MACROMUNDA
Allegiance
Imperial Guard Death Korps Of Krieg
Codex / Campaign
Codex · Imperial Guard

Campaign56

Scenarios2

Hold The Crater scenario
Attackerthe opposing gang (assaulting a Krieg-held siege line, trying to force the penitents off ground they will not leave)
DefenderKrieg (dug into a fortified trench-line with entrenching tools and a Mortar Team, holding to the last)
DeployKrieg deploys inside a fortified trench/crater zone in the centre, digging cover markers before the battle; the attacker deploys along one board edge and must take the position
Objectivethe attacker wins by clearing the Krieg from the crater; Krieg wins by still holding it when the battle ends, whatever the cost
VictoryKrieg wins if at least one Krieg fighter remains in the crater zone at the end (it never Bottles, so it plays to the last man); the attacker wins only by taking every Krieg fighter in the zone Out of Action
RewardsKrieg gains reputation for each full round it holds the crater below half strength; the attacker gains reputation scaled to how quickly it clears the position
Control Tracka Krieg hold locks its Control-Track claim on the district (the line that could not be shifted); an attacker clearance seizes the marker outright

ATTACKER & DEFENDER The defender is a Death Korps gang, dug into a fortified trench-line and holding to the last. The attacker is the opposing gang, assaulting a position the penitents will not leave.

BATTLEFIELD A fortified trench and crater zone dominates the centre of the board, ringed by the open ground the attacker must cross.

DEPLOYMENT The Krieg gang deploys inside the crater zone and, before the battle begins, digs in — placing cover markers throughout the fortified ground. The attacker then deploys along one board edge and must take the position.

OBJECTIVE The attacker seeks to clear every Krieg fighter from the crater. The Krieg gang seeks to still hold it when the battle ends, whatever the cost.

ENDING THE BATTLE The battle ends when no Krieg fighter remains in the crater zone, or when the attacker withdraws. The Krieg gang never Bottles and plays to the last man.

VICTORY The Krieg gang wins if at least one of its fighters remains in the crater zone at the end. The attacker wins only by taking every Krieg fighter in the zone Out of Action.

REWARDS The Krieg gang gains reputation for each full round it holds the crater while below half strength. The attacker gains reputation scaled to how quickly it clears the position.

THE SIEGE A Krieg hold locks its claim on the district's control track — the line that could not be shifted. An attacker clearance seizes the marker outright.

The Grinding Advance scenario
AttackerKrieg (walking forward in lockstep under a creeping mortar barrage, into the enemy's guns)
Defenderthe opposing gang (dug in across a fortified line, trying to break the advance before it arrives)
Deploythe defender sets up anywhere in its half of the board, in and behind cover; Krieg deploys along its own board edge in a single lockstep line. Objectives sit along the defender's line and at its rear
ObjectiveKrieg wins by walking the line into contact and taking the fortified ground; the defender wins by breaking the advance or bleeding it dry before it crosses
VictoryKrieg wins if it holds more objectives on the defender's half at the end than the defender does, OR takes the rearmost objective; the defender wins if Krieg fails to reach the line, or the defender holds all objectives when the battle ends
RewardsKrieg gains bonus reputation for each objective taken while still below half strength (the advance that did not stop); the defender gains reputation for every Krieg fighter taken Out of Action beyond half the gang
Control Tracka Krieg win advances its Control-Track claim on the district by one step (the ground taken by bodies); a defender hold pushes the marker back toward the defending faction

ATTACKER & DEFENDER The attacker is a Death Korps gang, walking forward in lockstep beneath a creeping mortar barrage. The defender is the opposing gang, dug in across a fortified line and trying to break the advance before it arrives.

BATTLEFIELD A fortified defensive line runs across the defender's half of the board, with objectives set along it and at its rear.

DEPLOYMENT The defender sets up anywhere in its own half, in and behind cover. The Krieg gang deploys along its own board edge in a single lockstep line.

OBJECTIVE The Krieg gang seeks to walk the line into contact and take the fortified ground. The defender seeks to break the advance or bleed it dry before it crosses.

ENDING THE BATTLE The battle ends when the Krieg gang holds the defender's line, when its last fighter is taken Out of Action, or when the defender is broken. The Krieg gang makes no Bottle checks.

VICTORY The Krieg gang wins if it holds more objectives in the defender's half than the defender does at the end, or if it takes the rearmost objective. The defender wins if the Krieg gang fails to reach the line, or if the defender still holds every objective when the battle ends.

REWARDS The Krieg gang gains bonus reputation for each objective taken while below half strength — the advance that did not stop. The defender gains reputation for every Krieg fighter taken Out of Action beyond half the gang.

THE SIEGE A Krieg win advances its claim on the district by one step on the control track — ground taken by bodies. A defender hold pushes the marker back toward the defending faction.

Favours9

RollFavourPatron
2Standard Issue. Standard Issue. The siege-train answers grudgingly. For the coming battle your spent grenades and ammunition are replenished to full, and nothing more. The Korps is expected to make do with what it is given.the Munitorum siege-train & the Death Korps high command (the war machine that keeps the endless levy fed and reissued)
3Fresh Levy. Fresh Levy. A draft is released from the endless levy. You may add one Krieg Conscript to your gang for the coming battle at no cost. It returns to the levy when the battle ends.the Munitorum siege-train & the Death Korps high command (the war machine that keeps the endless levy fed and reissued)
4Shell Resupply. Shell Resupply. The barrage is kept fed. For the coming battle, one friendly Mortar or Heavy Team may re-roll its first failed Ammo check, its ready racks fully stocked from the siege-train.the Munitorum siege-train & the Death Korps high command (the war machine that keeps the endless levy fed and reissued)
5Field Requisition. Field Requisition. The stores are opened to you for one draw. You may requisition a single item of common equipment — a weapon, a grenade or a piece of gear from the Korps list — and add it to one fighter for the coming battle, the Munitorum arming the advance it demands.the Munitorum siege-train & the Death Korps high command (the war machine that keeps the endless levy fed and reissued)
6Munitorum Largesse. Munitorum Largesse. The war machine opens its coffers. You gain a bounty of credits in this post-battle sequence, the Munitorum funding the grind that in turn feeds it.the Munitorum siege-train & the Death Korps high command (the war machine that keeps the endless levy fed and reissued)
7The Siege Train. The Siege Train. The full weight of the siege-train rolls up behind you. For the coming battle, one friendly Mortar or Heavy Team gains an extra reload and may re-roll scatter on its first Indirect shot — the guns that never run dry.the Munitorum siege-train & the Death Korps high command (the war machine that keeps the endless levy fed and reissued)
8Replacement Draft. Replacement Draft. The dead are made good by number. Any Krieg Conscripts or Grenadiers taken Out of Action last battle are drawn back from the levy for a fraction of the usual draw, the ranks filled as fast as they emptied.the Munitorum siege-train & the Death Korps high command (the war machine that keeps the endless levy fed and reissued)
9The Full Armoury. The Full Armoury. The armoury is thrown open to you. You may equip one fighter with a special or heavy weapon from the Korps list for the coming battle, the high command sparing no materiel for the advance.the Munitorum siege-train & the Death Korps high command (the war machine that keeps the endless levy fed and reissued)
10Veterans Drawn Out. Veterans Drawn Out. The highest favour draws out the regiment's hardened survivors. One eligible fighter may take a skill from the Korps Signature set, or advance toward one — the few who have lived through the grind are worth the teaching.the Munitorum siege-train & the Death Korps high command (the war machine that keeps the endless levy fed and reissued)

Gang Tactics36

RollTacticTiming
11Into The Guns. Into the Guns. Play when one of your officers issues an Order to a friendly Krieg fighter. That fighter may make its ordered Move directly toward the nearest enemy and still shoot at the end of it, ignoring Pinning as it advances. The line walks into the fire and answers it.Any round
12Creeping Barrage. Creeping Barrage. Play at the start of a round in which a friendly Mortar or Heavy Team will fire Indirect. Where its shot scatters, place a smoke marker; until the end of the round, friendly Krieg advancing behind that smoke cannot be targeted by Overwatch. The advance moves in the barrage's shadow.Start of round
13No Retreat. No Retreat. Play when a friendly Krieg fighter would be moved backward by any effect — Knockback, a failed Reaction, an enemy push. It is not moved and holds its ground. The Korps does not surrender what it has already taken.Any round
14Dig In Deeper. Dig In Deeper. Play at the start of a round. One friendly Krieg fighter that did not move in the previous round digs in: place a cover marker in base contact with it, and it counts as being in partial cover until it next moves. The spade is always working.Start of round
15Grinding Advance. Grinding Advance. Play at the start of a round. Until its end, friendly Krieg fighters moving directly toward the nearest enemy ignore the movement penalty for difficult terrain. Nothing underfoot is permitted to slow the line.Start of round
16Debt Of Blood. Debt of Blood. Play in reaction to a friendly Krieg fighter being taken Out of Action. One other friendly Krieg with line of sight to the enemy responsible may immediately make a free ranged attack against it. A body is answered with a body.Reaction
21Fix The Line. Fix the Line. Play when a friendly Krieg fighter is Broken or Pinned. It is no longer Broken or Pinned and remains where it stands, and one friendly Krieg within 3" of it may make a free Move to close the gap. The rank is dressed and held.Any round
22Hold To The Last. Hold to the Last. Play when a friendly Krieg fighter is reduced to its last Wound. Until the end of the next round it may not be moved from its position by any effect and adds one to its hit rolls in close combat. It sells the ground dearly.Any round
23Masked Advance. Masked Advance. Play in any round. Until its end, friendly Krieg fighters treat Gas, Blaze and Choke templates on the board as open ground and move through them freely — the masked line walks where the enemy cannot follow.Any round
24Trench Rush. Trench Rush. Play when a friendly Krieg fighter begins its activation within 3" of an enemy in cover. It may make an immediate free Move into base contact and counts as having charged. The bayonet finds the trench.Any round
25Walk The Barrage. Walk the Barrage. Play at the start of a round in which a friendly Mortar or Heavy Team fires Indirect. Friendly Krieg that end the round nearer the enemy than they began may re-roll a failed hit against any target Pinned or Knocked back by that barrage. The line follows its own shells in.Start of round
26Endless Levy. Endless Levy. Play at the end of a round in which a friendly Krieg Conscript was taken Out of Action. You may move one friendly Conscript held in reserve onto your board edge. The levy fills the gap as fast as it opens.End of round
31Cold Discipline. Cold Discipline. Play when a friendly Krieg fighter is targeted by a fear, terror or psychic effect that would force a test. It ignores the effect entirely. The Korps feels nothing a barrage has not already burned out of it.Any round
32Sap Forward. Sap Forward. Play at the start of a round. One friendly Krieg fighter that did not move in the previous round may make a free short Move from one cover marker to another, remaining hidden throughout. The sap crawls forward beneath the enemy's fire.Start of round
33Bayonet The Breach. Bayonet the Breach. Play when a friendly Krieg fighter charges an enemy in or behind cover. It adds one to its Attacks for that fight. The breach is taken with the bayonet, not the gun.Any round
34Lockstep. Lockstep. Play at the start of a round. Choose three friendly Krieg fighters within 3" of one another; while each remains within 3" of another chosen fighter this round, it adds one to its hit rolls. The line kills as one body.Start of round
35Mortar Walk. Mortar Walk. Play in any round. A friendly Mortar or Heavy Team that did not move may fire twice this round, its second shot resolved from where the first fell. The barrage walks across the ground step by step.Any round
36Into The Wire. Into the Wire. Play when a friendly Krieg fighter reaches enemy barricades or obstacles. It clears the obstacle without penalty and may still act normally afterward. The wire does not stop the advance.Any round
41Quartermasters Call. Quartermaster's Call. Play after the battle. Nominate one Conscript or Grenadier taken Out of Action this game; it returns to your reserve roster for the next battle at reduced draw on your resources. The ledger is balanced in bodies.Post-battle / any round
42Grim Resolve. Grim Resolve. Play when a friendly Krieg fighter suffers a Flesh Wound. Until the end of the round it ignores the penalty that wound would impose. Pain is noted and set aside.Any round
43Suppressing Line. Suppressing Line. Play at the start of the enemy's turn. Choose three friendly Krieg fighters that did not move in the previous round; enemies that move within their line of sight and 12" this turn count as being in the open. The firing line pins the ground down.Any round
44Advance Under Fire. Advance Under Fire. Play in any round. A friendly Krieg fighter that is Pinned may stand up and make a Move toward the nearest enemy as a free action. Fire does not keep the Korps down for long.Any round
45Spade And Gun. Spade and Gun. Play when a friendly Krieg fighter fights in close combat while on or beside a cover marker it dug. It adds one to its hit rolls for that fight — the entrenching tool is a weapon as much as a spade.Any round
46Feed The Grind. Feed the Grind. Play at the start of a round while your gang is below half its starting numbers. Until the end of the round, friendly Krieg fighters add one to their hit rolls in close combat. The grind bites hardest when the Korps has least left to lose.Start of round
51Barrage Screen. Barrage Screen. Play at the start of a round. Place a smoke marker within 6" of a friendly Mortar or Heavy Team; it blocks line of sight as normal and does not disperse until the end of the following round. The advance moves in its own smoke.Start of round
52Never Break. Never Break. Play when your gang would be required to make any check to keep fighting. That check is passed automatically. There is no morale left in the Korps to break.Any round
53Krieg Iron. Krieg Iron. Play when a friendly Krieg fighter would be taken Out of Action by a single hit. Roll a D6; on a 4, 5 or 6 it is Seriously Injured instead. Grey iron does not fall easily.Any round
54Standard Held High. Standard Held High. Play in any round while a friendly officer is on the board. Friendly Krieg within 6" of that officer may re-roll a failed hit roll this round. The colours are up and the line is watching them.Any round
55Overrun. Overrun. Play in reaction to a friendly Krieg fighter taking an enemy Out of Action in close combat. It may make an immediate free Move directly toward the next nearest enemy. The advance does not pause to count its dead.Reaction
56Trench Networks. Trench Networks. Play in any round. Until its end, friendly Krieg fighters treat all cover markers and terrain features as connected trenches, moving between them as open ground and counting as being in partial cover throughout. The board is the Korps' own siege line.Any round
61Death Rider Charge. Death Rider Charge. Play when a friendly Death Rider declares a charge. It adds 2" to its charge Move and may re-roll a failed hit with the hunting lance that turn. The lance finds the flank.Any round
62Concentrated Barrage. Concentrated Barrage. Play at the start of a round in which two or more friendly Mortar or Heavy Teams will fire Indirect. They may target the same point; if more than one hits, the target suffers one additional Damage. The guns fall together on one place.Start of round
63Hold The Crater. Hold the Crater. Play when a friendly Krieg fighter defends an objective or cover marker in close combat. Until the end of the round it may not be moved from that spot and adds one to its hit rolls while it holds it. The crater is not given up.Any round
64Fresh Conscripts. Fresh Conscripts. Play before the battle. Add one Krieg Conscript to your gang for this battle at no cost, drawn from the endless levy. It is removed when the battle ends.Pre-battle / campaign
65The Last Marshal. The Last Marshal. Play in reaction to your Leader being taken Out of Action. One friendly officer or Champion may immediately issue an Order as though it were the Leader. The chain of command does not break with a single body.Reaction
66For The Emperors Debt. For the Emperor's Debt. Play at the end of the final round. If your gang still holds the ground it advanced onto, it gains bonus reputation regardless of its losses. The debt is paid in ground taken, not in bodies kept.End of round

Alliances2

The Butchers Bill Feud alliance
Whoa rival faction that Krieg has ground down, or an Imperial commander who despises the Korps' wasteful attrition — a blood-feud, phase-gated
Termscampaign-level enmity: while it stands, the two gangs may not agree map-level non-aggression and each gains a reputation bounty for taking the other's fighters Out of Action; the feud escalates the grind between them battle by battle

The Butcher's Bill is the enmity the Korps earns from those it has ground down, or from an Imperial commander sickened by its wasteful attrition. While the feud stands, the two gangs may not agree any map-level non-aggression, and each collects a reputation bounty for every enemy fighter it takes Out of Action across the front. The grind between them worsens battle by battle, a ledger of the dead that neither side will close until one of them is spent entirely.

The Siege Pledge alliance
Whoan allied Imperial force committed to a grinding front — the Inquisition, a line Regiment, a besieging army; any such faction, phase-gated
Termscampaign-level attachment pact: while it stands, Krieg lends its siege-line to the ally to hold or break a fortified position between battles, granting the ally a dug-in defensive slot; Krieg gains a favour in exchange — the penitent regiment seconded to a campaign's hardest ground, not a fixed pairing

The Siege Pledge binds the Korps to an allied Imperial force set on a grinding front — an Inquisitorial warband, a line Regiment, a besieging army. While the pledge holds, the two gangs may agree map-level non-aggression, and the Korps lends its dug-in siege-line to hold or break a fortified position between battles, granting the ally a prepared defensive slot on ground it could not otherwise fix. In return the Korps is owed a favour. It is a penitent regiment seconded to a campaign's hardest ground — no fixed friendship, only a shared front and a debt of labour.

Legendary Names3

Remembered By Number Krieg Grenadier / Krieg Conscript

XP cost (random): 6

XP cost (chosen): 12

Remembered by Number is the honour of a nameless soldier — a Krieg Grenadier or Conscript known to the regiment only by the numerals stencilled on his coat. When this fighter is taken Out of Action, the gang immediately gains a bonus to its next post-battle replacement roll, and one friendly Conscript may make a free ranged attack: the number falls, and the next takes it up. But he earns no experience of his own and can never be given a personal skill or advance — a number does not learn, and his legend belongs to the Korps rather than the man.

The Marshal Who Took The Fortress Death Korps Marshal

XP cost (random): 6

XP cost (chosen): 12

The Marshal Who Took the Fortress is a named siege-master, remembered for a wall that fell to him. Once per battle he may issue his Into the Guns! Order to the entire gang at once, rather than to a single fighter or group, and every friendly Krieg fighter makes the free Move-and-shoot together. But he does not know how to give ground: he may never voluntarily end a Move further from the nearest enemy than he began it, and he will not learn.

The Watchmaster Who Held To The Last Watchmaster / Krieg Grenadier

XP cost (random): 6

XP cost (chosen): 12

The Watchmaster Who Held to the Last is a named line-holder, the anchor a Krieg formation dresses itself against. While he is on the board, friendly Krieg within six inches that did not move this round cannot be shifted by Knockback or Blast and shrug off the first Flesh Wound they suffer each round — the line holds where it stands. But he is the anchor, not the spearhead: he may never deploy further forward than the rearmost third of his gang, and may never make a charge.

Sub-Plots2

The Debt Of Blood sub-plot

Reward: The Debt of Blood: that fighter (or its numbered replacement) becomes a permanent gang icon — once per battle, when it is taken Out of Action, one friendly Krieg fighter gains a free Order-lean action ('Move! Move! Move!'). Claimed once per campaign.

Trigger. A single Krieg fighter is taken Out of Action in three separate campaign battles and recovered — or replaced under the same number — each time: a body that keeps paying and keeps coming back.

Reward. That fighter, or its numbered replacement, becomes a permanent icon of the gang. Once per battle, when it is taken Out of Action, one friendly Krieg fighter immediately makes a free Move directly toward the nearest enemy. This sub-plot may be claimed once per campaign.

The Endless Trench sub-plot

Reward: The Endless Trench: for the rest of the campaign, the gang's Quartermaster's-ledger replacements cost one step cheaper, and it may bank Reputation into a permanent extra Conscript reserve slot. This sub-plot can be claimed once per campaign.

Trigger. The gang loses at least half its fighters across two consecutive campaign battles and musters back to full strength for the next — surviving the grind it inflicts upon itself.

Reward. For the rest of the campaign, the gang draws its fallen Conscripts and Grenadiers back from the levy one step more cheaply, and it may bank reputation into a permanent extra Conscript reserve slot. This sub-plot may be claimed once per campaign.

Terrain2

The Artillery Emplacement terrain

The Artillery Emplacement is a fortified gun-pit and ammunition store built for the creeping barrage. A friendly Mortar or Heavy Team set up within it ignores the penalty for moving and firing — it is already emplaced — and may re-roll scatter on its first Indirect shot of the battle. Held as a territory across a campaign, the Emplacement grants one extra mortar reload or demolition charge in the post-battle sequence: the barrage that never runs dry.

The Trench Network terrain

The Trench Network is a dug-in siege line of trenches, saps and craters — the ground a Krieg gang treats as home. A Krieg fighter moves through it as though it were open ground and counts as being in partial cover while doing so; one that ends its activation in a trench without shooting is fully hidden until it next acts. Held as a territory, the Network lets the gang begin any battle it defends there with two cover markers already placed, dug in before the enemy arrives.