MACROMUNDA
Allegiance
Imperial Guard Cadian
Codex / Campaign
Codex · Imperial Guard

Campaign56

Scenarios2

Combined Assault scenario
AttackerCadia (a combined-arms push to take a contested strongpoint)
Defenderthe opposing gang (holding a fortified strongpoint the Regiment means to take)
DeployCadia deploys massed at one board edge with its Sentinel/armour on a flank; the defender deploys in and around a central fortified strongpoint
ObjectiveCadia wins by taking and holding the strongpoint; the defender wins by holding it to the end
VictoryCadia wins if it controls the strongpoint at the end of the game; the defender wins by denying it or breaking the assault
RewardsCadia gains reputation and a free special/heavy weapon requisition for a successful assault; the defender gains reputation for holding
Control Tracka Cadian win advances its Control-Track claim on the strongpoint; a defender win holds the marker where it stands

ATTACKER & DEFENDER

Cadia is the attacker, mounting a combined-arms push to take a contested strongpoint. The opposing gang is the defender, holding the fortified position the Regiment means to seize.

BATTLEFIELD

A central fortified strongpoint — a bunker, ruin or emplacement — ringed by open approaches and scattered cover.

DEPLOYMENT

Cadia deploys massed at one board edge, its Sentinel or armour set on a flank to sweep the approach. The defender deploys in and around the central strongpoint.

THE COMBINED ASSAULT

Cadia's strength is its layered arms — heavy weapons suppressing while the infantry advance and the armour turns the flank. The attacker that commits every arm together presses the strongpoint hardest.

ENDING THE BATTLE

The battle ends when Cadia holds the strongpoint uncontested, or when the assault is broken and driven off.

VICTORY

Cadia wins if it controls the strongpoint at the end of the game. The defender wins by holding it to the end, or by breaking the assault.

REWARDS

Cadia gains reputation and a free special or heavy weapon requisition for a successful assault. The defender gains reputation for holding the ground.

THE CONTROL TRACK

A Cadian win advances its Control-Track claim on the strongpoint. A defender win holds the marker where it stands.

Hold The Line scenario
Attackerthe opposing gang (assaulting a Cadian-held position in escalating waves)
DefenderCadia (dug in behind an Aegis line, holding the ground and issuing the RIGHT Order each round)
DeployCadia deploys in and behind prepared cover (an Aegis line / barricades) around a central objective; the attacker deploys at the board edges and arrives in escalating waves
ObjectiveCadia wins by holding the central objective and not breaking; the attacker wins by taking the objective or routing the defenders
VictoryCadia wins if it still controls the objective with an unbroken gang at the end of the final wave; the attacker wins by holding the objective at any point, or by driving every Cadian fighter off it
Rewardsthe defender gains bonus reputation for a clean hold (no fighter fled); the attacker gains reputation for each wave that breached the line
Control Tracka Cadian hold advances its Control-Track claim on the district by one step (the line held, the world stays Imperial); an attacker win pushes the marker back toward the assaulting faction

ATTACKER & DEFENDER

Cadia is the defender, dug in behind an Aegis line and holding the ground. The opposing gang is the attacker, assaulting the position in escalating waves.

BATTLEFIELD

A central objective set in prepared cover — an Aegis line, barricades and firing positions the Cadians have raised around it — with open ground on every side.

DEPLOYMENT

The defender sets up in and behind the prepared cover around the central objective. The attacker deploys nothing at the start; its fighters arrive from the board edges in escalating waves, more entering play each round.

THE WAVES

The attacker brings a portion of its gang onto the board each round, the assault building until the whole force is committed. The defender must hold through every wave.

ENDING THE BATTLE

The battle ends when the final wave has been resolved and one side controls the objective, or when every defender has been driven off it.

VICTORY

Cadia wins if it still controls the objective with an unbroken gang at the end of the final wave. The attacker wins by holding the objective at any point, or by driving every Cadian fighter off it.

REWARDS

The defender gains bonus reputation for a clean hold in which no fighter fled. The attacker gains reputation for each wave that breached the line.

THE CONTROL TRACK

A Cadian hold advances the Regiment's claim on the district by one step — the line held, the world stays Imperial. An attacker win pushes the marker back toward the assaulting faction.

Favours9

RollFavourPatron
4A Cold Shoulder. The Munitorum's clerks are unmoved. You gain nothing this time — no credits, no materiel — and the requisition-writ is stamped, filed, and forgotten. High Command expects the Regiment to make do, as it always has.the Departmento Munitorum & Cadian High Command (the Imperium's logistics and the Regiment's own officer corps)
5Standard Issue. The quartermaster grants the bare minimum. You may draw a single common weapon or one suit of flak armour from Munitorum stores at no cost — standard issue, and nothing more.the Departmento Munitorum & Cadian High Command (the Imperium's logistics and the Regiment's own officer corps)
6Field Requisition. A field requisition clears the desk. Until your next muster you may purchase one Rare item as though it were Common availability — the supply lines briefly favour the Regiment.the Departmento Munitorum & Cadian High Command (the Imperium's logistics and the Regiment's own officer corps)
7A Word From The Commissar. A word from High Command sets the line in order. One friendly fighter carrying a lasting injury heals it, or one fighter In Recovery returns to active duty at once — discipline and care restoring the ranks.the Departmento Munitorum & Cadian High Command (the Imperium's logistics and the Regiment's own officer corps)
8Munitorum Largesse. The Munitorum opens its stores. You gain a modest sum of credits to spend at this muster and may requisition one special or heavy weapon at reduced availability — the logistics of the Imperium turning your way.the Departmento Munitorum & Cadian High Command (the Imperium's logistics and the Regiment's own officer corps)
9Veterans Drawn Out. Old hands answer the call. You may recruit a Veteran Guardsman into the gang at once, or promote one standing Guardsman to Veteran, drawing on the Regiment's reserve of seasoned troops.the Departmento Munitorum & Cadian High Command (the Imperium's logistics and the Regiment's own officer corps)
10A Heros Welcome. Word of the Regiment's deeds reaches High Command. One friendly fighter gains a bonus advancement's worth of experience and the gang gains reputation — a hero's welcome, and the standing that comes with it.the Departmento Munitorum & Cadian High Command (the Imperium's logistics and the Regiment's own officer corps)
11The Full Armoury. The full armoury is thrown open. You may requisition any two items from the shared Astra Militarum pool this muster at Common availability, whatever their usual rarity — the Regiment resupplied in full.the Departmento Munitorum & Cadian High Command (the Imperium's logistics and the Regiment's own officer corps)
12The Lord Solars Eye. The Lord Solar himself takes note of the Regiment. Once in the coming battle a single friendly officer may issue an army-wide Order to every friendly fighter at once, and the gang gains substantial reputation — the eye of high command upon it.the Departmento Munitorum & Cadian High Command (the Imperium's logistics and the Regiment's own officer corps)

Gang Tactics36

RollTacticTiming
11First Rank Fire. Play this card in any round. Choose a friendly fighter armed with a basic or las weapon. Until the end of the round its weapon fires one extra shot, whether or not it already has the Rapid Fire trait — the massed volley loosed on your word.Any round
12Take Aim. Play this card in any round on a friendly fighter that is about to shoot. It re-rolls failed Hits and ignores cover with that attack — one marked shot, coldly placed.Any round
13Move Move Move. Play this card in any round. A friendly fighter immediately makes a free Move, double-timing across the open to close the ground or reach an objective.Any round
14Get Back In The Fight. Play this card in any round on a friendly fighter that is Pinned or Broken. It immediately recovers and may act as normal this round — hauled back into the firing line by a shouted command.Any round
15Bring It Down. Play this card in any round on a friendly fighter attacking a Brute, vehicle or other large target. Its next attack gains +1 Damage and improved AP — the whole line's fire concentrated on one hard mark.Any round
16Fix Bayonets. Play this card in any round. A friendly fighter makes an immediate free charge, or gains +1 Attack in melee this round — cold steel driven into the foe.Any round
21Cadia Stands. Play this card in any round on a friendly fighter standing on an objective or in cover. Until your next turn it auto-passes Nerve tests and cannot be forced to move by any enemy effect — Cadia does not yield the ground.Any round
22Combined Assault. Play this card in any round. Choose two friendly fighters within 3" of one another; both re-roll failed Hits against a single target they each attack this round — separate arms, one kill.Any round
23Hold The Line. Play this card in any round on a stationary friendly fighter. Until the start of your next turn it counts as being in full cover and auto-passes its first Nerve test — dug in and immovable.Any round
24Aegis Position. Play this card in any round on a friendly fighter in base contact with cover or a barricade. Until your next turn it gains +1 to its cover save and cannot be Pinned by ranged fire — the firing position holds.Any round
25Layered Fire. Play this card in any round. Up to three friendly fighters that shoot the same target this round each gain +1 to Hit against it — the layered combined-arms fire falling in sequence.Any round
26Field Promotion. Play this card the moment a friendly officer goes Out of Action. Choose a friendly Champion or Ganger within 6"; until the end of the battle it gains the Voice of Command and may issue one Order a round — the chain of command unbroken.When a leader/officer goes Out of Action
31Disciplined Volley. Play this card in any round. Every friendly fighter that Aims this round and then shoots re-rolls a single failed Hit — the drilled volley, every rifle firing as one.Any round
32Steady Aim. Play this card in any round on a friendly fighter with a heavy or special weapon. It ignores the Unwieldy trait and the move-and-fire penalty for its next shot — the veteran's steady hands.Any round
33Command Net. Play this card in any round. Until the end of the round, friendly officers issue Orders at unlimited range across the board and need no line of sight — the Cadian command-net at full stretch.Any round
34The Whole Menu. Play this card in any round on a friendly officer. It may issue one additional Order this round, drawn from any part of the menu — the combined-arms doctrine spent to the full.Any round
35Dig Deeper. Play this card in any round on a stationary friendly fighter. It goes to ground: until it moves it counts as being in full cover and gains +1 Toughness against Blast weapons — deeper into the earth.Any round
36No Retreat. Play this card in any round. Until the start of your next turn, no friendly fighter may be made to Retreat or fall back by any effect, and each passes Nerve tests to remain in melee — not one step back.Any round
41Concentrated Barrage. Play this card in any round. Choose an enemy fighter; every friendly fighter that shoots it this round gains +1 to wound against it — the barrage concentrated on a single point.Any round
42Crossfire. Play this card in any round on an enemy fighter that two or more friendly fighters can see from different directions. It claims no cover save against their fire this round — caught in the crossfire.Any round
43Covering Fire. Play this card in any round. A friendly fighter shoots as an interrupt at an enemy that has just moved into the open; if it Hits, that enemy is Pinned — fire that pins the foe in place.Any round
44Rally Point. Play this card in any round. Every Broken or Pinned friendly fighter within 6" of a friendly officer immediately Rallies and stands — the men reforming on their sergeant.Any round
45Iron Discipline. Play this card in any round. Until the start of your next turn, friendly fighters within 6" of a Commissar or officer auto-pass all Nerve and Cool tests — discipline holding the whole line.Any round
46Marked Target. Play this card in any round after a friendly fighter Aims. Mark an enemy target; friendly fighters shooting it this round add -1 AP to their attacks — the focused fire of a called target.Any round
51Suppressing Fire. Play this card in any round on a friendly fighter that shoots but does not wound. The target and every enemy within 2" of it are Pinned — heavy fire that keeps the enemy's heads down.Any round
52Fire And Advance. Play this card in any round. A friendly fighter may shoot and then make a free 3" Move, or move and then shoot without the move-and-fire penalty — fire and manoeuvre in one breath.Any round
53The Gate Holds. Play this card in any round. Choose a friendly fighter holding an objective; until your next turn it may not be moved from it, gains +1 to its save, and auto-passes Nerve — the gate does not fall while it stands.Any round
54Counter Charge. Play this card when a friendly fighter is charged. It makes its Reaction attacks with +1 Attack and gains Parry — the line meeting the assault head-on rather than receiving it.When charged
55Flanking Sentinel. Play this card in any round on a friendly Brute or vehicle. It makes a free Move up to its full distance and then shoots — the scout walker swinging onto the enemy flank.Any round
56Armoured Spearhead. Play this card in any round on a friendly Brute, vehicle or Ogryn. Until your next turn it gains +1 Toughness and cannot be Pinned — the armoured tip of the advance grinding forward.Any round
61Last Stand. Play this card when your gang has fewer standing fighters than the enemy. Until the end of the battle, all friendly fighters gain +1 Attack and auto-pass Bottle tests — the men who will not be the ones to break.When outnumbered on the board
62For Cadia. Play this card once per battle. Until the start of your next turn, every friendly fighter re-rolls failed Hits and Nerve tests — the Regiment's war-cry answered along the whole line.Once per battle
63Precision Strike. Play this card in any round on a friendly fighter with a special or sniper weapon. Its next attack ignores cover and gains +1 to wound — one exact, deliberate shot.Any round
64Entrench. Play this card at the start of the battle, before the first round. Up to three friendly fighters begin the game as though in full cover wherever they deploy, having dug in overnight — prepared positions across the line.Start of battle
65Wall Of Steel. Play this card when a friendly fighter is charged. Until the end of the round, it and all friendly fighters within 3" gain Parry and +1 to their save in melee — a locked wall of bayonets.When charged
66The Emperor Protects. Play this card once per battle on a friendly fighter about to suffer an Out of Action result. Roll a D6; on a 4 or higher it is Seriously Injured instead — the Emperor's hand turning the killing blow aside.Once per battle

Alliances2

The Broken World Feud alliance
Whothe faction that took a Cadian world — a Chaos, xenos or traitor gang that holds ground Cadia once held (any such gang; the Regiment's natural nemesis)
Termscampaign-level feud: while the feud stands, Cadia gains bonus reputation for a win against the enemy but the enemy's presence on the world is a running penalty until one side is driven off — the grudge of a world that fell

Cadia's oldest grudge is against whoever took one of its worlds. Any Chaos warband, xenos host or traitor gang that holds ground Cadia once held becomes the Regiment's natural nemesis — a broken-world feud carried at the campaign level. While the feud stands, Cadia gains bonus reputation for a victory against that enemy, but the enemy's continued presence on the world is a running penalty on the Regiment until one side is driven off for good. It is the grudge of soldiers who watched a world fall and mean to take it back: no truce, no forgetting, only the long work of reclamation.

The Manpower Reservoir alliance
Whoan allied Imperial force that requisitions Cadian troops — the Inquisition (drawing Veteran Guardsmen + Tempestus Scions) or a Genestealer Cult's mortal wing (drawing the Brood-Brother rank-and-file); any such faction, phase-gated
Termscampaign-level requisition pact: while it stands, Cadia may second a Veteran Guardsman or rank-and-file body to the ally between battles for a reputation return; the ally may field that unit as its own, and Cadia gains a favour in exchange — the Regiment seconded to a campaign, not a fixed pairing

Cadia is the manpower reservoir of the Imperium, and it allies by requisition rather than by oath. An allied Imperial force — the Inquisition drawing Veteran Guardsmen and Tempestus Scions, or a Genestealer Cult's mortal wing drawing the Brood-Brother rank-and-file — may call on Cadian troops through a phase-gated pact. While it stands, Cadia may second a Veteran Guardsman or a rank-and-file body to the ally between battles for a reputation return; the ally fields that unit as its own, and Cadia gains a favour in exchange. It is the Regiment seconded to a campaign, not a fixed friendship — line troops lent where the Imperium needs them, and recalled when it does not.

Legendary Names3

The Hero Of The Gate Company Commander / High-Command Leader

XP cost (random): 6

XP cost (chosen): 12

The Hero of the Gate is a named commander of a named company — the officer who stood in the breach when a world's defence turned on a single position, and held it. While this commander is on the field, friendly fighters within 6" auto-pass Nerve tests, and once per battle it may issue an Order to a subordinate anywhere on the board, its voice carrying past every limit of range. But the man who held the Gate cannot bring himself to give ground: this commander may never voluntarily leave a held objective or fighting position while an enemy is on the board, and cannot make a Retreat action while any friendly fighter is engaged. He holds to the end, because holding is the only thing he knows. The title is earned at a cost of experience, or chosen for a greater price.

The Master Gunner Heavy-Weapons Team / Veteran Guardsman

XP cost (random): 5

XP cost (chosen): 10

The Master Gunner is a named gunner — the soldier who cracked the enemy's armour when nothing else could, and whose name the crews now speak alongside the weapon. This fighter's heavy or special weapon re-rolls a single failed Hit each round and never counts as Unwieldy, laid and fired with a veteran's certainty. But the gun is the whole of him: rooted to it, this fighter may not benefit from a Move! Move! Move! Order and may not make a run action, fighting from wherever it first sets up and shifting only at a walk. The title is earned at a cost of experience, or chosen for a greater price.

The Unbroken Sergeant Lieutenant / Sergeant

XP cost (random): 5

XP cost (chosen): 10

The Unbroken Sergeant is a named line-officer — the NCO the men will not break in front of, whose steadiness has become a byword in the Regiment. This fighter and friendly non-officers within 6" of it re-roll failed Nerve and Cool tests, held in the fight by nothing more than his presence. But he does not know how to fall back: this fighter must always move toward the nearest enemy or the objective, never away, and can never be the first friendly fighter to Retreat in a round. He goes forward because going back is not in him. The title is earned at a cost of experience, or chosen for a greater price.

Sub-Plots2

Cadia Stands sub-plot

Reward: The Regiment's discipline becomes legend: once per post-battle sequence for the rest of the campaign, the gang may auto-pass a single Bottle test. This sub-plot can be claimed only once per campaign.

Cadia stands, and the Regiment's discipline passes into legend. Hold your ground: end three separate campaign battles unbroken, with no fighter fleeing the field at any point in any of them, and the story of the line that would not run becomes part of your gang's name. For the rest of the campaign, once per post-battle sequence you may auto-pass a single Bottle test — the men fight on because they have already proven they will. This sub-plot can be claimed only once.

The Officer Corps Deepens sub-plot

Reward: The chain of command is proven unbreakable: the gang may permanently field one additional Lieutenant/Sergeant slot above its normal ratio for the rest of the campaign. Claimable once per campaign.

The chain of command is tested and proves unbreakable. Lose your Company Commander, field-promote a Champion to the Voice of Command in his place, and then win the following battle with that promoted officer still standing — and the Regiment learns that its command depends on no one man. For the rest of the campaign you may permanently field one additional Lieutenant or Sergeant slot above your normal ratio, the officer corps grown deeper for having survived its own decapitation. This sub-plot can be claimed only once.

Terrain2

Aegis Defence Line terrain

The Aegis Defence Line is a length of prefabricated Imperial barricade — the dug-in firing position a Cadian line forms up behind, hauled into place and bolted down before the enemy comes. A fighter in base contact with or directly behind the line gains +1 to its cover save while it remains stationary, and counts as being in partial cover even against attacks that would otherwise ignore it. A Company Commander behind the line extends his command range by 3", the position steadying his whole net. A gang that controls the Aegis line as a territory may deploy it for free in one hold-the-line scenario each campaign.

Munitorum Depot terrain

The Munitorum Depot is a fortified supply cache — arms, ammunition, and the requisition-writs that keep a Regiment fed, walled in against raiders. A gang that controls the Depot as a territory draws a modest, capped sum of credits at each muster in the post-battle sequence, and once per campaign may requisition a single free special or heavy weapon from its stores. The income is drawn once at muster and does not compound; the Depot feeds the line steadily, not richly.