Warhammer 40k Forum and Wargaming Forums banner

1 - 1 of 1 Posts

·
Registered
Joined
·
2,122 Posts
Discussion Starter · #1 ·
After reading up about the world of Catachan i felt that creating some little house rules with them might spice things up so here is what i have.

Wehn ever a unit moves into/out off/within area terrain roll a D6 and apply the appriate result

1 - Barking Toad - They have distrubed a Barking Toad. Your opponent places a large blast marker over 1 modal in the unit (the unit still moves as normal before this). All modals under the template suffer a strength 3 hit and cover save may not be taken (armour and invunrable saves may be take as normal.
2 - Venus Mantrap - 1 man as strayed to close to a Venus Mantrap. 1 modal (controlling players choice) in the unit take a single S6 hit. No covers saves may be taken.
3-5 Nothing happens
6 - Thick Jungle - they have stumbled on a very thick part of terrain that all but makes them imvisable within it. They gain a +1 to all cover saves until they next move.

At the begining of every turn there is a chance that some creatures of Catachan may be drawn to the battle in search of play. Roll on the below table to see what turns up.

1 - Catachan Devil
2/3 - Spiker
4/5 - A single Grox
6 - A pack of Grox (5)

The use the below stats

Catachan Devil
WS BS S T W I A Ld Sv
5 0 5 5 3 4 4 7 4+

Wargear - 'Fiddlers' (Count as Power weapon)
Special Rules;
Rage, Slow and Perposful, Furious Charge, Fleet, Fearless

Spiker (Monstous Creatures)
WS BS S T W I A Ld Sv
2 3 3 3 2 2 1 7 5+
Wargear - Spikes (close combat weapon), Spike Shot
Special rules;
Rage, Stealth

Spike Shot (Infantry)
Range S Ap Type
6" X 5 Rapid Fire
(Shike Shot is a poisoned weapon and always wounds on a 2+. Any modal who loses all there wounds to a Spike Shot hit is removed from the table and replaced with a Spiker)

Grox (Cavalry)
WS BS S T W I A Ld Sv
4 0 4 4 2 3 2 7 5+
Wargear - Teeth and Claws (Close Combat wepaon)
Special rules;
Rage, Furious Charge, Fleet

Roll for where they arrive as if arriving from Outflanking (if a 5-6 is rolled then re-roll until a 1-4 if rolled). they will always arrive on the center msot part of the board edge. All creatures(other than the Spiker) MUST run is able. The Spiker MUST shoot if able and may never run. Creatures move during each turn (both yours and oppoents) and act outside of normal. they also always act last when moving/shooting etc (so once you have finished your movement the creatures then move and so on) Creatures never count as kill points, however they can contest objectives though not capture them. Creatures never rage agianst other creatures.

I know these rules are far from perfect but they are a working project and i would love to be able to make modals for them.
 
1 - 1 of 1 Posts
Top