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

Composition4

Identity2

Catachan is the jungle that kills the unready, given rank and a fighting knife. Bred on the deadliest death world in the Imperium, its soldiers do not hold a line — they own the ground, deploying unseen and striking from cover before the enemy knows a battle has begun. Where Cadia plants its feet behind a massed gunline and the Tempestus fall from the sky, Catachan vanishes into the terrain, waits with a predator's patience, and springs the trap at knife's length.

Half the Regiment can set up hidden across the field, and its officers spend their commands not on volleys but on the close assault — barking "Fix Bayonets!" and loosing the "Ambush!" Order that reveals a hidden killer mid-strike. The Catachan fighting knife re-rolls its kill against soft targets; demolitions crack a dug-in foe from the inside; heavy weapons fire from a hide the enemy never scouted. These are the hardest men in the Imperium, and their armour is the terrain and the camo cloak, not a mark of plate. By the time the foe meets the part of the Regiment he can see, the rest of it is already behind him. It does not fight for the ground — it was already standing on it when he arrived.

The Imperial Guard are the Emperor's hammer of mortal men — the vast, uncounted soldiery that holds His galaxy one world at a time, not through any single warrior's might but through sheer disciplined mass. Every other faction fields fighters who are individually more than a man; the Guard field men, and win the only way men can. Their soldiers are the most expendable on any battlefield and the most numerous, a firing line of lasguns where rivals bring a handful of champions.

What makes that mass lethal is command. An officer does not win by fighting — he wins by making a hundred rifles fire as one, spending his own breath on Orders that turn scattered squads into a machine. Discipline holds the line together: the Commissar's pistol and the Priest's fury keep mortal men standing where terror should scatter them. Their durability is never a tough hide but numbers, cover, and the certainty that another rank waits behind the dead. Kill the officers and the machine falls apart — the whole strength of the Guard is a chain of command made of men who can be shot down like any other.

Gang Composition2

Credits1500
Leaders1
Champions4
Build Rules
  • Starting credits: 1500 (converter-wide default); no per-fighter tithe — Voice of Command costs activations, not credits
  • Exactly 1 Leader (Catachan Captain, the front-line knife-master 'Devil')
  • 0-2 Catachan Sergeants; 0-1 Commissar (leaned on least); 0-1 Demolitions Expert; 0-1 Medic
  • Catachan Jungle Fighters the bulk (the knife line); Whiteshields cheap; 0-2 Special/Heavy-Weapons
  • 0-1 Brute (Ogryn / Sentinel scout); Sentinel is the only walker (armour is Cadia's)
  • Backbone: Jungle Fighters + Whiteshields (Gangers + Juves) >= Leaders + Champions
  • Catachan delta - 'Born of the Jungle': up to HALF the gang may set up hidden; the fighting knife re-rolls a failed Wound vs T<=3; the Order-lean is 'Ambush!' + 'Fix Bayonets!'; swaps its 6th skill Steady Hands for Jungle Stalker

A Catachan gang musters on 1500 credits, with no per-fighter tithe — the Voice of Command is paid in activations, not coin. It fields exactly one Leader, the Catachan Captain, the front-line knife-master the Regiment calls a "Devil". Alongside stand up to four Champions, drawn from the Catachan Sergeants (no more than two), a lone Commissar the Regiment leans on least of any in the Imperium, a Demolitions Expert, and a Medic.

Catachan Jungle Fighters form the bulk of the line, the knife-armed veterans who carry the fight; cheap Whiteshields fill it out, and up to two Special- or Heavy-Weapons crews lend it reach. A single Brute — an Ogryn or a Sentinel scout, the Regiment's only walker — may anchor the force. Throughout, the backbone rule holds: Jungle Fighters and Whiteshields together must number at least as many as the Leaders and Champions combined. The whole gang fights under Born of the Jungle — up to half of it deploys hidden, its fighting knives re-roll the kill against soft targets, and its Orders lean into "Ambush!" and "Fix Bayonets!" over the massed volley.

Credits1500
Leaders1
Champions4
Build Rules
  • Starting credits: 1500 (converter-wide default); no per-fighter tithe — Voice of Command costs no credits, its cost lives in officer body-prices
  • Exactly 1 Leader (Company Commander; the High-Command Leader is the mounted apex of that single slot, not a second Leader)
  • 0-2 Lieutenants/Sergeants (Champions) · 0-1 Commissar · 0-1 Ministorum Priest · 0-1 each specialist (Medic/Master-Vox/Enginseer)
  • Guardsmen the bulk; Conscripts cheap and plentiful; Gangers+Juves >= Leaders+Champions (the most body-heavy faction on the ladder)
  • 0-2 Heavy-Weapons Teams · 0-1 Brute (Ogryn/Sentinel) · 0-1 super/super-heavy Brute (Leman Russ / Rogal Dorn / Baneblade — fortune-gatekeeper priced)
  • Champion / specialist / Heavy-Weapons / Brute slots unlock with Reputation
  • No spend-currency: Voice of Command is a passive action-economy, never a bankable pool

A starting Guard muster begins with 1500 credits and a single Leader — the Company Commander, whose mounted High-Command variant fills that same one slot rather than adding a second. Around him the controlling player may field up to two Lieutenants or Sergeants, a lone Commissar, a Ministorum Priest, and one each of the specialist Champions. The bulk of the muster is Guardsmen, thickened out with plentiful Conscripts, and the faction skews this harder than any other: rank-and-file Gangers and Juves always outnumber the officers above them, making this the most body-heavy force on the field. Up to two Heavy-Weapons Teams, a single Brute, and one super or super-heavy Brute round out the force. Champion, specialist, Heavy-Weapons and Brute slots open up as the muster's Reputation grows. Voice of Command draws on no pool and costs no credits — a led mob is an army, and a leaderless one is only a mob.