Necromunda
Ratmen Warbands
By Warlordqueek
Contents
Background
Ratmen are mutated relatives of the Ratskins.
They, like the Ratskins, are a peaceful people, dwelling in hidden
villages out in the wastes, away from the hivers and their guns.
If the hivers move into an area occupied by Ratmen, they will
pack their gear and slip further into the wastes. Ratmen keep
well away from the hivers who would shun them as evil mutants
and drive them to extinction.
Sadly the Ratmen are still persecuted, mainly
for their peaceable attitude. Also, their pelts are considered
worth their weight in credits by fur workers offworld. This is
exploited by unscrupulous gangs and Guilders seeking some easy
money. Outlaws may run riot and destroy an entire Ratmen settlement.
The survivors of such massacres often become embittered and violent,
thirsting for vengeance that can only be quenched by rivers of
blood and a mountain of scalps. They only wish to drive the hivers
from the Underhive with as much violence as possible.
Some Ratmen bear mutations such as extra arms
and tentacles. These mutants often join the Renegade warbands
to hunt the Underhivers through the domes. The Ratmen reserve
a special hatred for the followers of the Redemption, who consider
them as little more as animals to hunt down and burn at the stake,
as foul deviants that must be cleansed, and so they hunt the Ratmen
through the Hive whenever they can. Naturally, the Ratmen fight
back as hard as they can, but their race is slowly dying as they
are hunted to extinction. It is all that their warbands can do
to hold back the tide of hivers seeking their pelts and teeth.
The only friends of the Ratmen are their relations,
the Ratskins who know that they are intelligent beings that also
show reverence for the Hive Spirits and the places of ancient
technology. The Ratmen and Ratskins have similar customs and gods.
Occasionally, Ratskins will help the Ratmen in their eternal struggle
for survival.
Top
Special
Rules
OUTLANDERS. Ratmen are an Outlander
gang and as such all of the Outlaw rules apply to them with the
exceptions noted below. As Outlanders, Ratmen do not have a guild
price and may never pay off their outlaw status.
TERRITORY. Ratmen start with one piece
of territory generated from the Outlaw Territory Table. This is
the Renegades’ camp in the wastes and normally they cannot hold
more than a single piece of territory at a time. The Ratmen can
decide to move camp after any game, crossing the old territory
off their roster at the end of the post-battle sequence and generating
a new camp on the Outlaw Territory Table immediately.
CAPTURED TERRITORIES. Any additional
territory captured from other gangs can be looted and destroyed
by the Renegades, or occupied by them as a new base camp. However,
Archeotech sites are sacred to Ratmen and they will always try
to drive Underhivers away from them. If a gang owning any Archeotech
sites loses a territory to the Ratmen, it will automatically lose
one of its Archeotech sites without recourse to a random dice
roll.
ARCHEOTECH SITES.Any Archeotech sites
which are captured by Ratmen must be left unmolested and will
not generate income. Instead they will be hidden and guarded by
the Ratskins to prevent greedy Underhivers disturbing them. The
only way in which Ratskins can hold more than one territory is
by capturing Archeotech sites, but they can hold any number of
sites in addition to their camp, using traps, sentries, and hidden
tunnels to keep them safe and move between the rapidly. Ratmen
derive no direct benefit from holding Archeotech sites, but these
special places give them the favour of the Hive Spirits.
INCOME. Ratmen collect income from
their one piece of territory as normal, like any Outlaw gang.
Ratmen can also forage and are considerably better at it than
normal Underhivers.Ratmen add +1 to their dice rolls for foraging.
TRADING. Ratmen warbands roll on the
Outlaw Trading Chart.
HIRED GUNS. All hired guns and special
characters that would normally fight for Ratskins will also fight
for Ratmen, as long as they will also fight for Scavvies. eg.
Bounty Hunters and Wyrds will not fight for Ratmen. Brakar has
a special liking for ratmen, and will fight for them, but cannot
be hired.
STARVATION. Ratmen suffer the effects
of starvation just like anybody else, its just that they’re better
at finding food than other people. A Keeper’s pets are immune
to starvation as they find their own food.
BOUNTY. Ratmen Warbands are considered
extremely troublesome. Also as they are mutants, Imperial Law
dictates that there must be a bounty on all deviants, equal to
their total cost, just like other Outlaws.
CAPTURE. No special rules apply to
captured Ratmen, or to fighters captured by Ratmen.
SCENARIOS. Ratmen roll on the Outlaw
scenario table, but they can add or subtract up to 2 from the
dice roll. If the opposing gang has a Ratskin Scout in their employ
this modifier is reduced to plus or minus 1 instead. If the warband
gets to decide which scenario to play they can pick any from Necromunda
or Outlanders. Ratmen tend not to venture into the more stable,
Uphive regions, and their battles will always be fought in unstable
areas where they can use the conditions to their advantages. All
games in which a ratmen warband is fighting are affected by Dangerous
Conditions.
Top
RECRUITING
THE WARBAND
You have 1000 Credits to spend on recruiting
and arming your band within the following guidelines.
Minimum 3 fighters: a gang must have
at least three models.
Chieftain: Your gang must have one
leader, no more, no less!
Keeper: You may have up to one Keeper
in your band.
Warriors: You may include as many warriors
as you can afford.
Whelps: No more than half a warband
may be made up of whelps.
Knives: All fighters are considered
to have a knife even if the model doesn’t have one.
Clubs/Mauls: All Ratmen come with a
club, maul or bludgeon at no extra cost.
Top
Starting
Profiles & Costs
Ratman
Chieftain
Cost to recruit: 130 credits
A Ratman Chieftain is not born into his position
but fights his way there by defeating the Chief before him in
ritual combat. A Chieftain is always a skilled warrior who is
expert in the ways of the Underhive and a natural leader. Some
Renegade Chieftains are driven by a burning hatred of the hivers
who desecrate their homelands; Others are more peaceful and prefer
to stay away from the settlers. The Chieftain’s words are always
listened to with respect by other Ratmen, and even once he has
become a Renegade, Warriors and young Ratmen will seek him out
to gain the honour of fighting in his warband.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
5 |
4 |
4 |
3 |
3 |
1 |
5 |
1 |
7 |
Weapons: A starting Ratman Chieftain
may be armed from the Close Combat, Ranged and Special weapons,
plus the Grenades and Shotgun Shells sections of the special Ratskin
lists.
Equipment: A Ratman Chieftain may be
equipped with a Blindsnake pouch for 20 credits.
Special Rules.
Leadership: The gang’s leader is unlike
the rest of the gang and can even fight efficiently on his own.
He always counts as having a friend within 2". regardless
of whether this is the case or not. This means he can always test
to avoid being pinned in place.
Any fighter within 6" of the leader may
use the leader’s leadership value on any leadership - based test.
This benefit applies so long as the leader isn’t down or broken
himself.
Resilient: Ratmen ,like their distant
relatives, the Ratskins, are very resistant to injury and have
the best survival instincts humanly possible .They are less likely
to get lost or captured than ordinary Underhivers, and, if injured,
are better at hiding from danger. To represent this resilience
to injury a Ratman who goes out of action rolls twice on the Serious
Injury Table and the player chooses which result will apply.
Native: Ratmen are born and bred in
the darkest depths of the Underhive. They can endure conditions
too much for outsiders. Because they are so at home in the Underhive
Ratmen are completely immune to the effects generated on the Treacherous
Conditions Table. Ratmen can track their opponents unerringly
in fog or darkness with their sharp hearing. They can always find
their way through or around bottomless slime and bubbling tox
pits, they don’t get attacked by wild creatures and automatically
dodge acid falls and hive quake debris and so on.
Ratman
Keeper
Cost to recruit: 150 credits
Ratmen Keepers are mysterious beings rarely
seen outside Ratmen enclaves. It is rumoured that they dwell in
huge caves filled with archeotech, acting as guardians of these
sacred places of arcane technology.
Keepers have similar powers to Ratskin Shamans.
This is probably because their power comes from the same source.
They can call down curses upon their enemies, send their bodies
forth in spirit to terrify and kill, but their strangest power
is that they can call forth the beasts of the hive and command
them with powerful psychic energies drawn from the Hive itself.
A Keeper whose archeotech cave has been desecrated may join a
Renegade Chieftain to extract revenge, or he might be drawn by
visions to another sacred place in need of saving.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
5 |
4 |
3 |
3 |
4 |
1 |
5 |
1 |
7 |
Weapons. A starting Ratman Keeper may
take weapons from the Close Combat, Ranged and Special weapons,
plus the Grenades and Shotgun Shells of the special Ratskin lists.
Equipment. A Ratman Keeper may have
a Blindsnake Pouch for 20 credits.
Special Rules.
Spirit Lore. The Keeper is in communion
with the hive spirits and may call upon them to help him. When
the Keeper is recruited roll up one power for him from the Spirit
Lore Table. Each Archeotech site the warband controls brings the
favour of the Hive Spirits and gives the Keeper another Spirit
power. If an Archeotech site is lost then the Keeper loses a power
chosen at random as the Hive Spirits show their disapproval.
Animal Affinity. A Keeper has a very
close affinity to the animals and beasts of the Hive, caring for
them and feeding them as his "pets". A warband that
includes a Keeper may include any of the following Hive Vermin;
Giant Wolf or Orb Spiders; Milliasaurs; Carrion Bats; Ripper Jacks;
and Giant Rats. Each beast costs as much to recruit as their bestiary
rating-5 credits. Since the Keeper has such a close psychic relationship
with his beasts, all skills and characteristic increases the Keeper
gets are applied to his beasts as well. Only Agility, Combat,
Ferocity and Stealth skills may be used by beasts. Beasts must
remain within 10" of their Keeper if at all possible, with the
exception of Orb Spiders, who may go anywhere they wish. As long
as Beasts remain within 10" of their Keeper, they may use his
leadership value. Beasts do not count towards a gang's total members,
and do not need upkeep in the same way ordinary ratmen do. Beasts
can, however, become injured, and the usual rules apply. However,
like Ratmen, a beast may roll twice on the injury table and choose
the result.
Resilient. Ratmen are remarkably resilient
to injury and have excellent survival instincts. They are less
likely to be lost or captured than ordinary Underhivers and can
hide from danger if hurt. To represent their resilience a Ratman
who goes out of action rolls twice on the Serious Injuries Table
and chooses which result to apply.
Native. Ratmen are completely at home
in the environment of hive bottom, they are born and bred in conditions
too hard for outsiders. Because they are so at home in the underhive
Ratmen are completely immune to the effects generated on the Treacherous
Conditions Table.
Necromundan Giant Rats
Cost to recruit: 30 credits.
The Underhive contains a myriad of disused
and decaying tunnels and sewers that are infested with swarms
of rats. There are many different mutant sub-species of rats on
Necromunda and their individual physiology varies immensely. Giant
rats can grow up to 4 feet long (not including their tail), while
the huge razor-sharp fangs of some of the larger creatures can
reach to well over a foot. Necromundan rats exhibit a form of
low animal cunning and have incredibly fast natural reactions.
These combine to give them an almost supernatural ability to dodge
any attack that is aimed at them.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
6 |
4 |
0 |
3 |
3 |
1 |
3 |
1 |
4 |
Special Rules
Dodge. Rats receive a special form
of unmodified 4+ save on 1D6 against any damage they suffer to
represent their ability to dodge out of the way. This save may
be used against any ranged or close combat attacks, but not against
special attacks that do not allow a saving throw.
Carrion Bats
Cost to recruit: 15 credits.
These large bats live in the tunnels of the
Underhive, where they hang upside down in seething colonies. If
disturbed they flutter down the tunnels in a huge squealing swarm.
Carrion bats have ferocious piranha-like jaws but they live by
scavenging meat from the kills of larger creatures. The bats are
drawn by the scent of fresh blood and will flutter down to steal
a few mouthfuls of flesh before the rats arrive to pick the carcass
clean. Underhivers are afraid of carrion bats because their bite
carries diseases caught from their scrofulous diet, including
the dreaded zombie plague.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
8 |
3 |
0 |
2 |
2 |
1 |
3 |
1 |
4 |
Special Rules
Fly. Carrion bats can fly. This
allows them to move up or down levels without using ladders. Each
1" of vertical movement uses up 1" of horizontal movement.
Plague! Any fighters taken out of action
by carrion bats must roll a D6 in addition to rolling for serious
injuries at the end of the game. On a roll of 1, 2 or 3, the bats
were carrying the zombie plague, make a roll for them on the Plague
Zombie Infection table below just as if they had been injured
by a Zombie.
D6 roll |
Result |
1 |
Clear. After a few tense days
no symptoms of zombie plague have emerged and the model is
in the clear. |
2-3 |
Sickness. The victim feels weak
and ill for days and must miss the gang’s next fight as he
recovers. |
4-6 |
Zombie Time! The gang member is
infected and suffers brain death within hours. Roll a D6:
on a roll of 4-6 the new zombie wanders off into the wastes
to join his fellows. On a roll of 1-3 the new Zombie attacks
a randomly determined gang member, fight out close combat
immediately. In either event all the model’s equipment
is infected and counts as destroyed. |
Giant Spiders
Cost to recruit: 35 credits
Many forms of mutant spider grow to a great
size in the Underhive - up to several feet in span. They are so
common that they have become traditionally associated with Necromunda
and the most famous Imperial Guard regiment recruited on Necromunda
is known as the Spiders. Giant spiders can be found throughout
the Underhive from the gantries and vents of dome ceilings to
the rubble-choked tunnels running beneath the floor.
Different species of giant spiders catch their
prey in different ways. Wolf spiders have long legs and chase
down their prey before killing it with their oversized mandibles.
Orb spiders weave thick, gooey, funnel-shaped webs and hide at
the end. Many unfortunate fugitives in the underhive have run
into these web-funnels in the darkness thinking they were tunnels,
only to be paralysed and drained dry by the spider.
Name |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Wolf Spider |
7 |
3 |
0 |
4 |
3 |
1 |
1 |
1 |
5 |
Orb Spider |
3 |
3 |
0 |
3 |
3 |
1 |
1 |
1 |
5 |
Special Rules
Movement. Spiders can move up and down
sloping or vertical surface as of it were open ground. In addition,
Orb spiders can use their webs to drop straight down 6" per
turn for free.
Armour. Giant spiders receive an armour
save of 6 on a D6 against any damage they suffer to represent
their thick chitin hides.
Webs. Orb spiders start with the Infiltrate
ability. An Orb spider’s web is equivalent to a hit from a Web
pistol and is considered to cover an area within 3" from
the spider’s starting point.A potential victim that moves into
a web must pass an initiative test on 1D6 to avoid being entangled.
If the victim ran or charged into the web the test is rolled on
2D6 instead. The spider may also spin webs around nearby models
from glands in its legs. Place the hand flamer template with the
pointed end touching the spider and the rounded end touching the
target. All models under or partly under the template are hit
with the same effect as a web pistol. If a spider attacks a webbed
model in close combat it will score 1 S3 hit automatically in
each close combat phase.
Milliasaurs
Cost to recruit: 35 credits
Milliasaurs are hideously mutated and enlarged
centipedes which can reach up to two metres in length. They normally
live in the darkened recesses and sump-holes that abound the Underhive.
Here they lurk in the moist darkness, waiting for an unsuspecting
creature to venture nearby. When their prey is close enough the
Milliasaur will dart from cover and sink its poisonous fangs into
its prey. The Milliasaur’s quick-acting poison will quickly reduce
all but the largest creatures to a helpless state, so the vicious
predator can drag its unresisting victim down into its lair and
feast on the body at its leisure.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
4 |
4 |
0 |
1 |
3 |
1 |
4 |
1 |
4 |
Special Rules
Movement. Milliasaurs can move up and
down any sloping or vertical surface as if it was open ground.
Poison Bite. If the milliasaur wins
a round of close combat against a foe it will bite them with its
poison fangs. Each hit scored will automatically inflict a wound
without having to roll against the victim’s Toughness. Armour
saves protect a target as normal. If a victim suffers his final
wound to a Milliasaur do not roll on the normal Injury table,
instead roll on the table below.
D6 Roll |
Result |
1-2 |
No Effect. The Milliasaur’s venom fails
to paralyse its victim. The model continues to fight just
as if he`d suffered a flesh wound, except that he suffers
no penalty to Ws\Bs. |
3-6 |
Out of Action. The victim is paralysed
and severely chewed up by the Milliasaur. The model may survive
the experience if it’s lucky, but it certainly won’t be fighting
any further. Remove the model as if you would any other
model taken out of action. |
Ripper Jacks
Cost to recruit: 30 credits.
Ripper Jacks are dangerous bat-like creatures
that normally inhabit the larger abandoned domes in the Underhive.
They hang upside down from the roofs in their darkened domains,
swooping down on unsuspecting creatures that venture below. Ripper
Jacks attack by enveloping the head of their prey with their leathery
wings. They then bite and gouge at their victim’s eyes, face and
neck while maintaining a vice-like grip with their wings. Unless
the Ripper Jack is speedily removed its victim will quickly suffocate
or bleed to death.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
8 |
2 |
0 |
1 |
2 |
1 |
4 |
1 |
4 |
SPECIAL RULES
Fly. Ripper Jacks can fly, this
enables them to move up or down levels without using ladders.
Each 1" of vertical movement uses up as 1" of horizontal
movement across the battlefield.
Envelop. Ripper Jacks attack in a special
way. This attack is made in the close combat phase instead of
fighting normally. Ripper Jacks never fight normal hand-to-hand
combat, if charged by an enemy model, they just flit out of the
way, although enemy models can shoot them normally. Instead, a
Ripper Jack that is in base contact with an enemy model at the
start of the close combat phase will attempt to envelop the enemy’s
head. Roll a D6 for each Ripper Jack attacking an enemy model.
If the roll is higher than the victim’s Initiative, or if a 6
is rolled, then the Ripper Jack has enveloped its target. Models
can only be enveloped by one Ripper Jack at a time, but many Ripper
Jacks may attempt to do so, the others have to go and find another
victim. An enveloped model falls to the ground and may not shoot
or move until the Ripper Jack is pulled off or the model dies.
If attacked in hand-to-hand combat, the victim has Ws 0 and may
not parry. Roll 2D6 for each model in the recovery phase. If the
score is less than the model’s Strength he has pulled the Ripper
Jack off and put it out of action. If the score is greater than
the model’s strength he suffers a S4 hit with no armour save allowed.
Models reduced to 0 wounds by a Ripper Jack are immediately taken
out of action. Friendly models may help to pull off the Ripper
Jack. To do this they must be beside the victim in the recovery
phase. If this is the case, the friendly model may add its Strength
to that of the victim when trying to remove the Ripper Jack.
Serious Injuries. If a model is taken
out of action by a Ripper Jack do not roll on the usual Serious
Injuries Table, instead roll on the Ripper Jack Injury Table below.
D66 |
INJURY |
11-16 |
Dead |
21-23
|
Head Wound |
24-26
|
Blinded in one eye |
31-36
|
Old battle wound |
41-46 |
Full Recovery |
51-56 |
Impressive scars |
61-66 |
Horrible scars |
Ratmen
Warriors
Cost to recruit: 65 credits
Ratmen Warriors are fully fledged fighters
and hunters from the Ratmen tribes. Many of those that follow
a Renegade Chieftain are bitter, dispossessed Ratmen who have
lost friends and family to raiding Outlaws and witch hunters.
Others have joined the band for the promise of loot and honour.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
5 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
6 |
Weapons. Starting Warriors may be armed
with weapons chosen from the Close Combat, Ranged and Special
weapons sections of the special Ratmen lists.
Equipment: A Ratman Warrior may have
a Blindsnake Pouch for 20 credits.
SPECIAL RULES
Resilient. Ratmen are remarkably resilient
to injury and have the best survival instincts possible. They
are less likely to get lost or captured than ordinary Underhivers
and, if hurt, are better at hiding from danger. To represent their
resilience to injury a Ratman who goes out of action rolls twice
on the Serious Injury Table and the player chooses which result
will apply.
Native. Ratmen are born and bred in
the hash conditions of Hive Bottom. Because they are so at home
in the Underhive Ratmen are completely immune to the effects on
the Treacherous Conditions Table.
Ratmen Whelps
Cost to recruit: 30 credits
Ratmen Whelps are young warriors who follow
the Chieftain either for revenge for parents killed by Underhivers,
of for excitement and glory. Ratmen settlements always have a
few boisterous whelps tired of the quiet, peaceful ways of their
elders. These whelps will quickly rally to join a successful Chieftain
who fights the hivers. Whelps are inexperienced fighters but they
are already experts at surviving in the harsh environment of the
Underhive. The whelp’s determination to prove themselves makes
them fierce and bloodthirsty warriors, greatly feared by hivers
and settlers alike.
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
5 |
2 |
2 |
3 |
3 |
1 |
4 |
1 |
5 |
Weapons. Whelps may be armed with weapons
from the Close Combat and Ranged weapons sections of the special
Ratmen lists.
Equipment. A Ratman Whelp may be equipped
with a Blindsnake Pouch for 20 credits.
SPECIAL RULES
Resilient. Ratmen are remarkably resilient
to injury and have the best survival instincts humanly possible.
They are less likely to get lost or captured than ordinary Underhivers
and, if hurt, are better at hiding from danger. To represent their
resilience to injury a Ratman who goes out of action rolls twice
on the Serious Injuries Table and chooses which result to apply.
Native. Ratmen are born and bred in
the incredibly harsh conditions of Hive Bottom. Because they are
so at home in the Underhive Ratmen are completely immune to all
the effects of the Treacherous Conditions Table.
Top
RATMEN EQUIPMENT
LIST
RANGED WEAPONS
Weapon Cost in credits
Autopistol . . . . . . . . . . . . . . . .
. . . . . . 15
Blunderbuss/Scatter gun . . . . . . . . .
. . . 8
Hand Bow . . . . . . . . . . . . . . . . .
. . . . . .5
Musket . . . . . . . . . . . . . . . . . .
. . . . . . . 6
Stub gun . . . . . . . . . . . . . . . . .
. . . . . . .10
SPECIAL WEAPONS
Weapon Cost in credits
Shotgun (with solid & scatter shells)
. . .20
Autogun . . . . . . . . . . . . . . . . .
. . . . . . . 20
Lasgun . . . . . . . . . . . . . . . . . .
. . . . . . . 25
CLOSE COMBAT WEAPONS
Weapon Cost in credits
Clubs, Mauls and Bludgeons . . . . . . . free/10*
Chains and Flails . . . . . . . . . . . .
. . . . . . 5
Massive Axe, Sword or Club . . . . . . . .
. 10
Knife . . . . . . . . . . . . . . . . . .
. . . . . . . . free
Sword . . . . . . . . . . . . . . . . . .
. . . . . . . . .15
*The first club/maul etc a Ratman has is free,
if the Ratman is equipped with an extra club it will cost 10 credits.
GRENADES & SHOTGUN
SHELLS
Weapon Cost in credits
Frag grenades . . . . . . . . . . . . . .
. . . . . . 30
Man-Stopper Shell . . . . . . . . . . . .
. . . . . 5
Hot Shot Shell . . . . . . . . . . . . . .
. . . . . . 5
Bolt Shell . . . . . . . . . . . . . . . .
. . . . . . . . 15
Dum Dum bullets for Stub gun . . . . . . .
. 15
MUTATIONS
Claws 5 credits : The mutant has
huge claws sprouting from his fingers. This gives the mutant +1S.
Retractable Claws 15 credits : As Claws,
above, but can also be used to escape from tricky situations.
When the mutant is captured, he may take an Initiative
test. If this suceeds, he escapes.
Two Heads 25 credits : The model has
two heads (and two brains). This benefits coordination, allowing
the model to fire two pistols per turn. The two heads
also give the mutant a 180o fire arc.
Extra Arm 10 credits : The model has
an extra arm, allowing it to carry more weapons. The mutant may
carry up to three pistol of hand-to-hand weapons, or 1
basic weapon and two pistols or hand-to-hand weapons.
As usual, each pistol or hand-to-hand weapon above one gives the
bearer an extra attack.
Spikes 30 credits : The model is covered
with spikes, giving it a 5+ save. Other armour may not be worn.
Wings 30 credits : The mutant has a
large, leathery wings, enabling him to fly. The model may move
up or down freely. The model may fly horizontally
at normal move. It costs 2" of horizontal movement
to fly 1" up, but it only costs 12"
horizontal movement to move 1" down. A flying
model must land at the end of its move.
Top
RATMEN EXPERIENCE
SYSTEM
RATMEN SKILL LISTS
|
Agility
|
Combat
|
Ferocity
|
Muscle
|
Shooting
|
Stealth
|
Techno
|
Whelp
|
Y
|
-
|
-
|
-
|
-
|
Y
|
-
|
Warrior
|
Y
|
Y
|
-
|
-
|
-
|
Y
|
-
|
Keeper
|
Y
|
Y
|
Y
|
-
|
-
|
Y
|
-
|
Chieftain
|
Y
|
Y
|
Y
|
Y
|
Y
|
Y
|
-
|
GAINING EXPERIENCE
Experience
Points
|
Title
|
0-5
|
New Whelp
(starting level for Whelps)
|
6-10
|
Whelp
|
11-20
|
Whelp
|
21-30
|
Warrior
(Starting level for Warriors)
|
31-40
|
Warrior
|
41-50
|
Warrior
|
51-60
|
Warrior
|
61-80
|
Fighter
(Starting level for Chieftains
and Keepers
|
81-100
|
Fighter
|
101-120
|
Fighter
|
121-140
|
Fighter
|
141-160
|
Fighter
|
161-180
|
Fighter
|
181-200
|
Fighter
|
201-240
|
Hunter Lord
|
241-280
|
Hunter Lord
|
281-320
|
Hunter Lord
|
321-360
|
Hunter Lord
|
361-400
|
Hunter Lord
|
401+
|
Great Lord
(Anyone who reaches this level
may not advance any further)
|
|
ADVANCE ROLL TABLE
2D6
|
Result
|
2
|
New Skill (any table)
|
3
|
New Skill
|
4
|
New Skill
|
5
|
Characteristic Increase.
Roll again:
1-3 = +1 Strength
4-6 = +1 Attacks
|
6
|
Characteristic Increase.
Roll again:
1-3 = +1 Weapon Skill
4-6 = +1 Ballistic Skill
|
7
|
Characteristic Increase.
Roll again:
1-3 = +1 Initiative
4-6 = +1 Leadership
|
8
|
Characteristic Increase.
Roll again:
1-3 = +1 Weapon Skill
4-6 = +1 Ballistic Skill
|
9
|
Characteristic Increase.
Roll again:
1-3 = +1 Wounds
4-6 = +1 Toughness
|
10
|
New Skill
|
11
|
New Skill
|
12
|
New Skill (any table)
|
|
MAXIMUM VALUE TABLE
M
|
Ws
|
Bs
|
S
|
T
|
W
|
I
|
A
|
Ld
|
5
|
6
|
6
|
4
|
4
|
3
|
7
|
3
|
9
|
|
STARTING EXPERIENCE
Type
|
Starting Experience
Points
|
Whelp
|
0
|
Warrior
|
20+ 1D6
|
Keeper
|
60+ 1D6
|
Chieftain
|
60+ 1D6
|
|
Top
Miniatures
Here are some models from my own ratman
gang, the Razor Rats. They are led by the mighty Swarrt Sixclaw,
a mutant with retractable claws. Though I converted most of
these models from metal Warhammer skaven models, now there is
a much easier way to convert a ratman gang. Just use the plastic
models in the Skaven Clanrat regiment and a Necromunda weapons
sprue. Simple!

Ratman Chieftain with retractable claws.
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
Ratman Warrior with chainsword and autopistol.
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
Ratman Warrior with 2 swords.
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
Keeper with claw and powersword.
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
Ratman Mutant with wings
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
Ratman Warrior with sighted needle rifle.
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
Ratman Mutant with spikes.
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Top
Writer's
Comments & Tactics
The Ratmen are quite similar to Ratskins
in their methods of play, and so should be used in a stealthy
role.
So basically, your strategy will be to creep up on the enemy
and kill them all before they notice you. This may seem hard,
but its easier than you think.
The best way to get rid of your opponents
is in hand-to-hand. A Ratman Warband will be destroyed in a
shooting match against almost every kind of gang(except scavvies
and possibly redemptionists), so the key is to get your kills
close up and personal. Tool up most of your warriors for close
combat, and one or two with lasguns and such to keep the enemy's
heads down. Close combat warriors should definitely pack a sword,
or maybe two - the parry they give is invaluable. Your close
combat warriors should go for agility and combat skills - leave
the stealth for a while. These skills will allow your warriors
to dash towards the enemy and despatch them quickly while remaining
in cover. Ratmen can charge 10 inches, so your warriors can
dash easily up several ladders to strike at the foe. Try to
attack gangers on their own, and then retreat before the enemy
reinforces. Necromunda games generally do not have a set time
frame, so you have all the time in the world to take out the
opposing gang. With a Ratman Warband, you are the terror in
the dark, not the enemy - strike quickly, silently, and lethally
Ratmen are expensive, so your gang will
start out smaller than most other gangs, and will probably come
out badly against gangs with a strong numerical advantage. Another
problem is the low leadership of Ratmen. If your opponent makes
you take a bottle roll, chances are you'll fail. Again this
can be overcome by hiding in the shadows and creeping up on
your enemy. You can make the occasional dash from cover, and
you might get raked by supporting heavies, which is what Blindsnake
Pouches are for. All your main close combat gangers should have
one of these. They have to be one of the most useful things
ever, in my opinion anyway, but they're useless if they catch
you out in the open in their turn, so don't let them. Ratmen
have a run/charge move of 10, so its not hard for them to run
from cover-to cover, even in a reasonably sparse area.
If the enemy has a large gang that relies
on close combat, like Goliaths, Cawdor or Escher, don't let
them crowd you. Draw them out in individual models and then
rip them apart in the shadows. If they manage to surround you,
just try and run. And above all, remember that you have a high
movement value, so USE IT! Ratmen are able to run up several
ladders in a turn and still get into cover! They can get loot
counters faster, can charge further, and out-maneuver their
opponents easier. If you are unlucky enough to be caught in
an ambush, use your high movement value and close combat gangers
to smash his line of ambushers, then scatter into the shadows
and start stalking.
Ratmen warbands always fight in dangerous areas, but are not
affected by the conditions themselves. This can be very useful,
especially if you get a low light scenario, like blackness or
fog, as it makes creeping up on your opponent much easier.
These rules have been somewhat playtested,
but are by no means final. If you notice any problems or have
any complaints, please contact me by my ICQ pager or email me
at warlordqueek@yahoo.com.
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