Catachan Devils

Homebrew by rolomics

Cunning veterans of the Death Worlds, the Catachan Devils are jungle fighters who make use of their environment to appear and vanish after each kill. Powerful in close combat and experts in traversing even the tallest of mountains, these soldiers make it clear to their foes that they are fighting on their turf.

Faction Rules: Jungle Fighters / Death World Veterans (see in operative daracards)

Download the dossier PDF that this team comes in along with my homebrew Exodite Hunters: https://rolomics.itch.io/kill-team-homebrew-jungle-fury

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Composition

A CATACHAN DEVILS kill team is composed of:

  • 1 CATACHAN DEVILS JUNGLE COMMANDO operative with one of the following options:

    • Bolt pistol; Power fist
    • Laspistol; Devil's claw
    • Plasma pistol; Chainsword
  • 9 CATACHAN DEVILS operatives selected from the following list:

    • BOOBY TRAPPER
    • COMBAT MEDIC
    • VOX-OPERATOR
    • CRACK-SHOT (1)
    • KNIFEMAN
    • FIGHTER
    • FLAME TROOPER
    • GUNNER with grenade launcher and catachan knife (1)
    • GUNNER with plasma gun and knife (1)
    • GUNNER with meltagun and catachan knife (1)
    • VETERAN FIGHTER
    • SKULLBREAKER (2)

Other than FIGHTER and FLAME TROOPER operatives, your kill team can only include each operative above once. Your kill team can only include up to two FLAME TROOPER operatives.

(1): You cannot select more than three of these operatives combined.

(2): These operatives count as two operatives when selecting.

Common Abilities and Options

Death World Veterans:
Whenever a friendly CATACHAN DEVILS operative (excluding SKULLBREAKER) is climbing up, you can treat the vertical distance as 2” (regardless of how far the operative actually moves vertically).

You can ignore any changes to the Move stat from being injured for friendly CATACHAN DEVILS operatives.

Jungle Fighters:
Whenever a friendly CATACHAN DEVILS operative incapacitates an enemy operative that is not within control range of any other enemy operative and has an Engage order, you can switch it to a Conceal order. That same friendly operative can then perform a free Dash action.

Jungle Commando
A 3
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Bolt pistol (Rng 8")
4
3+
3/4
Laspistol (Rng 8")
4
4+
2.3
Plasma pistol
standard (Rng 8", Piercing 1)
4
3+
3/5
supercharge (Rng 8", Hot, Lethal 5+, Piercing 1)
4
3+
4/5
Devil's claw (Rending)
5
3+
4/5
Power fist (Brutal)
4
4+
5/7
Chainsword
4
3+
4/5
Abilities
1AP: CommandDeath World VeteransJungle FightersTrained 'em Well

Command (1AP): SUPPORT. Select one other friendly CATACHAN DEVILS operative visible to and within 6" of this operative. That selected operative can immediately perform a 1AP action for free; it cannot move more than 2" during that action, perform an action it’s already performed during this turning point, or perform that action again during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

Trained 'em Well: While this operative isn’t incapacitated, you can spend 0CP on the Guerilla Warfare strategy ploy.

Catachan Devils, Imperium, Astra Militarum, Leader, Jungle Commando
Booby Trapper
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Lascarbine
4
4+
2/3
Explosive arsenal (Rng 3", Blast 1", Hvy(Repos), Limited 1, Piercing 1, Saturate)
5
3+
4/5
Catachan knife (Severe)
3
3+
3/4
Abilities
Death World VeteransJungle Fighters1AP: Plant Booby Trap

Plant Booby Trap (1AP): Select an objective marker within control range of this operative. Place your Booby Trap marker wholly within the center of the objective marker. Whenever an enemy operative performs the Pick Up Marker and mission actions within 2" of that marker, they must roll one D6. On a 4+, that enemy operative immediately takes 2D6+3 damage and must spend 1 additional AP to perform that mission action. The Booby Trap marker is then removed from the killzone.

This operative can only perform this action once per battle, and cannot perform this action while within control range of an enemy operative.

Catachan Devils, Imperium, Astra Militarum, Booby Trapper
Combat Medic
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Lascarbine
4
4+
2/3
Catachan knife (Severe)
3
3+
3/4
Abilities
Death World VeteransGet Back Up!Jungle Fighters1AP: Quick Stims

Get Back Up!: The first time during each turning point that another CATACHAN DEVILS operative would be removed from the killzone as incapacitated while visible to and within 3” of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative isn’t incapacitated and has 1 wound remaining. That friendly operative can then immediately perform a free Dash action, but must end that move within this operative’s control range. Subtract 1 from this and that operative’s APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends. You cannot use this rule if this operative is incapacitated.

Quick Stims (1AP): Select one friendly CATACHAN DEVILS operative within this operative’s control range to regain up to 2D3 lost wounds. It cannot be an operative that the Get Back Up! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

Catachan Devils, Imperium, Astra Militarum, Medic, Combat Medic
Vox-Operator
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Lascarbine
4
4+
2/3
Catachan knife (Severe)
3
3+
3/4
Abilities
Death World VeteransJungle Fighters1AP: Relay Comms1AP: Spot Enemy

Relay Comms (1AP): SUPPORT. Select one other friendly CATACHAN DEVILS operative. Choose one of the following:

  • Until the end of that operative’s next activation, add 1 to its APL stat (to a maximum of 3).
  • That operative immediately changes its order.

This operative cannot perform this action while within control range of an enemy operative.

Spot Enemy (1AP): Select one enemy operative with a Conceal order visible to and 6" within this operative. Roll one D6: on a 4+, that enemy operative must change its order to an Engage order until the start of its next activation.

This operative cannot perform this action while within control range of an enemy operative.

Catachan Devils, Imperium, Astra Militarum, Vox-Operator
Crack-Shot
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Long-las
concealed (Dev 3, Hvy, Silent, *Concealed Position)
4
2+
3/3
mobile
4
3+
3/4
stationary (Dev 3, Hvy)
4
2+
3/3
Catachan knife (Severe)
3
3+
3/4
Abilities
*Concealed PositionDeath World VeteransGhillie SuitJungle Fighters

*Concealed Position: This operative can only use this weapon the first time it’s performing the Shoot action during the battle.

Ghillie Suit: 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 isn’t cumulative with improved cover saves from Vantage terrain.
Catachan Devils, Imperium, Astra Militarum, Crack-Shot
Fighter
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Lascarbine
4
4+
2/3
Catachan knife (Severe)
3
3+
3/4
Abilities
Death World VeteransJungle FightersMove Like Shadows

Move Like Shadows: In the Ready step of each Strategy phase, if this operative has an Engage order and is not within control range of any enemy operative, you can immediately change its order to a Conceal order. Additionally, this operative can perform the Fall Back action for 1AP less.

Catachan Devils, Imperium, Astra Militarum, Fighter
Flame Trooper
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Flamer (Rng 8", Saturate, Torrent 2")
4
2+
3/3
Catachan knife (Severe)
3
3+
3/4
Abilities
1AP: Blazing AdvanceBurn Them OutDeath World VeteransJungle Fighters

Blazing Advance (1AP): This operative performs a free Dash action and can perform a free Shoot action with its flamer. This Shoot action doesn’t count towards action restrictions.

This operative cannot perform this action while within control range of an enemy operative.

Burn Them Out: Once per turning point, whenever this operative is shooting with a flamer and you retain any critical successes, the target gains a Burn token. If the target has a Conceal order, your opponent must immediately change that operative’s order to an Engage order, and cannot change its order until the Burn token is removed. An operative can remove the Burn token by spending 1AP on their activation/counteraction.

Catachan Devils, Imperium, Astra Militarum, Flame Trooper
Gunner
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Grenade launcher
frag (Blast 2")
4
3+
2/4
krak (Piercing 1)
4
3+
3/4
Meltagun (Rng 6", Dev 4, Piercing 2)
4
3+
6/3
Plasma gun
standard (Piercing 1)
4
3+
4/6
supercharge (Hot, Lethal 5+, Piercing 1)
4
3+
5/6
Catachan knife (Severe)
3
3+
3/4
Abilities
Death World VeteransJungle Fighters
Catachan Devils, Imperium, Astra Militarum, Gunner
Veteran Fighter
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Lascarbine
4
4+
2/3
Devil's claw (Rending)
5
3+
4/5
Abilities
BionicsDeath World VeteransJungle FightersJust Like Home!

Bionics: Normal Dmg of 3 or more inflicts 1 less damage on this operative

Just Like Home!: This operative can perform two Fight actions during its activation and one of them can be made for free.

Catachan Devils, Imperium, Astra Militarum, Veteran Fighter
Knifeman
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Throwing knives (Rng 6", Silent)
3
4+
2/3
Night reaper (Severe, *Venom)
4
3+
4/5
Abilities
*Venom1AP: Charging AmbushDeath World VeteransJungle Fighters

*Venom: In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against gains one of your Venom tokens (if it doesn’t already have one). Whenever an operative that has one of your Venom tokens is activated, inflict 1 damage on it.

Charging Ambush (1AP): This operative can immediately perform a free Charge action while it has a Conceal order. The next time this operative performs a Fight action against an operative it wasn’t visible to at the start of the activation/counteraction, the first time you strike during that sequence, you can immediately resolve another of your successes as a strike (before your opponent).

This operative can only perform this action once per turning point, and cannot perform this action while within control range of an enemy operative.

Catachan Devils, Imperium, Astra Militarum, Knifeman
Skullbreaker
A 2
M 5"
S 4+
W 16
Weapons
ATK
HIT
DMG
Ripper chainsword (Brutal, Rending)
4
4+
4/6
Brute shield
4
3+
3/4
Abilities
BruteDeath World VeteransJungle Fighters1AP: ShieldSlow-witted

Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).

Shield (1AP): Whenever it’s fighting or retaliating, each of your blocks can be allocated to block two unresolved successes (instead of one).

Slow-witted: You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions (excluding Operate Hatch).

Catachan Devils, Imperium, Astra Militarum, Skullbreaker
Equipment

Improvised Camo Cloak:
Once per turning point, when a friendly CATACHAN DEVILS operative is activated, you can use this rule. If you do, 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".


Incendiary Charges:
Once per turning point, a friendly CATACHAN DEVILS operative can use the following ranged weapon:

NameATKHITDMGWR
Incendiary Charges44+3/3Range 4", Blast 2", Saturate

Sharpened Blades:
Add 1 to the Atk stat of friendly CATACHAN DEVILS operatives’ catachan knife weapons.


Upgrade Supply Drop:
Once per battle as a STRATEGIC GAMBIT, place your Upgrade Supply Drop marker wholly within your territory. Once per turning point, when a friendly CATACHAN DEVILS operative is performing the Shoot action within control range of this marker, and you select a lascarbine or laspistol, you can select one of the following weapon rules for that weapon to have until the end of that action:

  • Piercing 1.
  • Torrent 1", but you cannot select more than one secondary target.
  • Balanced
  • Rending

Ploys

Firefight - Ghosts of the Jungle:
Use this firefight ploy during a friendly CATACHAN DEVILS operative’s (excluding SKULLBREAKER) activation, if it has a Conceal order. During that activation, that operative can perform the Guard action regardless of the killzone (see close quarters rules, Kill Team Core Book).


Firefight - Rain Some Hellfire:
Use this firefight ploy after the end of the firefight phase (excluding the final Firefight phase). Select one objective marker, and each operative within 2” of the selected objective marker can choose to perform a free Dash action in a straight line away from that marker. Any operatives still within 2” of the selected objective marker or who didn’t perform a Dash action immediately take D3 damage (roll separately for each).


Firefight - Soldier's Last Stand:
Use this firefight ploy when a ready friendly CATACHAN DEVILS operative is incapacitated while retaliating. Before it’s removed from the killzone, it can immediately perform a free Fight action against the operative that incapacitated it. Unless otherwise specified, the operative would be injured for this.


Firefight - Blinding Escape:
Use this firefight ploy when an enemy operative is performing the Shoot action and selects a friendly CATACHAN DEVILS operative as the valid target. If that friendly operative is more than 2" from the operative shooting, that friendly operative immediately performs a free Dash action and can switch its order to a Conceal order if it has an Engage order. At the end of that movement, if that friendly operative can no longer be selected as a valid target, then that enemy operative must perform that Shoot action on another friendly CATACHAN DEVILS operative that is a valid target. If that enemy operative cannot do so, then that Shoot action cannot be performed (AP is refunded).


Strategic - Gung-Ho:
Whenever a friendly CATACHAN DEVILS operative performs the Charge action, add the Balanced weapon rule to its melee weapons until the end of its activation.


Strategic - Duck and Cover:
Whenever an enemy operative is shooting a friendly CATACHAN DEVILS operative, if you can retain any cover saves, improve that operative’s Save stat by 1.


Strategic - Guerilla Warfare:
Whenever a friendly CATACHAN DEVILS operative begins its activation wholly within your territory and changes from a Conceal order to an Engage order, the first time it performs a Fight action on its activation, add the Accurate 1 weapon rule to its melee weapons, or the first time it performs a Shoot action on its activation, add the Punishing weapon rule to its ranged weapons. Each friendly CATACHAN DEVILS operative may benefit from this effect once per turning point.


Strategic - Move Silently:
After each enemy operative’s activation, before the next operative is activated, you can perform a free Dash action with one friendly CATACHAN DEVILS operative that has a Conceal order. You cannot use this ploy during the first turning point, and you cannot select each friendly operative for this ploy more than once per turning point.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action 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, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

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

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

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


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.