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.
Books
| Book | Kind | Edition | Version | Last update |
Death Korps |
Death Korps | Faction | 3 | APRIL ’26 | April 2026 |
Operatives
- 1 DEATH KORPS WATCHMASTER operative with the following:Or one option from each of the following:
- Bolt pistol, plasma pistol or relic laspistol
- Chainsword or power weapon
- 4 TROOPER operatives*
- 9 DEATH KORPS operatives selected from the following list:
Other than
TROOPER operatives, your kill team can only include each operative on this list once.
* Up to four times, instead of selecting one of these
TROOPER operatives, you can select one
DEATH KORPS ploy to cost you 0CP for the battle.
Marker/Token Guide
Remote Detonator token
Bruiser token
Move Move Move token
Spot token
Take Aim token
Dig In token
Medic token
Fix Bayonets token
Mine marker
Gas marker
Guardsmen Orders
The soldiers of the Death Korps of Krieg are unquestioningly loyal to their officers, following barked orders with a speed and efficiency that is the envy of many other regiments.
STRATEGIC GAMBIT and
SUPPORT. A friendly
DEATH KORPS WATCHMASTER operative can issue a
GUARDSMAN ORDER. Whenever it does, select one
GUARDSMAN ORDER for all friendly
DEATH KORPS operatives within 6" of it to receive.
Whenever a friendly operative receives a
GUARDSMAN ORDER, apply its rules until the end of the turning point. Operatives cannot benefit from more than one
GUARDSMAN ORDER at once; they only benefit from the most recent order they received during the turning point.
| Take Aim! | | Outfitted and trained for attritional infantry combat, the soldiers of Krieg have undertaken endless hours of lasgun drills. | Ranged weapons of operatives that received this order (excluding mortar barrage and remote detonator) have the Ceaseless weapon rule. |
|
| Fix Bayonets! | | The kind of warfare undertaken by the Death Korps of Krieg requires their troopers to be well versed in close-quarters fighting and trench clearance. | Melee weapons of operatives that received this order have the Ceaseless weapon rule. |
|
| Dig In! | | Obstinate to the last, the soldiers of Krieg establish defensive positions and hold them with grim determination. | Whenever an operative is shooting a friendly operative that’s received this order, if you can retain any cover saves, you can re-roll any of your defence dice results of one result (e.g. results of 2). |
|
| Move! Move! Move! | | Responding to a barked order from their Watchmaster, the soldiers of Krieg pick up the pace and hustle towards their next objective. | Whenever an operative that’s received this order is performing the Reposition action, add 1" to its Move stat. | |
|
Death Korps infantry are at home in the dreadful grind of siege warfare, repelling their foes with overlapping fields of withering fire.
Friendly DEATH KORPS operatives’ ranged weapons have the Saturate and Accurate 1 weapon rules.
Used to fighting in the close confines of trenches and tunnels, Krieg soldiers make excellent use of whatever meagre cover they can find.
Whenever an operative is
shooting a friendly
DEATH KORPS operative, if you can retain any
cover saves, improve that friendly operative’s Save stat by 1.
Should the enemy break through, the soldiers of Krieg are disciplined enough to retain their composure and repel the foe.
Friendly
DEATH KORPS operatives’ melee weapons have the
Accurate 1 weapon rule. Whenever a friendly
DEATH KORPS operative is
fighting wholly within your territory, or whenever it’s
retaliating, its melee weapons also have the
Severe weapon rule.
Even in the confusion of combat, the Death Korps of Krieg retain their focus, returning to formation as they destroy the enemy with accurate las fire.
SUPPORT. Select one friendly
DEATH KORPS operative that’s more than 3" from enemy operatives. Each other friendly
DEATH KORPS operative within 5" of that operative and not within
control range of enemy operatives can immediately perform a free
Dash action in an order of your choice, but each that does so must end that move closer to that operative. Note that a
Comms Device from universal equipment only affects the second distance of this rule.
You cannot use this ploy and the Chronometer faction equipment
STRATEGIC GAMBIT during the same turning point.
The greatest officers lead by example, issuing orders with calm precision even as they cut down their foes.
SUPPORT. Use this firefight ploy during a friendly
DEATH KORPS WATCHMASTER or
DEATH KORPS CONFIDANT operative’s
activation, before or after it performs an action. It issues a
GUARDSMAN ORDER.
Precisely coordinated fire is capable of taking down even the most potent of enemies.
Use this firefight ploy after rolling your attack dice for a friendly
DEATH KORPS operative, if it’s
shooting an enemy operative that’s been shot by another friendly
DEATH KORPS operative during this turning point. You can re-roll any of your attack dice.
The Cult of Krieg demand sacrifice in the name of the Emperor, so those who are yet to give their lives must atone by achieving ever greater feats upon the battlefield.
Use this firefight ploy when a friendly
DEATH KORPS operative is
activated and given an
Engage order. It receives every
GUARDSMAN ORDER. This takes
precedence over the normal rule that operatives cannot benefit from more than one
GUARDSMAN ORDER at once.
All soldiers of Krieg are destined to die in battle. The Cult of Sacrifice teaches that in death they will earn forgiveness for the sins of their forebears.
Use this firefight ploy when a
ready friendly
DEATH KORPS operative is
incapacitated, if it isn’t within
control range of enemy operatives. Before it’s removed from the killzone, it can immediately perform one free action and you can change its
order to do so. Note that friendly operative is
injured for the duration of that action.
CHRONOMETER
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
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
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:
Hand axe
| NAME | ATK | HIT | DMG |
| Hand axe | 3 | 4+ | 3/4 |
GAS BOMBARDMENT
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 in the
killzone; it cannot be placed underneath
Vantage terrain. 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.
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 3+ | 3/4 | Range 8" | Range 8" |
| Boltgun |
| | Boltgun | 4 | 3+ | 3/4 | - |
| Plasma pistol (standard) |
| | Plasma pistol (standard) | 4 | 4+ | 3/5 | Range 8", Piercing 1 | Range 8", Piercing 1 |
| Plasma pistol (supercharge) |
| | Plasma pistol (supercharge) | 4 | 4+ | 4/5 | Range 8", Hot, Lethal 5+, Piercing 1 | Range 8", Hot, Lethal 5+, Piercing 1 |
| Relic laspistol |
| | Relic laspistol | 4 | 3+ | 2/4 | Range 8", Lethal 5+ | Range 8", Lethal 5+ |
| Bayonet |
| | Bayonet | 4 | 3+ | 2/3 | - |
| Chainsword |
| | Chainsword | 4 | 3+ | 4/5 | - |
| Power weapon |
| | Power weapon | 4 | 3+ | 4/6 | Lethal 5+ | Lethal 5+ |
Adaptive Orders: If this operative doesn’t issue a
GUARDSMAN ORDER as a
STRATEGIC GAMBIT, you can use the
Inspirational Leadership firefight ploy for 0CP during this operative’s
activation.
Bring it Down!: STRATEGIC GAMBIT if this operative is in the killzone. Select one enemy operative. Whenever a friendly
DEATH KORPS operative is
shooting against,
fighting against or
retaliating against that enemy operative, that friendly operative’s weapons have the
Punishing weapon rule.
|
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, LEADER, WATCHMASTER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Trench club |
| | Trench club | 4 | 3+ | 3/3 | Shock | Shock |
Bruiser: Once per turning point, when this operative is
fighting or
retaliating, in the
Resolve Attack Dice step, you can ignore the damage inflicted on it from one normal success. If this operative is
incapacitated during the
Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the killzone.
|
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, BRUISER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Bolt pistol |
| | Bolt pistol | 4 | 4+ | 3/4 | Range 8" | Range 8" |
| Boltgun |
| | Boltgun | 4 | 4+ | 3/4 | - |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Relic laspistol |
| | Relic laspistol | 4 | 4+ | 2/4 | Range 8", Lethal 5+ | Range 8", Lethal 5+ |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
| Chainsword |
| | Chainsword | 4 | 4+ | 4/5 | - |
Second in Command: If a friendly
WATCHMASTER operative is
incapacitated and removed from the
killzone, you can use this rule. If you do, until the end of the battle, this operative can issue a
GUARDSMAN ORDER as a
STRATEGIC GAMBIT (even though it’s not a
WATCHMASTER operative).
Directive: Whenever this operative is
activated, if you haven’t used the Second in Command rule during the battle, you can select one other ready friendly
DEATH KORPS operative
visible to and within 6" of it. When this operative is
expended, activate that other friendly operative before your opponent activates (if that operative is a
TROOPER, ignore its Group Activation rule).
|
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, CONFIDANT
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Flamer |
| | Flamer | 4 | 2+ | 3/3 | Range 8", Saturate, Torrent 2" | Range 8", Saturate, Torrent 2" |
| Grenade launcher (frag) |
| | Grenade launcher (frag) | 4 | 4+ | 2/4 | Blast 2" | Blast 2" |
| Grenade launcher (krak) |
| | Grenade launcher (krak) | 4 | 4+ | 4/5 | Piercing 1 | Piercing 1 |
| Meltagun |
| | Meltagun | 4 | 4+ | 6/3 | Range 6", Devastating 4, Piercing 2 | Range 6", Devastating 4, Piercing 2 |
| Plasma gun (standard) |
| | Plasma gun (standard) | 4 | 4+ | 4/6 | Piercing 1 | Piercing 1 |
| Plasma gun (supercharge) |
| | Plasma gun (supercharge) | 4 | 4+ | 5/6 | Hot, Lethal 5+, Piercing 1 | Hot, Lethal 5+, Piercing 1 |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
|
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, GUNNER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
Medic!: The first time during each turning point that another friendly
DEATH KORPS operative would be
incapacitated while
visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within
control range of an enemy operative. If you do, that friendly operative isn’t incapacitated, has 1 wound remaining and cannot be incapacitated for the remainder of the action. After that action, that friendly operative can immediately perform a free
Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next
activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated, or if it’s a
Shoot action and this operative would be a primary or secondary target.
MEDIKIT1AP
Select one friendly DEATH KORPS operative within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.
This operative cannot perform this action while within control range of an enemy operative.
|
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, MEDIC
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Remote detonator |
| | Remote detonator | 4 | 2+ | 5/6 | Heavy (Dash only), Limited 1, Piercing 1, Silent, Detonate* | Heavy (Dash only), Limited 1, Piercing 1, Silent, Detonate* |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
Mine Layer: This operative is carrying your Mine marker. It can perform the
Pick Up Marker action on that marker, and whenever it performs the
Place Marker action on that marker, it can immediately perform a free
Dash action.
*Detonate: Don’t select a
valid target. Instead, shoot against each operative within 2" of your Mine marker, unless
Heavy terrain is wholly
intervening between that operative and that marker. Each of those operatives cannot be in
cover or
obscured. Roll each sequence separately in an order of your choice. This weapon cannot be selected if your Mine marker isn’t in the
killzone. At the end of the action, remove your Mine marker from the killzone. In a killzone that uses the
close quarters rules (e.g.
Killzone: Tomb World), this weapon has the
Lethal 5+ weapon rule.
|
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, SAPPER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Long-las (concealed) |
| | Long-las (concealed) | 4 | 2+ | 3/3 | Devastating 3, Heavy, Silent, Concealed Position* | Devastating 3, Heavy, Silent, Concealed Position* |
| Long-las (mobile) |
| | Long-las (mobile) | 4 | 3+ | 3/4 | - |
| Long-las (stationary) |
| | Long-las (stationary) | 4 | 2+ | 3/3 | Devastating 3, Heavy | Devastating 3, Heavy |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
*Concealed Position: This operative can only use this weapon the first time it’s performing the
Shoot action during the battle.
|
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, SNIPER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Mortar barrage |
| | Mortar barrage | 4 | 4+ | 3/5 | Blast 2", Heavy (Dash only), Silent | Blast 2", Heavy (Dash only), Silent |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
SPOT1AP
SUPPORT. Select one enemy operative
visible to this operative. Until the end of the turning point, whenever a friendly
DEATH KORPS operative within 3" of this operative is
shooting that enemy operative, you can use this effect. If you do:
- That friendly operative’s ranged weapons have the Seek Light weapon rule.
- That enemy operative cannot be obscured.
This operative cannot perform this action while within
control range of an enemy operative.
|
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, SPOTTER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
Group Activation: Whenever this operative is
expended, you must then activate one other
ready friendly
DEATH KORPS TROOPER operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
|
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, TROOPER
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Bionic arm |
| | Bionic arm | 3 | 4+ | 4/5 | - |
Veteran Guardsman: Whenever this operative is
activated, it can receive one
GUARDSMAN ORDER.
Bionics: Normal Dmg of 3 or more inflicts 1 less damage on this operative.
|
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, VETERAN
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
Relay Orders: Once per turning point, when this operative receives a
GUARDSMAN ORDER, if it’s not within
control range of enemy operatives, it can relay that order. Whenever an order is relayed, all friendly
DEATH KORPS operatives in the
killzone receive that order, then subtract 1 from this operative’s APL stat until the end of its next
activation.
SIGNAL1AP
SUPPORT. Select one other friendly
DEATH KORPS operative
visible to and within 6" of this operative. Until the end of that operative’s next
activation, add 1 to its APL stat.
This operative cannot perform this action while within control range of an enemy operative.
|
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, VOX-OPERATOR
|
⌀25mm |
| NAME | ATK | HIT | DMG | WR |
| Lasgun |
| | Lasgun | 4 | 4+ | 2/3 | - |
| Bayonet |
| | Bayonet | 3 | 4+ | 2/3 | - |
The Emperor Protects: Whenever an operative is
shooting this operative, you can re-roll any of your
defence dice.
Uplifting Primer: SUPPORT. Whenever a friendly
DEATH KORPS operative is within 3" of this operative, that friendly operative’s weapons have the
Severe weapon rule.
|
DEATH KORPS, IMPERIUM, ASTRA MILITARUM, ZEALOT
|
⌀25mm |