Units List
This is the entire Death Korps of Krieg units list so far in tech tree-like fashion. I will be getting updated shots up over time, so dont worry if you dont see everything. Also, tell me if you experience any problems viewing the page, or you encounter any other type of problem.
This page is best viewed in resolutions of 1280x1024 and higher, and I apologise in advanced to those with Dial up and slow DSL, such as myself.
Infantry

Engineers [Squad of 5 but starts with 3] [Limited to 3] [Requisition: 100 Power: 0]
-Scout/Builder unit
-Equipped with Trenchguns
-Can be upgraded to Infiltrate.
-Field Tools Pack [enables: Repair, and constrution of stuff such as mines, bunkers, razor wire, tank traps... and whatever we come up with]
[Morale doesnt break until their numbers fall under 2]
[Health: 180 Morale: 400]
[Armor type is same as Guardsman] [Accuracy is same as Guardsman] [Anything not mentioned is same as Guardsman until noticed]

Troopers [Squad of 9 but starts with 5] [2 Squad Cap] [Requisition: 180 Power: 0] [Requires a barracks to be built]
-Main unit of the Death Korps
-Armageddon Pattern Lasgun
-Upgrades: Heavy Flamer Team or Grenade Launcher
-Effective against infantry
-Rifle grenade ability
[Morale doesnt break until their numbers fall under 3]
[Health: 180 Morale: 400]
[Armor type is same as Guardsman] [Accuracy is same as Guardsman] [Anything not mentioned is same as Guardsman until noticed]
Watchmaster [Leader unit for Trooper squads][Requisition: 75 Power: 50][Requires: Basic Armor research]
-Serves as the leader of a Death Korps Troopers squad.
-Adds health points and allows morale to regenerate faster. [50 more health points and a 2x morale regeneration rate]
Grenadiers [Squad of 9 but starts with 5] [3 Squad Cap] [Requisition: 225 Power: 75][Limited to 1] [Requires Tier 3 Research]
-Heavy Infantry exceling against heavy infantry
-Equipped with Hellgun
-Upgrades: Stubber
-Frag and Krak Grenades
[Morale doesnt break until their numbers fall under 3]
[Health: 340 Morale: 650]
[Armor type is same as Kasrkin] [Accuracy is same as Kasrkin] [Anything not mentioned is same as Kasrkin until noticed]
Grenadier Watchmaster [Leader unit for Trooper squads][Requisition: 75 Power: 50][Requires: Basic Armor research]
-Serves as the leader of a Death Korps Grenadiers squad.
-Adds health points and allows morale to regenerate faster. [75 more health points and a 2x morale regeneration rate]
Death Riders [Squad of 5 but starts at 3] [3 Squad Cap] [Requisition: 275 Power: 50] [Limited to 1] [Requires Tier 2 Research]
-Fast Attack Infantry
-Equipped with laspistol and Hunting Lance
-Flamer upgrade
-Has Incendiary Grenades which light up the ground of the selected area
-Has a 1-5 chance of getting back up due to the horse being part-machine
[Morale doesnt break until their numbers fall under 2]
[Health: 500 Morale: 600]
[Armor type is same as Kasrkin] [Accuracy is slightly lower than Kasrkin] [Anything not mentioned is same as Kasrkin until noticed]
Commissar [Requisition: 100 Power: 25] [Limited to 4]
-Laspistol, Powersword
-Basic Commander unit
-Can attach to squads
-Attached squad cannot lose morale and increases the maximum health of the squad
[Health: 400 Morale: Unbreakable]
[Armor type is same as Kasrkin] [Accuracy is same as Comissar] [Anything not mentioned is same as Comissar until noticed] [Increases squad members' health by 200]
Quartermaster [Requisition: 150 Power: 50] [Limited to 1]
-Quartermaster and a squad of up to 4 servitors
-Plasma Pistol
-Servitors can be upgraded to be effective in ranged combat or melee
-Heals narby infantry
-Has morale and health regeneration for nearby squads
[Health: 400 Morale: Unbreakable]
[Armor type is same as Kasrkin] [Accuracy is same as Kasrkin] [Anything not mentioned is same as Kasrkin until noticed]
Communications Operator [Requisition: 100 Power: 25] [Limited to 2]
-Las Pistol, Long Range Scanner
-Deploys long range scanner to increase LoS required for accurately firing longer ranged artillery [Which means he has a high LoS when deployed
-Detects infiltrated units
-Cannot hold his own so he should always be protected
[Health: 250 Morale: 250]
[Armor type is same as Kasrkin] [Accuracy is same as Kasrkin] [Anything not mentioned is same as Kasrkin until noticed]
Regimental Command Squad [Requisition: 100 Power: 100] [Similar to the IG command Squad, it will start only with the Commander, but can be reinforced with the rest, for a total of 1 medic, 1 Regimental Bearers, 1 Regimental Commander, and 2 Special Weapons Operators]
-Squad members include: Medic, Regimental Bearer, 2 Special Weapons Operators [Plasma Guns]
-Squad never loses morale
-Nearby infantry gain a health boost when equipped with a medic
-Can use Krak Grenades to take out enemy vehicles and structures
Regimental Commander [Leader of Regimental Command Squad] [Requisition: 100 Power: 100]
-The highest possible rank for a Death Korps soldier
-Equipped with Storm Bolter and Power Sword
-Can attach to squads
-Nearby squads have unbreakable morale
-Unbreakable morale
[Health: 1500 Morale: Unbreakable]
Regimental Bearer [Member of Regimental Command Squad] [Requisition: 100 Power: 50] [Health: 350 Morale: Unbreakable]
-Inspires neaby infantry squads to fight harder [Giving them an attack bonus]
Medic [Member of Regimental Command Squad] [Requisition: 100 Power: 50] [Health: 400 Morale: Unbreakable]
-Gives the entire command squad a heightened health regeneration rate
-Nearby infantry gain a slight health boost
Special Weapons Operator [Member of Regimental Command Squad] [Requisition: 75 Power: 25] [Health: 300 Morale: Unbreakable]
-Equipped with plasma rifles to melt opposing heavy and normal infantry
Tank Commander [Requisition: 150 Power: 75] [Limited to 2]
-I have no idea how this will be done but when built it will embark and increase tank firepower [ANY tank], and allow health regeneration
-Storm Bolter for use when on foot or standing out of the vehicle's hatch
Heavy Weapons Teams [Teams will be the style of Tau Broadsides. Though each will gain two defense bonuses while entrenched]


Anti-Infantry Team [Limit to 3] [1 Squad Cap] [Requisition: 300 Power: 100]
-Able to be attached to squads
-Equipped with Heavy Bolter to be effective against infantry
-Can upgrade to a Heavy Stubber
-Able to entrench to be more defensive
[Health: 800 Morale: 600] [Two defense bonuses when entrenched]


Anti-Tank Team [Limit to 3] [1 Support Cap] [Requisition: 300 Power: 100]
-Able to be attached to squads
-Equipped with Autocannon to be effective against vehicles
-Can upgrade to a Lascannon
-Able to entrench to be more defensive
[Health: 800 Morale: 600] [Two defense bonuses when entrenched]

Mortar Team [Limit to 3] [1 Support Cap] [Requisition: 200 Power: 100]
-Equipped with portable mortar
-Entrench Ability
[Health: 800 Morale: 600] [Two defense bonuses when entrenched]

Heavy Mortar Team [Limit to 3] [2 Support Cap] [Requisition: 450 Power: 150] [Can also entrench]
-Equipped with Heavy Mortar Cannon with EXTREMELY long range and large splash damage
-Capable of taking out half of the health of most tanks in one shot
-Low field of vision so its best used when the Communications Operator is nearby or when there are scouts at forward positions
-Can lob a napalm shell through the cannon
-Napalm has large area of affect and does massive damage both health and morale to infantry and some tanks
[Health: 900 Morale: 900] [Two defense bonuses when entrenched]

Quad Cannon "Thudd Gun" Team [Limit to 3] [2 Support Cap] [Requisition: 500 Power: 250] [Can also entrench]
-Equipped with 4 artillery cannons.
-Highly innaccurate, but with 4 shots, something is bound to get hit.
-Not the best ranged unit, but capable of annihilating enemy infantry and light buildings with its high damage and scattered shots.
-Can initiate an Artillery Barrage ability, which allows the cannon to fire at a faster rate for a short period of time, but after the ability, the team cannot fire for a while, due to the cannon overheating.
[Health: 900 Morale: 900] [Two defense bonuses when entrenched]
Heavy Artillery Carriage [Limit to 2] [3 Support Cap] [Requisition: 600 Power: 400]
-Equipped with Earthshaker cannon.
-Very heavy, so it must be towed by Centaur.
-Can only be fired while set up.
-Can be upgraded with a Medusa cannon.
[Health: 1000 Morale: 1000] [Two defense bonuses when entrenched]
Buildings
Central Command Bunker [Requisition: 250 Power: 100]
-HQ Building
-Builds: Commissar, Engineers Squad, Regimental Command Squad, Communications Operator, Tank Commander
-Units can garisson to make use of its defenses
[Health: 8000]
Field Bunker [Requisition: 175 Power: 50]
-Barracks Building
-Trains: Troopers, Engineers, Grenadiers, Quartermaster
-Can be built all on its own
-Units can garisson to fire safely on enemies from within the safety of the bunker
[Health: 2000]
Field Armory [Requisition: 50 Power: 100]
-Armory building
-Reasearches all upgrades as they become available
[Health: 3000]
Heavy Weapons Deployment Center [Requisition: 150 Power: 75]
-Secondary Barracks
-Constructs all Heavy Weapons Teams as they become available
-Units can garisson to fire various heavy weapons in the center
[Health: 3500]
Strategic Lookout [Requisition: 100 Power: 0]
-Listening Post
-Heavy Weapons emplacement that can hold more than their own.
-Can produce: Engineers
-Units can garrisson and make use of tunnels between other Lookouts
[Health: 2500/2700/3000 according to upgrades]
Power Generator [Requisition: 125 Power: 0]
-Produces power
-Explosion will cause more damage than usual
[Health: 1000]
Thermo Plasma Generator [Requisition: 175 Power: 50]
-Produces power at a massive rate
-Caution! HUGE explosion when destroyed
-Projects command area around itself allowing for buildings to be built
[Health: 1500]
Heavy Weapons Station [Requisition: 100 Power: 25]
-Has numerous weapons upgrades to combat any resistance
-Rockrete bunker which allows for units to garrison inside and fire two additional heavy bolters at the enemy
-Can detect infiltrated units
[Health: 3000]
Vehicle Requisiton Center [Requisition: 150 Power: 75]
-Builds: Siegfried, Hellhound, Centaur, Ragnarok, Bombard, Gorgon, and Relic units
-Each one increases support cap by 5
-Units can garrison and fire outside at enemy units
[Health: 4000]
Minefield [Requisition: 75 Power: 75]
-Larger damage and more mines than usual
-Faster build times required for rapid defense
[Health: 100]
Vehicles
Bombard [Limit to 3] [Requisition: 225 Power: 350]
-Uses Bombard Cannon
-Advanced artillery unit
-Makes up for shorter range with the devastation of its artillery shells
-The aftermath of the blast is the worst, because the area stays lethal for 15 seconds due to gas
[Health: 1500]

Siegfried [Requisition: 100 Power: 100]
-Equipped with Lascannon
-Light Vehicle
[Health: 1500]
Hellhound [Requisition: 125 Power: 75]
-Inferno Cannon
-Easily breaks morale
[Health: 2000]
Centaur [Requisition: 100 Power: 50]
-Equipped with Heavy Stubber
-Can transport individual units, or the Engineers
-Can be upgraded to Grenadier Centaur
[Health: 2000]
Ragnarok [Requisition: 150 Power: 200]
-Battle Cannon, lascannon, and two Heavy Stubbers on the sides
-Can transport individual units, or the Engineers
[Health: 6000]
Gorgon Armored Assault Transport [Requisition: 500 Power: 300]
-Can transport 5 full squads
-Equipped with 2 Heavy Stubbers
-Dual Heavy Bolter Sponsons
-Can Rampage through infantry to deploy its cargo
-Can construct Engineers
-Limited to 2
[Health: 10000]
Macharius Heavy Tank [Requisition: 1000 Power: 1000]
-Equipped with dual Battle cannons, forward twin-linked Heavy Stubbers, and Heavy Bolter sponsons.
-Battle Cannons can be upgraded to dual Vanquisher cannons.
-Super-heavy tank based on the Gorgon chasis.
-Total of 6 heavy weapons.
-Limited to 1.
[Health: 10000]
Malcador Heavy Tank [Requisition: 1000 Power: 1000]
-Equipped with 5 Heavy Bolters, 2 sponson Heavy Bolters, and 1 Demolisher cannon.
-Large number of Heavy Bolters make it extremely effective against infantry, and protect the tank while the Demolisher cannon takes out further away targets.
-Massed number of Heavy Bolters makes for suppressive fire, which slows movement speed of infantry, and easily breaks enemy morale.
-Limited to 1.
[Health: 10000]


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