Death Korps of Krieg:
Repentance & Sacrifice
Krieg : the undying stain
In 433.M40, the High-Autocrat of Krieg, planetary governor of a thriving hive-world, secedes from the Emperor’s Holy Domain and annihilates all loyalist forces on the planet. All bar the Krieg 83rd regiment led by Colonel Jurten.
Krieg: unwavering devotion to the Emperor
Faced with impossible odds, Jurten decides Krieg will belong to the Emperor or to no one. In a bold move he strikes the rebellious forces with long forbidden nuclear weapons all over the planet, wrecking the surface and poisoning the air.
Krieg: the waste of 500 years of nuclear purge
Consequently to Jurten’s terrible decision, the world of Krieg dies on the day of the Emperor’s Ascension. All life on the surface of the planet is wiped by the ‘Purging’ and the only survivors, loyalist and rebel alike, are those who take refuge in the subterranean shelters.
The war to reclaim His Divine Territory lasts more than 500 years until the descendants of those who followed Jurten, soon known as the Death Korps, can finally claim Krieg their own again.
By 949.M40 the planet has become a death-world, a blasted lunar landscape ridden with trenches, wire-fences and minefields while all human life has retreated in underground hives devoted to the Emperor and the mass production of war materials: ammunition, weapons and most of all, soldiers.
Krieg: Repentance
Returning to the folds of the Imperium, Krieg authorities begin to repay their ancestors’ treachery in blood by churning out regiments upon regiments for the Emperor’s wars, especially those fought in the most hazardous zones and death-worlds not unlike Krieg itself.
Krieg: Sacrifice
Five hundred years of war have brought up the most ruthless and fearless men. Raised to endure the worst conditions and to obey any order in the Emperor’s name, the Death Korps of Krieg fight to make amend and throw themselves into the jaws of death willingly. They offer no mercy and ask for none.
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Update:
Nov 009.M3: Julian has finished texturing the Trooper; i'm fighting with the exporting tool now (and losing so far)
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We hereby announce our new mod in progress; Death Korps of Krieg: Repentance & Sacrifice. It will, as you can probably guess, add the Death Korps of Krieg to the game as a fully playable new race.
This mod has been in progress for some time, but due to our team having been busy with other projects, we have only recently really gotten things off the ground. We have several models inbound, code is on it's way, as well as a website. The mod will be developed mainly by the Modding Resource Initiative Team in situ.
We would also like to precise that we are well aware that there is already at least one Death Korps of Krieg mod in progress, lead by Ssolrac (thread here). Our mod aims to be of our own creation and something different from his mod. However, since it is the very same race we're creating, some similarities are bound to happen.
For now, we'll show you a few glimpses of one of our upcoming models.
Thanks to Stevocarty (from the Blood Angels mod team) for creating such a good looking logo for us (based on a design by Mark Bedford).
Pictures (thumbnails - click to enlarge):
Infantry:
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Armour & arty:
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Current mod team:
Gorb - Unwrapper, Coder, Object Editor
Heretic - Lead Mapper
Julian - Models
Lleman - Leader & Public Relations, Designs, Fluff orthodoxy, Menial tasks
Kresjah - Lead Coder, Technical Consultant, Object Editor, Junior Animator
Stevocarty - Texturer
Winterdyne - (temporary?) Unwrapper (texturer?)
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Thanks to:
HorusHeretic - intermod communications and punctual flamewar prevention
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Tech-tree:
Comprehensive view
Structures :
Field Command
Troops bunker
Regimental Munitorium Stores
Artillery Depot
Armour bunker
Trench
Pillbox
Minefield
Field Generator
Multifuel Generator
Listening Post
Structures
Field Command
DKoK headquarters
- Produces commander units: Officer, Commissar, Quartermaster
- Produces builder unit: Engineer squad
- Research of the exclusive Siege Korps or Armoured Korps doctrines allows specific branching
- Field Promotion research allows the improvement of the Officer unit.
Troops bunker
Main infantry producing structure
- Produces Engineers squad
- Produces Death Korps Infantry squads
- Produces Heavy Weapons Team: Fire Support
- Produces Heavy Weapons Team: Mortar
- Produces Heavy Weapons Team: Anti-Tank
- Produces Grenadier squad
- Produces Grenadier Special Weapons squad
- Produces Death Riders squad
- Hardened Fighters research allows increase of DKoK troops morale & CC damage
Regimental Munitorium Stores
Troops improvement research building.
- Gas Grenades research allows infantry to be equipped with debilitating antipersonnel gas grenades
- Melta Bombs research allows some infantry units to use anti-armour & anti-structures charges
- Field Dressing Kits research increases the regen rate of all infantry units
- Opticals Lvl1 research improves the range & accuracy of all infantry units; first of two upgrades
- Composites 1 research improves Troopers and Engineers’ hitpoints; first of two upgrades
- Special Weapons Lvl1 research gives Troopers the possibility to upgrade with Grenade Launchers and Flamers; first of two upgrades
- Regimental Aides provides commander units (except Commissar) with retinues
- Composites 2/Carapace Armour; second of two upgrades, further improves the infantry units hitpoints; required research for Grenadiers; second of two upgrades
- Special Weapons Lvl2 research allows Troopers to upgrade with Plasmagun & Meltagun, Engineers to upgrade with Mole Mortar [Grenadiers to be defined] ; second of two upgrades
- Vox increases the sight radius of all infantry
- Special Artillery Shells Enables the Heavy Mortar & Bombards' "Neurotox Shell" & "Oxy-Phosphor Shell" abilities
- Master Vox research increases sight radius of all troops further; increases range of all artillery and grants accuracy bonus to artillery & armour; increases range & accuracy of all HW teams; grants HW teams the Detector ability.
Artillery Depot
Artillery units production structure; accessible in majority via the Siege Korps doctrine
- Produces Heavy Mortar units
- Produces Thudd Gun units
- Produces Medusa Siege Gun units
- Self-propelled Artillery research allows production of the Bombard and of the Minotaur
- Produces Bombard self-propelled heavy howitzers
- Produces Minotaur autotracted twin Earthshaker cannon platforms
Armour bunker
Armoured vehicles production facility; accessible in majority via the Armoured Korps doctrine
- Produces Centaur Scout Light Tanks
- Produces Cyclops Demolition vehicles
- Produces Trojan Communication vehicles
- Leman Russ Chassis research allows the production of the Leman Russ Main Battle Tank and of its variants
- Produces Leman Russ MBTs
- Produces Leman Russ Exterminator variant
Produces Leman Russ Annihilator variant- Produces Leman Russ Vanquisher variant
Produces Leman Russ Executioner variantProduces Leman Russ Demolisher variant- Heavy Tank Chassis research allows the production of the Malcador Heavy Tank and of its variants
Produces Malcador Heavy Tank- Produces Malcador Defender
- Produces Malcador Annihilator
- Super Heavy Tank Chassis research allows the production of the Macharius Super Heavy Tank and of the Gorgon armoured troops carrier
- Produces the Gorgon armoured troops carrier
- Produces the Macharius super heavy tank
Trench
Obstruction Structure
- Heavy Stubber Position add-on improves the Trench with the addition of heavy stubbers to the trench line
- Autocannon Position add-on upgrades the trench heavy stubbers to twin-autocannons
Pillbox
DKoK defensive structure; replaces turrets; fitted and upgradable with various anti-infantry or anti-armour weaponry
Minefield
Defensive structure; improved potency against armour in comparison to vanilla mines; covers a larger area than vanilla minefields
Field Generator
Power production structure; can become a strongly defended point
- Power Upgrade 1 research improves the Generator Power output; first of two upgrades
- Defensive Emplacement add-on increases the Field generator hitpoints and adds Heavy Stubbers to defend it
- Power Upgrade 2 research further increases the Generator Power output; second of two upgrades
Multifuel generator
Power production structure; built on slag deposits only; produces Power at a rapid rate
Listening Post
Reinforces captured Strategic Points and Relics
- Escalate Engagement 1 & 2 researches increase the Requisition output
- LP add-on 1 & 2 strengthen the LP and add anti-infantry or anti-armour weapons
- Projects a Control Area allowing other buildings to be constructed nearby
Infantry :
Officer
Commissar
Quartermaster
Engineers
Troopers
Heavy Weapon Team: Fire Support
Heavy Weapon Team: Mortar
Heavy Weapon Team: Anti-Tank
Grenadiers
Death Riders
Infantry
Officer
DKoK primary commander unit; 0 cap, limit 1, T1
- Carries a chainsword providing a medium melee attack
- Carries a laspistol providing a weak ranged attack
- Can have a 2-man command platoon retinue (from the following:
Commissar / Enseign / Watchmaster / Trooper)- Field Promotion research allows the improvement of the Officer unit with weapon upgrades to powersword and boltpistol or plasma pistol and a 4-man command platoon retinue (from the following:
Commissar / Enseign / Watchmaster / Trooper)
Note: Quartermaster [Max 1]; nearby squad and own squad heal faster / Enseign [Max 1]; nearby squads have increased morale and fire faster
Commissar
DKoK secondary commander unit; 0 cap, limit 3, T1.5
- Carries a powersword providing a strong melee attack
- Carries a laspistol providing a weak ranged attack
- Can attach to squads; squads thusly attached to cannot lose morale
Quartermaster
DKoK tertiary commander unit; 0 cap, limit 1, T2
- Carries a chainsword providing a medium melee attack
- Carries a laspistol providing a weak ranged attack
- Medic unit: increases regen & morale rate of units he's near of
- Can be given a retinue of up to 4 servitors which can be fitted for close or ranged combat [requires: Regimental Aides]
- passive ability: once produced: each death amongst the Kriegers gives back some resource to the pool
Needs to be investigated
Engineers
Builder unit; 1 cap, limit 4, T1; squad of 4 + Watchmaster
- Armed with shotguns providing a strong but short ranged attack also good for CC; upgradable with 1 Mole Mortar
- Equipped with Gas & Krak Grenades
- Can capture points
- Can detect
Troopers squad
Light Infantry; 2 cap, T1.5; squad of 5 to 9 + Watchmaster
- Higher CC damage than vanilla IG
- High Morale
- Armed with Lasguns; upgradable with Grenade Launcher & Flamer (T1.5) and Plasmagun and Meltagun (T2)
- Equipped with Gas Grenades; can receive Krak Grenades
- Can capture points
Heavy Weapon Team: Fire Support
Light Infantry; 2 cap, T1.5; squad of 1
- Equipped with Heavy Stubber; upgrades to Heavy Bolter (T2)
- Can entrench; cannot fire if not stationary; cannot enter CC if entrenched
- Cannot capture points
- Can detect with Master Vox research (T3)
Heavy Weapon Team: Mortar
Light Infantry; 2 cap, T1.5; squad of 1
- Equipped with Mortar; effective against infantry only; negates cover
- Can entrench; cannot fire if not stationary; cannot enter CC if entrenched
- Cannot capture points
- Can detect with Master Vox research (T3)
Heavy Weapon Team: Anti-Tank
Light Infantry; 2 cap, T2; squad of 1
- Equipped with Autocannon; upgrades to Lascannon (T3)
- Can entrench; cannot fire if not stationary; cannot enter CC if entrenched
- Cannot capture points
- Can detect with Master Vox research (T3)
Grenadiers squad
Heavy Infantry; 3 cap, T2; squad of 5 to 9 + Watchmaster
- Very good CC damage
- Very high Morale
- Armed with Hellguns; upgradable with Meltagun / Heavy Stubber / Heavy Flamer (requires Special Weapons Lvl2); limited to 2
- Equipped with Gas Grenades; can receive Melta Bombs
- Can capture points
Death Riders squad
Heavy Infantry; 2 cap, T2; squad of 3 to 5 + Ridemaster
- Require Siege Korps doctrine
- Very good CC damage
- Very high Morale
- Fleet of Hoof ability allows the squad to move 50% faster but decreases accuracy by half with all weaponry
- Death Riders have the Melee Leap ability
- Armed with Laspistols and Hunting Lances
- Can decapture points
Artillery & Armour:
Heavy Mortar & Centaur tractor
Thudd Gun & Centaur tractor
Medusa Siege Gun & Trojan tractor
Bombard
Minotaur
Centaur
Cyclops
Trojan Comms vehicle
Leman Russ & variants (see post#118)
Malcador & variants (see post#118)
Gorgon troops carrier
Macharius
Artillery & Armour
Heavy Mortar & Centaur tractor
Field artillery unit; ?? cap, limit ??, T2
- Requires Siege Korps doctrine
- Knockdown
- Mainly effective against infantry
- Can use special Neurotox or Oxy-Phosphor shells (requires Special Artillery Shells research)
- Towed unit
- Does friendly fire
Thudd Gun & Centaur tractor
Field artillery unit; ?? cap, limit ??, T2
- Large area of effect; removes cover bonus; knockdown
- Medium damage to infantry; disruptive; low damage to vehicle, monster and building
- Towed unit
- Does friendly fire
Medusa Siege gun & Trojan tractor
Heavy artillery unit; ?? cap, limit ??,T2T3
- Requires Siege Korps doctrine
- Long range
- Very large area of effect; strong knockdown
- Effective against all infantry and buildings
- Towed unit
- Does friendly fire
Bombard Heavy Mortar
Self-propelled artillery unit; ?? cap, limit ??, T3
- Requires Siege Korps doctrine; Self-propelled Artillery research
- Long range; has a minimal range
- Largest area of effect, effective against all; strong knockback
- Can use special Neurotox or Oxy-Phosphor shells (requires Special Artillery Shells research)
- Medium tank
- Slow
- Does friendly fire
Minotaur
Self-propelled artillery unit; ?? cap, limit ??, T4
- Requires Siege Korps doctrine; Self-propelled Artillery & Heavy Tank Chassis researches
- Long range; no minimum range
- Very large area of effect, very effective against buildings; strong knockback
- Medium tank
- Slow
- Does friendly fire
Centaur
Light armoured carrier; 0 cap, limit 6, T2
- Light tank
- Very fast
- Armed with a pintle-mounted Heavy Stubber
- Transporter: 1 unit
Cyclops
Remote Controlled Demolition Vehicle; 0 cap, limit 10, T2
- Requires Siege Korps doctrine
- Light vehicle
- Very fast
- Quite effective against up to medium infantry & armour, against all buildings
- Medium area of effect upon detonation; knockback
Trojan Comms vehicle
Light armoured vehicle; 2 ??? cap, limit 1 ???, T2
- Light tank
- Fast
- Armed with a hull-mounted Heavy Bolter
- No transport capacity
- Uses a long range scanner to reveal veiled map areas; costly ability; long recharge time
Leman Russ
Battle Tank; ??? cap, limit ???, T2 (MBT) & T3 (variants)
- Requires Leman Russ Chassis research
Annihilator, Vanquisher &Executionervariants require Armoured Korps doctrine- Medium armour
- Armed primarily with a Battle Cannon; variants feature more exotic systems
Malcador
Heavy Tank; ??? cap, limit 2, T3
- Requires Heavy Tank Chassis research
- Comes in three variants:
Malcador (BC main weapon), ‘Defender’ (Breakthrough tank, mobile HB fortress), ‘Annihilator’ (Tank hunter, LC main weapon)- High armour
Gorgon Heavy Assault Transport
Super Heavy AC; ??? cap, limit 2, T3
- Requires Siege Korps doctrine
- Requires Super Heavy Tank Chassis research
- Slow
- High armour
- Armed with AP weapon array
- Transporter: 5 units
- Rampages
Macharius
Super Heavy tank; ??? cap, limit 2, T4
- Requires Armoured Korps doctrine
- Requires Super Heavy Tank Chassis research
- Slow
- High armour
- Armed primarily with dual Battle Cannons; upgradable with Twin Vanquisher Cannons or Twin Vulcan Megabolters

















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