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Made in us
Regular Dakkanaut



SoCal

The Anti-Plant Barrage strategic asset in Apocalypse brought to mind an article I’d read way back in the day (White Dwarf 242 to be specific), “It’s a Jungle Out There!” This article had rules (and illustrations) for making and using hostile deathworld plants like the Spore Tree and the Brainleaf.

After re-reading this article, I’ve taken a stab at revising and updating various of the individual plants, and also making up some datasheets for using groups of them in Apocalypse

I’ve got a batch of spore trees made up and will probably test them out in an upcoming Apocalypse game. Analysis to follow.

This is just a first version, I’m sure revisions are warranted and will be made. Review and comments are invited and welcomed.

A few issues I haven’t come up with good answers for yet, so comments here are especially welcomed:

1) The deployment rule I came up with was intended to speed up an Apocalypse game by eliminating the need to plot locations for a large number of plants prior to deployment. Does this give the deploying player too much of an advantage?

2) If deathworld plants are used, should there be a requirement that a certain percentage of the total playing surface be comprised primarily of forest/jungle? If so, how much?

3) Should the use of deathworld plants be limited to certain armies, like Catachans?

4) Alternatively, should a player have to take a strategic asset that allows him to use deathworld plants?

Now, without further ado:

Deathworld Plants
General Rules


Undetectable: Deathworld plants are undetectable by any enemy units by any means (auspex, other similar devices, Tyranid lictors, Eldar rangers, etc.). At the end of any movement phase, a deathworld plant may be placed within any area of plant terrain (jungle, forest or other vegetation), at a minimum distance of 1" from any enemy unit. Once revealed, the deathworld plant remains in place.

Local Knowledge: Deathworld inhabitants are familiar with deathworld plants and know how to avoid being attacked by them. All models of the army deploying deathworld plants are immune to attack by them.

Noli Me Tangere: Deathworld plants can only be attacked in the shooting phase (it would be suicidal to attack them in close combat!). All deathworld plants have Toughness 4 and 3 wounds, and count as having a 4+ cover save. If a deathworld plant is reduced to 0 wounds, it is removed from the table. Replace it with an appropriate stump, husk, or the like unless otherwise specified.

Vigor: Deathworld plants are unnaturally hardy. If the Anti-Plant Barrage strategic asset is employed, roll a D6 for each deathworld plant immediately before placement to determine if it was affected. If an area of plant terrain was destroyed by the barrage, on a roll of 4+ the plant has somehow survived the attack and may be deployed as normal in that area. If the area of plant terrain survived the attack, the plant may be deployed in the area as normal.

BRAINLEAF
60 pts


WSBS – S – T4 W3 I – LdSv 4+ cover

The brainleaf, native to Catachan but now found on other worlds, is one of the most horrifying plants in the galaxy. It appears to have a rudimentary intelligence, albeit on an instinctual level only. Its leaves can detach themselves and fly short distances, embedding themselves into the nervous systems of their prey. These leaves rapidly grow fibrous tentacles into their victim, allowing the brainleaf to control its prey’s actions to some degree.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


At the end of any movement phase, roll a D6 for the closest non-vehicle model within 6" of the brainleaf and compare the result to the distance from the brainleaf to the model. If the result equals or exceeds the distance, the model has been infected and taken over by the brainleaf.

Models with invulnerable saves may make a saving throw to avoid infection. Vehicles are immune to brainleaf attacks. However, models riding in open-topped vehicles are subject to attack as usual.

An infected model counts as a casualty for all victory points, morale checks, and any other purpose. Models that are controlled by the brainleaf act randomly. Roll for each model on the following table at the start of each of its subsequent turns. The model’s actions take place right at the start of the turn, before any movement, rolls for reserve, or anything else. While controlled by the brainleaf, the model automatically passes any Leadership tests it is required to make and will never fall back. If the brainleaf is destroyed, any models it is currently controlling immediately die and are removed from the game as well.

D6 RESULT
1 Urgh! The brainleaf loses control of the model, leaving it to collapse to the ground and die–remove the model as a casualty.
2 Duh! The brainleaf cannot make the model attack this turn. If the model is not in base contact with the brainleaf, it moves into base contact with it.
3-4 Raargh! The model charges toward the model (non-vehicle or vehicle) closest to the brainleaf and within the model’s charge range (normally 6"–there is not need to roll for difficult terrain). Move the model into base contact with its target if possible and resolve its attacks as if it had charged into an assault. The target may not attack back. Once the model has attacked it is moved back into base contact with the brainleaf.
5-6 Blam! The model opens fire on the closest unit it can see with a model within 6" of the brainleaf, following all of the normal shooting rules. A unit’s dedicated transport vehicle counts as such a model for this purpose.

BRAINLEAF COLONY
POINTS: 200 + models


On occasion, brainleaves may gather together in colonies. Brainleaf colonies have been known to take over entire units of troops, using them to defend their territory and facilitate further expansion. Vast tracts of jungle have fallen to brainleaf colonies in this way.

Formation:
3-6 brainleaves

SPECIAL RULES:

Colony: When revealed, all models of the formation are placed within 6" coherence distance.

Colonial Assault: Two or more brainleaves stimulate each other to detach additional leaves. Each brainleaf in the colony checks for D3 non-vehicle models within 6" of the brainleaf to determine if a leaf detaches and infects the model.

CATACHAN MANTRAP
40 pts


WSBS – S – T4 W3 I – LdSv 4+ cover

Although having a similar name to the Venus mantrap, the Catachan mantrap uses a much more aggressive hunting technique. It can move its leaves around, actively searching out prey and clamping its jaw-like leaves around its victims.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


At the end of any movement phase, the Catachan mantrap will make D3 attacks against the closest model within 6" of it. These attacks have Weapon Skill 3 and Strength 5, resolved like any other close combat attack.

Vehicles are immune to attacks from Catachan mantraps. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 4+ (the plant reaches into the open-topped vehicle to entangle the model as it passes by).

CATACHAN MANTRAP PATCH
POINTS: 100 + models


Catachan mantraps sometimes occur in patches, where they somehow stimulate the ferocity of each other’s attacks.

Formation:
3-6 Catachan mantraps

SPECIAL RULES:

Mantrap Patch: When revealed, all models of the formation are placed within 6" coherence distance.

Leaves of Fury: At the end of any movement phase, each Catachan mantrap in a patch will make D3 attacks against any model within 6" of it, plus 1 attack per Catachan mantrap in excess of 1 in the patch. For example, each Catachan mantrap in a patch of 4 will make D3+3 attacks. These attacks have Weapon Skill 4 and Strength 6, resolved like any other close combat attack.

Vehicles are immune to attacks from Catachan mantrap patches. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 3+ (the plants reach into the open-topped vehicle to entangle the models as they pass by).

SPITTING CACTUS
30 pts


WSBS – S – T4 W3 I – LdSv 4+ cover

Most cacti can be pretty dangerous, especially those with toxin-coated thorns. The spitting cactus is even more lethal, able to fire its spines at nearby prey.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


A t the end of any movement phase, the spitting cactus will fire its spines at any unit which has a non-vehicle model within 6" of it (if more than one unit is in range, it will fire at the unit which has the closest non-vehicle model). It fires D6 times at the model’s unit, hitting and inflicting an AP5 wound automatically. Saving throws may be made as normal.

Hits are worked out against the closest models, so if there are three hits, the three closest models in the unit will be the ones wounded. If there are more hits than models in the unit, the excess hits are ignored–no model can be hit more than once.

Vehicles are immune to attacks from spitting cacti. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 4+.

SPITTING CACTUS PATCH
POINTS: 50 + models


Spitting cacti may grow together in patches. Two or more spitting cacti can target the same unit, increasing the effectiveness of their spine attacks.

Formation:
3-6 spitting cacti

SPECIAL RULES:

Patch: When revealed, all models of the formation are placed within 6" of the first spitting cactus. Each spitting cactus may activate independently.

Spine Flurry: Two or more spitting cacti may fire their spines at the same unit within range. Each cactus fires D6 times at the model’s unit, plus 1 additional time for each cactus in excess of 1 firing at the same unit. Each spine hits and inflicts an AP4 wound automatically. Saving throws may be made as normal.

Vehicles are immune to attacks from spitting cacti patches. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 3+.

SPORE TREE
50 pts


WSBS – S – T4 W3 I – LdSv 4+ cover

These plants launch a cloud of spores from their flower clusters when they detect something moving close by, to carry their seeds to other fertile areas. The spore cloud is so dense, the creature which disturbed the tree often chokes and dies. This is also useful for the spore tree as its victim’s decaying body will enrich the ground around its roots.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


If, at the end of any movement phase, there is a model 5" or closer to a spore tree, test to see if the plant detects its presence (if more than one target is within range, the plant will attack the closest). To do this, roll a D6 and compare it to the distance from the tree (use the nearest flower cluster to measure this distance).

If the roll is equal to or greater than the distance, then the spore tree will shower the area with spores. Place the Flamer template so that its narrow end is touching the flower cluster and the template is centered on the model it detected (see diagram). Any model touched by the template takes a S4 AP6 hit (no cover save) due to spore inhalation. Vehicles hit by a spore tree are unaffected, unless they are open topped, in which case they take a glancing hit.

The spore tree contains many spore pods in its flower clusters, and so there is no limit to the number of times the spore tree can shower spores during a game.

SPORE TREE FOREST
POINTS: 200 + models


Lone spore trees are dangerous enough, but forests of these hostile plants are capable of destroying entire units of troops or columns of vehicles. By some unknown mechanism, multiple spore trees are capable of coordinating their spore bursts, showering a huge area with spores in such density that few can survive the exposure.

Formation:
3-6 spore trees

SPECIAL RULES:

Forest: When revealed, all models of the formation are placed within 6" coherence distance. Each spore tree may activate independently.

Spore Blizzard: Two or more spore trees may combine to fire spores jointly. Select two or more spore trees within coherence. Roll a D6. On a 1-2 the spore trees only fire separately. On a 3+ the spore trees fire a huge cloud of spores. Select any one flower cluster of the selected trees. Place the Hellstorm template so that its narrow end touches the selected flower cluster and the maximum number of enemy models are touched by the template. Any non-vehicle model touched by the template immediately takes a S6 AP3 hit (no cover save). Vehicles take a penetrating hit.

STRANGLEPLANT
25 pts


WSBS – S – T4 W3 I – LdSv 4+ cover

Strangleplants prefer shady spots to grow in, where their distinctive tube-like trunks are hidden from view. When they detect the disturbance caused by a passing animal, their long, highly adhesive stamens uncoil, wrapping themselves around their prey and dragging them back to die of dehydration.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


If, at the end of any movement phase, there is a non-vehicle model within 6" of a strangleplant, it will be attached by the plant (the plant will attack the closest target if there is more than one possible target). The model must roll equal to or under its Strength on 2D6 or be removed as a casualty. The model may add the distance from the strangleplant to its Strength when making the test. A Strength 3 model that is 5" away must roll 8 or less to avoid capture, for example.

Models with an invulnerable save may instead make a saving throw to avoid capture.

Vehicles are immune to attacks from strangleplants. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 4+ (the plant reaches into the open-topped vehicle to capture the model as it passes by).

STRANGLEPLANT PATCH
POINTS: 50 + models


Strangleplants sometimes cluster together in patches in a deathworld jungle. Two or more strangleplants may simultaneously attack a target within range.

Formation:
3-6 strangleplants

SPECIAL RULES:

Patch: When revealed, all models of the formation are placed within 6" of the first strangleplant. Each strangleplant may activate independently.

Joint Attack: Two or more strangleplants may attempt to capture the same non-vehicle model. Select two or more spore trees within 6" of the target non-vehicle model. The model must roll equal to or under its Strength, minus 1 for each jointly attacking strangleplant, on 2D6, or be removed as a casualty. The model may add the distance from the strangleplant to its Strength when making the test. A Strength 3 model that is 5" away and is attacked by three strangleplants must roll 8-3 = 5 or less on to avoid capture, for example.

Models with an invulnerable save may instead make a saving throw to avoid capture from joint attacks.

Vehicles are immune to attacks from strangleplants. However, models riding in open-topped vehicles are subject to joint attack on a D6 roll of 3+ (the plants reach into the open-topped vehicle to capture the models as they pass by).

SUCKER TREE
50 pts


WSBS – S – T4 W3 I – LdSv 4+ cover

The sucker tree looks fairly innocuous to the untrained eye: it is simply a fungal-like growth on top of a seemingly normal trunk. However, the trunk can twist and turn when it detects prey, bending over to drop its suckers on top of the heads of its victims. It quickly drains them of their life fluids and then flings the corpse away, to ensure that future victims are not made suspicious by a pile of bones.


Undetectable
Local Knowledge
Noli Me Tangere
Vigor


The sucker tree has a range of 3" for its attacks, which it will make against the closest non-vehicle model within range at the end of any movement phase. Roll a D6 to attack the model. If the roll is equal to or more than the model’s Strength, the model is devoured and removed from play.

Models with an invulnerable save may make a saving throw to avoid being devoured.

Vehicles are immune to attacks from sucker trees. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 4+ (the tree reaches into the open-topped vehicle to engulf the model as it passes by).

SUCKER TREE GROVE
POINTS: 100 + models


Sucker trees sometimes take root in groves, whose appetite is even greater than that of the trees taken individually.

Formation:
3-6 sucker trees

SPECIAL RULES:

Grove: When revealed, all models of the formation are placed within 6" coherence distance.

Grabby: Sucker trees in a grove enhance each other’s effectiveness in seizing and securing prey. If a grove includes two or more sucker trees, each sucker tree re-rolls missed attacks. If a grove includes three or more sucker trees, each sucker tree rolls a D6+1 to attack the model.

Models with an invulnerable save may make a saving throw to avoid being devoured.

Vehicles are immune to attacks from sucker tree groves. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 3+ (the trees reach into the open-topped vehicle to engulf the models as they pass by).

VENUS MANTRAP
30 pts


WSBS – S – T4 W3 I – LdSv 4+ cover

The Venus mantrap is so-named due to its similarity to an ancient Terran plant, rather than because it is native to Venus. It emits a pungent aroma that most creatures find highly stimulating, and as they investigate the source of the exotic scent, its jaw-like leaves snap forward to devour them.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


The scent of the Venus mantrap extends 2D6" from the plant, rolled at the end of every movement phase beginning when it is placed. Starting with the closest non-vehicle model within this area, each affected model must pass a Leadership test immediately or be devoured and removed as a casualty. Once the model has been devoured, the Venus mantrap will not attack any more that turn (it is too busy munching the unfortunate victim).

Models with an invulnerable save may instead make a saving throw to shake off the effect of the scent.

Vehicles are immune to attacks from Venus mantraps. However, models riding in open-topped vehicles are subject to attack as usual (they are lured out of their vehicles).

VENUS MANTRAP PATCH
POINTS: 150 + models


Venus mantraps often occur in patches. Their combined scents are even more irresistible to nearby creatures.

Formation:
3-6 Venus mantraps

SPECIAL RULES:

Mantrap Patch: When revealed, all models of the formation are placed within 6" coherence distance.

Super Attractant: The scent of a Venus mantrap patch extends 2D6" from each plant, plus 1" for each Venus mantrap in excess of 1 in the patch, rolled at the end of every movement phase beginning when it is placed. Starting with the closest non-vehicle model within this area, each affected model must pass a Leadership test immediately, with a -1 penalty for each Venus mantrap in excess of 1 in the patch, or be devoured and removed as a casualty. Affected models continue checking until each Venus mantrap has devoured one model, or until all remaining models pass their Leadership tests. Once a model has been devoured, a Venus mantrap in the patch will not attack any more that turn (it is too busy munching the unfortunate victim). Venus mantraps which do not devour a model will continue to attack additional models which come into range during that turn until they succeed in devouring a model, or until the turn ends.

Models with an invulnerable save may instead make a saving throw to shake off the effect of the combined scents.

Vehicles are immune to attacks from Venus mantraps in the patch. However, models riding in open-topped vehicles are subject to attack as usual (they are lured out of their vehicles).

"Word to your moms, I came to drop bombs." -- House of Pain 
   
Made in us
Regular Dakkanaut



SoCal

Bump, anyone?

"Word to your moms, I came to drop bombs." -- House of Pain 
   
Made in us
Regular Dakkanaut



SoCal

Deathworld Plants in Apocalypse 1.1

In the first Apocalypse test game using Deathworld Plant formations (4000 pts of Guard/Dark Angels vs. IG Jungle Fighters with plants), I ran 3-plant formations of Spore Trees, Sucker Trees and Venus Mantraps. The game worked out quite well and I got some valuable initial results.

The unit and formation costs for the plants tested seemed to be reasonable. However, a few changes to these plants in particular and the general rules looked appropriate.

1) The original deployment rule indeed gives the deploying player way too much of an advantage, so we decided that each formation should be secretly located before the first player began deployment. This didn’t take up an excessive amount of time.

2) You really do need quite a bit of room to deploy formations of deathworld plants, so total playing surface should be comprised of at least 50% forest/jungle.

3) It would be easy to go overboard in using the plants, so it’s suggested that a limit of one formation per unit in the deploying army that has purchased the Jungle Fighters doctrine be used. This will have the effect of limiting use of deathworld plants to IG armies that take Jungle Fighters as a doctrine. It may also be desirable to limit the total points expended on deathworld plants, but we didn’t come up with any percentage or hard upper limit, as this seems contrary to the spirit of Apocalypse.

4) Some additional general rules seemed appropriate:

Deathworld plants can’t capture objectives (seems obvious) or be mission survivors.

Casualties suffered from deathworld plant attacks do not cause morale checks–they aren’t considered shooting casualties.

Deathworld plants are checked at the end of every movement phase to determine if they attack (clarification).

Finally, it became clear that multi-wound characters with invulnerable saves, like Inquisitor Lords or Space Marine Chaplains, shouldn’t be devoured by plants simply for failing one save (as actually happened to one Inquisitor Lord, who was ignominiously consumed after wandering into a sucker tree grove!). So, models that have an invulnerable save can make their invulnerable saving throw where indicated (re-rolls are allowed if they would otherwise be available, e.g., to Space Marine Librarians having the Veil of Time psychic power). If they fail, they lose a wound rather than being killed outright. If reduced to 0 wounds, however, they are killed, infected, devoured, etc. as normal.

In the following revisions, changes are underlined.

Deathworld Plants
General Rules v. 1.1


Undetectable: Deathworld plants are undetectable by any enemy units by any means (auspex, other similar devices, Tyranid lictors, Eldar rangers, etc.). The location of each deathworld plant is secretly determined by the deploying player prior to selection of strategic assets. All deathworld plants must be deployed within an area of forest/ jungle. When formations of deathworld plants are to be deployed, determine the location of one plant of the formation; when the plants are revealed, place the first plant at the selectd formation and place the other plants in coherence according to the appropriate datasheet. Once revealed, all deathworld plants remain in place.

Local Knowledge: Deathworld inhabitants are familiar with deathworld plants and know how to avoid being attacked by them. All models of the army deploying deathworld plants are immune to attack by them.

Noli Me Tangere: Deathworld plants can only be attacked in the shooting phase (it would be suicidal to attack them in close combat, especially when multiple plants are in the same area!). All deathworld plants have Toughness 4 and 3 wounds, and count as having a 4+ cover save. If a deathworld plant is reduced to 0 wounds, it is removed from the table. Replace it with an appropriate stump, husk, or the like unless otherwise specified.

Vigor: Deathworld plants are unnaturally hardy. If the Anti-Plant Barrage strategic asset is employed, roll a D6 for each deathworld plant immediately before placement to determine if it was affected. If an area of plant terrain was destroyed by the barrage, on a roll of 4+ the plant has somehow survived the attack and may be deployed as normal in that area. If the area of plant terrain survived the attack, the plant may be deployed in the area as normal.

BRAINLEAF
60 pts

WSBS – S – T4 W3 I – LdSv 4+ cover

The brainleaf, native to Catachan but now found on other worlds, is one of the most horrifying plants in the galaxy. It appears to have a rudimentary intelligence, albeit on an instinctual level only. Its leaves can detach themselves and fly short distances, embedding themselves into the nervous systems of their prey. These leaves rapidly grow fibrous tentacles into their victim, allowing the brainleaf to control its prey’s actions to some degree.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


At the end of every movement phase, roll a D6 for the closest non-vehicle model within 6" of the brainleaf and compare the result to the distance from the brainleaf to the model. If the result equals or exceeds the distance, the model has been infected and taken over by the brainleaf.

Models with invulnerable saves may make an invulnerable saving throw to avoid infection. If a model with more than one wound fails an invulnerable saving throw against a brainleaf attack, it loses a wound. If reduced to 0 wounds, it is infected as normal. Vehicles are immune to brainleaf attacks. However, models riding in open-topped vehicles are subject to attack as usual.

An infected model counts as a casualty for all victory points, morale checks, and any other purpose. Models that are controlled by the brainleaf act randomly. Roll for each model on the following table at the start of each of its subsequent turns. The model’s actions take place right at the start of the turn, before any movement, rolls for reserve, or anything else. While controlled by the brainleaf, the model automatically passes any Leadership tests it is required to make and will never fall back. If the brainleaf is destroyed, any models it is currently controlling immediately die and are removed from the game as well.

D6 RESULT
1 Urgh! The brainleaf loses control of the model, leaving it to collapse to the ground and die–remove the model as a casualty.
2 Duh! The brainleaf cannot make the model attack this turn. If the model is not in base contact with the brainleaf, it moves into base contact with it.
3-4 Raargh! The model charges toward the model (non-vehicle or vehicle) closest to the brainleaf and within the model’s charge range (normally 6"–there is not need to roll for difficult terrain). Move the model into base contact with its target if possible and resolve its attacks as if it had charged into an assault. The target may not attack back. Once the model has attacked it is moved back into base contact with the brainleaf.
5-6 Blam! The model opens fire on the closest unit it can see with a model within 6" of the brainleaf, following all of the normal shooting rules. A unit’s dedicated transport vehicle counts as such a model for this purpose.


BRAINLEAF COLONY
POINTS: 200 + models

On occasion, brainleaves may gather together in colonies. Brainleaf colonies have been known to take over entire units of troops, using them to defend their territory and facilitate further expansion. Vast tracts of jungle have fallen to brainleaf colonies in this way.

Formation:
3-6 brainleaves

SPECIAL RULES:

Colony: When revealed, all models of the formation are placed within 6" coherence distance.

Colonial Assault: Two or more brainleaves stimulate each other to detach additional leaves. Each brainleaf in the colony checks for D3 non-vehicle models within 6" of the brainleaf to determine if a leaf detaches and infects the model.

CATACHAN MANTRAP
40 pts

WSBS – S – T4 W3 I – LdSv 4+ cover

Although having a similar name to the Venus mantrap, the Catachan mantrap uses a much more aggressive hunting technique. It can move its leaves around, actively searching out prey and clamping its jaw-like leaves around its victims.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


At the end of every movement phase, the Catachan mantrap will make D3 attacks against the closest model within 6" of it. These attacks have Weapon Skill 3 and Strength 5, resolved like any other close combat attack.

Vehicles are immune to attacks from Catachan mantraps. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 4+ (the plant reaches into the open-topped vehicle to entangle the model as it passes by).

CATACHAN MANTRAP PATCH
POINTS: 100 + models

Catachan mantraps sometimes occur in patches, where they somehow stimulate the ferocity of each other’s attacks.

Formation:
3-6 Catachan mantraps

SPECIAL RULES:

Mantrap Patch: When revealed, all models of the formation are placed within 6" coherence distance.

Leaves of Fury: At the end of every movement phase, each Catachan mantrap in a patch will make D3 attacks against any model within 6" of it, plus 1 attack per Catachan mantrap in excess of 1 in the patch. For example, each Catachan mantrap in a patch of 4 will make D3+3 attacks. These attacks have Weapon Skill 4 and Strength 6, resolved like any other close combat attack.

Vehicles are immune to attacks from Catachan mantrap patches. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 3+ (the plants reach into the open-topped vehicle to entangle the models as they pass by).

SPITTING CACTUS
30 pts

WSBS – S – T4 W3 I – LdSv 4+ cover

Most cacti can be pretty dangerous, especially those with toxin-coated thorns. The spitting cactus is even more lethal, able to fire its spines at nearby prey.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


A t the end of every movement phase, the spitting cactus will fire its spines at any unit which has a non-vehicle model within 6" of it (if more than one unit is in range, it will fire at the unit which has the closest non-vehicle model). It fires D6 times at the model’s unit, hitting and inflicting an AP5 wound automatically. Saving throws may be made as normal.

Hits are worked out against the closest models, so if there are three hits, the three closest models in the unit will be the ones wounded. If there are more hits than models in the unit, the excess hits are ignored–no model can be hit more than once.

Vehicles are immune to attacks from spitting cacti. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 4+.

SPITTING CACTUS PATCH
POINTS: 50 + models

Spitting cacti may grow together in patches. Two or more spitting cacti can target the same unit, increasing the effectiveness of their spine attacks.

Formation:
3-6 spitting cacti

SPECIAL RULES:

Patch: When revealed, all models of the formation are placed within 6" cohesion distance. Each spitting cactus may activate independently.

Spine Flurry: Two or more spitting cacti may fire their spines at the same unit within range. Each cactus fires D6 times at the model’s unit, plus 1 additional time for each cactus in excess of 1 firing at the same unit. Each spine hits and inflicts an AP4 wound automatically. Saving throws may be made as normal.

Vehicles are immune to attacks from spitting cacti patches. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 3+.

SPORE TREE
50 pts

WSBS – S – T4 W3 I – LdSv 4+ cover

These plants launch a cloud of spores from their flower clusters when they detect something moving close by, to carry their seeds to other fertile areas. The spore cloud is so dense, the creature which disturbed the tree often chokes and dies. This is also useful for the spore tree as its victim’s decaying body will enrich the ground around its roots.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


If, at the end of a movement phase, there is a model (including vehicles) 5" or closer to a spore tree, test to see if the plant detects its presence (if more than one target is within range, the plant will attack the closest). To do this, roll a D6 at the end of each movement phase and compare it to the distance from the tree (use the nearest flower cluster to measure this distance).

If the roll is equal to or greater than the distance, then the spore tree will shower the area with spores. Place the Flamer template so that its narrow end is touching the flower cluster and the template is centered on the model it detected. Any model touched by the template takes a S4 AP6 hit (no cover save) due to spore inhalation. (Note: models are removed according to the usual rule for casualties inflicted by template weapons.) Vehicles hit by a spore tree are unaffected, unless they are open topped, in which case they take a glancing hit.

The spore tree contains many spore pods in its flower clusters, and so there is no limit to the number of times the spore tree can shower spores during a game.

SPORE TREE FOREST
POINTS: 200 + models

Lone spore trees are dangerous enough, but forests of these hostile plants are capable of destroying entire units of troops or columns of vehicles. By some unknown mechanism, multiple spore trees are capable of coordinating their spore bursts, showering a huge area with spores in such density that few can survive the exposure.

Formation:
3-6 spore trees

SPECIAL RULES:

Forest: When revealed, all models of the formation are placed within 6" coherence distance. Each spore tree may activate independently.

Spore Blizzard: Two or more spore trees may combine to fire spores jointly. If two or more spore trees are within coherence , roll a D6. On a 1-2 the spore trees only fire separately. On a 3+ the spore trees fire a huge cloud of spores. Select any one flower cluster of the selected trees. Place the Hellstorm template so that its narrow end touches the selected flower cluster and the maximum number of enemy models are touched by the template. Any non-vehicle model touched by the template immediately takes a S6 AP3 hit (no cover save). Vehicles take a glancing hit , which is not affected by smoke or any other vehicle defense.

Alert: If any spore tree within the forest detects the presence of a model, every spore tree within the forest becomes active and may fire spores, either individually or jointly as described.

STRANGLEPLANT
25 pts

WSBS – S – T4 W3 I – LdSv 4+ cover

Strangleplants prefer shady spots to grow in, where their distinctive tube-like trunks are hidden from view. When they detect the disturbance caused by a passing animal, their long, highly adhesive stamens uncoil, wrapping themselves around their prey and dragging them back to die of dehydration.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


If, at the end of a movement phase, there is a non-vehicle model within 6" of a strangleplant, it will be attached by the plant (the plant will attack the closest target if there is more than one possible target). Check at the end of every movement phase. The model must roll equal to or under its Strength on 2D6 or be removed as a casualty. The model may add the distance from the strangleplant to its Strength when making the test. A Strength 3 model that is 5" away must roll 8 or less to avoid capture, for example.

Models with an invulnerable save may instead make an invulnerable saving throw to avoid capture. If a model with more than one wound fails an invulnerable saving throw against a strangleplant attack, it loses a wound. If reduced to 0 wounds, it is captured as normal.

Vehicles are immune to attacks from strangleplants. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 4+ (the plant reaches into the open-topped vehicle to capture the model as it passes by).

STRANGLEPLANT PATCH
POINTS: 50 + models

Strangleplants sometimes cluster together in patches in a deathworld jungle. Two or more strangleplants may simultaneously attack a target within range.

Formation:
3-6 strangleplants

SPECIAL RULES:

Patch: When revealed, all models of the formation are placed within 6" coherence distance. Each strangleplant may activate independently.

Joint Attack: Two or more strangleplants may attempt to capture the same non-vehicle model. Select two or more spore trees within 6" of the target non-vehicle model. The model must roll equal to or under its Strength, minus 1 for each jointly attacking strangleplant, on 2D6, or be removed as a casualty. The model may add the distance from the strangleplant to its Strength when making the test. A Strength 3 model that is 5" away and is attacked by three strangleplants must roll 8-3 = 5 or less on to avoid capture, for example.

Strangleplants not selected to attack jointly attack individually as normal.

Models with an invulnerable save may instead make an invulnerable saving throw to avoid capture from joint attacks. . If a model with more than one wound fails an invulnerable saving throw against a joint strangleplant attack, it loses a wound. If reduced to 0 wounds, it is captured as normal.

Vehicles are immune to attacks from strangleplants. However, models riding in open-topped vehicles are subject to joint attack on a D6 roll of 3+ (the plants reach into the open-topped vehicle to capture the models as they pass by).

SUCKER TREE
50 pts

WSBS – S – T4 W3 I – LdSv 4+ cover

The sucker tree looks fairly innocuous to the untrained eye: it is simply a fungal-like growth on top of a seemingly normal trunk. However, the trunk can twist and turn when it detects prey, bending over to drop its suckers on top of the heads of its victims. It quickly drains them of their life fluids and then flings the corpse away, to ensure that future victims are not made suspicious by a pile of bones.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


The sucker tree has a range of 3" for its attacks, which it will make against the closest non-vehicle model within range at the end of any movement phase. Roll a D6 to attack the model. If the roll is equal to or more than the model’s Strength, the model is devoured and removed from play.

Models with an invulnerable save may make an invulnerable saving throw to avoid being devoured. If a model with more than one wound fails an invulnerable saving throw against a sucker tree attack, it loses a wound. If reduced to 0 wounds, it is devoured as normal.

Vehicles are immune to attacks from sucker trees. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 4+ (the tree reaches into the open-topped vehicle to engulf the model as it passes by).


SUCKER TREE GROVE
POINTS: 100 + models

Sucker trees sometimes take root in groves, whose appetite is even greater than that of the trees taken individually.

Formation:
3-6 sucker trees

SPECIAL RULES:

Grove: When revealed, all models of the formation are placed within 6" coherence distance.

Grabby: Sucker trees in a grove enhance each other’s effectiveness in seizing and securing prey. If a grove includes two or more sucker trees, each sucker tree re-rolls missed attacks. If a grove includes three or more sucker trees, each sucker tree rolls a D6+1 to attack the model.

Models with an invulnerable save may make an invulnerable saving throw to avoid being devoured. If a model with more than one wound fails an invulnerable saving throw against a sucker tree attack, it loses a wound. If reduced to 0 wounds, it is devoured as normal.

Vehicles are immune to attacks from sucker tree groves. However, models riding in open-topped vehicles are subject to attack as usual on a D6 roll of 3+ (the trees reach into the open-topped vehicle to engulf the models as they pass by).

VENUS MANTRAP
30 pts

WSBS – S – T4 W3 I – LdSv 4+ cover

The Venus mantrap is so-named due to its similarity to an ancient Terran plant, rather than because it is native to Venus. It emits a pungent aroma that most creatures find highly stimulating, and as they investigate the source of the exotic scent, its jaw-like leaves snap forward to devour them.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


The scent of the Venus mantrap extends 2D6" from the plant, rolled at the end of every movement phase beginning when it is placed. Starting with the closest non-vehicle model within this area, each affected model must pass a Leadership test immediately or be devoured and removed as a casualty. Once the model has been devoured, the Venus mantrap will not attack any more that turn (it is too busy munching the unfortunate victim).

Models with an invulnerable save may instead make an invulnerable saving throw to shake off the effect of the scent. If a model with more than one wound fails an invulnerable saving throw against a Venus mantrap attack, it loses a wound. If reduced to 0 wounds, it is affected by the scent as normal.

Vehicles are immune to attacks from Venus mantraps. However, models riding in open-topped vehicles are subject to attack as usual (they are lured out of their vehicles).

VENUS MANTRAP PATCH
POINTS: 150 + models

Venus mantraps often occur in patches. Their combined scents are even more irresistible to nearby creatures.

Formation:
3-6 Venus mantraps

SPECIAL RULES:

Mantrap Patch: When revealed, all models of the formation are placed within 6" coherence distance.

Super Attractant: The scent of a Venus mantrap patch extends 2D6" from each plant, plus 1" for each Venus mantrap in excess of 1 in the patch, rolled at the end of every movement phase beginning when it is placed. Starting with the closest non-vehicle model within this area, each affected model must pass a Leadership test immediately, with a -1 penalty for each Venus mantrap in excess of 1 in the patch, or be devoured and removed as a casualty. Affected models continue checking until each Venus mantrap has devoured one model, or until all remaining models pass their Leadership tests. Once a model has been devoured, a Venus mantrap in the patch will not attack any more that turn (it is too busy munching the unfortunate victim). Venus mantraps which do not devour a model will continue to attack additional models which come into range during that turn until they succeed in devouring a model, or until the turn ends.

Models with an invulnerable save may instead make an invulnerable saving throw to shake off the effect of the combined scents. If a model with more than one wound fails an invulnerable saving throw against a Venus mantrap attack, it loses a wound. If reduced to 0 wounds, it is affected by the combined scents as normal.

Vehicles are immune to attacks from Venus mantraps in the patch. However, models riding in open-topped vehicles are subject to attack as usual (they are lured out of their vehicles).

This message was edited 1 time. Last update was at 2008/02/18 01:10:46


"Word to your moms, I came to drop bombs." -- House of Pain 
   
Made in us
Fresh-Faced New User




I was the individual who played against LordOfTheSloths this past weekend, and I like the revisions he put in. They are all based on discussions we had while we played.

But I still had two small suggestions. First, regarding Local Knowledge, I suggest that only models with the jungle fighter doctrine are immune to attacks fo the trees. Second, I thought that the plants activated much too often (in both players' movement phases). I would like to see a lower price with them only activating in the enemy movement phases.

All in all, the trees did a lot of damage to me, but I forgot one important thing: destroy them. A skipped a couple of shots at them since I am not used to shooting at "terrain." But I found later that they die pretty easily.
   
Made in us
Regular Dakkanaut



SoCal

Brockdeath wrote:I was the individual who played against LordOfTheSloths this past weekend, and I like the revisions he put in. They are all based on discussions we had while we played.

But I still had two small suggestions. First, regarding Local Knowledge, I suggest that only models with the jungle fighter doctrine are immune to attacks fo the trees.


I agree with that idea. It makes sense fluff-wise too--probably the best (if not only) way to learn about hostile jungle plants is to have experience fighting in jungles where they live.

Brockdeath wrote: Second, I thought that the plants activated much too often (in both players' movement phases). I would like to see a lower price with them only activating in the enemy movement phases.


The way I envision the plants' actions is analogous to close combat. The plant will react any time something is in range. It isn't smart enought to hold off attacks every other round, but operates pretty much on instinct whenever potential prey is nearby. That's why checks are made at the end of every movement phase.


brockdeath wrote:All in all, the trees did a lot of damage to me, but I forgot one important thing: destroy them. A skipped a couple of shots at them since I am not used to shooting at "terrain." But I found later that they die pretty easily.


Toughness 4, 4+ cover save only does make them vulnerable to flamers and pie plates

"Word to your moms, I came to drop bombs." -- House of Pain 
   
Made in us
Regular Dakkanaut



SoCal

Here is one more deathworld plant, the Miral Catcher.

The last original deathworld plant from WD 242, the Canak Floater, looks too much like a Tyranid spore mine, so I haven't revised it for Apocalypse. But if anyone can come up with a good datasheet for it, I'd be interested to see it.


MIRAL CATCHER
35 pts

WSBS – S – T4 W3 I – LdSv 4+ cover

A Miral catcher is a ground-hugging vegetation which has roots that are extremely sensitive to vibrations in the ground, such as might be caused by an animal wandering past. It looks innocuous enough when dormant, but when it attacks, huge tentacles whip from its many frilled maws and lash out. They carry a paralyzing toxin, which acts almost instantaneously.

Undetectable
Local Knowledge
Noli Me Tangere
Vigor


If there is a model 12" or closer to the catcher at the end of a movement phase (check at the end of every movement phase), the catcher will attempt to strike. If more than one model is 12" or closer, it will attack the nearest. Roll 2D6 and compare the score to the distance the target is from the catcher. If the score is less, the catcher misses. If the score is equal to or greater than the distance, the catcher hits home. The model suffers a Strength 6 hit, with no AP. Vehicles take a Strength 6 hit to their side armor, resolved as normal.

MIRAL CATCHER PATCH
POINTS: 50 + models

Miral catchers often grow together in patches, from which they are capable of making joint attacks, thrashing out with increased accuracy against their prey.

Formation:
3-6 Miral catchers

SPECIAL RULES:

Patch: When revealed, all models of the formation are placed within 6" coherence distance.

Thrash: Miral catchers in a patch enhance each other’s effectiveness in seizing and securing prey. If a patch includes two or more Miral catchers, each catcher re-rolls missed attacks. If a patch includes three or more Miral catchers, each catcher makes an extra attack.

"Word to your moms, I came to drop bombs." -- House of Pain 
   
 
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