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 2
  Imperium 2Index81.3April 2018
  Imperial Armour: Forces of the Astra Militarum
  Imperial Armour: Forces of the Astra MilitarumIndex8Indomitus 1.0July 2020
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

Index: Imperial Armour: Forces of the Astra Militarum

 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, 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: 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.
 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 classic Shadowsword model from Forge World has two side sponsons, each with twin heavy bolters, but without lascannons – is there a datasheet I should use for this unit?
A:
Use the Shadowsword datasheet from Codex: Astra Militarum. Replace the unit’s option for two or four sponsons, each with a lascannon and twin heavy bolter or twin heavy flamer, with ‘two sponsons, each with a twin heavy bolter’.

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
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+.
This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
0
Artillery barrage
0
Artillery barrage
100"
Heavy D6
8
-2
D3
Blast. 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.
Blast. 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.
Autocannon
Autocannon
48"
Heavy 2
7
-1
2
-
0
Baneblade cannon
0
Baneblade cannon
72"
Heavy 3D6
9
-3
3
Blast
Blast
20
Battle cannon
20
Battle cannon
72"
Heavy D6
8
-2
D3
Blast
Blast
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
2
Boltgun
2
Boltgun
24"
Rapid Fire 1
4
0
1
-
0
Chem cannon
0
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+.
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
0
Co-axial heavy stubber
36"
Heavy 3
4
0
1
-
0
Co-axial storm bolter
0
Co-axial storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Colossus siege mortar
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.
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
25
Conqueror battle cannon
48"
Heavy D6
8
-2
D3
Blast
Blast
0
Cyclops demolition charge
0
Cyclops demolition charge
*
Heavy 2D6
9
-2
D3
This weapon automatically hits its target. This weapon may only be used once per battle.
This weapon automatically hits its target. This weapon may only be used once per battle.
20
Demolisher cannon
20
Demolisher cannon
24"
Heavy D6
10
-3
D6
Blast
Blast
5
Demolition charge
5
Demolition charge
6"
Grenade D6
8
-3
D3
Blast. The bearer can only shoot with this weapon once per battle.
Blast. The bearer can only shoot with this weapon once per battle.
0
Earthshaker cannon
0
Earthshaker cannon
240"
Heavy D6
9
-3
D3
Blast. 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.
Blast. 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
15
Eradicator nova cannon
36"
Heavy D6
6
-2
D3
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. 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.
15
Executioner plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
36"
Heavy D6
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D6
8
-3
2
Blast. For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
Blast. For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
30
Exterminator autocannon
30
Exterminator autocannon
48"
Heavy 4
7
-1
2
-
5
Flamer
5
Flamer
8"
Assault D6
4
0
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Frag grenade
0
Frag grenade
6"
Grenade D6
3
0
1
Blast
Blast
0
Gorgon mortar
0
Gorgon mortar
48"
Heavy 2D6
5
-1
1
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
5
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
5
Grenade launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag grenade
 - Frag grenade
24"
Assault D6
3
0
1
Blast
Blast
 - Krak grenade
 - Krak grenade
24"
Assault 1
6
-1
D3
-
0
Griffon heavy mortar
0
Griffon heavy mortar
48"
Heavy D6
6
-1
D3
Blast. 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.
Blast. 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.
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
1
-
Heavy flamer
Heavy flamer
8"
Heavy D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Heavy laser destroyer array
0
Heavy laser destroyer array
60"
Heavy D3
9
-3
D6
-
0
Heavy mortar
0
Heavy mortar
48"
Heavy D6
6
-1
D3
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
0
Heavy quad launcher
0
Heavy quad launcher
48"
Heavy 4D6
5
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
5
Heavy stubber
5
Heavy stubber
36"
Heavy 3
4
0
1
-
0
Hot-shot lasgun
0
Hot-shot lasgun
18"
Rapid Fire 1
3
-2
1
-
0
Hot-shot laspistol
0
Hot-shot laspistol
6"
Pistol 1
3
-2
1
-
5
Hunter-killer missile
5
Hunter-killer missile
48"
Heavy 1
8
-2
D6
Each hunter-killer missile can only be fired once per battle.
Each hunter-killer missile can only be fired once per battle.
0
Hydra quad autocannon
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.
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.
10
Inferno cannon
10
Inferno cannon
16"
Heavy 2D6
6
-1
1
This weapon automatically hits its target.
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:
0
Inferno gun
When attacking with this weapon, use the profile that matches the fuel that the model has:
 - Chemical fuel
 - 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+.
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
 - Flammable fuel
16"
Heavy 2D6
7
-2
2
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Krak grenade
0
Krak grenade
6"
Grenade 1
6
-1
D3
-
1
Krieg combat shotgun
When attacking with this weapon, choose one of the profiles below:
1
Krieg combat shotgun
When attacking with this weapon, choose one of the profiles below:
 - Solid shot
 - Solid shot
12"
Assault 2
4
0
1
-
 - Carcass shot
 - 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.
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.
Lascannon
Lascannon
48"
Heavy 1
9
-3
D6
-
0
Laser destroyer
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.
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
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Lasgun array
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.
This weapon can only be fired if a unit is embarked upon the vehicle equipped with it.
0
Laspistol
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Macharius battle cannon
0
Macharius battle cannon
72"
Heavy 2D6
8
-2
D6
Blast
Blast
0
Macharius vanquisher cannon
When attacking with this weapon, choose one of the profiles below:
0
Macharius vanquisher cannon
When attacking with this weapon, choose one of the profiles below:
 - Blast shells
 - Blast shells
72"
Heavy 2D6
8
-2
D3
Blast
Blast
 - Armour piercing shells
 - Armour piercing shells
72"
Heavy 2
9
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Macharius vulcan mega-bolter
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.
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
0
Medusa siege cannon
36"
Heavy D6
10
-3
D3
Blast. This weapon can target units that are not visible to the bearer.
Blast. 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:
0
Medusa siege gun
When attacking with this weapon, choose one of the profiles below:
 - Standard shells
 - Standard shells
36"
Heavy D6
10
-3
D3
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
 - Breacher shells
 - Breacher shells
48"
Heavy D6
10
-3
D3
Blast. When attacking a BUILDING, increase this weapon’s Damage characteristic to D6.
Blast. When attacking a BUILDING, increase this weapon’s Damage characteristic to D6.
5
Melta bomb
5
Melta bomb
4"
Grenade 1
8
-4
D6
-
10
Melta cannon
10
Melta cannon
24"
Assault D3
8
-4
D6
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Blast. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Meltagun
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.
If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Missile launcher
When attacking with this weapon, choose one of the profiles below.
Missile launcher
When attacking with this weapon, choose one of the profiles below.
 - Frag missile
 - Frag missile
48"
Heavy D6
4
0
1
Blast
Blast
 - Krak missile
 - Krak missile
48"
Heavy 1
8
-2
D6
-
20
Mole launcher
20
Mole launcher
24"
Heavy D6
5
-1
1
Blast. 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.
Blast. 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.
10
Mortar
10
Mortar
48"
Heavy D6
4
0
1
Blast. This weapon can target units that are not visible to the bearer.
Blast. This weapon can target units that are not visible to the bearer.
Multi-melta
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.
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.
0
Omega pattern plasma blastgun
When attacking with this weapon, choose one of the profiles below.
 - Pulsed bolts
 - Pulsed bolts
60"
Heavy 2D6
8
-3
2
Blast
Blast
 - Maximal bolts
 - Maximal bolts
60"
Heavy 2D6
9
-3
3
Blast. On a hit roll of a 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.
Blast. 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:
0
Plasma blastgun
When attacking with this weapon, choose one of the profiles below:
 - Standard
 - Standard
72"
Heavy 2D6
8
-3
2
Blast
Blast
 - Supercharged
 - Supercharged
96"
Heavy 2D6
9
-3
3
Blast. For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
Blast. For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
Plasma cannon
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
36"
Heavy D3
7
-3
1
Blast
Blast
 - Supercharge
 - Supercharge
36"
Heavy D3
8
-3
2
Blast. On a hit roll of 1, the bearer is slain after all of this weapon’s shots have been resolved.
Blast. 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.
Plasma gun
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - 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.
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.
5
Plasma pistol
When attacking with this weapon, choose one of the profiles below.
 - Standard
 - Standard
12"
Pistol 1
7
-3
1
-
 - Supercharge
 - Supercharge
12"
Pistol 1
8
-3
2
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
35
Punisher gatling cannon
35
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
35
Punisher gatling cannon
35
Punisher gatling cannon
24"
Heavy 20
5
0
1
-
0
Shotgun
0
Shotgun
12"
Assault 2
3
0
1
If the target is within half range, add 1 to this weapon’s Strength.
If the target is within half range, add 1 to this weapon’s Strength.
3
Storm bolter
3
Storm bolter
24"
Rapid Fire 2
4
0
1
-
0
Stormsword siege cannon
0
Stormsword siege cannon
36"
Heavy 2D6
10
-4
D6
Blast. 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.
Blast. 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
0
Twin earthshaker cannon
240"
Heavy 2D6
9
-3
D3
Blast. 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.
Blast. 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.
30
Twin heavy bolter
30
Twin heavy bolter
36"
Heavy 6
5
-1
1
-
30
Twin heavy flamer
30
Twin heavy flamer
8"
Heavy 2D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
10
Twin heavy stubber
10
Twin heavy stubber
36"
Heavy 6
4
0
1
-
40
Twin lascannon
40
Twin lascannon
48"
Heavy 2
9
-3
D6
-
15
Vanquisher battle cannon
15
Vanquisher battle cannon
72"
Heavy 1
8
-3
D6
Roll two dice when inflicting damage with this weapon and discard the lowest result.
Roll two dice when inflicting damage with this weapon and discard the lowest result.
0
Volcano cannon
0
Volcano cannon
120"
Heavy 3D3
16
-5
2D6
Blast. You can re-roll failed wound rolls when targeting TITANIC units with this weapon.
Blast. 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
0
Adamantium tracks
Melee
Melee
User
-2
D3
-
0
Chainsword
0
Chainsword
Melee
Melee
User
0
1
When the bearer fights, it makes 1 additional attack with this weapon.
When the bearer fights, it makes 1 additional attack with this weapon.
2
Death Korps hunting lance
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.
A model may only attack with this weapon on a turn in which it has charged.
0
Medical scalpels
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+.
This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
0
Melta-cutter drill
0
Melta-cutter drill
Melee
Melee
x2
-4
D3
When making attacks against a VEHICLE, roll D6 for the Damage instead of D3.
When making attacks against a VEHICLE, roll D6 for the Damage instead of D3.
5
Power axe
5
Power axe
Melee
Melee
+1
-2
1
-
10
Power fist
10
Power fist
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
5
Power maul
5
Power maul
Melee
Melee
+2
-1
1
-
5
Power sword
5
Power sword
Melee
Melee
User
-3
1
-
0
Savage claws
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.
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

OTHER WARGEAR
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+.
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 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
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.
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
Memento Mori
Whenever the bearer of the Memento Mori suffers wounds from a weapon which does multiple wounds (eg, D3, D6, etc), the roll is always a 1.
10
Memento Mori
Whenever the bearer of the Memento 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.
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.
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 Basilisks keyword is used in following Death Korps of Krieg datasheets:

Heavy Support
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.

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

The Death Korps Death Rider Command Squadron keyword is used in following Death Korps of Krieg datasheets:

Death Korps of Krieg Melee Weapons
 • Chainsword
0
 • Power axe
5
 • Power maul
5
 • Power sword
5
 • Power fist
10

Acid gas bomb used in following datasheets:

GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Artillery barrage used in following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
INFANTRY/other model

Baneblade cannon used in following datasheets:

Lords of War

Battle cannon used in following datasheets:

COMMISSAR/other model
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.

Chem cannon used in following datasheets:

Fast Attack

Co-axial heavy stubber used in following datasheets:

Co-axial storm bolter used in following datasheets:

Colossus siege mortar used in following datasheets:

Heavy Support
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

Conqueror battle cannon used in following datasheets:

Cyclops demolition charge used in following datasheets:

Demolition charge used in following datasheets:

Earthshaker cannon used in following datasheets:

Number of Attacks (shooting)
When a model shoots a ranged weapon, it will make a number of attacks. You make one hit roll for each attack being made.

The number of attacks that a model makes with a ranged weapon is equal to the number written on that weapon’s profile after its type. For example, a model shooting an ‘Assault 1’ weapon can make one attack with that weapon; a model firing a ‘Heavy 3’ weapon can make three attacks, and so on.

  • All of a ranged weapon’s attacks must be made against the same target unit.
  • Number of attacks = number after weapon’s type.

Eradicator nova cannon used in following datasheets:

Executioner plasma cannon used in following datasheets:

Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.

Exterminator autocannon used in following datasheets:

ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Gorgon mortar used in following datasheets:

Griffon heavy mortar used in following datasheets:

Heavy laser destroyer array used in following datasheets:

Heavy mortar used in following datasheets:

Heavy quad launcher used in following datasheets:

Hydra quad autocannon used in following datasheets:

Heavy Support
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

Inferno cannon used in following datasheets:

Fast Attack

Inferno gun used in following datasheets:

Heavy Support

Krieg combat shotgun used in following datasheets:

Laser destroyer used in following datasheets:

Lasgun array used in following datasheets:

Macharius battle cannon used in following datasheets:

Macharius vanquisher cannon used in following datasheets:

Macharius vulcan mega-bolter used in following datasheets:

Lords of War

Medusa siege cannon used in following datasheets:

Medusa siege gun used in following datasheets:

Melta bomb used in following datasheets:

Melta cannon used in following datasheets:

Fast Attack
model with a Ballistic Skill of 4+/other models

Missile launcher used in following datasheets:

Mole launcher used in following datasheets:

Mortar used in following datasheets:

Multi-melta used in following datasheets:

Fast Attack

Omega pattern plasma blastgun used in following datasheets:

Lords of War

Plasma blastgun used in following datasheets:

Plasma cannon used in following datasheets:

Punisher gatling cannon used in following datasheets:

Shotgun used in following datasheets:

Stormsword siege cannon used in following datasheets:

Lords of War

Twin earthshaker cannon used in following datasheets:

Twin heavy bolter used in following datasheets:

Twin heavy flamer used in following datasheets:

Twin lascannon used in following datasheets:

Vanquisher battle cannon used in following datasheets:

Volcano cannon used in following datasheets:

Lords of War

Adamantium tracks used in following datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Medical scalpels used in following datasheets:

Melta-cutter drill used in following datasheets:

Ablative Storm Armour and Mine Plough used in following datasheets:

Death Korps Platoon Standard used in following datasheets:

Death Korps Regimental Standard used in following datasheets:

Medi-pack used in following datasheets:

Memento Mori used in following datasheets:

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.
© Vyacheslav Maltsev 2013-2020