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Imperial Guard Death Korps Of Krieg
Codex / Gang Tactics
Codex · Imperial Guard

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