Ratkin

Rats are everywhere. Vicious, hard creatures that can survive in the harshest of conditions, living in filth and eating worse. The darkest, most miserable places in the world are the domain of rats. If ever a race was destined for slavery, it was the vermin. As Bharzak the Grim, overmaster of the Gift-Piers of Zarak emerged from his self-imposed exile, behind him streamed a vast pack of rats. But not rats as they had been. These were something new, something terrible – a horrifying hybrid of rats and other races: dwarf, human, elf, goblin. The ratkin have learnt from their masters. They have learnt about cruelty and suffering first-hand as they watched from the shadows as slaves. They saw the iron casters in their forges, blending machine, and flesh and magic to construct lethal artefacts of war. Now they want to show the world what they have learnt.

Available Warband units

Warband Special Ability

Blood Frenzy (2)

Use this ability at the start of one of your Turns. Until the end of the Round, all friendly Ratkin models have the Bloodlust special rule.

Pack Mentality

When making Fallback checks, Ratkin models may add a +1 modifer to their roll for each other friendly non-GRUNT Ratkin model within 6″. A natural roll of 1 will still fail the test as normal.

Faction Special Spells

Lair (long)

Place a 1”x 6” marker anywhere within, or partly within, 6” of the caster, into Open Ground. The area described by the marker is a Lair opening and is Height 0 Impassable Terrain, but may be jumped across. In the End Phase of each Round roll a die. On a 3+, the Lair opening is removed. The casting model can only have one such Lair opening in play at any time. Any model touching the Lair opening, including when initially placed must roll a die and score less than their Sp. A roll of 8 always fails. Models failing suffer a Melee attack with 3D8, hitting on 5+ and with Crushing Strength (1). Models are then moved to the closest edge of the Lair opening and just clear of it. Models failing to jump across the lair opening are killed.

Vermin Swarm (long) : Range 6”

Can be cast on self and even if target is Engaged. Each enemy model Engaged by or Engaging the target must make an immediate Fallback move of 3” following the normal rules. No Break Away tests are required. Knocked-down models are still moved and remain Knocked-down.