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

Campaign56

Scenarios2

Deny The Ground scenario
AttackerCatachan (the demolition cell, tasked with cracking a dug-in position and denying the ground)
Defenderthe opposing gang (holding a fortified position - a bunker, a depot, a bridgehead - that Catachan means to bring down)
Deploythe defender sets up in and around a central fortified terrain piece with a set of objective points on it; Catachan deploys at the board edges, with up to half its gang hidden, and may seed trapper's snares in the approach terrain
ObjectiveCatachan wins by destroying the position (planting charges on the objectives) and denying the ground; the defender wins by holding the position intact to the end
VictoryCatachan wins if it detonates a majority of the objective points before the final round; the defender wins if it still holds a majority of them at the end
Rewardsthe attacker gains reputation for each objective destroyed and each defender caught by a seeded snare; the defender gains reputation for every charge defused or objective held
Control Tracka Catachan win pushes the Control-Track marker toward Catachan (the position is rubble, the ground denied); a successful defence holds the marker for the defender

Some ground is not taken but denied. Catachan's demolition cell is loosed against a dug-in position with orders to bring it down and leave nothing worth holding.

ATTACKER & DEFENDER Catachan is the attacker, tasked with cracking a fortified position and denying the ground. The opposing gang is the defender, holding a bunker, depot, or bridgehead that Catachan means to level.

BATTLEFIELD & CREWS Set up a central fortified terrain piece with a set of objective points on it. Both players use their full crews.

DEPLOYMENT The defender sets up in and around the central position. Catachan deploys at the board edges with up to half its gang hidden, and may seed trapper's snares in the approach terrain before the battle begins.

BRINGING IT DOWN A Catachan fighter in base contact with an objective point may spend an action to plant a charge; the point is destroyed at the start of the next round. A defender in base contact with a planted charge may spend an action to defuse it.

ENDING THE BATTLE The battle ends when a majority of the objective points are destroyed, when either side bottles out, or at the end of round six, whichever comes first.

VICTORY Catachan wins if it destroys a majority of the objective points before the final round. The defender wins if it still holds a majority of them at the end.

REWARDS The attacker gains reputation for each objective destroyed and each defender caught by a seeded snare. The defender gains reputation for every charge defused or objective held.

CONTROL TRACK A Catachan win pushes the Control-Track marker toward Catachan — the position is rubble, the ground denied. A successful defence holds the marker for the defender.

The Ambush scenario
Attackerthe opposing gang (moving through Catachan-held terrain, unaware how much of the jungle is already occupied)
DefenderCatachan (up to HALF the gang set up hidden, waiting to spring the trap)
Deploythe Catachan player sets up half the gang hidden anywhere in terrain across the board; the rest deploy at one board edge. The attacker deploys at the opposite edge and must move a target objective (a courier, a relic, a prize) across the board
ObjectiveCatachan wins by gutting the target and melting back into cover; the attacker wins by getting its objective across the board intact
VictoryCatachan wins if the attacker's objective-carrier is taken Out of Action or the attacker bottles out; the attacker wins if it moves the objective off the far board edge
Rewardsthe defender gains bonus reputation for every enemy taken Out of Action while a Catachan fighter was still hidden (the ambush that was never seen); the attacker gains reputation for reaching the far edge
Control Tracka Catachan win advances its Control-Track claim on the district by one step (the ground is theirs, unseen); an attacker breakthrough pushes the marker back toward the moving faction

This is the mission Catachan was built to fight — not a firefight but a trap, sprung on an enemy who does not yet know how much of the jungle is already occupied.

ATTACKER & DEFENDER The opposing gang is the attacker, moving through Catachan-held terrain to carry a prize across it. Catachan is the defender, up to half its gang set up hidden and waiting to spring the trap.

BATTLEFIELD & CREWS Set up a terrain-dense board. Both players use their full crews. The attacker's objective — a courier, a relic, a prize — begins with the attacking force.

DEPLOYMENT The Catachan player sets up half its gang, rounding down, as hidden markers placed anywhere in terrain more than 6" from an enemy fighter; the rest deploy at one board edge. The attacker then deploys at the opposite edge and must carry its objective across the board.

THE OBJECTIVE Catachan wins by gutting the target and melting back into cover. The attacker wins by getting its objective across the board intact.

ENDING THE BATTLE The battle ends when the attacker's objective leaves the far board edge, when either side bottles out, or at the end of round six, whichever comes first.

VICTORY Catachan wins if the attacker's objective-carrier is taken Out of Action or the attacker bottles out. The attacker wins if it moves the objective off the far board edge.

REWARDS The winner gains reputation. Catachan additionally banks bonus reputation for every enemy taken Out of Action while one of its fighters was still hidden — the ambush that was never seen.

CONTROL TRACK A Catachan win advances its Control-Track claim on the district by one step. An attacker breakthrough pushes the marker back toward the moving force.

Favours9

RollFavourPatron
2A Cold Trail. The Munitorum's ledger has no line for you this cycle, and Catachan High Command is busy elsewhere. You gain no favour — worse, a promised requisition fails to arrive. Choose one weapon or item in your Stash and set it aside: it is misrouted, and you may not field it in your next battle. The trail to supply has gone cold, and you fight the next battle on what you already carry.the Departmento Munitorum & Catachan High Command (the Imperium's logistics and the Regiment's own veteran cadre)
3Scavenged Kit. The Trackers turn up something useful in the wreckage — never new, but serviceable. Add one Common weapon or piece of wargear from your fighters' equipment lists to your Stash at no cost. It is scavenged, patched, and smells of the swamp, but it fires when you pull the trigger.the Trackers' guild & the jungle-world veterans (the death-world's own network of guides and scavengers)
4The Trackers Word. A Tracker shares what the ground told him. Before your next battle you learn the lie of the land: you may re-roll one failed roll to set up a fighter hidden, and one fighter that would not normally qualify may be set up hidden anyway. The jungle-world veterans always know the best place to wait.the Trackers' guild & the jungle-world veterans (the death-world's own network of guides and scavengers)
5Jungle Cache. The veterans lead you to a buried cache. Add one of the following to your Stash at no cost for the next battle: a camo cloak, a demolition charge, or a set of trapper's snares. The death-world keeps its gifts hidden, and the Trackers know where to dig.the Trackers' guild & the jungle-world veterans (the death-world's own network of guides and scavengers)
6Field Requisition. A field requisition comes through. You may add one weapon or item of Rare 9 or lower from your fighters' equipment lists to your Stash, with its availability roll automatically passed. The Munitorum moves slowly, but this once it moves for you.the Departmento Munitorum & Catachan High Command (the Imperium's logistics and the Regiment's own veteran cadre)
7Veterans Drawn Out. High Command releases a veteran from another posting to fight beside you. For your next battle only, you may field a single Catachan Tracker as a Hired Gun at no upkeep — a hard, hidden killer lent to the line for one engagement. When the battle ends, he melts back into the green.the Departmento Munitorum & Catachan High Command (the Imperium's logistics and the Regiment's own veteran cadre)
8Demolitions Resupply. The demolitions stores are opened to you. Restock any One-shot or Scarce demolition your fighters carry — toxic-bog charges, demolition charges, trapper's snares — returning each to full for the next battle at no cost. A Catachan gang that runs out of things to blow up is only half a gang.the Departmento Munitorum & Catachan High Command (the Imperium's logistics and the Regiment's own veteran cadre)
9The Colonels Favour. The Colonel remembers his own. You gain a significant favour: choose either to add one Rare 10 or lower weapon or item to your Stash with its availability roll passed, or to heal one lasting injury on a fighter in your gang between battles. The chain of command bends, once, in your direction.the Departmento Munitorum & Catachan High Command (the Imperium's logistics and the Regiment's own veteran cadre)
12The Full Armoury. The full armoury is thrown open — every store, every crate, no questions asked. For your next post-battle sequence you may add items from your fighters' equipment lists with no availability roll required at all, buying freely up to your credits. The Munitorum will regret this generosity; you will not.the Departmento Munitorum & Catachan High Command (the Imperium's logistics and the Regiment's own veteran cadre)

Gang Tactics36

RollTacticTiming
11Ambush. Play when a hidden friendly fighter reveals to attack this round. That fighter makes its first attack with +1 to Hit, and if it is a melee attack, +1 Strength as well — the trap sprung with full force. The enemy never saw it standing there.Any round
12Fix Bayonets. Play at the start of a friendly fighter's activation. That fighter may make a free Charge (Double) action this activation, and gains +1 Attack for any melee it makes this round. The order goes down the line and the knives come out.Any round
13From The Shadows. Play during deployment. One additional friendly fighter beyond your normal limit may be set up hidden, and one hidden fighter may be placed anywhere in terrain more than 6" from an enemy. More of the jungle is occupied than the enemy will ever know.Deployment
14Knife In The Dark. Play when a friendly fighter makes a melee attack against a target that has not yet activated this round. That attack re-rolls all failed Hits and Wounds — the blade that finds the throat before the guard is up.Any round
15Into The Green. Play when a friendly fighter is activated. It may move through difficult terrain this activation with no movement penalty, and ends its move counting as in cover if it finishes within 1" of any terrain. The green swallows it whole.Any round
16Silent Kill. Play when a hidden friendly fighter takes an enemy Out of Action with a melee attack. That fighter does not reveal and remains hidden — the kill was silent, and the killer is still not there. No enemy may react to the attack.Any round
21Trappers Instinct. Play at the start of a round. Choose a friendly Demolitions Expert or a fighter carrying trapper's snares; it may immediately seed one trap in terrain within 3", as if it had spent an action. The jungle grows another set of teeth.Start of round
22Death World Hardened. Play when a friendly fighter would suffer a Flesh Wound. It ignores that Flesh Wound this once — the pain is nothing a Catachan has not already felt from the planet that raised him.Any round
23Demolition Charge. Play when a friendly fighter throws or plants a demolition or Blast weapon. That attack increases its Blast size by one step and re-rolls the scatter or misfire — the charge set exactly where it will hurt most.Any round
24Melt Away. Play when a friendly fighter is activated within 1" of terrain. Instead of its normal action, it may move up to its Movement and set up hidden again, provided it ends more than 6" from any enemy. Gone before the shot is lined up.Any round
25Predators Patience. Play when an enemy fighter ends its activation within 3" of a hidden friendly fighter. That friendly fighter may immediately make a free melee or shooting attack against it, and remains hidden if the enemy is taken Out of Action. Patience, then the strike.Any round
26The Long Knife. Play when a friendly fighter fights with a Catachan fighting knife or devil's-claw. Its blade gains +1 Strength and the Rending trait for the round — the long knife of a Catachan veteran, honed for exactly this moment.Any round
31Sprung Trap. Play as a reaction when an enemy fighter moves within 1" of a terrain piece a friendly fighter is set up hidden behind. That hidden fighter immediately reveals and makes a free attack against the enemy, striking first — the trap you were standing in all along.Reaction
32Jungle Cover. Play when a friendly fighter is targeted by a ranged attack while within 1" of terrain. It counts as being in full cover against that attack, whatever the angle — the jungle is always thicker than it looks.Any round
33Blood Up. Play when a friendly fighter charges. It gains +1 Attack and +1 Strength for that fight — the blood is up, and a Catachan with his blood up is a hard thing to stop.Any round
34Whiteshields Nerve. Play when a friendly Whiteshield or Juve takes an enemy Out of Action, or passes a Nerve test within 3" of a Devil. Every friendly fighter within 6" of it may re-roll a failed Nerve or Cool test this round. The green ones learn fast, watching.Any round
35Camo Discipline. Play at the end of a round. Any friendly fighter that did not move this round and is within 1" of terrain may set up hidden again, wiping out the enemy's mark on it. Stand still in the green long enough and you disappear.End of round
36Devils Luck. Play when a friendly fighter fails a save or an Injury roll. Re-roll it — the Devil's own luck, the reason this Catachan walked off a world that kills everything else.Any round
41Terrain Mastery. Play at the start of a round. Until the end of the round, every friendly fighter treats all terrain as clear ground for movement and as cover for defence. The Regiment moves through the green like it was born there — because it was.Start of round
42Toxic Air. Play when a friendly fighter attacks with a Gas or toxic weapon, or a toxic-bog charge. Enemy fighters caught in the template test Toughness at -1 this once — the death-world's air was already thick before you thickened it.Any round
43First Blood. Play the first time a friendly fighter takes an enemy Out of Action this battle. Seize the initiative: you may activate one additional friendly fighter before passing priority to your opponent. First blood, and the ambush rolls on.Any round
44Snap Ambush. Play as a reaction when an enemy fighter finishes a move within line of sight of a hidden friendly fighter. That friendly fighter reveals and makes an immediate free shooting attack with +1 to Hit before the enemy can act.Reaction
45Silent Approach. Play when a friendly fighter makes a Move action. It may move up to its full Movement toward an enemy without triggering any Reaction or overwatch, and without being revealed if it is hidden. It closes the distance and no one hears.Any round
46The Hide. Play when a friendly Heavy-Weapons Team, or a fighter that did not move this round, shoots from within 1" of terrain. That shot gains +1 to Hit and ignores the target's cover — a shot from a hide the enemy never found.Any round
51Bayonet Charge. Play when two or more friendly fighters charge the same enemy this round. Each of them gains +1 Attack for that combat — the whole knife line hitting home at once, bayonets fixed.Any round
52Nerves Of The Jungle. Play when a friendly fighter must take a Nerve, Cool or Bottle test. It passes automatically — a Catachan does not rattle for anything a battlefield can show him. The jungle showed him worse before muster.Any round
53Marbos Lesson. Play when a single hidden friendly fighter more than 6" from any other friendly fighter takes an enemy Out of Action. That fighter gains +1 XP and immediately sets up hidden again. One man, one kill, gone — the lesson Marbo teaches.Any round
54Cut The Head. Play when a friendly fighter attacks an enemy Leader or Champion. That attack re-rolls all failed Hits and Wounds — Catachan hunts the officer first, and the leaderless mob it leaves behind is easy work.Any round
55Stalk. Play when a friendly fighter is activated. It may make two Move actions this activation instead of shooting or fighting, ending in cover; if it does, it may set up hidden at the end of its move. The hunter closes the range unseen, one careful step at a time.Any round
56Claymore. Play during deployment. Place two free trapper's-snare traps in terrain anywhere in your half of the board. The first enemy to move within 1" of each takes a frag hit. The approach is mined before the enemy takes a step.Deployment
61Green Hell. Play at the start of a round while you are fighting on a terrain-dense board. Every friendly fighter counts as being in cover for the whole round, wherever it stands. This is the Regiment's ground, and the green fights for it.Start of round
62No Escape. Play as a reaction when an enemy fighter attempts to Retreat or Fall Back from combat with a friendly fighter. It may not — the friendly fighter blocks the withdrawal, and the enemy fights on where it stands. There is no leaving a Catachan at knife's length.Reaction
63Veterans Eye. Play when a friendly fighter shoots. It may re-roll a failed Hit, and on a hit ignores the target's cover — the veteran's eye that has picked targets out of the green its whole life.Any round
64Ambush Reload. Play when a hidden friendly fighter reveals to shoot. After the attack, it may immediately make a free Reload (Simple) action and stay where it is — the ambush that keeps firing, ready for the next one before the smoke clears.Any round
65Hold Your Breath. Play at the start of a round. Choose up to three friendly hidden fighters; they cannot be revealed by any enemy ability or action this round, only by their own choice to attack. Hold your breath, and hold the trap.Start of round
66The Devils. Play when a friendly Leader or Champion with a devil's-claw fights. It gains +1 Attack and re-rolls all failed Wounds for the round, and every friendly fighter within 6" may re-roll a failed Nerve test. The Devils are loose, and the men fight harder for the sight of them.Any round

Alliances2

Death World Guides alliance
Whoan allied Imperial force fighting on hard terrain - the Inquisition, a Rogue Trader's expedition, another Regiment out of its depth in the green; any such faction, phase-gated
Termscampaign-level attachment pact: while it stands, Catachan seconds a Jungle Fighter or Tracker to the ally as a terrain specialist between battles, granting the ally a hidden-setup slot; Catachan gains a favour in exchange - the Regiment lent to a campaign's hardest ground, not a fixed pairing

Catachan does not so much ally as get lent out. Its deadliest export is knowledge of the ground, and a hard-pressed Imperial force — an Inquisitorial retinue, a Rogue Trader's expedition, another Regiment out of its depth in the green — will pay in favours to borrow it. While the pact stands, Catachan seconds a Jungle Fighter or a Tracker to the ally between battles as a terrain specialist, granting that force one hidden-setup slot of its own; in return the Regiment banks a favour to call on later. The two observe map-level non-aggression while it holds. It is a specialist attachment lent to a campaign's hardest ground, phase-gated and never a fixed pairing — the jungle-fighters go where the terrain is worst, and leave when the work is done.

The Trappers Bargain alliance
Whoa scavenger-baron or Rogue Trader factor who wants a stretch of death-world cleared - a xenos nest burned out, a ruin made safe, a trap-line pulled; any such faction, phase-gated
Termsreciprocal pact: Catachan clears and holds a contested piece of ground for the factor, and in return draws on his black-market supply - exotic demolitions, restocked charges, a bought skill; while the bargain holds, the gang may buy one flagged signature item at a fixed campaign rate the factor sets, and the factor takes the cleared territory's yield

Some deals are struck over a cleared trap-line rather than a treaty. A scavenger-baron or Rogue Trader factor who needs a stretch of death-world made safe — a xenos nest burned out, a ruin swept, a trap-line pulled — will bargain with Catachan, who can do the work no one else survives. While the bargain holds, the two observe map-level non-aggression: the Regiment clears and holds a contested piece of ground for the factor, and in return may draw on his black-market stores, adding one of its flagged signature items to its gang at the fixed campaign rate he sets. The factor keeps the yield of the cleared territory. It is phase-gated and conditional, and it lasts exactly as long as both sides still need it.

Legendary Names3

The Catachan Devil Catachan Captain / Catachan Sergeant / Jungle Fighter

XP cost (random): 6

XP cost (chosen): 12

The Catachan Devil is the killer no one saw — a Captain, Sergeant, or Jungle Fighter whose name the enemy learns only after the bodies are found. Its fighting knife and devil's-claw re-roll all failed Hits and Wounds, and once per battle it may reveal from hidden to make a full melee attack action for free, a blur of blade before anyone registers the movement.

But the Devil fights from the dark or not at all. It must always be among the first half of the gang set up hidden, and may never begin a battle deployed in the open — take away its concealment and you take away the fighter.

The Fortress Cracker Demolitions Expert

XP cost (random): 6

XP cost (chosen): 12

The Fortress-Cracker is the sapper who brings a stronghold down from the inside — a named Demolitions Expert whose charges have opened walls the artillery could not. Its demolition and Blast weapons strike at +1 Strength and +1 Damage against terrain and structures, and once per battle it may plant a charge that detonates for automatic effect at the start of its next activation.

But it is a craftsman who must ply his craft. It must expend a One-shot or Scarce demolition every battle it is fielded, or it earns no experience from that fight — a sapper who blows nothing up is a sapper wasted.

The Tracker Who Never Lost A Man Catachan Sergeant / Jungle Fighter

XP cost (random): 6

XP cost (chosen): 12

The Tracker Who Never Lost a Man is the guide the whole gang trusts to bring it home unseen — a Sergeant or Jungle Fighter who knows every hide on the board before the first shot. While it is on the field, friendly fighters within 6" may set up hidden even without Jungle Stalker or a camo cloak, and re-roll a failed roll to remain hidden.

But its own kill always comes second to the gang's concealment. It may never voluntarily reveal itself while any friendly fighter remains hidden, and cannot break cover first — the guide holds the whole force unseen before he takes his own shot.

Sub-Plots2

Own The Ground sub-plot

Reward: The Regiment owns the ground: for the rest of the campaign, on that board (or any board sharing its terrain type), the gang may set up up to TWO-THIRDS of its fighters hidden instead of half. This sub-plot can be claimed once per campaign, tied to one district.

Own the Ground triggers once your gang has fought three separate campaign battles on the same terrain-dense board or district, learning its every hide and approach. When it does, the Regiment owns the ground: for the rest of the campaign, on that board — or any board sharing its terrain type — you may set up up to two-thirds of your fighters hidden instead of half. This sub-plot is claimed once per campaign, tied to a single district. Fight the same green long enough and it stops being terrain and starts being yours.

The Silent Tally sub-plot

Reward: The Regiment's reputation for vanishing becomes legend: once per battle for the rest of the campaign, a friendly hidden fighter that is about to be revealed by an enemy ability may instead remain hidden. This sub-plot can be claimed only once per campaign.

The Silent Tally triggers once your gang has won three separate campaign battles without losing a single hidden fighter — no fighter that began or became hidden taken Out of Action across those fights. When it does, the Regiment's reputation for vanishing becomes legend: once per battle for the rest of the campaign, a friendly hidden fighter about to be revealed by an enemy ability may instead remain hidden. This sub-plot is claimed only once per campaign. The enemy stops believing the ground is ever empty — and he is right to.

Terrain2

Jungle Sprawl terrain

The Jungle Sprawl is a dense tangle of death-world growth — the terrain-heavy board a Catachan gang treats as home ground. Every terrain piece in the Sprawl counts as eligible cover for hidden setup, so a Catachan fighter may set up hidden behind or within any of it, and all of it is difficult terrain the Regiment moves through freely, ignoring the movement penalty. A gang that controls the Sprawl as a territory may add one extra piece of jungle terrain to the board in any battle it defends there — the green closing a little tighter each time.

Trappers Range terrain

The Trapper's Range is a stretch of death-world the Regiment has trapped, cached, and mapped — a territory that yields guides and demolitions rather than credits. Controlling the Range grants, once per campaign cycle, one of: a free Catachan Tracker hire for the next battle, or a free demolition or toxic-bog charge added to the gang's stores. The Range also lets the gang re-roll one Rare Trade availability roll each post-battle sequence, turning up the death-world's hidden bounty for those who know where to look.