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Genestealer Cults · Datasheet

Krieg Combat Engineers

Other60–95 pts25mmGenestealer Cults · Astra Militarum
M
6"
T
3
Sv
4+
Inv
-+
W
1
Ld
7+
OC
1
Ranged Weapons7 profiles
  • Combat shotgun
    assault
    Rng
    12
    A
    2
    BS
    4+
    S
    4
    AP
    0
    D
    1
  • Flamer
    ignores cover, torrent
    Rng
    12
    A
    D6
    BS
    N/A+
    S
    4
    AP
    0
    D
    1
  • Autopistol
    pistol
    Rng
    12
    A
    1
    BS
    4+
    S
    3
    AP
    0
    D
    1
  • Hand flamer
    ignores cover, pistol, torrent
    Rng
    12
    A
    D6
    BS
    N/A+
    S
    3
    AP
    0
    D
    1
  • Bolt pistol
    PISTOL
    Rng
    12
    A
    1
    BS
    4+
    S
    4
    AP
    0
    D
    1
  • Plasma pistol – standard
    pistol
    Rng
    12
    A
    1
    BS
    4+
    S
    7
    AP
    -2
    D
    1
  • Plasma pistol – supercharge
    hazardous, pistol
    Rng
    12
    A
    1
    BS
    4+
    S
    8
    AP
    -3
    D
    2
Melee Weapons4 profiles
  • Trench club
    Rng
    Melee
    A
    2
    WS
    4+
    S
    4
    AP
    0
    D
    1
  • Chainsword
    Rng
    Melee
    A
    4
    WS
    4+
    S
    3
    AP
    0
    D
    1
  • Close combat weapon
    Rng
    Melee
    A
    2
    WS
    4+
    S
    3
    AP
    0
    D
    1
  • Power weapon
    Rng
    Melee
    A
    3
    WS
    4+
    S
    4
    AP
    -2
    D
    1
Abilities3 abilities
Core
DatasheetGrenadiers
Once per turn, you can target this unit with the Grenade Stratagem for 0CP.
WargearRemote MineShooting
Once per battle, at the start of your Shooting phase, you can select one enemy unit within 9" of and visible to the bearer and roll one D6: on a 3+, that enemy unit suffers D3 mortal wounds, or 2D3 mortal wounds instead if it is a VEHICLE or FORTIFICATIONS unit.

Designer’s Note: Place a Remote Mine token next to the unit, removing it once this ability has been used.
Wargear Options
  • 1 Krieg Combat Engineer's autopistol and trench club can be replaced with 1 flamer and 1 close combat weapon.
  • 1 Krieg Combat Engineer’s autopistol and trench club can be replaced with 1 autopistol, 1 remote mine and 1 close combat weapon.
  • Any number of models can each have their autopistol and trench club replaced with 1 combat shotgun and 1 close combat weapon.
  • The Krieg Engineer Watchmaster’s autopistol can be replaced with one of the following:
    • 1 bolt pistol
    • 1 hand flamer
    • 1 plasma pistol
  • The Krieg Engineer Watchmaster’s trench club can be replaced with one of the following:
    • 1 chainsword
    • 1 power weapon
Leader