Death Korps of Krieg Imperial Guard Army List
We shall fall upon them as an endless wave; they shall drown beneath our dead.
Forces
The Death Korps of Krieg Imperial Guard Army List uses the datasheets from the Death Korps of Krieg Forces section, the Imperial Navy Forces section, and the Titan Legion Forces section.
Using The Army List
The following army list allows you to field an Imperial Guard army that is based on a Death Korps of Krieg siege regiment.
Death Korps of Krieg formations come in two types: companies and support formations. Each company you include in the army allows you to field any two support formations, plus one set of Trenchworks. Although you can only take a support formation if you first take a company, they are treated as separate independent formations during a battle and do not have to move around together. A maximum of one Death Rider Company may be fielded for every full 1,500 points of the army.
In addition, companies may be given up to three company upgrades. Each type of upgrade can only be taken once by a company. Upgrades are added to the company and are not a separate formation. Support formations may not be given company upgrades. Each upgrade that is taken adds to the cost of the company, as shown on the upgrade chart. Note that you may take any type of upgrade for any type of company.
Tank platoons and squadrons may be comprised of different Leman Russ variants. The number of variants, along with the maximum number of rare variants, is listed in the units
column. The variants themselves are listed in the Leman Russ variant and Leman Russ rare variant charts. Each variant taken adds to the cost of the formation or upgrade.
Death Korps of Krieg Imperial Guard armies may be supported by Imperial Navy aircraft and Titan Legion battlegroups. A maximum of up to a third of the points available to the army may be spent on these formations.
Special Rules
The Commissars and Fortified Positions rules apply to Death Korps of Krieg Imperial Guard armies (see Commissars and Fortified Positions).
Commissars
An Imperial Guard army may include one Commissar character per 500 points, or part thereof, in the army. The Commissars do not cost any points.
Commissar units may be added to the army at the start of the battle before either side sets up. If the army includes a Supreme Commander than the first Commissar must be attached to the Supreme Commander’s formation. Any further Commissars may be attached to any other formations.
You may not include more than one Commissar per formation. You may not add a Commissar to an Imperial Ally formation. If you have more Commissars than formations any excess is lost.
Fortified Positions
Fortified positions must be set up after objectives have been placed but before spacecraft and garrisons are set up. The only exception to this are fortified positions that are listed as part of a formation’s units
. While they are not actually units, they are set up with the formation they are part of.
Fortified positions may be set up anywhere a vehicle may deploy on the player’s half of the table. They may not be transported. Each group of fortified positions (whether part of a formation or not) must be set up so every piece is within 5cm of another piece from the same group, and so all pieces from the same group form a chain
without any gaps of more than 5cm. Additionally, if a group of fortified positions is part of a formation then at least one piece must be within 5cm of a unit from the formation when they are set up.
Once set up, fortified positions may be used by any unit (including enemy units).
Death Korps of Krieg Imperial Guard Army List
Death Korps of Krieg Imperial Guard armies have a strategy rating of 2. Titan Legion battlegroup formations have an initiative rating of 1+. All other formations have an initiative rating of 2+.
Formation | Units | Cost |
---|---|---|
0–1 Death Rider Company per 1500 points | Twelve Death Riders | 250 points |
Infantry Company | One Commander unit and nineteen Infantry units | 300 points |
0–1 Regimental HQ | One Supreme Commander unit and nineteen Infantry units | 400 points |
(Up to three company upgrades may be taken once per company.) | ||
Upgrade | Units | Cost |
---|---|---|
Fire Support Battery | Add four Fire Support units | +75 points |
Gorgon Siege Transporters | Add two Gorgons (may not be added to a Death Rider Company) | +200 points |
(add one Gorgon Mortars character to each Gorgon) | (+25 points) | |
Heavy Tank | Add one Macharius | +125 points |
Hellhound Squadron | Add three Hellhounds | +100 points |
Infantry Platoon | Add ten Infantry units | +175 points |
Tank Squadron | Add any three Leman Russ variants, none of which may be a Leman Russ Vanquisher | +140 points |
(Any two support formations may be fielded per each company.) | |||
Formation | Units | Cost | |
---|---|---|---|
Artillery Support Company | Nine Earthshaker Platforms and nine of the following: Gun Emplacements, Trojans | 600 points | |
0–1 Deathstrike Silo | One Deathstrike Silo | 250 points | |
Death Rider Scout Platoon |
Six Death Riders Note: All units in the formation have Scout |
150 points | |
Engineers Platoon | Eight Engineers and a Hades Breaching Drill | 250 points | |
Grenadiers Platoon | Eight Grenadiers | 225 points | |
(add one Gorgon or eight Centaurs) Note: When a Gorgon is added all units in the formation lose Scout |
(+75 points) | ||
Heavy Support Battery | Three Gun Emplacements and one of the following options: | Any three of the following: Heavy AA Platform, Hydra Platform | +125 points |
Three Earthshaker Platforms | +200 points | ||
Three Medusa Platforms | +275 points | ||
(replace three Gun Emplacements with three Trojans) | (+25 points) | ||
Heavy Tank Platoon | One Macharius Command and two Macharius | 325 points | |
Light Support Battery | Four Heavy Mortars or Quad Launchers, and either four Centaurs or 20cm of Trenches | 200 points | |
Self-Propelled Heavy Support | Three Bombards | 250 points | |
Super-Heavy Tank Platoon | One Baneblade, Shadowsword, Stormblade or Stormsword | 200 points | |
Super-Heavy Tank Support Company | Any three of the following units: Baneblade, Shadowsword, Stormblade, Stormsword | 500 points | |
Tank Platoon | Add any six Leman Russ variants, up to one of which may be a Leman Russ Vanquisher | 280 points |
Unit | Cost |
---|---|
Leman Russ | +20 points |
Leman Russ Demolisher | +20 points |
Leman Russ Vanquisher | +50 points |
Thunderer | Free |
(One may be fielded per each each Regimental HQ or Infantry Company.) | ||
Type | Notes | Cost |
---|---|---|
Trenchworks | Four Bunkers and 80cm of Trenches | +75 points |
(Up to a third of the points available may be spent on these formations.) | |||||||||||||||||||||
|
Death Korps of Krieg Forces
- EA(+1)
- MW
- Fearless
- Inspiring
- Leader
- FwA
- Ind
- SS
Replace the 2× Twin Heavy Bolter with Gorgon Mortars and reduce the unit’s firefight to 6+.
- Commander
- FS
- Infiltrator
- Mounted
- Walker
- IC
- IC
- IC
- Scout
- Ind
- Ind
- EA(+1)
- MW
- Supreme Commander
- Transport
May transport one infantry unit with Jump Packs or Mounted. If transporting a Heavy Mortar or Quad Launcher the unit’s speed is reduced to 20cm.
- Ind
- D
- IC
- Ind
- IC
- IC
- Ind
- IC
- Reinforced Armour
- IC
- Reinforced Armour
- Reinforced Armour
- IC
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport one of the following units: Earthshaker Platform, Heavy AA Platform, Hydra Platform, Medusa Platform.
- FxF
- IC
- Damage Capacity 3
- Reinforced Armour
Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.
- Ind
- SS
- TK(D6)
- Damage Capacity 2
Critical Hit Effect: Destroyed. All units within 5cm take a MW4+ hit.
- Damage Capacity 3
- Reinforced Armour
- Transport
- Walker
May transport ten infantry units without Jump Packs or Mounted. Critical Hit Effect: Immobilized and D6 units being transported are hit. Subsequent critical hits destroy the unit.
- Damage Capacity 2
- Reinforced Armour
Critical Hit Effect: Destroyed.
- Damage Capacity 2
- Reinforced Armour
Critical Hit Effect: Destroyed. Armed with either a Vulcan Megabolter or two Vanquisher.
- FxF
- TK(D3)
- Damage Capacity 3
- Reinforced Armour
Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.
- FxF
- Slw
- Damage Capacity 3
- Reinforced Armour
Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.
- FxF
- D
- IC
- IC
- IC
- Damage Capacity 3
- Reinforced Armour
Critical Hit Effect: Destroyed. All units within 5cm of the model suffer a hit on a roll of 6+.
- FxF
- FxF
- Damage Capacity 2
Critical Hit Effect: Destroyed.
- Transport
- Tunneler
May carry 8 Death Korps Engineer units. Note that the Hades Breaching Drill is not a unit and so may not be shot at nor have hits applied to it. It is in all respects simply a marker. No Blast Marker is generated for its parent Hades Breach Drill leaving the formation behind during the game.
Death Korps of Krieg Fortified Positions
- Bunker
- Counts as Fortifications (see Terrain Effects). Can hold three units. Units in a bunker may not be barged by a war engine.
- Gun Emplacement
- Provides vehicles with a Cover Save that works in the same manner as an infantry cover save (see Infantry Cover Saves). Can hold one unit. Units in a gun emplacement may not be barged by a war engine.
- Trench
- Can hold one infantry unit per 4cm of length. Units in a trench may not be barged by a war engine.
Terrain | Infantry | Vehicle | War Engine |
---|---|---|---|
Bunker | 3+ Cover Save | Dangerous | Dangerous |
Gun Emplacement | 4+ Cover Save | 5+ Cover Save | No Effect |
Trench | 4+ Cover Save | Dangerous | No Effect |
Titan Legion Forces
- FwA
- FxF
- Damage Capacity 6
- Fearless
- Reinforced Armour
- 4 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FwA
- Slw
- FwA
- Damage Capacity 3
- Fearless
- Reinforced Armour
- 2 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage and is moved D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can’t move over then it stops immediately and is destroyed. All units it moves into or over suffer a hit on a roll of 6+.
- FwA
- TK(D3)
- FwA
- FxF
- Damage Capacity 8
- Fearless
- Reinforced Armour
- Thick Rear Armour
- 6 Void Shields
- Walker
May step over units and pieces of terrain that that are lower lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 4+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
Imperial Void Shields
Imperial Titans are protected by void shield generators. The number of void shields each Titan has is noted on the Titan’s datasheet.
Each void shield will automatically stop one point of damage and then go down. Do not make armour saves for damage stopped by void shields, nor allocate Blast markers. Once all of the shields have been knocked down, the Titan may be damaged normally and you may make saving throws against any hits that are scored. Hits from close combat ignore void shields but units using their firefight values must first knock down any shields before they can damage the Titan.
Void shields that have been knocked down can be repaired. Each Titan can repair one downed void shield in the end phase of each turn. In addition, if a Titan regroups it can use the dice roll to either repair the void shield or remove Blast markers (e.g., if you rolled a 2 you could repair 2 shields, remove 2 Blast markers or repair 1 shield and remove 1 Blast marker).