Professional Documents
Culture Documents
CATACHAN alongside brother and quite often serve under an uncle or, in
rare circum-stances, a grandfather. These close-knit
structures have resulted in levels of trust and teamwork that
THE CATACHAN CIX ambushes, and for having sunglasses that he is rumoured,
somewhat surreptitiously, to never take off.
Small in number, the Catachan Jungle Fighters of the CIX
regiment have been bogged down in various engagements
across the Jugral Depths for the past three years, deployed CREATING THE CATACHAN CIX JUNGLE
at company-strength in several different locations through-
FIGHTERS REGIMENT
out the warzone, battling Renegades, Charrukans, and Eldar.
The CIX are fewer in number than other regiments, with The rules for the Catachan CIX Jungle Fighters
each company numbering at little over one hundred and Regiment were created using the Regiment Creation
twenty soldiers. Their deployment in the Jugral Depths has Rules in the ONLY WAR Core Rulebook and Hammer of
been akin to that of Special Forces, and it has not been the Emperor volumes. The following options were
uncommon for them to act in concert with forces of the selected:
Militarum Tempestus. Their wargear, likewise, has been Home World: Death World.
improved with the addition of more specialised grenades, to Commanding Officer: Maverick.
reflect the increased expectations on their shoulders. The Regiment Type: Guerrilla Regiment.
commander of the CIX is Colonel ‘Striker’ Lee – a quiet and Doctrines: Demolitions, Hardened Fighters, Survivalists
imposing man, known for his signature lightning-quick (Jungle), and the unique Heavily-Developed Physique
Doctrine, which grants +3 Strength and Athletics as a
starting Skill.
Drawbacks: Honour Bound, The Few.
Points: 12 points.
CATACHAN FANG
MELEE WEAPONS
Catachan Jungle Fighters across a thousand systems and is
equally useful for cutting your way through jungle or
enemies of humanity. This knife is also used for settling
disputes between Catachans: one knife is placed in the
“Don’t matter how big, or crazed, or unnatural your enemy
centre of a fighting pit and the combatants must each strive
is, he can’t kill you if you saw his damn head off with your
to get hold of it. The duel ends when one fighter draws
Catachan fang.”
blood, but some duels still end with death.
–Corporal ‘Razorback’ Mahoney, Catachan XLI
POWER WEAPONS
Sheathed in crackling power fields, power weapons combine Table 1-2: Unusual Ammunition
the characteristics of Mankind’s most revered and ancient Name Availability
Toxic Rounds Extremely Rare
weapons with a destructive capacity matched only by the
most powerful of ranged weapons. The product of rare
ARMOUR
technologies, many power weapons are ancient relics, and
to wield one is a sure sign of status and influence amongst
the Imperial Guard. To use the power weapon listed here, a
character must have the Weapon Training (Power) Talent.
“Even a heretic-ant you can see, squash him quick. The
diseases, that’s another matter. There’s all kinds of poxes
CATACHAN POWER SWORD and fevers can kill a man in a few hours. There’s some
Close if not identical in design to the Devil’s Claw, Catachan
swamps where one breath of the fog will burn your lungs,
power swords offer all of the benefits of power falchions
five hours later your throat’s all swollen up, you can’t
while avoiding the same top-heavy design. Crafted by some
breathe and you choke to death. Foot rot will get you after a
of the finest weaponsmiths on Catachan, the cutting edge of
few weeks in the bush, your feet dropping off your legs, the
these swords is so fine that it can slice cleanly through even
stink making you wanna heave. Gotta look after your feet in
the heaviest of armours with the blade’s full momentum
the jungle, boys.”
behind it. Catachan power swords fetch a small fortune and
are highly sought after by those who can afford them. –Captain Stone, Fourth Company, Catachan XXIII
WARGEAR AND Tech-Use Test. When a creature of Size (3) or larger steps
directly on top of the plasma charge, it detonates with the
following profile: (2d10+10 E; Pen 8; Blast [1]).
IMPROVISED
Test is a Skill Test that falls under the Crafting Descriptor.
There are two types of Crafting Skills that apply to the
creation of Improvised Traps: Security and Survival. Although
Security is not usually a Crafting Skill, in the construction of
–Native proverb
TRAP COMPONENTS
All improvised traps require parts to make them work. These
Circumstances may sometimes preclude the employment of are referred to as Essential Materials. Without one of these
purpose-built munitions for booby traps. To this end the tools a trap is incomplete, or little more than extras, unused
Catachan Jungle Fighters improvise a variety of basic traps and unpurposed, and cannot be made. As long as a
from natural materials and commonly available ammunition. character meets the Skill Requirements and has all of the
Many new recruits into the Imperial Guard mistakenly Essential Materials, he may attempt to make a trap, though
believe that the objective of these traps is to kill or maim the whether or not a player is in a position to make an
enemy. This, of course, is only their secondary function; improvised trap or if setting a trap is even possible is always
their primary value is in disrupting and slowing an enemy’s left up to the GM.
advance in certain areas. After several encounters with
booby traps most enemies are liable to become demoralised, CRAFTING DIFFICULTY
overly cautious and spread out, leaving them vulnerable to a The Difficulty of a Crafting Skill Test depends on the complexity
well-placed ambush. of the trap and what the local terrain is like, such as whether
there is any wood or bamboo to fashion spikes out of,
IMPROVISING TRAPS environmental conditions like monsoons or blizzards, and so
Unlike mines improvised traps do not come assembled and on. Each Improvised Trap has its own associated base
must be constructed by the players manually. Some traps Difficulty Rating, but in addition to this Table 1-5: Trap
are easier to craft than others, some traps take longer to Location & Conditions contains a set of general modifiers
make, and sometimes battlefield conditions might make that can both help and hinder Crafting Tests.
CRAFTING TIME
Another important element to a Crafting Skill Test is how
long it takes for the players to assemble an improvised trap.
Rigging a few buried bullets will take significantly less time
than digging a devil’s maw, filling it with spikes, and covering
the top. Each Improvised Trap has an associated Crafting
Time in Rounds, minutes, or hours, and players will need to
determine if they have enough time to construct traps
before making the Crafting Skill Test.
In the case of traps that require an Extended Test, BURIED BULLETS
the Crafting Time represents how long it takes to make each Skill Requirements: Security.
individual Test that makes up the Extended Test, rather than Essential Materials: One cartridge or bolt shell, and a striker
the total amount of time it takes to make an Extended Test. (a small, sharp object to trigger the cartridge or bolt shell
with such as a nail, sharp rock, or spike), and a tool with
Rush Jobs which to dig a small hole with.
A player or players can elect to speed up their Crafting Time Crafting Difficulty: Routine (+20).
by declaring that their trap assembly will be a Rush Job. A Crafting Time: 2 Rounds.
Rush Job halves the time required to assemble the trap (e.g. Successes Required: N/A.
a trap that would normally take 2 hours will take 1 hour), Also known as “toe-poppers”, these
but the Crafting Skill Test suffers a -30 penalty. consist of a basic bolt round or
shotgun shell buried so that its base is
Careful Improvisations resting on a nail, rock or sharpened spike
A player or players can elect to spend more time constructing and the tip of the shell is just below the surface of soft
their traps than is normally required by declaring that they ground. When an enemy steps on top of the round their
are making Careful Improvisations. Careful Improvisations weight pushes it back onto the striker, triggering the round
increase the required Crafting Time by 50% (e.g. a repair directly under their foot.
that would normally take 2 hours will take 3 hours), but the When a creature of Size (3) or larger steps directly
Crafting Skill Test gains a +30 bonus. on top of a buried bullet, randomly determine which leg has
triggered the bullet (unless it was triggered by another
EXTENDED TESTS location). That location is hit once with the following profile
Some traps take more than planting and hiding, and require if a bolt shell was triggered; (1d10+5 X; Pen 4; Tearing,
longer periods of time to assemble. Complex things, these Crippling [3]) or twice with the following profile if a cartridge
traps require ingenuity and persistence beyond that of their was triggered: (1d10+4 R; Pen 0; Crippling [3]). Unusual
more technologically advanced ilk. Planting such a trap Ammunition for boltguns and shotguns can be used as
requires an Extended Test (see page 31 of the ONLY W AR buried bullets, and modify the profiles for buried bolt shells
CORE RULEBOOK ). Traps that require an Extended Test will be and cartridges respectively, when used.
indicated in by a number of successes they have to score in Detecting a buried bullet (before triggering it)
the Successes Required section of their profile. requires a Challenging (+0) Awareness Test with a -10
To successfully make an Extended Test when penalty for every Degree of Success the user scored on his
assembling an Improvised Trap, a player must succeed on a Security Test to assemble it.
number individual Skill Test equal to the Successes Required
in the trap’s profile. Each individual Skill Test is selected LASHING BRANCH
from the trap’s Skill Requirements and takes an amount of Skill Requirements: Security or Survival.
time equal to the trap’s Crafting Time. Every time the player Essential Materials: A bendy branch, tripwire, and a
succeeds on one of these Skill Tests, it goes towards the sharpening tool, spikes, or knives.
number of Successes Required. Failure on one of these Skill Crafting Difficulty: Challenging (+0).
Tests means that it must be taken again adding yet more Crafting Time: 3 minutes.
time to the construction of the trap. Successes Required: 4 successes.
A springy branch bent back to strike at head-, waist- or
knee-height, with sharpened twigs, spikes, or combat knives
fastened along one side, tied off with a tripwire and slip-
knot to keep it under tension. When an enemy trips the line Detecting a spike pit (before triggering it) requires
the branch lashes forward to impale its hapless victim. a Challenging (+0) Awareness Test with a -10 penalty for
When assembling a lashing branch trap, choose every Degree of Success the user scored on his Security or
whether it is set to head-, body-, or leg-height. When a Survival Test to assemble it.
creature of Size (3) or larger walks into the tripwire, it
triggers, causing the branch to whip out at the chosen
location. The creature that triggered the lashing branch
must succeed on a Challenging (+0) Agility Test or be hit in
the predetermined location (randomise which leg is hit, if
set to leg-height) with the following profile: (2d10 R; Pen 2;
Primitive [7]). If the trap was constructed using knives, remove
the Primitive Quality. The GM may alter which location is hit
or whether the creature is hit at all, when the location hit
would not make sense (i.e. a lashing branch set to body-
height triggers against someone who is crouching or a
lashing branch set to head-height triggers against a Massive
creature).
Detecting a lashing branch (before triggering it)
requires a Challenging (+0) Awareness Test with a -10 DESIGNER’S NOTE: EXTENDED TESTS
penalty for every Degree of Success the user scored on his
Security or Survival Test to assemble it. This supplement aims to expand the rules for Extended
Tests found in the ONLY WAR CORE RULEBOOK . Primarily,
SPIKE PIT Extended Tests should be treated as a narrative device
by the GM to signify the individual parts that go into
Skill Requirements: Security or Survival.
the completion of a longer Test. In the case of Crafting,
Essential Materials: A shovel, camo netting and covering, and
it applies to whatever device the players are
spikes.
attempting to make (traps, in the case of this
Crafting Difficulty: Challenging (+0).
supplement). To this end, the rules given for the
Crafting Time: 1 hour per square metre.
crafting of each trap act as a guideline for the GM, with
Successes Required: 5 successes.
the GM acting as the ultimate arbitrator of how long
Referred to by Catachans as the
each individual Test takes, how difficult Tests should
“Devil’s Maw”, spiked pits
be, what materials can be used to craft a trap – and he
are usually dug at knee-
may change any of them. It is also up to the GM to
depth, and lined at the base
decide if any Test carries an element of danger to the
with sharpened spikes, and
player, whether that would be fumbling a key element
at the edges with extra down-
of the trap design (i.e. snagging a tripwire or slipping
ward pointing spikes. The pit is
into a spiked pit) or catching dangerous lifeforms.
camouflaged with leaves, grass or whatever else is available.
When an enemy steps on into the pit their foot is impaled by
FUMBLING TRAP CONSTRUCTION
the spikes at the bottom. As they attempt to pull their foot
free the downwards pointing spikes inflict further injury. A Traps are highly dangerous, and improvising one can
common variant of this is to place dangerous local lifeforms carry as much risk to the person assembling one as the
into the bottom of the pit, this encourages an even faster quarry they are hoping to harm. The GM may choose
extraction of the limb and increased chance of injury (aside that failing certain Skill Tests as part of an Extended
from whatever bites, stings etc. the lifeforms can inflict). Test by three or more degrees means that they have
When a creature of Size (3) or larger steps on the Fumbled Trap Construction. The player must make a
covering, the creature falls through revealing the trap, taking Challenging (+0) Agility Test. Failing the Test means
1d5-1 (to a minimum of 1) hits to randomised locations with that the player has triggered the trap and suffers
the following profile (1d10+4 R; Pen 2; Primitive [8], Felling Damage as described in the trap’s profile. Succeeding
[2], Crippling [5]). A spike pit can be filled with dangerous on the Test means that the trap is set back as some key
lifeforms that attack the creature that triggered the trap. component is knocked out of place or dislodged –
Creatures of Size (3) or larger attempting to fight in a spike reduce the total amount of successes scored on the
pit count as fighting in Difficult Terrain and suffer a -30 Extended Test by 1 (to a minimum of 0).
penalty to Weapon Skill and Evasion Tests in addition to
other penalties they may suffer (ie. being prone, caught
unaware, etc).
CATACHAN BLADE TATTOO
BAT
The Catachan Blade Tattoo is awarded to
Catachans who have performed a particularly
heroic melee kill.
Description: A tattoo of a Catachan knife,