emperor!
The ordered unit can shoot this phase even if it Advanced in its Movement phase.
Get Back in the Fight!
The ordered unit can shoot this phase even if it Fell Back in its Movement phase.
Move! Move! Move!
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.
Fix Bayonets!
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.
Army List
© Vyacheslav Maltsev 2013-2018