Catachan Devils
Common Abilities and Options
Cold Steel and Courage:
You begin each battle with your Courage, which you have until you use it. Whenever a friendly CATACHAN DEVILS operative is fighting or retaliating and you strike or block, you can use your Courage to immediately block with another attack dice (before your opponent resolves their next attack dice). Your opponent must resolve their next attack dice or the sequence must end before you may use this rule again.
Once you use your Courage, you can't use it until you gather it again. You gather your Courage:
- At the start of each Turning Point.
- Each time a friendly CATACHAN DEVILS operative performs a Charge action.
- Each time you injure or incapacitate an enemy operative.
*Venom:
In the Resolve Attack Dice step, each time you inflict damage with a critical success, the operative this weapon is being used against gains one of your Venom tokens. Operatives with a Venom token are considered injured even if they have more than less than half their starting wounds, and each time one would gain another Venom token, inflict 1 damage on it instead.
Payback Time:
Each time an enemy operative finishes shooting a friendly CATACHAN DEVILS operative and this operative has an Engage order, you can interrupt their activation for this operative to perform a free Shoot action targeting that enemy operative. No secondary targets may be selected for this Shoot action.
Eq: Bandoliers and Bandanas:
Whenever a friendly CATACHAN DEVILS operative is shooting or being shot, you can use your Courage to re-roll one of your dice.
Eq: Envenomed Blades:
Once per Turning Point, when a friendly CATACHAN DEVILS operative not equipped with a power fist is fighting or retaliating inflicts damage with a critical success, the operative it is fighting or retaliating against gains one of your Venom tokens. This can stack with the *Venom rule.
Operatives
1. Colonel "Iron Hand" Straken
A 3
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Auto shotgun (Rng 6", Ceaseless, Tor 1") | 4 | 3+ | 3/3 |
| Power devil's claw (Lethal 5+) | 5 | 3+ | 3/5 |
| Eq: Krak Grenade (Rng 6/12", Prc1, Sat) | 4 | 4+ | 4/5 |
Abilities
Cold Steel and Courage1AP: Get to the Point!Fearless LeadershipOptions
Eq: Bandoliers and BandanasEq: Envenomed Blades2. Sly Marbo
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped ripper pistol (Rng 12”, Severe, *Venom) | 4 | 4+ | 3/4 |
| Night reaper (Severe, *Venom) | 5 | 3+ | 3/4 |
| Eq: Krak Grenade (Rng 6/12", Prc1, Sat) | 4 | 4+ | 4/5 |
Abilities
Lone Special OperativeLike Fighting a ShadowCold Steel and Courage*VenomOptions
Eq: Bandoliers and BandanasEq: Envenomed Blades3. Sergeant Brond
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine | 4 | 4+ | 2/3 |
| Devil's claw | 5 | 3+ | 3/4 |
| Eq: Krak Grenade (Rng 6/12", Prc1, Sat) | 4 | 4+ | 4/5 |
Abilities
Cold Steel and Courage1AP: Signals Intelligence1AP: Bait and SwitchOptions
Eq: Bandoliers and BandanasEq: Envenomed Blades4. Blacken
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine | 4 | 4+ | 2/3 |
| Hidden charges (Hvy(Dash), Blast 2”, Sat, Seek Light, Sil, Lim1) | 4 | 3+ | 2/4 |
| Catachan Fang | 4 | 3+ | 2/3 |
| Eq: Krak Grenade (Rng 6/12", Prc1, Sat) | 4 | 4+ | 4/5 |
Abilities
Cold Steel and CourageGrenadier1AP: BreachOptions
Eq: Bandoliers and BandanasEq: Envenomed Blades5. Arden
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autopistol (Rng 8") | 4 | 4+ | 2/3 |
| Knife (Lethal 5+, Venom*) | 1 | 2+ | 5/7 |
| Polearm | 4 | 3+ | 4/5 |
| Eq: Krak Grenade (Rng 6/12", Prc1, Sat) | 4 | 4+ | 4/5 |
Abilities
WeatheredFirst BloodCold Steel and Courage*VenomOptions
Eq: Bandoliers and BandanasEq: Envenomed Blades6. Major Dutchman
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lascarbine | 4 | 4+ | 2/3 |
| Devil's claw | 5 | 3+ | 3/4 |
| Eq: Krak Grenade (Rng 6/12", Prc1, Sat) | 4 | 4+ | 4/5 |
Abilities
Behind Enemy LinesCold Steel and Courage1AP: FlareOptions
Eq: Bandoliers and BandanasEq: Envenomed Blades7. Nork Dedogg
A 2
M 6"
S 5+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| 'Uge knife | 5 | 3+ | 4/5 |
| Eq: Krak Grenade (Rng 6/12", Prc1, Sat) | 4 | 4+ | 4/5 |
Abilities
Slow-WittedBruteLoyal ProtectorCold Steel and CourageOptions
Eq: Bandoliers and BandanasEq: Envenomed Blades8. Blaneck
A 2
M 6"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy bolter | |||
| Focused (Hvy(Dash), PrcCrit1) | 5 | 4+ | 4/5 |
| Sweeping (Hvy(Dash), PrcCrit1, Tor 1”) | 4 | 4+ | 4/5 |
| Catachan fang | 4 | 3+ | 2/3 |
| Eq: Krak Grenade (Rng 6/12", Prc1, Sat) | 4 | 4+ | 4/5 |
Abilities
Payback TimeCold Steel and CourageOptions
Eq: Bandoliers and BandanasEq: Envenomed Blades9. Cragg
A 2
M 6"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Autocannon (Hvy(Dash), Prc1, Severe) | 4 | 4+ | 5/6 |
| Catachan fang | 4 | 3+ | 2/3 |
| Eq: Krak Grenade (Rng 6/12", Prc1, Sat) | 4 | 4+ | 4/5 |
Abilities
Payback TimeCold Steel and CourageOptions
Eq: Bandoliers and BandanasEq: Envenomed BladesEquipment
Bandoliers and Bandanas
Whenever a friendly CATACHAN DEVILS operative is shooting or being shot, you can use your Courage to re-roll one of your dice.
Envenomed Blades
Once per Turning Point, when a friendly CATACHAN DEVILS operative not equipped with a power fist is fighting or retaliating inflicts damage with a critical success, the operative it is fighting or retaliating against gains one of your Venom tokens. This can stack with the *Venom rule.
Spike Traps
Before the battle, you can set up two of your Spike Trap markers wholly within your territory and more than 2" from other markers, access points, and accessible terrain. The first time a Spike Trap marker is within an enemy operative’s control range, remove that marker, give that operative a Venom token and it ends its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so.
Underbarrel Munitions - Krak (X1)
This equipment allows you to select one frag, krak, smoke, or stun grenade from the explosive or utility grenades equipment (see universal equipment). You can also select that equipment as normal. When a friendly CATACHAN DEVILS operatives equipped with lascarbine uses an explosive grenade, utility grenade, or flare action, add 6” to the Range rule of that explosive grenade or the distance requirement of that utility grenade or flare action.
Underbarrel Munitions - Frag (X1)
This equipment allows you to select one frag, krak, smoke, or stun grenade from the explosive or utility grenades equipment (see universal equipment). You can also select that equipment as normal. When a friendly CATACHAN DEVILS operatives equipped with lascarbine uses an explosive grenade, utility grenade, or flare action, add 6” to the Range rule of that explosive grenade or the distance requirement of that utility grenade or flare action.
Underbarrel Munitions - Smoke (X1)
This equipment allows you to select one frag, krak, smoke, or stun grenade from the explosive or utility grenades equipment (see universal equipment). You can also select that equipment as normal. When a friendly CATACHAN DEVILS operatives equipped with lascarbine uses an explosive grenade, utility grenade, or flare action, add 6” to the Range rule of that explosive grenade or the distance requirement of that utility grenade or flare action.
Underbarrel Munitions - Stun (X1)
This equipment allows you to select one frag, krak, smoke, or stun grenade from the explosive or utility grenades equipment (see universal equipment). You can also select that equipment as normal. When a friendly CATACHAN DEVILS operatives equipped with lascarbine uses an explosive grenade, utility grenade, or flare action, add 6” to the Range rule of that explosive grenade or the distance requirement of that utility grenade or flare action.
Ploys
Beat the Grass
Firefight PloyUse this firefight ploy when a friendly CATACHAN DEVILS operative is selected as the valid target of a Shoot action. Until the end of the Turning Point, your operative is obscured from enemy operatives further than 8” from it while it has light or heavy terrain within its control range.
Double Time
Firefight PloyUse this firefight ploy during a friendly CATACHAN DEVILS operative’s activation, before or after it performs an action. Until the start of its next activation, ignore modifiers to its Move stat and it may move through light and/or accessible terrain features as if they were not there, but must end those moves in a location it can be placed.
Nothing is Over!
Firefight PloyUse this Firefight ploy when a friendly CATACHAN DEVILS operative is incapacitated during the Fight action. You can strike the enemy operative in that sequence with one of your unresolved successes before your operative is removed from the killzone.
Mission Accomplished
Firefight PloyUse this firefight ploy when an enemy operative is incapacitated within 3” of a friendly CATACHAN DEVILS operative. That friendly operative can immediately perform a free Dash or Fall Back action (for the former, it cannot move more than 3"), even if it’s performed an action that prevents it from performing those actions.
Bushmasters
Strategy PloyUntil the end of the Turning Point, friendly CATACHAN DEVILS operatives can perform the Charge action while they have a Conceal order if you already had your Courage immediately before performing that action.
Hellraisers
Strategy PloyUntil the end of the Turning Point, whenever a friendly CATACHAN DEVILS operative has an Engage order, melee weapons equipped by it have the Balanced weapon rule and each time you use your Courage to block with a normal success, it can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).
No Time to Bleed
Strategy PloyUntil the end of the Turning Point, each time you activate a friendly CATACHAN DEVILS operative that is injured, choose one:
- Gather your Courage.
- Use your Courage to have your operative regain up to D3+1 lost wounds.
Waiting Death
Strategy PloyWhen you activate the last ready friendly CATACHAN DEVILS operative this Turning Point when all others are expended, you gather your Courage, add 1 to its APL stat (to a maximum of 3), and weapons equipped by it have the Rending weapon rule until the end of the Turning Point.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Flank
ReconReveal: 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.
Retrieval
ReconReveal: 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.
Scout Enemy Movement
ReconReveal: 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.