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GF - RATMEN CLANS V3.3.

BACKGROUND STORY

Soon after their arrival in Sirius, the Conduit’s followers turned to genetic
experimentation to adapt to the challenges of their new reality. Their
scientists began testing on the rodents who had stowed away in their fleet,
but they had to make due with their rather limited number of test subjects,
reusing them multiple times over a number of tests.

These test subjects began to grow, developing increased reaction time and
strength compared to typical rats. Some scientists began to report signs of
collaboration, tool use, and even communication among the rodents.
Rumours began to spread about subjects escaping the laboratories. These
reports were ignored and dismissed by superiors who were desperate for
further advances to be made to the Battle Brother gene-mods.

Feral colonies of rats began to form outside of the labs, where the
descendants of the original test subjects continued to grow in size and
INTRO intelligence. The resulting species had become fully sapient and gradually
emerged to greet their creators as equals. The humans who created them,
Ratmen Clans are humanoid rats, originally created as an accidental
however, viewed them with horror and revulsion, and the Ratmen were
byproduct of advanced genetic science. Lacking the organization and skill of
driven into hiding as Humanity hunted them as vermin and failed test
other factions, Ratmen clans use their vast numbers and a variety of subjects.
weapons to defeat their foes.

The Ratmen soon decided to flee off world rather than risk destruction if
As Ratmen emerged to their creators as sentient beings, they were greeted
they were discovered. They began to raid less defended ships and scrap
with fear and violence, and they were forced into a life of hiding and heaps in order to slowly assemble a fleet. Yet before they left, the Ratmen
scavenging until they could flee their home world. Now that they finally agreed that they could not escape and leave the other rats to their fate.
found safety on secluded and abandoned worlds, where their numbers
Together, the Ratmen launched a raid on the laboratories where they were
rapidly grew, they seek to help others even as many in Sirius still view them
created, and despite heavy casualties, they escaped with the surviving test
as vermin. subjects.

ABOUT OPR The fleeing Ratmen fleet found a remote and uninhabited system, where
OPR (www.onepagerules.com) is the home of many free games which are they could build a new home for themselves. Some decided to stay there and
designed to be fast to learn and easy to play. remain hidden from the Battle Brothers and those like them. Others decided
that they no longer wished to hide from the galaxy. Instead, these Ratmen
formed into family-run clans on their ships and began to explore the stars.
This project was made by gamers for gamers and it can only exist thanks to
the support of our awesome community.
As the Ratman clans encountered other factions, they began to recognize
their own former plight in those oppressed or imprisoned by other factions.
If you want to help us in making more awesome content, you can support us The Clans use their skills to help others escape, or otherwise sabotage those
on www.patreon.com/onepagerules they view as oppressors, and some factions have come to view them as foes
and vermin, to be actively sought out for destruction.
Thank you for playing!
How will you survive in a sector that views you as vermin?

Created by: Gaetano Ferrara

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GF - RATMEN CLANS V3.3.1

Name [size] Qua Def Equipment Special Rules Cost


Great Mother [1] 3+ 3+ Combat Staff (A6, AP(1)) Hero, Scurry Away, Tough(6) 160pts
Elite Champion [1] 4+ 4+ Elite Heavy Pistol (12", A2, AP(1)), CCW (A1) Fearless, Hero, Tough(3) 45pts
Clan Leader [1] 5+ 5+ Master Pistol (12", A2), CCW (A2) Hero, Tough(3) 25pts
Stalkers [10] 5+ 5+ Pistol (12", A1), CCW (A2) - 120pts
Crawlers [10] 5+ 5+ Carbine (18", A2), CCW (A1) - 145pts
Saboteurs [5] 5+ 5+ Pistol (12", A1), CCW (A2) Scout, Stealth, Strider 75pts
Elites [5] 4+ 4+ Heavy Carbine (18", A2, AP(1)), CCW (A1) Fearless 140pts
Specialists [3] 5+ 5+ Plasma Rifle (24", A1, AP(4)), CCW (A1) Relentless 60pts
Rat Ogres [3] 4+ 3+ Twin Combat Drills (A4, AP(1), Rending) Furious, Tough(3) 180pts
Rat Swarms [3] 6+ 6+ Swarm Attacks (A3, Poison) Strider, Tough(3) 40pts
Terror Beast [1] 4+ 2+ Heavy Claws (A6, AP(1)), Stomp (A2, AP(1)) Fear(1), Fearless, Tough(6) 150pts
Abomination [1] 4+ 2+ Heavy Claws (A12, AP(1)), Stomp (A4, AP(1)) Fear(2), Fearless, Regeneration, Tough(12) 370pts
Death Wheel [1] 4+ 2+ Twin Flamer (12", A2, Blast(3), Reliable) Ambush, Fast, Impact(6), Tough(6) 180pts
Drill Tank [1] 4+ 2+ Twin Rocket Launcher (18", A2, AP(2), Deadly(3)), Ambush, Fast, Impact(6), Tough(12), Transport(11) 425pts
Tunneling Drill (A8, AP(4))
Artillery Gun [1] 4+ 2+ Twin Rocket Launcher (18", A2, AP(2), Deadly(3)), Crew (A3) Repair, Slow, Tough(6) 175pts

SPECIAL RULES
Heavy Pierce: Whenever this model attacks in
melee, roll one die. On a 6+ the target takes 3 hits
with AP(1).
Lead from Behind: Whenever this model's unit fails
a morale test, it counts as passed instead. Then,
roll as many dice as the number of wounds it
would take to fully destroy it, and for each result of
1-3 the unit takes one wound, which can't be
ignored.
Piper's Calling: This model and its unit get Furious.
If they already had Furious, they get extra hits from
Furious on unmodified rolls of 5-6 instead.
Repair: Once per this model's activation, before
attacking, if within 2” of a model with Tough, roll
one die. On a 2+ you may remove D3 wounds from
that model.
Safety in Numbers: Once per this unit's activation,
pick 2 friendly units within 12”, which get +1 to
their next morale test roll.
Scurry Away: Once per this unit's activation, before
attacking, pick one other friendly unit within 12”,
which may move by up to 6".

RATMEN CLANS ARMY

SPELLS
Cracks (1): Target enemy unit within 12" takes 2
hits with AP(2).
Filth (1): Target 2 friendly units within 18" get
Poison next time they fight in melee.
Lightning (2): Target enemy unit within 9" takes 1
hit with AP(4) and Deadly(3).
Sickness (2): Target 2 enemy units within 18" get -1
to hit rolls next time they shoot.
Frenzy (3): Target 2 friendly units within 12" get +3"
next time they Advance, or +6" next time they
Rush/Charge.
Pestilence (3): Target enemy unit within 18” takes 1
hit with Blast(9).

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GF - RATMEN CLANS V3.3.1

Great Mother [1] - 160 pts Crawlers [10] - 145 pts Rat Swarms [3] - 40 pts
Quality 3+ Defense 3+ Quality 5+ Defense 5+ Quality 6+ Defense 6+
Combat Staff (A6, AP(1)) Carbine (18", A2) Swarm Attacks (A3, Poison)
Hero, Scurry Away, Tough(6) CCW (A1) Strider, Tough(3)
Upgrade with one: Replace up to two Carbines:
+20pts Staff-Blaster (12", A3, Rending) +5pts Plasma Rifle (24", A1, AP(4)) Terror Beast [1] - 150 pts
+20pts Staff-Flamethrower +5pts Shred Rifle (18", A2, Rending) Quality 4+ Defense 2+
(12", A1, Blast(3), Reliable) +10pts Rocket Launcher Heavy Claws (A6, AP(1))
+25pts Staff-GL (24", A1, Blast(3)) (18", A1, AP(2), Deadly(3)) Stomp (A2, AP(1))
+10pts Flamer (12", A1, Blast(3), Reliable) Fear(1), Fearless, Tough(6)
Elite Champion [1] - 45 pts +15pts Heavy Machinegun (30", A3, AP(1)) Upgrade with one:
Quality 4+ Defense 4+ Replace one Carbine and CCW: +5pts Combat Scythes (Heavy Pierce)
Elite Heavy Pistol (12", A2, AP(1)) -5pts Sgt. Pistol (12", A1), +30pts Heavy Flamer
CCW (A1) Sgt. Hand Weapon (A2) (12", A1, AP(1), Blast(3), Reliable)
Fearless, Hero, Tough(3) Replace Sgt. Pistol:
Replace Elite Heavy Pistol: +5pts Plasma Pistol (12", A1, AP(4)) Abomination [1] - 370 pts
free Flamer Pistol (6", A1, Blast(3), Reliable) +5pts Shred Pistol (9", A2, Rending) Quality 4+ Defense 2+
+5pts Elite Shred Pistol (9", A3, Rending) Replace Sgt. Hand Weapon: Heavy Claws (A12, AP(1))
+5pts Rocket Pistol (9", A1, AP(2), Deadly(3)) +5pts Combat Drill (A2, AP(1), Rending) Stomp (A4, AP(1))
+5pts Elite Plasma Pistol (12", A2, AP(4)) +5pts Battle Claw (A2, AP(4)) Fear(2), Fearless, Regeneration, Tough(12)
+15pts Elite Heavy Carbine (18", A3, AP(1))
Replace CCW: Saboteurs [5] - 75 pts Death Wheel [1] - 180 pts
+5pts Energy Gauntlet (A1, Blast(3)) Quality 5+ Defense 5+ Quality 4+ Defense 2+
+10pts Combat Drill (A2, AP(1), Rending) Pistol (12", A1) Twin Flamer (12", A2, Blast(3), Reliable)
+15pts Battle Claw (A2, AP(4)) CCW (A2) Ambush, Fast, Impact(6), Tough(6)
+15pts Combat Saw (A1, AP(2), Deadly(3)) Scout, Stealth, Strider
Upgrade with one: Replace all Pistols: Drill Tank [1] - 425 pts
+10pts Piper (Piper's Calling) +25pts Shotgun (12", A2, AP(1)) Quality 4+ Defense 2+
+15pts Banner Bearer (Safety in Numbers) +25pts Carbine (18", A2) Twin Rocket Launcher (18", A2, AP(2), Deadly(3))
+25pts Commander (Lead from Behind) Replace one Pistol: Tunneling Drill (A8, AP(4))
+35pts Mechanic (Repair) +25pts Sniper Carbine (18", A1, AP(1), Sniper) Ambush, Fast, Impact(6), Tough(12), Transport(11)
+40pts Shaman (Caster(2)) Replace Twin Rocket Launcher:
+60pts Master Shaman (Caster(3)) Elites [5] - 140 pts +5pts Twin Heavy Flamer
Quality 4+ Defense 4+ (12", A2, AP(1), Blast(3), Reliable)
Clan Leader [1] - 25 pts Heavy Carbine (18", A2, AP(1)) +20pts Twin Heavy Machinegun (30", A6, AP(1))
Quality 5+ Defense 5+ CCW (A1) Upgrade with any:
Master Pistol (12", A2) Fearless +5pts Corrosive Drill (Poison in Melee)
CCW (A2) Replace one Heavy Carbine: +30pts Transport Section (Transport(10))
Hero, Tough(3) +5pts Shred Rifle (18", A2, Rending)
Upgrade with one: +5pts Flamer (12", A1, Blast(3), Reliable) Artillery Gun [1] - 175 pts
+10pts Piper (Piper's Calling) +5pts Plasma Rifle (24", A1, AP(4)) Quality 4+ Defense 2+
+15pts Banner Bearer (Safety in Numbers) +10pts Rocket Launcher Twin Rocket Launcher (18", A2, AP(2), Deadly(3))
+25pts Commander (Lead from Behind) (18", A1, AP(2), Deadly(3)) Crew (A3)
+35pts Mechanic (Repair) Replace all CCWs: Repair, Slow, Tough(6)
+40pts Shaman (Caster(2)) +15pts Combat Drill (A1, AP(1), Rending) Replace Twin Rocket Launcher:
+60pts Master Shaman (Caster(3)) Replace one Heavy Carbine and CCW: +30pts Twin Flamer Cannon
Replace Master Pistol: -5pts Sgt. Heavy Pistol (12", A1, AP(1)), (18", A2, AP(1), Blast(3), Reliable)
+5pts Shred Pistol (9", A2, Rending) Sgt. Hand Weapon (A2) +40pts Twin AA-Machinegun
+5pts Flamer Pistol (6", A1, Blast(3), Reliable) Replace Sgt. Heavy Pistol: (30", A6, AP(1), Lock-On)
+5pts Plasma Pistol (12", A1, AP(4)) +5pts Plasma Pistol (12", A1, AP(4))
+5pts Rocket Pistol (9", A1, AP(2), Deadly(3)) +5pts Shred Pistol (9", A2, Rending)
+5pts Master Carbine (18", A3) Replace Sgt. Hand Weapon:
Replace CCW: +5pts Combat Drill (A2, AP(1), Rending)
+5pts Combat Drill (A2, AP(1), Rending) +10pts Battle Claw (A2, AP(4))
+5pts Energy Gauntlet (A1, Blast(3))
+5pts Battle Claw (A2, AP(4)) Specialists [3] - 60 pts
+5pts Combat Saw (A1, AP(2), Deadly(3)) Quality 5+ Defense 5+
Plasma Rifle (24", A1, AP(4))
Stalkers [10] - 120 pts CCW (A1)
Quality 5+ Defense 5+ Relentless
Pistol (12", A1) Replace any Plasma Rifle:
CCW (A2) +5pts Shred Rifle (18", A2, Rending)
Replace up to two Pistols: +5pts Rocket Launcher
+5pts Plasma Pistol (12", A1, AP(4)) (18", A1, AP(2), Deadly(3))
+15pts Flamer (12", A1, Blast(3), Reliable) +10pts Flamer (12", A1, Blast(3), Reliable)
Replace up to two CCWs: +15pts Heavy Machinegun (30", A3, AP(1))
+5pts Energy Gauntlet (A1, Blast(3)) Replace all CCWs:
+5pts Combat Drill (A2, AP(1), Rending) +10pts Combat Drill (A1, AP(1), Rending)
+5pts Battle Claw (A2, AP(4))
+5pts Combat Saw (A1, AP(2), Deadly(3)) Rat Ogres [3] - 180 pts
Quality 4+ Defense 3+
Twin Combat Drills (A4, AP(1), Rending)
Furious, Tough(3)
Replace any Twin Combat Drill:
+5pts Flamer (12", A1, Blast(3), Reliable),
Combat Drill (A2, AP(1), Rending)

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