Cadia is the layered line that does not break — the disciplined standard of the Astra Militarum against which every other Regiment is measured. It fields no single decisive body and no trick that wins a battle alone; its strength is breadth welded into one machine. Lasgun infantry hold the centre, special weapons reach for what the line cannot, heavy-weapons teams anchor the fire, and a Sentinel or a Leman Russ lends the armour — and over all of them stands the deepest officer corps in the faction, issuing the whole Order menu and choosing the right command for each moment rather than favouring one. Where Catachan strikes from cover, Krieg grinds forward, and the Tempestus drop from the sky, Cadia plants a firing line, layers its arms, and holds. Its fighters are mortal men in humble armour, expendable one by one and unbreakable together while an officer's voice reaches them and a Commissar stands among them. This is the iron benchmark — the Regiment that stood when a world fell, whose survivors fight on as the standard the Imperium sets for all the rest.
Composition4
Identity2
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
- Starting credits: 1500 (converter-wide default); no per-fighter tithe — Voice of Command costs no credits
- Exactly 1 Leader (Company Commander; High-Command Leader is the mounted apex of that single slot)
- 0-2 Lieutenants/Sergeants · 0-1 Commissar · 0-1 Ministorum Priest · 0-1 each specialist (Medic/Master-Vox/Enginseer)
- Guardsmen the bulk; Conscripts cheap and plentiful; 0-2 Special-Weapons Troopers · 0-2 Heavy-Weapons Teams
- 0-1 Brute (Ogryn/Sentinel) · 0-1 super/super-heavy Brute (Leman Russ / Rogal Dorn / Baneblade — fortune-gatekeeper)
- Backbone: Gangers + Juves >= Leaders + Champions (the most body-heavy gang in the game)
- Cadian delta — 'Cadia stands': issues the WHOLE Order menu (no lean), swaps its 6th skill to Hold the Line, and runs the deepest officer corps
A Cadian gang musters on the converter-wide 1500 credits, spent on bodies and guns rather than on the Voice of Command, which costs no credits and is paid in the officers' activations. Exactly one Leader stands at its head — a Company Commander, or the mounted High-Command Leader who is the apex of that same single slot. Beneath him the officer corps runs deep: up to two Lieutenants or Sergeants, up to one Commissar and one Ministorum Priest, and one each of the Medic, Master-Vox and Enginseer specialists. Guardsmen form the bulk and Conscripts the cheap, plentiful levy; the gang may field up to two Special-Weapons Troopers and two Heavy-Weapons Teams, one Brute, and — at fortune's price — a single super or super-heavy Brute. One rule binds the whole: Gangers and Juves must at least equal Leaders and Champions, making Cadia the most body-heavy gang in the game. As Cadia stands, it issues the whole Order menu with no lean, swaps its sixth skill for Hold the Line, and runs the deepest command of any Regiment.
- 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.