Care to elaborate?
I have recently found a copy of Chapter Unapproved Catachans (6th & 7th) in one of my folders. Those of you who think that 3rd & 4th codeci for Guard are too old school will probably appreciate it. The authors have toned down the Jungle Fighter SR and allowed catachans access to lascannons. Vehicles can also be chosen but are restricted to 0-1. Some rules of Codex Catachan made a comeback namely the Catachan Devils, Deathworld Veteran Assault Team, Deathworld Veteran Snipers and Booby Traps. Here they come:
CHAPTER UNAPPROVED: CATACHANS
PLAYING A CATACHANS ARMY
If you want to use a Catachans Army you must adhere to the following limitations. A Catachans Army is chosen from Codex: Astra Militarum and all models in the detachment count as ‘Catachans.’
The following Astra Militarum units from Codex: Astra Militarum may not be taken; Lord Castallan Creed, Colour Sergeant Kell, Ratlings.
The following Astra Militarum units from Codex: Astra Militarum are restricted to 0-1; Bullgryns, Armoured Sentinel Squadron, Leman Russ Squadron, Hydra Battery, Basilisk Battery, Wyvern Battery, Manticore, Deathstrike.
Catachans must have more Infantry units as there are Vehicle units in the army.
Catachan’s traditionally are deployed on Deathworlds. After determining the deployment type, but before players choose sides; D3 Citadel Forests which may be placed anywhere outside the deployment zones.
Catachan Infantry, Walkers and Cavalry count woods or jungle terrain as clear terrain for the purposes of moving & charging.
Non-vehicle Catachans receive a 4+ cover save whilst within forests or jungles. This cover save is lost if any non-catachans are attached to the unit as they make too much sound.
Non-vehicle Catachans that are chosen as an Elite slot may infiltrate.
The following units have -1 Armour save; Platoon Command Squad, Infantry Squad, Heavy Weapons Squad, Special Weapons Squad, Conscripts.
All non-vehicle Catachans and Catachan Walkers receive +1 Weapon Skill.
A Catachan Veterans Squad also have Furious Charge.
Catachans resent strangers telling them what to do or threatening their friends so Commissar’s have a very difficult time maintaining control. They also suffer a disproportionally high number of ‘accidents’ when serving with Catachan troops. Roll a
D6 for each Commissar before setting them up (roll for models in Reserve when they deploy on the table.) On a roll of 1, the Commissar has met with an unfortunate accident and cannot be used.
Catachans may add to the Heavy Weapons list of the “Astra Militarum Wargear List”; Heavy Flamer: 10pts
All these rules apply to any special characters taken in a Catachans Detachment (including Colonel ‘Iron Hand’ Straken, and Sergeant Harker.)
The following unit entries already have the characteristic bonuses & penalties from the preceding rules incorporated into them. These unit entries may only be chosen by a Catachan army.
ELITES: 0-1 GUARDSMAN MARBO
Marbo: WS5 BS5 S3 T3 W2 I5 A4 Ld7
Sv:6+ (Unit Size: 1; Points: 65)
Troop Type: Infantry, Character, Unique.
Weapons: Ripper Pistol, Envenomed Blade (Melee, Poisoned (2+)).
Wargear: Flak Armour, Frag Grenades, Melta Bombs, Demolition Charge.
Special Rules: Fearless, Stealth, Move Through Cover, Hit and Run, Fleet, Furious Charge.
Loner: Marbo does not take orders - any order issued to him will automatically fail.
He's Behind You!: Marbo's skill at infiltration are second to none in the Imperial Guard. Marbo always starts the game in Reserve. When Marbo becomes available he is placed anywhere on the battlefield that is more than 1" away from any enemy model. Marbo may not move or assault in the turn he arrives, although he can shoot normally.
Ripper Pistol: Loaded with armour piercing, envenomed rounds, Marbo's ripper pistol is the final word in terminal close encounters.
Range: 12” SX AP2 Spcl: Melee, Pistol, Sniper.
ELITES: 0-1 CATACHAN DEVILS SQUAD
Catachan Devil: WS4 BS4 S3 T3 W1 I3 A1 Ld8
Sv:6+ (Unit Size: 4-9; Points: 10)
Veteran Sgt.: WS4 BS4 S3 T3 W1 I3 A2 Ld8
Sv:6+ (Unit Size: 1; Points: 23)
Veteran Officer: WS5 BS4 S3 T3 W3 I4 A3 Ld9
Sv:6+ (Unit Size: 0-1; Points: 48)
Troop Type: Infantry (Veteran Sgt. & Veteran Officer add Character).
Squad: Consists of one Veteran Sergeant and between four and nine Catachan Devils.
Weapons: Lasgun and frag grenades.
Options: Any model may have a laspistol and close combat weapon at +1pt and/or a shotgun at +1pt.
Up to three models may have one of the following;
- Flamer: 5pts - Grenade Launcher: 5pts - Plasma Gun: 10pts - Meltagun: 10pts
Character: The Veteran Sergeant may be given extra equipment from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.
Veteran Officer: The squad may include one Catachan Devil Officer at an additional cost of +48pts. He carries a lasgun, or a las-pistol & close combat weapon and may select extra equipment from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.
Special Rules: Furious Charge, Infiltrate, Hardened Veterans (gains Stubborn and may regroup even if under 25% of its starting strength.), Ambush (Catachan Devils may Deepstrike without scatter into Forests or Jungle Terrain. They may assault on the turn that they Deepstrike.)
ELITES: DEATHWORLD VETERAN ASSAULT TEAM
Deathworld Veteran: WS4 BS4 S3 T3 W1 I3 A1 Ld8
Sv:6+ (Unit Size: 3-6; Points: 10)
Veteran Sgt.: WS4 BS4 S3 T3 W1 I3 A2 Ld8
Sv:6+ (Unit Size: 1; Points: 10)
Troop Type: Infantry (Veteran Sgt. adds Character).
Squad: Consists of one Veteran Sergeant and between three and six Deathworld Veterans.
Weapons: Lasgun and frag grenades.
Options: Any model may have a laspistol and close combat weapon or a shotgun instead of their lasgun.
Up to three models may have one of the following;
- Flamer: 5pts - Demolition Charge: 10pts - Heavy Flamer: 10pts - Plasma Gun: 10pts - Meltagun: 10pts
Character: The Veteran Sergeant may be given extra equipment from the Melee Weapons, Ranged Weapons, Special Issue Wargear and/or Heirlooms of Conquest lists.
Special Rules: Furious Charge, Infiltrate, Gung Ho (rerolls failed Morale & Pinning tests and may regroup even if under 25% of its starting strength).
ELITES: DEATHWORLD VETERAN SNIPERS
Sniper: WS4 BS3 S3 T3 W1 I3 A1 Ld7
Sv:6+ (Unit Size: 1; Points: 20)
Troop Type: Infantry.
Squad: Consists of one Sniper. You may include up to three Deathworld Veteran Snipers as a single Elites choice. They may not be joined by Independent Characters.
Weapons: Sniper Rifles.
Special Rules: Furious Charge, Infiltrate.
Deathworld Toxins: Deathworld Veteran Snipers use the deadly toxins found on their homeworld. Their Sniper Rifles gain the Shred Special Rule.
Hidden Ambush: Deathworld Veteran Snipers may Deepstrike without scatter into Forests or Jungle Terrain. As long as they both start and finish their move in Forest/Jungle terrain, they have the Relentless Special Rule in their next Shooting Phase.
Camouflage: Deathworld Veteran Snipers have Shrouded while within Forests or Jungle Terrain.
HEAVY SUPPORT: 0-1 BOOBY TRAPS
Plasma Charge: Points: 50 S7 AP2
Shredder Mine: Points: 20 S3 AP5
Spring Mine: Points: 40 S4 AP6
Trap: Points: 20 S3 AP6
You may include up to six booby traps as a single Heavy Support choice. Booby traps are placed in a terrain piece. A terrain piece may only have a single Booby trap placed within it. A Booby trap is set off if either a double or a 1 is rolled while moving through cover, a consolidate move, a fall back roll or a dangerous terrain test by a model; either friendly or enemy.
A vehicle is always hit on rear armour. A single Booby trap inflicts D3+3 hits on a unit unless it has the blast special rule. Once the trap has been trigged, it does not trigger again for the rest of the battle.
Special Rules: Ignores Cover, Barrage (measured causes pinning), Shred (Shredder Mines only), Large Blast D3 (Spring Mine only; D3 Large Templates centred on the model in the unit closest to the centre of the terrain), Small blast D3 (Trap only, D3 small Templates centred on the model in the unit closest to the centre of the terrain).