Playing versus Death Korps
Key mechanics: Guardsmen Orders, Trooper Trade.
Operatives
- Death Korps Watchmaster — Issues Guardsmen Orders as Strategic Gambit; Strategic Gambit: one enemy gets Punishing on all weapons attacking it
- Death Korps Confidant — Chain-activates a nearby friendly before opponent activates; Takes over order-issuing if Watchmaster dies
- Death Korps Medic — Saves a friendly from dying once per TP (both operatives lose 1 APL, saved operative gets a free Dash); 1 AP: heal 2D3 on a friendly
- Death Korps Sapper — Places a mine marker, then detonates it: 2" AoE, Silent, Piercing 1, ignores cover and obscured
- Death Korps Sniper — First shot Silent with Devastating 3. Heavy
- Death Korps Spotter — 1 AP: one enemy becomes Seek Light target and can't be obscured for friendlies within 3"
- Death Korps Veteran — Normal Dmg 3+ deals 1 less. Self-applies any Guardsman Order on activation
- Death Korps Vox-Operator — Relays Guardsmen Orders to the entire killzone (costs 1 APL); 1 AP: +1 APL to a friendly within 6"
- Death Korps Zealot — Re-rolls all defence dice when shot; Nearby friendlies gain Severe on all weapons
- Death Korps Bruiser — Ignores one normal hit in melee per TP. Strikes back even if killed in a Fight