Catachan Devil Squad

Homebrew by bigender_liver

The fearsome Catachan Jungle Fighter regiments include squads of warriors exceptional even by the exacting standards of their birth world. They are seasoned Jungle Fighters who are deadly in close combat, also making use of a versatile array of ranged weapons for every occasion. In Catachan regiments these elite soldiers are called "Catachan Devils", in reference to their famous kill-knives and the voracious predators of their world whose fierceness they emulate in combat.

The Devils' senses are honed to a razor's edge, allowing them to recognise hidden threats in their midst, even enemies who are under cloaking devices. Their particular mission is usually to conduct long-range penetration raids deep behind enemy lines, responsible for bearing the brunt of the enemy's response when battle is finally joined. In other instances Devils are used as expert scouts and specialists, when deployed in this manner they range ahead of the Catachans' main force, engaging enemy ambushers, launching surprise attacks, setting traps and herding enemy forces into the most dangerous of terrain.

Even a regular Catachan is genetically superior on a level that normal humans simply cannot match, making the Devils' reputation even more impressive.

No votes yet
Composition

A CATACHAN DEVIL SQUAD KillTeam is composed of:

  • 1 SERGEANT operative with one of the following options:
    • Bolt pistol; Devil's Claw
    • Relic Lascarbine; Catachan Fang
    • Relic Shotgun, Catachan Fang
  • 7 operatives selected from the following list:
    • ASSASSIN
    • BLADEMASTER
    • DEMO-WARRIOR
    • HUNTER
    • GUNNER with one of the following options:
      • Heavy Bolter, Fists
      • Missile Launcher, Fists
    • GUNNER with Flamer and Catachan Fang
    • POISONER
    • SNIPER
    • TRAPPER
    • WARRIOR with one of the following options:
      • Heavy Lascarbine; Catachan Fang
      • Shotgun, Catachan Fang

Other than WARRIOR operatives, your kill team can only include each operative on this list once.

Common Abilities and Options

Gung Ho:
Whenever a friendly CATACHAN DEVIL SQUAD operative that has an Engage order performs the Fight or Shoot action (excluding Guard), add 1 to its APL stat until the start of its next activation.

Jungle Fighters:
Whenever a friendly CATACHAN DEVIL SQUAD performs the Charge action during its activation, if it climbs, drops, jumps, or its base moves underneath Vantage terrain during that action, its melee weapons have the Balanced weapon rule until the end of that activation.

Balanced: You can re-roll one of your attack dice.

Sergeant
A 2
M 7"
S 5+
W 13
Weapons
ATK
HIT
DMG
Bolt Pistol (Rng 8")
4
4+
3/4
Relic Lascarbine (Lethal 5+)
4
4+
3/4
Relic Shotgun (Rng 8", Lethal 5+)
4
2+
4/4
Devil's Claw (Lethal 5+)
4
4+
4/6
Catachan Fang (Lethal 5+)
4
4+
3/5
Abilities
Gung HoJungle FightersSergeant's Experience

Sergeant's Experience: During this operative's activation, it can perform either 2 shoot actions or 2 fight actions.

CATACHAN DEVIL SQUAD, IMPERIUM, ASTRA MILITARUM, LEADER, SERGEANT
Assassin
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
4+
2/3
Paired Night Reapers (Ceaseless, Lethal 5+)
4
4+
3/5
Abilities
Gung HoJungle FightersSilent Striker

Silent Striker: This operative can perform the Charge action while it has a Conceal order. If it does so, after the Charge action is resolved, it is given an Engage order.

CATACHAN DEVIL SQUAD, IMPERIUM, ASTRA MILITARUM, ASSASSIN
Blademaster
A 2
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
4+
2/3
Devil's Claw (Lethal 5+)
4
4+
4/5
Abilities
Gung HoJungle FightersThe Best Defence...

The Best Defence...: Whenever this operative is fighting, worsen the Hit stat of the enemy operative’s melee weapons by 1. This isn’t cumulative with being injured.

CATACHAN DEVIL SQUAD, IMPERIUM, ASTRA MILITARUM, BLADEMASTER
Demo-Warrior
A 2
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Heavy Lascarbine
4
4+
3/4
Demolition Charge
Frag (Rng 6", Blast 2")
4
4+
3/4
Krak (Rng 6", Prc 1)
4
4+
3/5
Fists
4
4+
3/4
Abilities
Gung HoJungle FightersKa-BOOM!

Ka-BOOM!: This operative can perform two Shoot actions during its activation if at least one of them is made with its Demolition Charge weapon.

CATACHAN DEVIL SQUAD, IMPERIUM, ASTRA MILITARUM, DEMO-WARRIOR
Hunter
A 2
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
4+
2/3
Paired Catachan Fangs (Ceaseless, Lethal 5+)
5
4+
3/5
Abilities
2AP: Favored TargetGung HoJungle Fighters

Favored Target (2AP): Select one enemy operative visible to this operative. That operative gains one of your Favored tokens if it didn't already have one. When a friendly CATACHAN DEVIL SQUAD shoots an operative that has a Favored token, that friendly CATACHAN DEVIL SQUAD operative's ranged weapons get Relentless.

Relentless: You can re-roll any of your attack dice.

CATACHAN DEVIL SQUAD, IMPERIUM, ASTRA MILITARUM, HUNTER
Gunner
A 2
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Missile Launcher
Frag (Hvy(Repos), Blast 2")
4
4+
3/5
Krak (Hvy(Repos), Prc1)
4
4+
5/7
Heavy Bolter
Focused (Hvy(Repos), PrcCrit1)
5
4+
4/5
Sweeping (Hvy(Repos), PrcCrit1, Tor 2")
4
4+
4/5
Flamer (Rng 8", Sat, Tor 2",)
4
2+
3/3
Fists
4
4+
3/4
Catachan Fang (Lethal 5+)
4
4+
3/5
Abilities
Gung HoJungle Fighters
CATACHAN DEVIL SQUAD, IMPERIUM, ASTRA MILITARUM, GUNNER
Poisoner
A 2
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Laspistol (Rng 8")
4
4+
2/3
Poisoned Catachan Fang
Sharp Side (Lethal 5+)
4
4+
3/5
Poisoned Side (Lethal 5+, *Catachan Poison)
4
4+
2/4
Abilities
*Catachan PoisonGung HoJungle Fighters

*Catachan Poison: If the target is not incapacitated but you retain any Attack Dice, place one of your Catachan Poison tokens next to the target, if it doesn't already have one. An operative with a Catachan Poison token counts as injured, cannot regain wounds, and reduces its APL stat by 1.

CATACHAN DEVIL SQUAD, IMPERIUM, ASTRA MILITARUM, POISONER
Sniper
A 2
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Heavy Longlas
Stationary (Hvy, Dev4)
4
2+
2/2
Mobile
4
3+
2/4
Catachan Fang (Lethal 5+)
4
4+
3/5
Abilities
Camo CloakGung HoJungle Fighters

Camo Cloak: Whenever an operative is shooting this operative:

  • Ignore the Saturate weapon rule.
  • If you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This is not cumulative with improved cover saves from vantage terrain.
CATACHAN DEVIL SQUAD, IMPERIUM, ASTRA MILITARUM, SNIPER
Trapper
A 2
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Heavy Lascarbine
4
4+
3/4
Barbed Net (Shock, Stun)
4
4+
3/5
Abilities
Gung HoJungle FightersSet Up Hazards

Set Up Hazards: If you select Mines from Univeral Equipment, you can set up an additional Mine marker.

Mines you select from Univeral Equipment inflict 2D3+3 damage instead, and friendly CATACHAN DEVIL SQUAD operatives are ignored for its effects (i.e. they cannot trigger it or take damage from it). This takes precedence over the normal mines rules.

CATACHAN DEVIL SQUAD, IMPERIUM, ASTRA MILITARUM, TRAPPER
Warrior
A 2
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Heavy Lascarbine
4
4+
3/4
Shotgun (Rng 8")
4
3+
4/4
Catachan Fang (Lethal 5+)
4
4+
3/5
Abilities
Gung HoJungle FightersNavigate Hazards

Navigate Hazards: After all operatives are set up, this operative may immediately perform a free Dash action.

CATACHAN DEVIL SQUAD, IMPERIUM, ASTRA MILITARUM, WARRIOR
Equipment

Bionics:
You can use the Ain't Got Time To Bleed firefight ploy for 0CP if the specified friendly operative has an Engage order and is not injured.


Victory Sash:
Once per battle, you may use the I'm Still Standing strategy ploy for 0 CP.


Heavy Weapon Bipod:
Whenever a friendly CATACHAN DEVIL SQUAD GUNNER operative is shooting with a heavy bolter or missile launcher, if it has not moved during the activation, or if it is a counteraction, that weapon has the Ceaseless rule; if the weapon already has that weapon rule it has the Relentless weapon rule. Note that operative is not restricted from moving after shooting.

Ceaseless: Can re-roll any or all results of one value (e.g. all results of 2)

Relentless: Can re-roll any or all Attack dice


Camo Cloak:
Whenever an operative is shooting a friendly CATACHAN DEVIL SQUAD operative (excluding SNIPER), if you can retain any cover saves, you can retain one additional cover save.

This is not cumulative with improved cover saves from vantage terrain.


Ploys

Firefight - Ain't Got Time To Bleed:
Use this firefight ploy when an operative is shooting a friendly CATACHAN DEVIL SQUAD operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - Counter-Offensive:
Use this firefight ploy when a friendly CATACHAN DEVIL SQUAD operative is counteracting. It can perform an additional 1AP action for free during that counteraction, but both actions must be different.


Firefight - Proud Warriors:
Use this firefight ploy when a friendly CATACHAN DEVIL SQUAD operative performs the Fight or Shoot action. If it is the first friendly operative to perform either of those actions during this turning point, or if the enemy operative in that action (Primary target, if relevant) has a higher Wounds stat than that friendly CATACHAN DEVIL SQUAD operative, you can retain one of your normal successes as a critical success instead.


Firefight - Hidden among Trees:
Use this firefight ploy during a friendly CATACHAN DEVIL SQUAD operative's activation. Until the start of its next activation, while that operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".


Strategic - If It Bleeds...:
Whenever a friendly CATACHAN DEVIL SQUAD operative is fighting during its activation, if the target is injured, its melee weapons have the Accurate 1 and Severe weapon rules.

Accurate 1: You can retain 2 Attack Dice as a normal success without rolling them. Severe: If you do not retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t.


Strategic - Brutal Ambush:
Whenever a friendly CATACHAN DEVIL SQUAD operative is fighting during its activation, if its order was changed from Conceal to Engage at the start of that activation, or it was not visible to enemy operatives at the start of that activation:

  • Its melee weapons have the Accurate 1 weapon rule.
  • If the target is expended, its melee weapons also have the rending rule.

Accurate 1: You can retain 1 Attack Die as a normal success without rolling. Rending: If you retain any critical hits, retain 1 normal hit as a critical hit instead.


Strategic - I'm Still Standing:
You can ignore any changes to the stats of friendly CATACHAN DEVIL SQUAD operatives from being injured.


Strategic - Guerilla Warfare:
Whenever an enemy operative is shooting a friendly CATACHAN DEVIL SQUAD operative, if that friendly operative is in cover and more than 6" from enemy operatives it is visible to, you can re-roll one of your defence dice.


TacOps
Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.