TEXT: FORGE WORLD UPDATE FOR SIXTH EDITION 
  WARHAMMER 40,000
  Presented here is a brief set of conversion guidelines intended to allow you to use Death Korps of Krieg Siege Regiment armies in 
  games of sixth edition Warhammer 40,000.
  Forge World is currently preparing FAQs to provide completely updated rules for all of the Imperial Armour and Imperial Armour 
  Apocalypse books released prior to the arrival of the sixth edition of Warhammer 40,000. If you have any queries about Imperial 
  Armour rules, army lists or units, please send an e-mail, including examples of how this query has come up in play, entitled 
  ‘Imperial Armour rules query’ to forgeworld@gwplc.com. You can also call ’0115 900 4995’ within the UK, ’011 44 115 900 
  4995’ from the US and Canada or ’00 44 115 900 4995’ from much of Europe.
  Thanks
  The Forge World Team
   THE DEATH KORPS OF KRIEG SIEGE REGIMENT 
  ARMY LIST UPDATE
  The following is intended to update the Death Korps of Krieg Siege Regiment army list found in Imperial Armour Volume 5: The 
  Siege of Vraks - Part One, for use in games using the sixth edition Warhammer 40,000 rules. As with the original Death Korps 
  of Krieg Siege Regiment army list, this update has been designed to be used in conjunction with Codex: Imperial Guard, and 
  references several rules and items of wargear which can be found in that Codex. In some cases, entire entries from Codex: Imperial 
  Guard are used as part of this army, and unless that entry has been substantially altered or added to, it has not been repeated here 
  for the sake of brevity.
  
  DEATH KORPS OF KRIEG SIEGE REGIMENT SPECIAL RULES
  Death Korps
  The Death Korps of Krieg are infamously resolute and grimly 
  determined soldiers, able to fight on where others would flee or 
  break down in terror. They are hardened by the bleak conditions 
  on their birth world, fortified by iron faith in the Emperor and 
  subjected to a brutal regime of indoctrination and military 
  training from birth.
  As well as having a higher Weapon Skill than a common 
  Imperial Guardsman (this has already been included in their 
  profiles), units with this special rule are immune to Fear and do 
  not take Morale checks for suffering 25% shooting casualties.
  Iron Discipline (Death Korps Officers only)
  Death Korps officers have no fear of death and will gladly lay 
  down their lives in the name of the Emperor, and will demand 
  and expect nothing less from those they command.
  Any unit with the Death Korps special rule that is falling back 
  but has at least one model within 6" of a Krieg officer (of any 
  rank) may attempt to regroup normally, regardless of whether 
  or not it has been reduced to 25% of its starting number.
  DEATH KORPS OF KRIEG SIEGE REGIMENT WARGEAR
  For the sake of convenience, many special rules and examples 
  of specific and unique wargear for the Death Korps Siege 
  Regiment have been provided here in their entirety and a 
  Weapons Summary page has been added at the end of this 
  section for ease of play. In cases where the details of particular 
  special rules, items of wargear and equipment are not found 
  here, you should refer instead to the Warhammer 40,000 
  rulebook, Codex: Imperial Guard and their most up to date 
  FAQs.
  Acid Gas Bombs
  These canister bombs unleash billowing clouds of acidic gas, 
  capable of killing defenders within their protected bunkers and 
  redoubts. Acid gas bombs are counted as unusual grenades (see 
  page 61 of the Warhammer 40,000 rulebook).
  Shooting: When a unit equipped with acid gas bombs makes 
  a shooting attack, one model can choose to throw an acid gas 
  bomb rather than using another ranged weapon.
   
  Range 
  Str 
  AP 
  Type
  Acid gas bomb 
  8" 
  X 
  6 
  Assault 1, Blast (3"), 
  Poison (4+),  
  Ignores Cover
  Death Rider Hunting Lance
  The Death Riders of Krieg carry reinforced lances fitted with 
  explosive warheads. They are close combat weapons with the 
  following profile:
   
  Range 
  Str 
  AP 
  Type
  Hunting lance 
  - 
  +2 
  3 
  Melee, First Charge, 
  Specialist Weapon
  First Charge: Rough Riders use their hunting lances the first time 
  they successfully charge into close combat, after which they 
  cannot be used again. In addition to the profile above, a model 
  armed with a hunting lance fights at Initiative step 5 in the 
  phase they use it.
  Mole Launcher
  An unusual weapon to say the least, the mole launcher, as its 
  name implies, launches a guided explosive shell that burrows 
  through the ground to reach its target, rather than projecting it 
  through the air. Somewhat arcane devices whose ammunition 
  is difficult to manufacture, mole launchers have a considerable 
  advantage against conventional barrage weapons in that they 
  can be used successfully in confined and built-up areas, and 
  even in the confines of a hive spire or starship if it is large 
  enough. As mole launchers detonate their shells under their 
  targets, they can also be particularly effective against vehicles 
  and buildings.
  The man-portable mole launcher carried by some Death 
  Korps combat engineer teams is one of the smallest and most 
  portable of these weapons in service. Far larger weapons of this 
  type exist, but their use is largely confined to highly specialised 
  units such as the Ordo Reductor of the Adeptus Mechanicus.
   
  Range 
  Str 
  AP 
  Type
  Mole launcher 
  8"-24" 
  5 
  5 
  Heavy 1, Blast (3"), 
  Strikedown, 
  Subterranean 
  Barrage
  Subterranean Barrage: Weapons that have this type operate 
  using the standard Barrage rules found on page 34 of the 
  Warhammer 40,000 rulebook, however, they may only ever 
  fire indirectly. Against targets with an Armour Value, the lowest 
  listed Armour Value is always hit, regardless of the direction of 
  fire—this represents the mole launcher shell exploding upwards 
  from the ground. Weapons with this special rule may be used 
  to fire indirectly in games of Zone Mortalis, contrary to the 
  usual rule.
  Co-axial Weapon
  A weapon with the Co-axial special rule will specify another 
  weapon mounted on the same vehicle. When a target is 
  declared for this weapon, the co-axial weapon must fire at it 
  first if it is within range. If the co-axial weapon hits the target, 
  then the other weapon may re-roll its To Hit roll if it misses.
  Mine Plough
  A vehicle equipped with a mine plough rolls 2D6 when making 
  a Dangerous Terrain test instead of just one dice. The test is 
  only failed if the result of both rolls is 1s. In addition, whenever 
  the vehicle moves through an enemy Infantry unit as part of a 
  Tank Shock move and is not destroyed, the enemy unit takes 
  D3+1 S2 AP- hits.
  In special missions where land mines and similar booby traps 
  are used, the mine plough grants a 4+ invulnerable save against 
  such special attacks and clears minefields it passes through on 
  a 5+.
  Armoured Track Guards
  A vehicle equipped with Armoured Track Guards has a 4+ 
  save against any Immobilised results on the Vehicle Damage 
  table (note that Hull Point damage from such an attack is still 
  inflicted, but the Immobilised result is ignored).
  
  Bomb Cluster
  A weapons system with the Bomb Cluster type may drop as 
  many bombs as its controlling player wishes as part of a single 
  bombing run, up to the total listed number of bombs it is 
  carrying. Pick a single target model for all of the bombs in the 
  bombing run – this must be a model the Flyer has passed over 
  that turn. The initial bomb dropped scatters D6" and additional 
  bombs dropped after that scatter in the same manner as 
  additional barrage blasts from a Multiple Barrage (see page 34 
  of the Warhammer 40,000 rulebook).
  Flare or Chaff Launchers
  These are a single use item. A vehicle equipped with flare or 
  chaff launchers has a 4+ invulnerable save against any damage 
  inflicted by missile weapons.
  Armoured Cockpit
  A vehicle equipped with an Armoured Cockpit may ignore 
  results of Crew Shaken and Crew Stunned on a roll of 4+.
  Infra-red Targeting
  A vehicle equipped with Infra-red Targeting gains the Night 
  Vision special rule.
  Illum Flares
  A vehicle equipped with Illum Flares may drop a single flare per 
  turn. They are fired in the same manner as Bombs (see page 81 
  of the Warhammer 40,000 rulebook), a marker being placed 
  where the flare lands after it has scattered.
  Leave the marker in place until the end of the turn. Any unit 
  targeting an enemy unit within 12" of the flare marker gains 
  the Night Vision rule for that Shooting phase. If the firing unit 
  also has the Split Fire special rule, it only gains the benefit of 
  Night Vision when firing at units with at least one model within 
  12" of the flare marker.
  Distinctive Paint Scheme or Markings
  These are a single use item. While the owning vehicle is in play 
  and on the board (not in Ongoing Reserves), one friendly unit 
  within line of sight may re-roll a single Morale check. Distinctive 
  Paint Scheme or Markings must be represented on the model.
  DEATH KORPS OF KRIEG SIEGE REGIMENT WARLORD TRAITS
  Warlord Traits
  When generating their Warlord traits, a Death Korps Siege Regiment Warlord may roll on any of the Warlord Traits tables in the 
  Warhammer 40,000 rulebook.
  For the following items of wargear, see Codex: Imperial Guard/the weapons summary at the end of this document: 
  • Laspistol
  • Lasgun
  • Lascannon
  • Heavy laser destroyer
  • Autocannon
  • Assault cannon
  • Punisher cannon
  • Exterminator autocannon
  • Hydra autocannon
  • Bolt pistol
  • Boltgun
  • Storm bolter
  • Heavy bolter
  • Avenger bolt cannon
  • Grenade launcher
  • Mortar
  • Heavy mortar
  • Quad launcher
  • Missile launcher
  • Flamer
  • Heavy flamer
  • Inferno cannon
  • Shotgun
  • Missile launcher
  • Hot-shot laspistol
  • Hot-shot lasgun
  • Plasma pistol 
  • Plasma gun
  • Heavy plasma gun
  • Executioner plasma cannon
  • Meltagun
  • Multi-melta
  • Melta cannon
  • Chem cannon
  • Chainsword
  • Eviscerator
  • Power sword
  • Power axe
  • Power fist
  • Demolition charge
  • Frag grenades
  • Krak grenades
  • Melta bombs
  • Battle cannon
  • Vanquisher battle cannon
  • Demolisher cannon
  • Basilisk cannon
  • Medusa siege gun
  • Bastion breacher shells
  • Colossus bombard
  • Nova cannon
  • Carapace armour
  • Flak armour
  • Power armour
  • Medi-pack
  • Refractor field
  • Vox-caster
  • Servo-arm
  • Searchlight
  • Smoke launchers
  • Extra armour
  • Enclosed crew compartment
  • Dozer blade
  • Hunter-killer missile
  • Regimental standard
  • Platoon standard
  
  HQ
  DEATH KORPS COMPANY COMMAND SQUAD ....................... 100 points
   
   
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  Company Commander 
   
  5 
  4 
  3 
  3 
  3 
  3 
  3 
  9 
  4+
  Veteran Guardsman 
   
  4 
  4 
  3 
  3 
  1 
  3 
  1 
  7 
  5+
  Veteran Weapons Team 
   
  4 
  4 
  3 
  3 
  2 
  3 
  2 
  7 
  5+
  Astropath 
   
  3 
  4 
  3 
  3 
  1 
  3 
  1 
  7 
  5+
  Master of Ordnance 
   
  3 
  4 
  3 
  3 
  1 
  3 
  1 
  7 
  5+
  Officer of the Fleet 
   
  3 
  4 
  3 
  3 
  1 
  3 
  1 
  7 
  5+
  Bodyguard 
   
  4 
  4 
  3 
  3 
  1 
  3 
  2 
  7 
  5+
  Unit Type
  • Company Commander, 
  Astropath, Master of 
  Ordnance, Officer of the 
  Fleet, Bodyguard: Infantry 
  (Character)
  • Veteran Guardsman, 
  Veteran Weapons Team: 
  Infantry
  Unit Composition
  • 1 Company Commander
  • 4 Veteran Guardsmen
  Wargear  
  (Company Commander)
  • Carapace armour
  • Laspistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Refractor field
  Wargear (Veterans)
  • Flak armour
  • Lasgun  
  (one Veteran carries a 
  regimental standard and 
  laspistol instead)
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Wargear (Astropath)
  • Flak armour
  • Laspistol
  • Close combat weapon
  • Frag grenades
  Wargear (Master of Ordnance)
  • Flak armour
  • Laspistol
  • Close combat weapon
  • Frag grenades
  Wargear (Officer of the Fleet)
  • Flak armour
  • Laspistol
  • Close combat weapon
  • Frag grenades
  Wargear (Bodyguard)
  • Flak armour
  • Laspistol
  • Close combat weapon
  • Frag grenades
  Special Rules
  • Senior Officer  
  (Company  
  Commander only)
  • Death Korps
  • Iron Discipline
  • Telepathic Relay  
  (Astropath only)
  • Artillery Bombardment 
  (Master of Ordnance only)
  • Intercept Reserves (Officer of 
  the Fleet only)
  • Look out - Arghh! 
  (Bodyguard only)
  Dedicated Transport
  • If the Company Command 
  squad numbers five models 
  it may take a Centaur 
  Carrier as a Dedicated 
  Transport (see the Dedicated 
  Transport section for costs).
  Options
  • The unit may be joined by:
   - Astropath .........................................................+30 points
   - Master of Ordnance .........................................+30 points
   - Officer of the Fleet ...........................................+30 points
   - Up to two Bodyguards .....................+15 points per model
  • The unit’s Veterans and Veteran Weapons Team may be 
  upgraded to wear:
   - Carapace armour .............. +10 points for the entire squad
  • One Veteran, other than the Regimental Standard Bearer, 
  may carry a:
   - Vox-caster ..........................................................+5 points
  • Up to two other Veterans may replace their lasgun with:
   - Flamer ................................................................+5 points
   - Grenade launcher ...............................................+5 points
   - Meltagun .........................................................+10 points
   - Plasma gun .......................................................+15 points
  • Two Veteran Guardsmen may be replaced with a Veteran 
  Weapons Team armed with one of the following:
   - Heavy bolter .....................................................+10 points
   - Autocannon .....................................................+10 points
   - Twin-linked heavy stubbers ...............................+15 points
  • The Company Commander may exchange his laspistol and/
  or close combat weapon for one of the following:
   - Bolt pistol ...........................................................+2 points
   - Plasma pistol ....................................................+10 points
   - Power sword ....................................................+10 points
   - Power fist .........................................................+15 points
  • The Company Commander may take:
   - Melta bombs ......................................................+5 points
  
  HQ
  COMMISSAR-GENERAL ........................................................... 70 points
   
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  Commissar-general 
  5 
  5 
  3 
  3 
  3 
  3 
  3 
  10 
  5+
  Unit Type
  • Commissar-general:  
  Infantry (Character)
  Unit Composition
  • 1 Commissar-general
  Wargear
  • Flak armour
  • Bolt pistol
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Refractor field
  Special Rules
  • Independent Character
  • Stubborn
  • Summary Execution
  • Aura of Discipline
  Dedicated Transport
  • A Commissar-general may 
  select a Centaur Carrier as a 
  Dedicated Transport  
  (see the Dedicated Transport 
  section for points cost).
  Options
  • The Commissar-general may exchange his bolt pistol and/or 
  close combat weapon for:
   - Boltgun ......................................................................Free
   - Power sword ........................................... +10 points each
   - Plasma pistol ........................................... +10 points each
   - Power fist ................................................ +15 points each
  • The Commissar-general may take any of the following:
   - Carapace armour ..............................................+10 points
   - Camo cloak ......................................................+10 points
   - Melta bombs ......................................................+5 points
  
  HQ
  DEATH KORPS QUARTERMASTER CADRE ................................ 75 points
   
   
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  Quartermaster Revenant 
   
  4 
  4 
  3 
  3 
  2 
  3 
  2 
  9 
  4+
  Medicae-servitor 
   
  3 
  3 
  3 
  3 
  1 
  3 
  1 
  8 
  4+
  Unit Type
  • Quartermaster Revenant: 
  Infantry (Character)
  • Medicae-servitors: Infantry
  Unit Composition
  • 1 Quartermaster Revenant
  • 2 Medicae-servitors
  Wargear  
  (Quartermaster Revenant)
  • Carapace armour
  • Laspistol
  • Close combat weapon
  • Medi-pack
  Wargear (Medicae-servitors)
  • Carapace armour
  • Close combat weapon
  Special Rules
  • Death Korps
  • Iron Discipline
  • Vitae Mortis
  • Mindlock  
  (Medicae-servitors only)
  Dedicated Transport
  • A Quartermaster Cadre may 
  take a Centaur Carrier as a 
  Dedicated Transport  
  (see the Dedicated Transport 
  section for costs).
  Options
  • The Quartermaster Cadre may be joined by:
   - Up to two additional Medicae-servitors .... +10 points each
  • The Quartermaster Revenant may exchange their laspistol 
  and/or close combat weapon for one of the following:
   - Bolt pistol ...........................................................+2 points
   - Power sword ....................................................+10 points
  • The Quartermaster Revenant may take: 
   - Melta bombs ......................................................+5 points
  Vitae Mortis
  All friendly units with the Death Korps special rule with 
  one or more models within 6" of the Quartermaster 
  Cadre gain the Feel No Pain (6+) special rule. Note that 
  if they already possess the Feel No Pain special rule, then 
  the Vitae Mortis has no further effect.
  Mindlock
  The altered and fragmented mind of a Medicae-servitor 
  requires constant instruction from the Quartermaster to 
  function correctly. Unless led by the Quartermaster, a unit 
  of Medicae-servitors must roll a D6 at the start of each 
  of the controlling player’s turns. If the result is a 1, 2 or 3 
  the unit may not move or assault that turn, though it will 
  fight in close combat if it is already engaged.
  
  ELITES
  DEATH KORPS GRENADIER SQUAD ......................................... 60 points
   
   
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  Watchmaster 
   
  4 
  4 
  3 
  3 
  1 
  3 
  2 
  8 
  4+
  Grenadier 
   
  4 
  4 
  3 
  3 
  1 
  3 
  1 
  7 
  4+
  Gren. Hvy. Weapons team  
  4 
  4 
  3 
  3 
  2 
  3 
  2 
  7 
  4+
  Unit Type
  • Watchmaster: Infantry 
  (Character)
  • Grenadiers: Infantry
  Unit Composition
  • 1 Watchmaster
  • 4 Grenadiers
  Wargear
  • Carapace armour
  • Hot-shot lasgun (Grenadiers)
  • Hot-shot laspistol 
  (Watchmaster)
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  Special Rules
  • Death Korps
  • Iron Discipline
  Dedicated Transport
  • A Grenadier Storm Squad 
  numbering five models may 
  take a Centaur Carrier as a 
  Dedicated Transport  
  (see the Dedicated Transport 
  section for costs).
  Options
  • May have up to five additional Grenadiers:
   - Grenadier ........................................+12 points per model
  • The Watchmaster may exchange their hot-shot laspistol and/
  or close combat weapon for one of the following:
   - Bolt pistol or boltgun ..................................................Free
   - Plasma pistol ....................................................+10 points
   - Power sword ....................................................+10 points
   - Power fist .........................................................+15 points
  • The Watchmaster may take melta bombs.............+5 points
  • One Grenadier may carry a vox-caster ..................+5 points
  • Up to two Grenadiers not already upgraded may carry one 
  of the following weapons instead of their hot-shot lasgun: 
   - Flamer ....................................................... +5 points each
   - Grenade launcher ...................................... +5 points each
   - Meltagun ................................................ +10 points each
   - Plasma gun .............................................. +15 points each
   - Heavy stubber ......................................... +10 points each
  • Two other Grenadiers not already upgraded may form a 
  Heavy Weapons Team armed with:
   - Heavy flamer ....................................................+10 points
  
  ELITES
  HYDRA FLAK PLATFORM ......................................................... 50 points
   
   
   
  Armour
   
  BS 
  Front Side 
  Rear 
  HP
  Hydra Flak Platform 
  3 
  10 
  10 
  10 
  2
  Unit Type
  • Vehicle (Immobile)
  Unit Composition
  • 1 Hydra Flak Platform
  Wargear 
  • Two twin-linked  
  Hydra autocannon
  • Auto-targeting system
  Special Rules
  • Immobile Vehicle
  Options
  • The Hydra Flak Platform may take 
   - Camo netting ..................................+20 points per model
  Auto-targeting System
  Target units cannot claim a Jink save against shots fired by 
  the Hydra.
  Immobile Vehicle
  An Immobile Vehicle cannot move under any 
  circumstances after deployment. Any special rules which 
  force it to move will instead cause the vehicle to take 
  a single Glancing hit. If an Immobile Vehicle sustains 
  a Vehicle Immobilised damage result, then it loses an 
  additional Hull Point instead.
  
  ELITES
  DEATH KORPS RAPIER  
  LASER DESTROYER BATTERY ..................................45 points per model
   
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  Combat Engineer 
  4 
  4 
  3 
  3 
  1 
  3 
  1 
  7 
  4+
  Rapier 
  - 
  - 
  - 
  7 
  2 
  - 
  - 
  - 
  3+
  Unit Type
  • Artillery
  Unit Composition
  • 1-3 Rapiers, each with a 
  single Death Korps Combat 
  Engineer Crewman, forming 
  a battery.
  Wargear
  • Laser destroyer array 
  (Artillery)
  • Carapace armour (Crew)
  • Close combat weapon 
  (Crew)
  • Frag grenades (Crew)
  • Combat shotgun (Crew)
  Special Rules
  • Extremely Bulky  
  (Rapier and Crew)
  • Explosive Demise
  • Death Korps
  • Iron Discipline
  Options
  • Any Rapiers in the battery may have an:
   - Additional Combat Engineer Crewman ...... +8 points each
  Explosive Demise
  When the Rapier loses its last Wound roll a D6. If the 
  result of this roll is 2-6 then remove the Rapier as a 
  casualty as normal. If the result of the roll is a 1, then 
  place a Large Blast (5") template onto the table, centred 
  on the Rapier – all models, friendly and enemy, under 
  this template take a single S3 AP- hit. Once these hits are 
  resolved, remove the Rapier as a casualty as normal.
  
  ELITES
  DEATH KORPS FIELD ARTILLERY BATTERY .......................55 points each
   
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  Death Korps Crew 
  4 
  3 
  3 
  3 
  1 
  3 
  1 
  7 
  5+
  Heavy Quad Launcher 
  - 
  - 
  - 
  7 
  2 
  - 
  - 
  - 
  3+
  Heavy Mortar 
  - 
  - 
  - 
  7 
  2 
  - 
  - 
  - 
  3+
  Unit Type 
  • Artillery (Immobile)
  Unit Composition
  • 1-4 Heavy Quad Launchers 
  or Heavy Mortars, each with 
  three Death Korps Crew, 
  together forming a battery
  Special Rules
  • Death Korps  
  (Death Korps Crew)
  • Iron Discipline  
  (Death Korps Crew)
  • Shell Shock  
  (Heavy quad launcher only)
  Wargear
  • Heavy quad launcher or 
  heavy mortar (Artillery)
  • Flak armour (Crew)
  • Lasgun (Crew)
  • Frag grenades (Crew)
  • Krak grenades (Crew)
  • Close combat weapon 
  (Crew)
  Dedicated Transport
  • A Field Artillery Battery squad may take a number of 
  Centaur Carriers as towing vehicles (see the Dedicated 
  Transport section for costs). If this is done then they must 
  be bought on a one-for-one basis for the artillery pieces. 
  When being towed, the unit must retain coherency just as if 
  it were a vehicle squadron. If a squad wishes to move away 
  and does not have sufficient remaining towing vehicles, 
  models left behind are destroyed.
  Options
  • Any artillery piece may take:
   - Up to two additional  
  Death Korps Crewmen .............................. +7 points each
  Immobile 
  An Immobile Artillery piece cannot be moved after it has 
  been deployed except by the use of a specialised vehicle, 
  and ignores any effect which forces it to move. This only 
  affects the platform; the crew are subject to all normal 
  Artillery rules. When called upon to fall back, the crew 
  must leave their guns behind and fall back; the platforms 
  are then removed as casualties.
  Shell Shock (Heavy Quad Launcher only)
  Due to the repeated rapid impact of the heavy quad 
  launcher’s shells, Pinning tests taken against its attacks are 
  at -1 to the target’s Leadership value.
  
  TROOPS
  DEATH KORPS INFANTRY PLATOON .........................(Total Cost of Units)
  Each Death Korps Infantry Platoon comprises 1 Death Korps Platoon Command squad, 2-6 Death Korps Infantry squads and  
  0-3 Death Korps heavy weapons squads.
   
  Each Infantry Platoon is deployed in place of a single unit in missions that limit the number of units that can be deployed. In 
  addition, when making a Reserves roll or Outflanking roll, roll once for the whole Infantry Platoon.
  *DEATH KORPS PLATOON COMMAND SQUAD ........................ 50 points
  	
  WS	
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  Platoon Commander 
  4 
  4 
  3 
  3 
  1 
  3 
  2 
  8 
  5+
  Guardsman 
  4 
  3 
  3 
  3 
  1 
  3 
  1 
  7 
  5+
  Commissar 
  4 
  4 
  3 
  3 
  1 
  3 
  2 
  9 
  5+
  Unit Type
  • Platoon Commander 
  & Commissar: Infantry 
  (Character)
  • Guardsman: Infantry
  Unit Composition
  • 1 Platoon Commander
  • 4 Guardsmen
  Wargear 
  • Flak armour
  • Lasgun (Guardsman only)
  • Laspistol  
  (Platoon Commander and 
  Commissar only)
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  Special Rules
  • Junior Officer  
  (Platoon Commander only)
  • Death Korps
  • Iron Discipline
  • Stubborn (Commissar only)
  • Summary Execution 
  (Commissar only)
  Options
  • The unit may be joined by a Commissar .............+30 points
  • The Platoon Commander and Commissar may exchange 
  their laspistol and/or close combat weapon for one of the 
  following:
   - Bolt pistol ...........................................................+2 points
   - Plasma pistol ....................................................+10 points
   - Power sword ....................................................+10 points
   - Power fist .........................................................+15 points
  • The Platoon Commander and/or Commissar may also be 
  upgraded to have any of the following:
   - Carapace armour ................................................+3 points
   - Melta bombs ......................................................+5 points
  • One Guardsman may carry a  
  platoon standard ...............................................+10 points
  • One other Guardsman may carry a vox-caster ......+5 points
  • Up to two Guardsmen that have not been upgraded with an 
  option above may replace their lasgun with:
   - Flamer ................................................................+5 points
   - Grenade launcher ...............................................+5 points
   - Meltagun .........................................................+10 points
   - Plasma gun .......................................................+15 points
  *Note that this unit may only be chosen as part of a Death 
  Korps Infantry Platoon.
  
  TROOPS
  *DEATH KORPS INFANTRY SQUAD .......................................... 70 points
   
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  Watchmaster 
  4 
  3 
  3 
  3 
  1 
  3 
  2 
  8 
  5+
  Guardsman 
  4 
  3 
  3 
  3 
  1 
  3 
  1 
  7 
  5+
  Unit Type
  • Watchmaster:  
  Infantry (Character)
  • Guardsman: Infantry
  Unit Composition
  • 1 Watchmaster
  • 9 Guardsmen
  Wargear
  • Flak armour
  • Lasgun (Guardsman only)
  • Laspistol (Watchmaster only)
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  Special Rules
  • Death Korps
  • Iron Discipline
  Options
  • The Watchmaster may take melta bombs  ...........+5 points
  • The Watchmaster may exchange their laspistol and/or close 
  combat weapon for one of the following:
   - Lasgun .......................................................................Free
   - Bolt pistol ...........................................................+2 points
   - Plasma pistol ....................................................+10 points
   - Power sword ....................................................+10 points
  • One Guardsman may have a vox-caster ...............+5 points
  • One Guardsman not already upgraded may carry one of the 
  following weapons instead of their lasgun: 
   - Flamer ................................................................+5 points
   - Grenade launcher ...............................................+5 points
   - Meltagun .........................................................+10 points
   - Plasma gun .......................................................+15 points
  *Note that this unit may only be chosen as part of an Infantry 
  Platoon.
  
  TROOPS
  *DEATH KORPS HEAVY WEAPONS SQUAD .............................. 75 points
   
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  Hvy Weapons Team 
  4 
  3 
  3 
  3 
  2 
  3 
  2 
  7 
  5+
  Unit Type
  • Heavy Weapons Team: 
  Infantry
  Unit Composition
  • 3 Heavy Weapons Teams
  Wargear
  • Flak armour
  • Mortar
  • Lasgun
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  Special Rules
  • Death Korps
  • Iron Discipline
  Options
  • Any Heavy Weapons Team may exchange its mortar for a:
   - Heavy bolter .............................................. +5 points each
   - Autocannon .............................................. +5 points each
   - Twin-linked heavy stubber ......................... +5 points each
   - Lascannon ............................................... +10 points each
  *Note that this unit may only be chosen as part of an Infantry 
  Platoon.
  
  TROOPS
  DEATH KORPS COMBAT ENGINEER SQUAD ............................. 50 points
   
   
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  Watchmaster 
   
  4 
  4 
  3 
  3 
  1 
  3 
  2 
  8 
  4+
  Engineer 
   
  4 
  4 
  3 
  3 
  1 
  3 
  1 
  7 
  4+
  Eng. Hvy. Weapons team 
   
  4 
  4 
  3 
  3 
  2 
  3 
  2 
  7 
  4+
  Unit Type
  • Watchmaster:  
  Infantry (Character)
  • Engineers: Infantry
  Unit Composition
  • 1 Watchmaster
  • 4 Engineers
  Wargear
  • Carapace armour
  • Combat shotgun
  • Close combat weapon
  • Frag grenades
  • Krak grenades
  • Acid gas bombs
  Special Rules
  • Death Korps
  • Iron Discipline
  Dedicated Transport
  • A Combat Engineer squad numbering five models may take 
  a Centaur Carrier as a Dedicated Transport, while a Combat 
  Engineer squad of any size may take a Hades Breaching 
  Drill* as a Dedicated Transport (see the Dedicated Transport 
  section for costs). 
  *Note that if this is the case, the squad must be deployed 
  in reserve with the Hades and enter play using its special 
  deployment rules rather than being carried onboard. In 
  addition, any Combat Engineer squad that takes a Hades as 
  a Dedicated Transport becomes an Elites choice instead of a 
  Troops choice.
  Options
  • The unit may have: 
   - Up to five additional Engineers ..........+8 points per model
  • The Watchmaster may take:
   - Melta bombs ......................................................+5 points
  • The Watchmaster may exchange his shotgun and/or close 
  combat weapon for one of the following:
   - Bolt pistol ...........................................................+2 points
   - Plasma pistol ....................................................+10 points
   - Power sword ....................................................+10 points
   - Power fist .........................................................+15 points
  • One Engineer may carry a vox-caster ....................+5 points
  • One other Engineer may exchange their shotgun for one of 
  the following: 
   - Flamer ................................................................+5 points
   - Grenade launcher ...............................................+5 points
   - Meltagun .........................................................+10 points
   - Plasma gun .......................................................+15 points
   - Demolition charge ............................................+20 points
  • Two other Engineers may form a Heavy Weapons Team 
  armed with one of the following weapons:
   - Heavy flamer ....................................................+10 points
   - Mole launcher ..................................................+15 points
  
  DEDICATED TRANSPORTS 
  CENTAUR CARRIER .................................................................. 40 points
   
   
   
  Armour
  	
  BS	
  Front	 Side	 Rear	
  HP
  Centaur Carrier 
  3 
  11 
  10 
  10 
  2
  Unit Type
  • Vehicle (Transport, Fast, 
  Open-topped)
  Unit Composition
  • 1 Centaur Carrier
  Transport Capacity
  • The Centaur can transport 
  five models.
  Special Rules
  • Artillery Tractor 
  • Wargear
  • Heavy stubber
  • Searchlight
  • Smoke launchers
  Options
  • A Centaur Carrier may take any of the following upgrades:
   - Hunter-killer missile ..........................................+10 points 
   - Dozer blade ........................................................+5 points
   - Extra armour ....................................................+10 points
   - Camo netting ...................................................+20 points
  Artillery Tractor
  If the Centaur begins its Movement phase in contact 
  with a friendly model of the Artillery type that has not 
  moved this turn, and does not have more crew than the 
  currently available transport capacity of the Centaur, then 
  it may attempt to tow that model. The Centaur makes 
  an immediate move of up to 12". Once it has finished 
  moving, the Artillery model may be placed anywhere 
  within base contact of the Centaur and the crew are 
  placed as if they had disembarked from the Centaur. The 
  Artillery model and its crew may neither move nor fire 
  in a turn when it has been towed, and the Centaur may 
  neither fire any weapons nor move Flat Out this turn.
  
  DEDICATED TRANSPORTS
  HADES BREACHING DRILL....................................................... 60 points
  Note that when a Hades Breaching Drill is selected as a Dedicated Transport for a Death Korps Combat Engineer Squad, that unit 
  is counted as an Elites choice and not a Troops choice. However, Engineer units selected as Troops choices may be held in reserve 
  in order to use a Hades Breaching Drill’s Follow-up Attack special rule. Engineer squads in reserve must declare at the start of the 
  game if they are attached to a Hades Breaching Drill (and are treated as becoming available for deployment the turn after the Hades 
  arrives, as noted in the Follow-up Attack special rule), or if they will use the normal Reserve rules.
   
   
   
  Armour
  	
  BS	
  Front	 Side	 Rear	
  HP
  Hades Drill 
  - 
  12 
  10 
  10 
  2
  Unit Type
  • Vehicle (Tank, Heavy)
  Unit Composition
  • 1 Hades Breaching Drill 
  Wargear (Hades Drill)
  • Melta-cutter drill
  Special Rules 
  • Subterranean Assault 
  • Follow-up Attack
  Subterranean Assault
  The Hades is an unusual assault unit as it arrives not from 
  above or even via teleport, but from under the ground, boring 
  its way to the surface in an explosion of burning earth and 
  rock. 
  Hades Drills and their attendant units are always placed 
  in reserve and arrive in the game via the Deep Strike rules 
  modified as shown below, with the Drill itself arriving first 
  and the Hades Assault unit arriving on the subsequent turn 
  through the opening it has created. 
  Rather than placing the model for the Hades Drill while Deep 
  Striking, place a Blast (3") template instead. Roll to scatter 
  as normal to determine where the template is placed. If the 
  template is placed in clear ground, place the Hades Drill on 
  top of the template as normal. 
  If the template is placed in contact with an enemy unit, 
  fortification or building, that unit suffers an immediate Tank 
  Shock or Ram attack (see the rules for Melta-cutter Drill 
  opposite) by the Hades Drill. If this attack is sufficient to 
  displace the enemy unit so that the Hades Drill can be placed 
  without an enemy unit being within 1", or destroys the 
  fortification, vehicle or building in question, then the Deep 
  Strike is successful and the Hades Drill is placed on the table 
  over the template (note that the template itself remains on 
  the table). If not, the Hades Drill suffers a Deep Strike Mishap 
  with the roll on the table modified by -2. 
  If the ‘Deep Strike’ template is partially or completely off 
  the table, on top of a friendly model or in some other form 
  of impassable terrain, the Hades Drill suffers a Deep Strike 
  Mishap as normal. If the Hades Drill is destroyed by a Deep 
  Strike Mishap, then the attached unit is also destroyed.
  Melta-cutter Drill
  The Hades is not a true battlefield weapon but a piece of 
  heavy engineering equipment. However, it can be very 
  effective at close quarters, using its power-grinders and melta-
  cutters to shred and vaporise anything unfortunate enough to 
  be caught in its path.
  When conducting Ram attacks against other vehicles, 
  buildings or fortifications, Ram attacks caused by the Hades 
  are treated as Strength 8, AP 1 and have the Melta rule 
  (gaining D6 extra armour penetration), regardless of how far 
  it has moved or other factors. In addition, the Hades has a 
  4+ invulnerable save against any damage it may suffer while 
  making a Ram attack. Enemy units Tank Shocked by the Hades 
  suffer D3 Strength 8 AP 2 hits (inflicted on the closest enemy 
  models in the unit to the Hades) in addition to the usual effect 
  of the Tank Shock attack.
  Follow-up Attack
  Instead of actually carrying troops on board, accompanying 
  troops follow within the Hades Drill’s wake. Rather than 
  roll for reserves normally, the assault squad attached to the 
  Hades Drill arrives from reserve automatically the turn after 
  the Hades Drill breaches the surface, and may be placed in 
  relation to the area of the ‘Deep Strike’ template just as if 
  they had disembarked from a vehicle. If they cannot be placed 
  (if, for example, there is no room to place them), they count 
  as suffering a Deep Strike Mishap, and may only attempt to 
  enter the table in the area of the Drill’s ‘Deep Strike’ template 
  on future turns.
  
  FAST ATTACK
  CYCLOPS DEMOLITION SQUAD  ..................30 points per Cyclops Team
   
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  Cyclops 
  - 
  - 
  - 
  6 
  2 
  - 
  - 
  - 
  4+
  Death Korps Operator 
  4 
  3 
  3 
  3 
  1 
  3 
  1 
  7 
  5+
  Unit Type
  • Death Korps Operator, 
  Cyclops*: Infantry
  *See Remote Control
  Unit Composition
  • 1-3 Cyclops teams, each 
  comprising 1 Cyclops 
  Demolition Vehicle and 
  1 Death Korps Operator, 
  forming a unit.
  Wargear (Cyclops)
  • Cyclops Demolition Charge
  Wargear  
  (Death Korps Operator)
  • Flak armour 
  • Lasgun 
  • Close combat weapon
  Special Rules  
  (Death Korps Operator)
  • Death Korps 
  • Iron Discipline
  Special Rules (Cyclops)
  • Remote Control
  • Accidental Detonation
  • Extremely Bulky
  • Fearless
  Remote Control 
  Cyclops units are deployed together but as soon as the 
  game begins, the Cyclops Demolition Vehicles that are 
  part of the unit may immediately be individually detached 
  from the unit and act separately and move on their own 
  to close with and attack their targets. The Cyclops cannot 
  function more than 48" away from their Operators. If 
  they become separated by a greater distance than this, 
  the Cyclops simply stops and can do nothing until the 
  Operator is back within 48". Likewise, if all the Operators 
  in the unit are killed, the Cyclops can do nothing, but is 
  left in play (and may still suffer accidental detonation if 
  destroyed). If all the unit’s Operators are killed, the unit is 
  counted as being destroyed, even if some Cyclops remain 
  in play.
  Cyclops carry no ranged weapons and cannot fight 
  normally in assaults, but can themselves be targeted 
  normally, being hit automatically in assaults. Cyclops 
  Demolition Vehicles and any unit containing them can 
  never make sweeping advances in combat. They may, 
  however, carry out charge moves – this is to bring them 
  in range to detonate! This detonation occurs in Initiative 
  step 10 of any Assault phase in which the Cyclops is 
  involved in a combat and is centred on the Cyclops model. 
  Use the following profile to resolve any Hits inflicted by a 
  Cyclops detonation:
  Weapon 
  Range 
  Str 
  AP 
  Type
  Cyclops Detonation N/A 
  9 
  3 
  Ordnance 1, 
  Large Blast (5")
  Accidental Detonation
  If for any reason, other than detonating in combat, a 
  Cyclops is removed as a casualty then roll a D6. On the 
  roll of a ‘1’, the Cyclops explodes using the Cyclops 
  Detonation profile, centering the template on the 
  Cyclops’s position when it became a casualty. 
  
  FAST ATTACK
  HELLHOUND FLAME TANK SQUADRON 
  Hellhound ............................................................130 points per model
  Devil Dog .............................................................120 points per model
  Bane Wolf ............................................................130 points per model 
   
   
   
  Armour
   
  BS 
  Front Side 
  Rear 
  HP
  Hellhound 
  3 
  12 
  12 
  10 
  3
  Devil Dog 
  3 
  12 
  12 
  10 
  3
  Bane Wolf 
  3 
  12 
  12 
  10 
  3 
  Unit Type
  • Vehicle (Tank, Fast) 
  Unit Composition
  • 1-3 Hellhound, Devil Dog or 
  Bane Wolf tanks, forming a 
  squadron 
  Wargear
  • Heavy bolter (all)
  • Searchlight (all)
  • Smoke launchers (all)
  • Inferno cannon 
  • (Hellhound only)
  • Melta cannon 
  • (Devil Dog only)
  • Chem cannon 
  • (Bane Wolf only) 
  Options
  • Any model may replace its heavy bolter with either:
   - Heavy flamer ..............................................................Free
   - Multi-melta ............................................. +15 points each
  • Any model may take any of the following:
   - Pintle-mounted storm bolter 
   - or heavy stubber ..............................+10 points per model
   - Hunter-killer missile .........................+10 points per model
   - Extra armour ...................................+10 points per model
   - Armoured track guards ....................+10 points per model
  • Any model may take one of the following:
   - Dozer blade .......................................+5 points per model 
   - Mine plough ....................................+15 points per model 
  
  FAST ATTACK
  DEATH KORPS DEATH RIDER PLATOON ...................(Total Cost of Units) 
  Each Death Korps Death Rider Platoon comprises 0-1 Death Korps Death Rider Command squadron and 1-6 Death Korps Death 
  Rider squadrons.
  Each Death Rider Platoon is deployed in place of a single unit in missions that limit the number of units that can be deployed. In 
  addition, when making a Reserves roll or Outflanking roll, roll once for the whole Death Rider Platoon.
  DEATH RIDER COMMAND SQUADRON ................................. 100 points 
   
   
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  Squadron Commander 
   
  4 
  4 
  3 
  3 
  2 
  3 
  3 
  8 
  4+
  Death Rider Veteran 
   
  4 
  4 
  3 
  3 
  2 
  3 
  2 
  7 
  4+
  Death Rider Commissar 
   
  4 
  4 
  3 
  3 
  2 
  3 
  3 
  9 
  4+ 
  Unit Type
  • Squadron Commander & 
  Death Rider Commissar: 
  Cavalry (Character)
  • Death Rider Veteran: Cavalry 
  Unit Composition
  • 1 Squadron Commander
  • 4 Death Rider Veterans 
  Wargear
  • Carapace armour
  • Laspistol
  • Close combat weapon
  • Death Rider hunting lance 
  (all except Commissar)
  • Frag grenades
  • Krak grenades 
  Special Rules
  • Junior Officer  
  (Squadron Commander only)
  • Death Korps
  • Iron Discipline
  • Stubborn (Commissar only)
  • Summary Execution 
  (Commissar only)
  • Feel No Pain (6+)
  • Augmented Mounts 
  Options
  • A Death Rider Command Squadron may be joined by a:
   - Death Rider Commissar ....................................+35 points
  • The Squadron Commander may also be upgraded to have 
  any of the following:
   - Demolition charge ............................................+20 points
   - Melta bombs ......................................................+5 points
  • The Squadron Commander and/or Commissar may 
  exchange their laspistol and/or close combat weapon for 
  one of the following:
   - Bolt pistol ...........................................................+2 points
   - Plasma pistol ....................................................+10 points
   - Power sword ....................................................+10 points
   - Power axe ........................................................+10 points
  *Note that this unit may only be chosen as part of a Death 
  Rider Platoon. 
  Augmented Mounts
  Death Riders may re-roll failed Dangerous Terrain tests.
  
  FAST ATTACK
  *DEATH RIDER SQUADRON .............................................85 points each 
   
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  Ridemaster 
  4 
  3 
  3 
  3 
  2 
  3 
  3 
  8 
  4+
  Death Rider 
  4 
  3 
  3 
  3 
  2 
  3 
  2 
  7 
  4+ 
  Unit Type
  • Ridemaster:  
  Cavalry (Character)
  • Death Rider: Cavalry 
  Unit Composition
  • 1 Ridemaster
  • 4 Death Riders 
  Special Rules
  • Death Korps
  • Iron Discipline
  • Feel No Pain (6+)
  • Augmented Mounts 
  Wargear
  • Carapace armour
  • Laspistol
  • Close combat weapon
  • Death Rider hunting lance
  • Frag grenades
  • Krak grenades 
  Options
  • A Death Rider Squadron may have: 
   - Up to five additional Death Riders ............ +15 points each
  • The Ridemaster may take melta bombs ................+5 points
  • The Ridemaster may exchange their laspistol and/or close 
  combat weapon for one of the following:
   - Bolt pistol ...........................................................+2 points
   - Plasma pistol ....................................................+10 points
   - Power sword ....................................................+10 points
   - Power axe ........................................................+10 points 
  *Note that this unit may only be chosen as part of a Death 
  Rider Platoon. 
  Augmented Mounts
  Death Riders may re-roll failed Dangerous Terrain tests.
  
  HEAVY SUPPORT 
   DEATH KORPS HEAVY WEAPONS PLATOON .......... 60 points per squad 
  Death Korps Heavy Weapons Platoons are composed of 1-3 Heavy Weapons Squads. 
  Each Platoon is deployed in place of a single unit in missions that limit the number of units that can be deployed. In addition, 
  when making a Reserves roll or Outflanking roll, roll once for the whole Platoon. 
   
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  Heavy Weapons Team 
  4 
  3 
  3 
  3 
  2 
  3 
  2 
  7 
  5+ 
  Unit Type
  • Infantry 
  Unit Composition
  • 1-3 squads each composed 
  of 3 Heavy Weapons Teams, 
  forming a platoon 
  Wargear
  • Flak armour
  • Lasgun
  • Mortar
  • Close combat weapon
  • Frag grenades
  • Krak grenades 
  Special Rules
  • Death Korps
  • Iron Discipline 
  Options
  • Any Heavy Weapons Team may exchange its mortar for a:
   - Heavy bolter .............................................. +5 points each
   - Autocannon .............................................. +5 points each
   - Twin-linked heavy stubber ......................... +5 points each
   - Lascannon ............................................... +10 points each 
  
  HEAVY SUPPORT 
   THUNDERER SIEGE SQUADRON ...................................140 points each 
   
   
   
  Armour
   
  BS 
  Front Side 
  Rear 
  HP
  Thunderer 
  3 
  14 
  13 
  11 
  3 
  Unit Type
  • Vehicle (Tank) 
  Unit Composition
  • 1-3 Thunderer Tanks 
  forming a squadron 
  Wargear
  • Searchlight
  • Smoke launchers
  • Demolisher cannon 
  Options
  • Any Thunderer may take any of the following:
   - Pintle-mounted heavy stubber  
  or storm bolter ........................................ +10 points each
   - Hunter-killer missile ................................. +10 points each
   - Extra armour ........................................... +10 points each
   - Camo-netting .......................................... +20 points each
   - Armoured track guards ............................ +10 points each
  • Any Thunderer may take one of the following:
   - Dozer blade ............................................... +5 points each
   - Mine plough ...........................................  +15 points each 
  
  HEAVY SUPPORT 
   DEATH KORPS LEMAN RUSS TANK SQUADRON .....150 points per tank 
   
   
   
  Armour
  	
  BS	
  Front	 Side	 Rear	
  HP
  Leman Russ Battle Tank 
  3 
  14 
  13 
  10 
  3
  Leman Russ Annihilator 
  3 
  14 
  13 
  10 
  3
  Leman Russ Conqueror 
  3 
  14 
  13 
  10 
  3
  Leman Russ Exterminator 3 
  14 
  13 
  10 
  3
  Leman Russ Vanquisher 
  3 
  14 
  13 
  10 
  3
  Leman Russ Eradicator 
  3 
  14 
  13 
  10 
  3
  Leman Russ Demolisher 
  3 
  14 
  13 
  11 
  3
  Leman Russ Punisher 
  3 
  14 
  13 
  11 
  3
  Leman Russ Executioner 
  3 
  14 
  13 
  11 
  3 
  Unit Type
  • Vehicle (Tank) 
  Unit Composition
  • A vehicle squadron is 
  composed of 1-3 Leman 
  Russ tanks, in any 
  combination of types. 
  Special Rules
  • Lumbering Behemoth  
  (all except the Leman Russ 
  Conqueror) 
  Wargear (All)
  • Heavy bolter
  • Searchlight
  • Smoke launchers 
  Wargear (Specific)
  • Leman Russ Battle Tank: 
  Battle cannon
  • Leman Russ Annihilator: 
  Twin-linked lascannon
  • Leman Russ Conqueror: 
  Conqueror cannon and  
  co-axial storm bolter
  • Leman Russ Exterminator: 
  Exterminator autocannon
  • Leman Russ Vanquisher: 
  Vanquisher battle cannon
  • Leman Russ Eradicator: 
  Eradicator nova cannon
  • Leman Russ Demolisher: 
  Demolisher siege cannon
  • Leman Russ Punisher: 
  Punisher gatling cannon
  • Leman Russ Executioner: 
  Executioner plasma cannon 
  Options 
  • Any model may be upgraded to one of the following: 
   - Exterminator ...............................................................Free
   - Annihilator .................................................................Free
   - Conqueror ..................................................................Free
   - Vanquisher .........................................................+5 points
   - Eradicator .........................................................+10 points
   - Demolisher .......................................................+15 points
   - Punisher ...........................................................+30 points
   - Executioner ......................................................+40 points
  • Any model may replace its heavy bolter with one of the 
  following: 
   - Lascannon .......................................+15 points per model
   - Heavy flamer ..............................................................Free
  • Any model may take a pair of sponsons each armed with:
   - Heavy bolters ...................................+20 points per model
   - Heavy flamers ..................................+20 points per model
   - Multi-meltas ....................................+30 points per model
   - Plasma cannon ................................+40 points per model
  • Any model may take any of the following upgrades: 
   - Pintle-mounted heavy stubber  
  or storm bolter ................................+10 points per model
   - Hunter-killer missile .........................+10 points per model
   - Extra armour ...................................+10 points per model
  • Any model may take one of the following upgrades: 
   - Dozer blade .......................................+5 points per model 
   - Mine plough ....................................+15 points per model
  • The entire squadron may take:
   - Camo-netting ..................................+20 points per model
  • Any Leman Russ Vanquisher may take:
   - Co-axial storm bolter or  
  co-axial heavy stubber .....................+15 points per model 
  Lumbering Behemoth
  The Leman Russ is classed as a Heavy vehicle. 
  
  HEAVY SUPPORT 
   DEATH KORPS BOMBARD BATTERY  ....................140 points per model 
   
   
   
  Armour
  	
  BS	
  Front	 Side	 Rear	
  HP
  Colossus 
  3 
  12 
  10 
  10 
  3 
  Unit Type
  • Vehicle (Tank, Open-topped) 
  Unit Composition
  • 1-3 Colossus tanks forming 
  a battery 
  Wargear (All)
  • Heavy bolter
  • Searchlight
  • Smoke launchers
  • Colossus siege mortar 
  Options 
  • Any model may replace its heavy bolter with a: 
   - Heavy flamer ..............................................................Free
  • Any model may take any of the following:
   - Enclosed crew compartment ............+15 points per model
   - Pintle-mounted storm bolter  
  or heavy stubber ..............................+10 points per model
   - Hunter-killer missile .........................+10 points per model
   - Dozer blade .......................................+5 points per model
   - Extra armour ...................................+10 points per model
  • The entire battery may take:
   - Camo-netting ..................................+20 points per model 
  
  HEAVY SUPPORT 
   DEATH KORPS HEAVY ARTILLERY BATTERY ....................75 points each 
   
   
  WS 
  BS 
  S 
  T 
  W 
  I 
  A 
  Ld 
  Sv
  Heavy Artillery Carriage 
   
  - 
  - 
  - 
  7 
  4 
  - 
  - 
  - 
  3+
  Death Korps Crew 
   
  4 
  3 
  3 
  3 
  1 
  3 
  1 
  7 
  5+ 
  Unit Type
  • Death Korps Crew: Infantry
  • Heavy Artillery Carriage: 
  Artillery 
  Unit Composition
  • 1-3 Heavy Artillery 
  Carriages, each with  
  4 Death Korps Crew 
  Wargear (Death Korps Crew)
  • Flak armour
  • Lasgun
  • Close combat weapon
  • Frag grenades
  • Krak grenades 
  Wargear  
  (Heavy Artillery Carriage)
  • Earthshaker cannon 
  Special Rules  
  (Death Korps Crew)
  • Death Korps 
  • Iron Discipline 
  Special Rules  
  (Heavy Artillery Carriage)
  • Gun Carriage
  • Immobile Artillery 
  Options
  • All Heavy Artillery Carriages in the unit may upgrade their 
  Earthshaker cannon to a:
   - Medusa siege gun ...........................+25 points per model
  • A unit of Heavy Artillery Carriages entirely armed with 
  Medusa siege guns may be upgraded to have:
   - Bastion breacher shells ......................+5 points per model
  • The entire unit may have:
   - Camo-netting ..................................+30 points per model
  • Any Heavy Artillery Carriage may have up to four additional:
   - Death Korps Crew ..................................... +6 points each 
  Gun Carriage
  This model may be moved if attached to a vehicle capable 
  of towing it (see the appropriate vehicle special rules). 
  This is possible even though the model has the Immobile 
  Artillery special rule.
  
  HEAVY SUPPORT 
  IMPERIAL NAVY AIR SUPPORT SQUADRON 
  Thunderbolt .........................................................160 points per model
  Lightning .............................................................145 points per model
  Avenger ...............................................................150 points per model 
   
   
   
  Armour
  	
  BS	
  Front	 Side	 Rear	
  HP
  Thunderbolt  
  3 
  11 
  11 
  10 
  3
  Lightning  
  3 
  10 
  10 
  10 
  2
  Avenger 
  3 
  12 
  10 
  10 
  2 
  Unit Type
  • Vehicle (Flyer) 
  Unit Composition
  • 1-3 aircraft of the same type 
  forming a squadron, which 
  may be either Thunderbolts, 
  Lightnings or Avengers. 
  Wargear (Thunderbolt)
  • Two twin-linked autocannon
  • Twin-linked lascannon
  • Armoured cockpit
  Wargear (Lightning)
  • One long-barrelled 
  autocannon
  • One twin-linked lascannon
  • Armoured cockpit
  Wargear (Avenger)
  • One hull-mounted Avenger 
  bolt cannon
  • Two wing-mounted 
  lascannon
  • Armoured cockpit
  • Defensive heavy stubber 
  Special Rules (Thunderbolt)
  • Repair
  • Supersonic
  • Deep Strike
  Special Rules (Lightning)
  • Agile
  • Supersonic
  • Deep Strike
  Special Rules (Avenger)
  • Strafing Run
  • Deep Strike
  • Supersonic 
  Options
  • Any Thunderbolt may carry one of the following:
   - Four Hellstrike missiles ......................................+40 points
   - Six tactical bombs .............................................+40 points
   - Six Skystrike missiles .........................................+40 points
  • Any Lightning may carry one of the following:
   - Four Hellstrike missiles ......................................+40 points
   - Four Hellfury missiles ........................................+40 points
   - Six Skystrike missiles .........................................+40 points
   - Six Tactical bombs .............................................+40 points
  • Any Lightning may replace its long-barrelled autocannon 
  with one of the following:
   - Two Hellstrike missiles .................................................Free
   - Four tactical bombs & the Strafing Run special rule .....Free
  • Any Avenger may be fitted with two additional wing-
  mounted hardpoints that can carry one of the following:
   - Six tactical bombs .............................................+40 points
   - Two Hellstrike missiles .......................................+20 points
   - Two Hellfury missiles .........................................+20 points
   - Two missile launchers .......................................+40 points
   - Two autocannon ...............................................+30 points
   - Two multi-lasers ................................................+30 points
  • Any aircraft may take any of the following:
   - Flare or chaff launcher ......................................+10 points
   - Infra-red targeting ..............................................+5 points
   - Illum flares ..........................................................+5 points
   - Distinctive paint scheme or markings ................+10 points 
  Bomb Cluster
  A weapon system with the Bomb Cluster type may drop as 
  many bombs as its user wishes as part of a single bombing 
  run, up to the total listed number of bombs it is carrying. 
  Pick a single target model for all of the bombs in the 
  bombing run (this must be a model the Flyer has passed 
  over that turn), the initial bomb dropped scatters D6". 
  Additional bombs dropped scatter in the same manner as 
  additional barrage blasts from a Multiple Barrage (see page 
  34 of the Warhammer 40,000 rulebook).
  
  Weapons summary
  Weapon 
  Range 
  Str 
  AP 
  Type
  Battle cannon 
  72" 
  8 
  3 
  Ordnance 1,  
  Large Blast (5")
  Heavy bolter 
  36" 
  5 
  4 
  Heavy 3
  Lascannon 
  48" 
  9 
  2 
  Heavy 1
  Heavy flamer 
  Template 5 
  4 
  Assault 1
  Multi-melta 
  24" 
  8 
  1 
  Heavy 1, Melta
  Plasma cannon 
  36" 
  7 
  2 
  Heavy 1, Blast (3"), 
  Gets Hot
  Heavy stubber 
  36" 
  4 
  6 
  Heavy 3
  Storm bolter 
  24" 
  4 
  5 
  Assault 2
  Hunter-killer missile
   
  Infinite 
  8 
  3 
  Heavy 1
  Demolisher siege cannon
   
  24" 
  10 
  2 
  Ordnance 1,  
  Large Blast (5") 
  Vanquisher battle cannon
   
  72" 
  8 
  2 
  Heavy 1, 
  Armourbane
  Exterminator autocannon
   
  48" 
  7 
  4 
  Heavy 4, Twin-linked
  Conqueror battle cannon 
   
  48" 
  7 
  4 
  Heavy 1, Blast (3")
  Executioner plasma cannon 
   
  36" 
  7 
  2 
  Heavy 3, Blast (3")
  Laser destroyer 
  72" 
  10 
  2 
  Ordnance 1
  Multi-laser 
  36" 
  6 
  6 
  Heavy 3
  Autocannon 
  48" 
  7 
  4 
  Heavy 2
  Inferno cannon Template1 6 
  4 
  Heavy 1
  Gorgon mortar 
  48" 
  4 
  6 
  Heavy 4, Blast (3"), 
  Barrage, One Shot
  Griffon heavy mortar  
   
  12"-48" 6 
  4 
  Ordnance 1, 
  Barrage,  
  Large Blast (5")
  Medusa siege cannon  
   
  36" 
  10 
  2 
  Ordnance 1, 
  Large Blast (5")
  Bastion breacher shells
   
  48" 
  10 
  1 
  Heavy 1, Blast (3")
  Colossus bombard heavy siege mortar
   
  24"-240" 6 
  3 
  Ordnance 1, 
  Barrage,  
  Large Blast (5")
  Hydra autocannon 72" 
  7 
  4 
  Heavy 2, Skyfire, 
  Auto targeting2
  Storm Eagle rockets 
   
  24"-120" 10 
  4 
  Ordnance D3, 
  Barrage,  
  Large Blast (5")
  Sky Eagle rockets 
  120" 
  9 
  2 
  Ordnance 1, Skyfire, 
  Heatseeker3
  Earthshaker cannon 
   
   
   
  36"-240" 9 
  3 
  Ordnance 1, 
  Barrage,  
  Large Blast (5")
  Weapon 
  Range 
  Str 
  AP 
  Type
  Heavy quad launcher  
   
   
  12"-60" 5 
  5 
  Heavy 4, Barrage, 
  Blast (3"),  
  Shell shock4
  Heavy mortar 
  12"-48" 6 
  4 
  Ordnance 1, 
  Barrage, 
  Large Blast (5")
  Laser destroyer array  
   
   
  36" 
  9 
  2 
  Ordnance 1,  
  Twin-linked
  Melta-cutter 
  12" 
  8 
  1 
  Heavy 1, Blast (3"), 
  Melta
  Missile launcher
  (Frag missile) 
  48" 
  4 
  6 
  Heavy 1, Blast (3")
  (Krak missile) 
  48" 
  8 
  3 
  Heavy 1
  (Flakk missile) 
  48" 
  7 
  4 
  Heavy 1, Skyfire
  Multiple rocket pod
   
  24" 
  4 
  6 
  Heavy 1,  
  Large Blast (5")
  Tauros grenade launcher
  (Krak) 
  36" 
  6 
  4 
  Heavy 2
  (Frag) 
  36" 
  3 
  6 
  Heavy 2, Blast (3")
  1 To fire the inferno cannon, place the template so that the 
  narrow end is within 18" of the weapon and the wider end 
  is no closer to the weapon than the narrow end. The inferno 
  cannon is then treated like any other template weapon.
  2 Target units cannot claim a Jink save against shots fired by
  the Hydra. 
  3 This weapon may re-roll all failed To-Hit rolls against Zooming 
  Flyers and Fast Skimmers. 
  4 Due to the repeated rapid impact of the heavy quad 
  launcher’s shells, Pinning tests taken against its attacks are at -1 
  to the target’s Leadership value.
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/6th Edition (2012)/Forge World Updates/40k 6e - dkksiegelist.pdf