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

Fighters 11 shown

Every fighter this House may recruit, with the full statline slate, save, special rules, skill access, starting gear, complete equipment list and flavour. Hover a highlighted rule or weapon for its codex entry; select it to open that entry.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Death Korps Marshal is a siege-master cut from the same grey iron as the line he drives — no duellist and no hero, an officer whose worth is counted in ground taken and bodies spent.* His Voice of Command carries two Orders a round where a junior officer manages one, and he leans them into the Grinding Advance without pause: Move! Move! Move! and Into the Guns! walk the whole regiment forward through its own falling barrage. He fights with a laspistol and a power sword and trusts a refractor field over heavier plate, an ordinary body at the head of an extraordinary machine. He never breaks and never yields a step; the advance is his to begin, and once begun it does not stop until the objective lies under Krieg boots.

Priced at a firm credit cost.

Derived from 6 codex citations.

Marshal Leader 82CREDITS
MWSBSSTWIALdClWilInt
5"3+3+3324+25+3+4+5+
Save 5+
Special RulesVoice of Command (issues TWO Orders per round)The Grinding Advance (drives the grinding lockstep — 'Move! Move! Move!' and 'Into the Guns!')Expendable & Disciplined (flak + refractor field, never a super-body)see Special Rules
PrimaryCunningFerocityLeadershipSavantShootingSignature
SecondaryBrawnCombat
Starting GearLaspistol · Power Sword · Flak Armour · Refractor Field · Gas Mask
Equipment List
Basic
  • Lasgun15credits
Pistol
  • Laspistol10credits
  • Bolt Pistol45credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
  • Demolition Charge75credits
Armour
  • Flak Armour10credits
  • Refractor Field55credits
Accessory
  • Gas Maskthe universal Krieg-issue rebreather — carried by every masked Korpsman, baked into every Krieg body cost, not separately bought
Status
  • Vox Caster30credits

The Death Korps Marshal is a siege-master cut from the same grey iron as the line he drives — no duellist and no hero, an officer whose worth is counted in ground taken and bodies spent. His Voice of Command carries two Orders a round where a junior officer manages one, and he leans them into the Grinding Advance without pause: Move! Move! Move! and Into the Guns! walk the whole regiment forward through its own falling barrage. He fights with a laspistol and a power sword and trusts a refractor field over heavier plate, an ordinary body at the head of an extraordinary machine. He never breaks and never yields a step; the advance is his to begin, and once begun it does not stop until the objective lies under Krieg boots.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Watchmaster is the Marshal's hand along the line — a hard, unhurried junior officer who keeps the lockstep in step while the guns fall.* His Voice of Command issues a single Order each round, most often the one that keeps the Grinding Advance moving, and he walks among the masked ranks rather than ahead of them. A laspistol and a power sword arm him beneath flak and the ever-present rebreather; he is a durable, disciplined body and nothing more ornate. Where the Marshal starts the advance, the Watchmaster holds it together, dressing the ranks and driving them onward one measured order at a time. He does not need to be brilliant, only unbending — and the Korps makes him exactly that.

Priced at a firm credit cost.

Derived from 5 codex citations.

Watchmaster Champion 61CREDITS
MWSBSSTWIALdClWilInt
5"3+3+3324+16+4+5+6+
Save 5+
Special RulesVoice of Command (issues ONE Order per round)The Grinding Advance (drives the lockstep advance beside the Marshal)Expendable & Disciplined (flak + gas-mask, a hard disciplined body)see Special Rules
PrimaryCunningFerocityLeadershipSavantShootingSignature
SecondaryBrawnCombat
Starting GearLaspistol · Power Sword · Flak Armour · Gas Mask
Equipment List
Basic
  • Lasgun15credits
Pistol
  • Laspistolissued default kit — bundled into the naked base, non-purchasable
Close-Combat
  • Bayonet10credits
  • Chainsword25credits
  • Power Swordissued default kit — bundled into the naked base, non-purchasable
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Flak Armourissued default kit — bundled into the naked base, non-purchasable
Accessory
  • Gas Maskthe universal Krieg-issue rebreather — carried by every masked Korpsman, baked into every Krieg body cost, not separately bought

The Watchmaster is the Marshal's hand along the line — a hard, unhurried junior officer who keeps the lockstep in step while the guns fall. His Voice of Command issues a single Order each round, most often the one that keeps the Grinding Advance moving, and he walks among the masked ranks rather than ahead of them. A laspistol and a power sword arm him beneath flak and the ever-present rebreather; he is a durable, disciplined body and nothing more ornate. Where the Marshal starts the advance, the Watchmaster holds it together, dressing the ranks and driving them onward one measured order at a time. He does not need to be brilliant, only unbending — and the Korps makes him exactly that.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Commissar-Quartermaster is discipline and accountancy in one grey coat — the officer who keeps the line steady and keeps the ledger of the dead.* His Aura of Discipline lets friendly Krieg within six inches hold firm without testing Nerve, and a wavering fighter can be steadied by Summary Execution, a pistol-round that spends one body to save the rest. In his other role he carries the Grinding Advance, tallying the fallen so they can be replaced by number rather than mourned. A bolt pistol, a power sword and a refractor field arm him; the Quartermaster's ledger does the colder work. He does not lead the charge — he ensures that no one leaves it.

Priced at a firm credit cost.

Derived from 7 codex citations.

Commissar Quartermaster Champion 110CREDITS
MWSBSSTWIALdClWilInt
5"3+3+3324+25+3+4+6+
Save 5+
Special RulesAura of Discipline (auto-pass Nerve in 6 inches + Summary Execution)The Grinding Advance (the body-economy of the grind)Expendable & Disciplined (the discipline turned to the body-count, not morale)see Special Rules
PrimaryCombatCunningFerocityLeadershipSavantSignature
SecondaryBrawnShooting
Starting GearBolt Pistol · Power Sword · Flak Armour · Refractor Field · Gas Mask · Quartermasters Ledger
Equipment List
Basic
  • Lasgun15credits
Pistol
  • Bolt Pistol45credits
  • Plasma Pistol70credits
Close-Combat
  • Power Sword45credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Flak Armour10credits
  • Refractor Field55credits
Accessory
  • Gas Maskthe universal Krieg-issue rebreather — carried by every masked Korpsman, baked into every Krieg body cost, not separately bought
Status
  • Quartermasters Ledgerflagged: a bespoke campaign body-economy interaction (discount replacement of fallen bodies) with no clean single-model §6 analog; a costing ruling is owed rather than a fabricated number

The Commissar-Quartermaster is discipline and accountancy in one grey coat — the officer who keeps the line steady and keeps the ledger of the dead. His Aura of Discipline lets friendly Krieg within six inches hold firm without testing Nerve, and a wavering fighter can be steadied by Summary Execution, a pistol-round that spends one body to save the rest. In his other role he carries the Grinding Advance, tallying the fallen so they can be replaced by number rather than mourned. A bolt pistol, a power sword and a refractor field arm him; the Quartermaster's ledger does the colder work. He does not lead the charge — he ensures that no one leaves it.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Ministorum Priest is Krieg's atonement made flesh — a firebrand in stained robes who preaches the regiment's endless penance as he swings.* His zealot's bark lets friendly fighters within six inches re-roll a failed Nerve test and adds an Attack to any that fight beside him, faith turned to fury at the point of contact. He goes lightly armoured, a laspistol in one hand and a roaring chainsword in the other, fragile enough that the enemy should fear letting him reach them but rarely gets the chance. Where the Priest walks, the masked ranks press harder into the guns, certain that death in the advance is the only absolution the Korps is ever offered.

Priced at a firm credit cost.

Derived from 4 codex citations.

Ministorum Priest Champion 100CREDITS
MWSBSSTWIALdClWilInt
5"3+4+3324+25+5+4+6+
Save 6+
Special RulesAura of Discipline (zealot bark — re-roll a Nerve + +1 Attack in 6 inches)Expendable & Disciplined (a fragile firebrand in robes — Krieg's atonement made flesh)see Special Rules
PrimaryCombatCunningFerocityLeadershipSavantSignature
SecondaryBrawnShooting
Starting GearLaspistol · Chainsword · Gas Mask
Equipment List
Pistol
  • Autopistol10credits
  • Laspistol10credits
Close-Combat
  • Chainsword25credits
  • Power Sword45credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Accessory
  • Gas Maskthe universal Krieg-issue rebreather — carried by every masked Korpsman, baked into every Krieg body cost, not separately bought

The Ministorum Priest is Krieg's atonement made flesh — a firebrand in stained robes who preaches the regiment's endless penance as he swings. His zealot's bark lets friendly fighters within six inches re-roll a failed Nerve test and adds an Attack to any that fight beside him, faith turned to fury at the point of contact. He goes lightly armoured, a laspistol in one hand and a roaring chainsword in the other, fragile enough that the enemy should fear letting him reach them but rarely gets the chance. Where the Priest walks, the masked ranks press harder into the guns, certain that death in the advance is the only absolution the Korps is ever offered.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Combat Engineer is the sapper of the grinding advance — the specialist who opens the ground the line walks over and brings down whatever will not move.* He carries a trench-shotgun for the close work, a meltagun and a demolition charge for bunkers and armour, and the entrenching tool that lets him cut cover from bare earth. Under the Grinding Advance he goes forward with the masked ranks, breaching wire and wall so the lockstep never has to stop. Flak and the rebreather are his only protection; his worth is in the spade and the charge, clearing a road through the enemy's works one demolition at a time.

A kitbash option — off the stock kit, a celebrated conversion.

Derived from 7 codex citations.

Combat Engineer Champion 124CREDITS
MWSBSSTWIALdClWilInt
5"3+4+3324+16+4+5+5+
Save 5+
Special RulesThe Grinding Advance (the siege sapper of the grinding advance)Expendable & Disciplined (a specialist body — demolitions and the entrenching spade)see Special Rules
PrimaryBrawnCunningSavantShooting
SecondaryCombatFerocitySignature
Starting GearTrench Shotgun · Entrenching Tool · Meltagun · Flak Armour · Gas Mask · Demolition Charge
Equipment List
Basic
  • Trench Sweeper Shotgun35creditsKitbash a long-barrel trench sweeper from a lasgun stock and shotgun barrel (Krieg siege pattern). Priced above the stock lasgun and the stock shotgun.
  • Trench Shotgunissued default kit — bundled into the naked base, non-purchasable
Pistol
  • Laspistol10credits
Special
  • Flamer140credits
  • Meltagunissued default kit — bundled into the naked base, non-purchasable
Close-Combat
  • Entrenching Pick15creditsKitbash a bladed weighted pick onto the entrenching tool. Priced above the stock bayonet and the entrenching tool.
  • Entrenching Toolissued default kit — bundled into the naked base, non-purchasable
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
  • Demolition Chargeissued default kit — bundled into the naked base, non-purchasable
Armour
  • Flak Armourissued default kit — bundled into the naked base, non-purchasable
Accessory
  • Gas Maskthe universal Krieg-issue rebreather — carried by every masked Korpsman, baked into every Krieg body cost, not separately bought

The Combat Engineer is the sapper of the grinding advance — the specialist who opens the ground the line walks over and brings down whatever will not move. He carries a trench-shotgun for the close work, a meltagun and a demolition charge for bunkers and armour, and the entrenching tool that lets him cut cover from bare earth. Under the Grinding Advance he goes forward with the masked ranks, breaching wire and wall so the lockstep never has to stop. Flak and the rebreather are his only protection; his worth is in the spade and the charge, clearing a road through the enemy's works one demolition at a time.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Regimental Medic is the body-economy in the field — less a healer of men than a keeper of numbers, salvaging what the grind leaves behind.* His narthecium grants friendly Krieg nearby a Feel No Pain roll against their wounds and lets him work Recovery on the fallen, dragging a fighter back to the line rather than letting a body go to waste. He carries a laspistol and flak beneath the rebreather and works behind the leading ranks, where the casualties gather. He does not halt the advance to save a life; he follows it, gathering the spent so they can be spent again.

Priced at a firm credit cost.

Derived from 5 codex citations.

Regimental Medic Champion 55CREDITS
MWSBSSTWIALdClWilInt
5"4+4+3324+16+5+6+5+
Save 5+
Special RulesExpendable & Disciplined (narthecium)see Special Rules
PrimaryCunningLeadershipSavant
SecondaryFerocityShootingSignature
Starting GearLaspistol · Flak Armour · Medic Narthecium · Gas Mask
Equipment List
Pistol
  • Laspistolissued default kit — bundled into the naked base, non-purchasable
Close-Combat
  • Bayonet10credits
Grenade
  • Frag Grenade30credits
Armour
  • Flak Armourissued default kit — bundled into the naked base, non-purchasable
Personal
  • Augmetics45credits
  • Medic Nartheciumissued default kit — bundled into the naked base, non-purchasable
Accessory
  • Gas Maskthe universal Krieg-issue rebreather — carried by every masked Korpsman, baked into every Krieg body cost, not separately bought

The Regimental Medic is the body-economy in the field — less a healer of men than a keeper of numbers, salvaging what the grind leaves behind. His narthecium grants friendly Krieg nearby a Feel No Pain roll against their wounds and lets him work Recovery on the fallen, dragging a fighter back to the line rather than letting a body go to waste. He carries a laspistol and flak beneath the rebreather and works behind the leading ranks, where the casualties gather. He does not halt the advance to save a life; he follows it, gathering the spent so they can be spent again.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Krieg Grenadier is the masked line itself — a disciplined trooper cheaper than most factions' rank and file, meant to be spent and never to break.* He carries a lasgun and the entrenching tool that digs his own cover, flak and the rebreather that lets him walk through his own falling barrage. Under the Grinding Advance he tests no Nerve and holds regardless of the losses around him; the doctrine that makes him fearless also marks him expendable. He is the body the whole regiment is built around — plentiful, obedient, and walking forward in lockstep into the guns without a backward glance.

Priced at a firm credit cost.

Derived from 5 codex citations.

Krieg Grenadier Ganger 45CREDITS
MWSBSSTWIALdClWilInt
5"4+4+3314+16+4+6+7+
Save 5+
Special RulesThe Grinding Advance (the leaned signature Ganger — masked, disciplined, never breaks)Expendable & Disciplined (cheaper than the benchmark — fearless but expendable, meant to be spent)see Special Rules
PrimaryCunningFerocitySavantShootingSignature
SecondaryBrawnCombat
Starting GearLasgun · Entrenching Tool · Flak Armour · Gas Mask
Equipment List
Basic
  • Lasgun15credits
  • Trench Shotgunflagged: the Krieg trench-shotgun is a signature close-quarters scatter-platform (Scattershot, Knockback, Rapid Fire) with no clean single-model §6 analog; a costing ruling is owed rather than a fabricated number
Pistol
  • Laspistol10credits
Close-Combat
  • Entrenching Tool10credits
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Flak Armour10credits
Accessory
  • Gas Maskthe universal Krieg-issue rebreather — carried by every masked Korpsman, baked into every Krieg body cost, not separately bought

The Krieg Grenadier is the masked line itself — a disciplined trooper cheaper than most factions' rank and file, meant to be spent and never to break. He carries a lasgun and the entrenching tool that digs his own cover, flak and the rebreather that lets him walk through his own falling barrage. Under the Grinding Advance he tests no Nerve and holds regardless of the losses around him; the doctrine that makes him fearless also marks him expendable. He is the body the whole regiment is built around — plentiful, obedient, and walking forward in lockstep into the guns without a backward glance.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Krieg Special-Weapons trooper is the masked line's close answer — a Grenadier carrying the tool that clears a trench the lasguns cannot.* A flamer, meltagun or grenade launcher rides in his hands where another would carry a rifle, and the entrenching tool and flak come as standard beneath the rebreather. Under the Grinding Advance he walks forward with the rest, holding his fire until the range collapses and then emptying it into whatever holds the line. He is the reason the lockstep does not stall at the wire: when the advance meets cover, he is the body sent to burn it out.

Priced at a firm credit cost.

Derived from 5 codex citations.

Krieg Special Weapons Ganger 55CREDITS
MWSBSSTWIALdClWilInt
5"4+4+3314+16+4+6+7+
Save 5+
Special RulesThe Grinding Advance (the special-weapon body of the grinding line)Expendable & Disciplined (a masked trooper carrying the squad's close answer)see Special Rules
PrimaryCunningSavantShootingSignature
SecondaryBrawnCombatFerocity
Starting GearFlamer · Entrenching Tool · Flak Armour · Gas Mask
Equipment List
Pistol
  • Laspistol10credits
Special
  • Grenade Launcher65credits
  • Meltagun135credits
  • Flamerissued default kit — bundled into the naked base, non-purchasable
Close-Combat
  • Entrenching Toolissued default kit — bundled into the naked base, non-purchasable
Grenade
  • Frag Grenade30credits
  • Krak Grenade45credits
Armour
  • Flak Armourissued default kit — bundled into the naked base, non-purchasable
Accessory
  • Gas Maskthe universal Krieg-issue rebreather — carried by every masked Korpsman, baked into every Krieg body cost, not separately bought

The Krieg Special-Weapons trooper is the masked line's close answer — a Grenadier carrying the tool that clears a trench the lasguns cannot. A flamer, meltagun or grenade launcher rides in his hands where another would carry a rifle, and the entrenching tool and flak come as standard beneath the rebreather. Under the Grinding Advance he walks forward with the rest, holding his fire until the range collapses and then emptying it into whatever holds the line. He is the reason the lockstep does not stall at the wire: when the advance meets cover, he is the body sent to burn it out.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Krieg Mortar Team is the creeping barrage given crew — a two-man platform that walks Indirect fire ahead of the advancing line.* Set behind the masked ranks, it drops shells onto ground the lockstep has not yet reached, softening the enemy and screening the advance in smoke as the Korps closes. Flak and rebreathers cover both crew, who move slowly and shoot from cover rather than press forward. Under the Grinding Advance it is the leaned heavy backbone — not the tip of the attack but the rhythm behind it, the falling barrage the whole regiment marches in step with.

Priced at a firm credit cost.

Derived from 4 codex citations.

Krieg Mortar Team Ganger 55CREDITS
MWSBSSTWIALdClWilInt
4"4+4+3314+16+4+6+7+
Save 5+
Special RulesThe Grinding Advance (the creeping barrage)Expendable & Disciplined (a two-crew platform walking Indirect fire ahead of the line)see Special Rules
PrimaryBrawnCunningSavantShootingSignature
SecondaryFerocity
Starting GearMortar · Flak Armour · Gas Mask
Equipment List
Pistol
  • Laspistol10credits
Heavy
  • Mortar140credits
  • Heavy Bolter160credits
  • Autocannon180credits
  • Creeping Barrage Mortarflagged: the creeping-barrage mortar is a signature Indirect artillery piece that seeds a smoke marker on scatter — no clean single-model §6 analog; a costing ruling is owed rather than a fabricated number
Armour
  • Flak Armour10credits
Accessory
  • Gas Maskthe universal Krieg-issue rebreather — carried by every masked Korpsman, baked into every Krieg body cost, not separately bought

The Krieg Mortar Team is the creeping barrage given crew — a two-man platform that walks Indirect fire ahead of the advancing line. Set behind the masked ranks, it drops shells onto ground the lockstep has not yet reached, softening the enemy and screening the advance in smoke as the Korps closes. Flak and rebreathers cover both crew, who move slowly and shoot from cover rather than press forward. Under the Grinding Advance it is the leaned heavy backbone — not the tip of the attack but the rhythm behind it, the falling barrage the whole regiment marches in step with.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Krieg Conscript is the cheapest real body on any battlefield — the endless levy, fed into the grind by the score and spent like ammunition.* He carries a lasgun, an entrenching tool and light flak beneath the same rebreather every Korpsman wears, and little else; there is no economy in equipping a number. Under the Grinding Advance he is fearless by doctrine, walking into fire that would rout a braver soldier because the Korps has left him no other road. He takes ground not by skill but by arithmetic — where one falls, another takes up the number and keeps walking.

Priced at a firm credit cost.

Derived from 5 codex citations.

Krieg Conscript Juve 36CREDITS
MWSBSSTWIALdClWilInt
5"5+5+3315+17+5+7+8+
Save 6+
Special RulesThe Grinding Advance (the fed-in levy — dirt-cheap and fearless by doctrine)Expendable & Disciplined (the cheapest body in the game)see Special Rules
PrimaryFerocitySavantShooting
SecondaryBrawnCombatCunning
Starting GearLasgun · Entrenching Tool · Light Flak · Gas Mask
Equipment List
Basic
  • Lasgun15credits
Pistol
  • Laspistol10credits
Close-Combat
  • Entrenching Tool10credits
Grenade
  • Frag Grenade30credits
Armour
  • Light Flakthe Conscript's issued levy kit — bundled into the ~22 Conscript body cost, not separately bought
Accessory
  • Gas Maskthe universal Krieg-issue rebreather — carried by every masked Korpsman, baked into every Krieg body cost, not separately bought

The Krieg Conscript is the cheapest real body on any battlefield — the endless levy, fed into the grind by the score and spent like ammunition. He carries a lasgun, an entrenching tool and light flak beneath the same rebreather every Korpsman wears, and little else; there is no economy in equipping a number. Under the Grinding Advance he is fearless by doctrine, walking into fire that would rout a braver soldier because the Korps has left him no other road. He takes ground not by skill but by arithmetic — where one falls, another takes up the number and keeps walking.

Origin
CDX

Codex-derived. Derived from your codex by the conversion engine — a calibrated house value.

*The Death Rider is the one fast element in a regiment that walks — a masked lancer on a hard-bred steed, sweeping wide where the line grinds straight.* His nine-inch move carries him around a flank the rest of the Korps will take an age to reach, and the hunting lance he levels strikes with brutal, armour-splitting force on the charge before settling to ordinary work. A laspistol rides at his hip and flak covers him, but speed and that first impact are his real weapons. Under the Grinding Advance he is the exception that proves the doctrine: the lone rider who breaks a flank open so the walking line can pour through it.

Priced at a firm credit cost.

Derived from 5 codex citations.

Death Rider Brute 130CREDITS
MWSBSSTWIALdClWilInt
9"3+4+4423+26+4+6+8+
Save 5+
Special RulesThe Grinding Advance (the lone fast element of the grind)Expendable & Disciplined (a steed-mounted Brute)see Special Rules
PrimaryAgilityCombatCunningFerocity
SecondaryBrawnSavantShootingSignature
Starting GearLaspistol · Hunting Lance · Flak Armour · Gas Mask
Equipment List
Pistol
  • Autopistol10credits
  • Laspistol10credits
Close-Combat
  • Hunting Lanceflagged: the Death Rider hunting lance is a signature cavalry weapon (+2 S, -2 AP, one-use +1 Damage on the charge) with no clean single-model §6 analog; a costing ruling is owed rather than a fabricated number
Grenade
  • Frag Grenade30credits
Armour
  • Flak Armour10credits
Accessory
  • Gas Maskthe universal Krieg-issue rebreather — carried by every masked Korpsman, baked into every Krieg body cost, not separately bought

The Death Rider is the one fast element in a regiment that walks — a masked lancer on a hard-bred steed, sweeping wide where the line grinds straight. His nine-inch move carries him around a flank the rest of the Korps will take an age to reach, and the hunting lance he levels strikes with brutal, armour-splitting force on the charge before settling to ordinary work. A laspistol rides at his hip and flak covers him, but speed and that first impact are his real weapons. Under the Grinding Advance he is the exception that proves the doctrine: the lone rider who breaks a flank open so the walking line can pour through it.