Kill Team Reference Sheet by James And The Giant Squig
DEATH KORPS
STRATEGY PLOYS FACTION RULES
SIEGE WARFARE GUARDSMEN ORDERS
TRATEGIC GAMBIT and SUPPORT. A friendly DEATH KORPS
S
riendly DEATH KORPS operatives ranged weapons have the Saturate and
F
WATCHMASTER operative can issue a GUARDSMAN ORDER. Whenever it
Accurate 1 weapon rules.
does, select one GUARDSMAN ORDER for all friendly DEATH KORPS
operatives within 6" of it to receive.
TAKE COVER
henever a friendly operative receives a GUARDSMAN ORDER, applyitsrules
W
henever an operative is shooting a friendly DEATH KORPS operative, if you
W until the end of the turning point. Operatives cannot benefit from more than one
can retain any cover saves, improve that friendly operative’s Save stat by 1. GUARDSMAN ORDER atonce;theyonlybenefitfromthemostrecentorderthey
received during the turning point.
CLEAR THE LINE .
riendlyDEATHKORPSoperatives’meleeweaponshavetheAccurate1weapon
F TAKE AIM!
rule. Whenever a friendly DEATH KORPS operative isfightingwhollywithinyour anged weapons of operatives thatreceivedthisorder(excludingmortarbarrage
R
territory, or whenever it’s retaliating, its melee weapons also have the Severe and remote detonator) have the Ceaseless weapon rule.
weapon rule.
FIX BAYONETS!
REGROUP elee weaponsofoperativesthatreceivedthisorderhavetheCeaselessweapon
M
UPPORT.SelectonefriendlyDEATHKORPSoperativethat’smorethan3"from
S rule.
enemy operatives. Each other friendly DEATH KORPSoperativewithin5"ofthat
operative and not within control range of enemy operatives can immediately DIG IN!
perform a free Dashactioninanorderofyourchoice,buteachthatdoessomust henever anoperativeisshootingafriendlyoperativethat’sreceivedthisorder,if
W
end that move closer to that operative.NotethataCommsDevicefromuniversal you can retain any cover saves, you can re-roll anyofyourdefencediceresults
equipment only affects the second distance of this rule. of one result (e.g. results of 2).
ou cannot use this ploy and the Chronometer faction equipment STRATEGIC
Y MOVE! MOVE! MOVE!
GAMBITin the same turning point.
henever an operative that’s received this order is performing the Reposition
W
action, add 1" to its Move stat.
FIREFIGHT PLOYS
FACTION EQUIPMENT
INSPIRATIONAL LEADERSHIP
UPPORT. Use this firefight ploy during a friendly DEATH KORPS
S CHRONOMETER
WATCHMASTER or DEATH KORPS CONFIDANT operative’s activation, before nce per battle STRATEGIC GAMBIT in the first or second turning point. Each
O
or after it performs an action. It issues aGUARDSMANORDER. friendly DEATH KORPS operative wholly within your territory can immediately
perform a free Dashactioninanorderofyourchoice,buteachthatdoessomust
COMBINED ARMS end that move closer to an opponent’s drop zone or killzone edge.
se this firefight ploy after rolling your attack dice for a friendly DEATHKORPS
U ou cannot use this STRATEGIC GAMBIT and theRegroupstrategyployduring
Y
operative, if it’s shooting an enemy operative that’sbeenshotbyanotherfriendly the same turning point.
DEATH KORPS operative during this turning point. You can re-roll any of your
attack dice. COMM-BEADS
henever a friendly DEATH KORPS WATCHMASTER or friendly DEATH
W
IN LIFE, SHAME KORPS CONFIDANT operative issues a GUARDSMAN ORDER, you can use
se this firefight ploy when a friendly DEATH KORPS operativeisactivatedand
U this rule. If you do, instead ofeachfriendlyDEATHKORPSoperativewithin6"of
given an Engage order. It receives every GUARDSMAN ORDER. This takes it receiving that order, you can select one friendly DEATH KORPS operative to
precedence over the normal rule that operatives cannot benefit from more than receive that order.
oneGUARDSMAN ORDERat once.
HAND AXES
IN DEATH, ATONEMENT FriendlyDEATH KORPSoperatives have the followingmelee weapon:
se this firefight ploy when a ready friendly DEATH KORPS operative is
U A HT D WR
incapacitated, if it isn’t within control range of enemy operatives. Before it’s Hand axe 3 4+ 3/4 -
removed from the killzone, it can immediately perform one free action. Notethat
that friendly operative is injured for the duration of that action. GAS BOMBARDMENT
nce per battle STRATEGIC GAMBIT. Place your Gas marker in the killzone;it
O
OPERATIVES cannot be placed underneath Vantageterrain.Wheneveranoperativeiswithin3"
of that marker, subtract1fromitsAPLstat.IntheReadystepofthenextStrategy
ARCHETYPE: SECURITY / SEEK AND DESTROY 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
1DEATH KORPSWATCHMASTERoperative with the following: APL stat is no longer changed by this rule.
○ Boltgun; bayonet
Or one option from each of the following:
○ Bolt pistol, plasma pistol or relic laspistol
OPERATIVES
○ Chainsword or power weapon
TROOPER APL 2 MV 6” SV 5+ W 7
4TROOPERoperatives*
DEATH KORPSoperatives selected from the followinglist:
9 A HT D WR
● BRUISER Lasgun 4 4+ 2/3 -
● CONFIDANTequipped with one of the following options:
○ Boltgun or lasgun; bayonet. Bayonet 3 4+ 2/3 -
○ Bolt pistol or laspistol; chainsword. roup Activation: Whenever this operative is expended, youmustthenactivate
G
● GUNNERequipped with bayonet and flamer one other ready friendly DEATH KORPS TROOPER operative (if able) before
● GUNNERequipped with bayonet and grenade launcher your opponent activates. When that other operative is expended, your opponent
● GUNNERequipped with bayonet and meltagun then activates as normal (in other words, you cannot activate more than two
● GUNNERequipped with bayonet and plasma gun operatives in succession with this rule).
● MEDIC
● SAPPER
● SNIPER
● SPOTTER
● TROOPER
● VETERAN
● VOX-OPERATOR
● ZEALEOT
ther than TROOPER operatives, your kill team can onlyincludeeachoperative
O
on this list once.
* Up to four times, instead of taking one of these TROOPER operatives,youcan
select oneDEATH KORPSploy to cost you 0CP for thebattle.
Version 1.2 (updated 01 May 2025)
Kill Team Reference Sheet by James And The Giant Squig
DEATH KORPS
WATCHMASTER APL 2 MV 6” SV 5+ W 8 SAPPER APL 2 MV 6” SV 5+ W 7
H
A T D WR A HT D WR
olt pistol
B 4 3+ 3/4 Rng 8” Lasgun 4 4+ 2/3 -
Boltgun 4 3+ 3
/4 -
eavy (Dash only), Limited 1, Piercing 1,
H
Plasma pistol Remote detonator 4 2+ 5/6
Silent, Detonate*
- Standard 4 4+ 3/5 Rng 8”, Piercing 1 Bayonet 3 4+ 2/3 -
- Supercharge
4 +
4 /5 Rng 8”, Hot, Lethal 5+, Piercing 1
4
* Detonate: Don’t select a valid target. Instead, shoot against each operative
Relic laspistol 4 3+ 2/4 Rng 8”, Lethal 5+ within 2" of your Mine marker,unlessHeavyterrainiswhollyinterveningbetween
Bayonet 4 3+ 2/3 - that operative and that marker. Each of those operatives cannot be in cover or
Chainsword 4 3+ 4/5 - obscured. Roll eachsequenceseparatelyinanorderofyourchoice.Thisweapon
Power weapon 4 3+ 4/6 Lethal 5+ 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.
daptive Orders: If this operative doesn’t issue a GUARDSMAN ORDER as a
A
ine Layer: This operative is carrying your Minemarker.ItcanperformthePick
M
STRATEGIC GAMBIT, you can use the Inspirational Leadership firefightployfor
Up Marker action on that marker, and whenever it performs the Place Marker
0CP during this operative’s activation.
action on that marker, it can immediately perform a freeDashaction.
BRUISER APL 2 MV 6” SV 5+ W 7
SNIPER APL 2 MV 6” SV 5+ W 7
A HT D WR
A HT D WR
Lasgun 4 4+ 2/3 -
Long-las
Trench club 4 3+ 3/3 Shock
- Concealed 4 2+ 3/3 Devastating 3, Heavy, Silent, Concealed Position*
ruiser:Onceperturningpoint,whenthisoperativeisfightingorretaliating,inthe
B
- Mobile 4 3+ 3/4 -
Resolve Attack Dice step, you can ignore the damage inflicted on it from one
normal success. - Stationary 4 2+ 3/3 Devastating 3, Heavy
Bayonet 3 4+ 2/3 -
CONFIDANT APL 2 MV 6” SV 5+ W 7
* Concealed Position: This operative can only use this weapon the first timeit’s
A HT D WR performing the Shoot action during the battle.
Bolt pistol 4 4+ 3/4 Rng 8”
SPOTTER APL 2 MV 6” SV 5+ W 7
Boltgun 4 4+ 3/4 -
Lasgun 4 4+ 2/3 - A HT D WR
Relic laspistol 4 4+ 2/3 Rng 8”, Lethal 5+ Lasgun 4 4+ 2/3 -
Bayonet 3 4+ 2/3 - Mortar barrage 4 4+ 3/5 Blast 2”, Heavy (Dash only), Silent
Chainsword 4 4+ 4/5 - Bayonet 3 4+ 2/3 -
econd in Command: If a friendly WATCHMASTER operative is incapacitated
S SPOT 1AP
and removedfromthekillzone,youcanusethisrule.Ifyoudo,untiltheendofthe 🟢 SUPPORT. Select one enemy operative visible to this operative.Onceduring
battle, this operative can issue a GUARDSMAN ORDER as a STRATEGIC this turning point, when a friendly DEATH KORPS operative within 3" of this
GAMBIT(even though it’s not aWATCHMASTERoperative). operative is shooting that enemy operative, you can use this effect. If you do:
irective: Whenever thisoperativeisactivated,ifyouhaven’tusedtheSecondin
D That friendly operative's ranged weapons have the Seek Light weapon rule.
●
Command rule during the battle, you can select one otherreadyfriendlyDEATH ● That enemy operative cannot be obscured.
KORPS operative visible to and within 6" of it. When thisoperativeisexpended, 🔴 Cannot perform this action while within controlrange of an enemy operative.
activate that other friendly operative before your opponent activates (if that
operative is aTROOPER, ignore its Group Activationrule).
VETERAN APL 2 MV 6” SV 5+ W 7
GUNNER APL 2 MV 6” SV 5+ W 7 A HT D WR
H
A T D WR Lasgun 4 4+ 2/3 -
lamer
F 4 2+ 3/3 Rng 8", Saturate, Torrent 2" ionic arm
B 3 4+ 4/5 -
Grenade launcher Veteran Guardsman: Whenever this operative is activated, it can receive one
- Frag
4 + 2
4 /4 Blast 2" GUARDSMAN ORDER.
- Krak 4 4+ 4/5 Piercing 1 Bionics: Normal Dmg of 3 or more inflicts 1 less damageon this operative.
Meltagun 4 4+ 6/3 Rng 6”, Devastating 4, Piercing 2
lasma gun
P VOX-OPERATOR APL 2 MV 6” SV 5+ W 7
- Standard
4 + 4
4 /6 Piercing 1 A HT D WR
- Supercharge 4 4+ 5/6 Hot, Lethal 5+, Piercing 1 Lasgun 4 4+ 2/3 -
Bayonet 3 4+ 2/3 -
Bayonet 3 4+ 2/3 -
MEDIC APL 2 MV 6” SV 5+ W 7 elay Orders: Once per turning point,
R
SIGNAL 1AP
A HT D WR when this operative receives a
GUARDSMAN ORDER, ifit’snotwithin 🟢 SUPPORT. Select oneotherfriendly
Lasgun 4 4+ 2/3 - control range of enemy operatives, it EATHKORPSoperativevisibletoand
D
Bayonet 3 4+ 2/3 - can relaythatorder.Wheneveranorder within 6" of this operative. Untiltheend
is relayed, all friendly DEATH KORPS of thatoperative’snextactivation,add1
edic!: Thefirsttimeduringeachturningpointthat
M operatives in the killzone receive that to its
MEDIKIT 1AP 🔴 This operative cannot perform this
another friendly DEATH KORPS operative would order, then subtract 1 from this
beincapacitatedwhilevisibletoandwithin3"ofthis 🟢 Select one friendly operative’s APL stat until the end of its action while within control range of an
operative, you can use this rule, providing neither DEATH KORPS operative next activation. enemy operative.
this nor that operative is within control range ofan within this operative’s
enemy operative. If you do, that friendly operative control rangetoregainupto
2D3 lost wounds. It cannot ZEALOT APL 2 MV 6” SV 5+ W 7
isn’t incapacitated, has 1 wound remaining and
cannot be incapacitated for the remainder of the be an operative that the
A HT D WR
action. After that action, that friendly operativecan Medic! rule was used on
immediately perform a free Dash action, but must during this turning point. Lasgun 4 4+ 2/3 -
end that move within thisoperative’scontrolrange. 🔴 his operative cannot
T Bayonet 3 4+ 2/3 -
Subtract 1 from this and that operative’sAPLstats perform this action while
he Emperor Protects: Whenever an operative is shooting this operative, you
T
until the end of their next activations respectively, within control range of an
can re-roll any of your defence dice.
and if this rule was used during that friendly enemy operative.
operative’s activation, that activation ends. You plifting Primer: SUPPORT. Whenever a friendly DEATH KORPS operative is
U
cannot use this rule if this operative is within 3" of this operative, that friendly operative’s weapons have the Severe
incapacitated, or if it’s a Shoot action and this weapon rule.
operative would be a primary or secondary target
Version 1.2 (updated 01 May 2025)