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Rat Men Gangs

 

Dangerous and highly mutagenic chemicals run down from the Necromunda hive factory levels, forming large pools in the under-hive. Over the large period of time that these pools have existed for, some of the hives wildlife has been forced to use them for food, becoming mutated as a result. These mutations have caused the rapid, and unnatural, evolution of the native giant rats that lived alongside these pools. Their claws became hand-like and able to hold things, they stood tall on their hind legs like men do and they have been gifted with intelligence. Though the mutation is a blessing it also brings a curse, the population in the under-hive fear the grossness of the rat and hunts them into the depths of the hive. But the Rat Men fight back against their human oppressors and look to when they will rule the hive for themselves.

Special Rules

Outlanders: Rat Men gangs are outlanders and as such all of the outlaw rules apply to them, with the exceptions noted below. As outlanders Rat Men do not have a guild price and may never pay off their outlaw status.

Starting Territory: Rat Men start with one random territory from the outlaw territory chart. They may not hold more than one territory at a time and may loot or move on to new territory if they capture one in battle.

Income: Rat Men collect income from their territory and by foraging as normal.

Trading: Rat Men may use the outlaw trading post. But when rare items are found roll a further D6 for each item: 1-2 The trader refuses to sell the item; 3-4 the trader wants more money to cover the risk add 2D6 to the value of the item; 5-6 the item can be bought as normal.

Hired Guns: Rat Men may not hire any hired guns, but may hire Karloth Valois or the Rat Men special character Skrar.

Rat Men Weapons: The Rat Men have a low technology base and their weapons are usually in a state of disrepair, they must take ammo rolls on a 1 or 6 to hit (in the same way as Scavvies).

Poison Blades; Blade venom is a natural resource where the Rat Men come from so may always purchase Blade Venom for 10 creds.

Safety in Numbers: Rat Men are quite cowardly when on their own, but in a large pack they have the courage in their numbers and will not likely run away. To represent this each Rat Man may add +1 to his Ld, up to a maximum of 9, for every other Rat Man within 2". Only models that are standing count and under rats do not count. This does not apply to bottle rolls, though you may add +1 to your Ld, for bottle rolls, if you out number your opponent.

Ratskins: Rat Men HATE Ratskins, for obvious reasons!!

Capture: Bounty is awarded as normal for Rat Men. They may not be sold into slavery, as no guilder would allow such a mutation to live.

Native: Rat Men are completely immune to Treacherous Conditions in the same way as Ratskins.

 

Gang Members

Rat Men Packmaster.

The Packmaster is the most cunning Rat Man in the group. They lead, usually from the rear, when the pack fights. You must have one Packmaster in your gang.

M Ws Bs S T W I A Ld
5 4 4 3 3 1 5 1 7

Weapons: The Packmaster may be armed with any weapons chosen from the assault, pistol, basic, special, and grenades+shells sections of the Rat man weapons table

Special Rules:

Leadership: Any Rat Men within 6" may use the Packmasters Ld value for any leadership based tests they are required to take. Also due to his uncanny survival instincts the Packmaster may always test to avoid pinning.

 

 

Rat Men Warlock

A Warlock is a Rat Man whose mutations have given them access to the warp. This power manifests itself in different ways in each Warlock, but is usually geared towards death and destruction to their enemies. You may have up to one Warlock in your gang.

M Ws Bs S T W I A Ld
5 3 3 3 4 1 5 1 6

Weapons: The Warlock may be armed with any weapons chosen from the assault, pistol, basic, special, and grenades+shells sections of the rat man weapons table.

Special Rules:

Wyrd Rat: The Warlock acts as a Beastmaster Wyrd for any Giant Rats that join the gang. He also has special Wyrd powers, roll once on the Warlock powers table

 

 

Rat Warriors

These are the backbone of the packs fighting strength. Agile with low cunning they make excellent close quarter troops.

M Ws Bs S T W I A Ld
5 3 3 3 3 1 4 1 5

Weapons: Rat Warriors may be armed with any weapons chosen from the assault, pistol, basic and grenades+shells sections of the rat man weapons table.

Special Rules:

As Rat Warriors are the most common of the Rat Men, at least half of your gang must be made up of Rat Warriors.

 

 

Under Rats

Young Rat Men eager to wreak revenge on their creators, they join the pack willing to fight but not very experienced.

M Ws Bs S T W I A Ld
5 2 2 3 3 1 4 1 4

Weapons: Under Rats may be armed with any weapons from the assault and pistol sections of the rat man weapons list

 

 

Giant Rats

Necromundan Giant Rats flock to the Rat gangs, and are controlled by the Rat Men Warlock.

M Ws Bs S T W I A Ld
6 4 0 3 2 1 3 1 4

Weapons: Claws and Jaws

Special Rules:

Dodge: To represent their unnatural athletic ability, Giant Rats have an unmodified save of 4+ against all damage.

Rating: Giant Rats increase the packs rating by 35.

Food: The Giant Rats will forage and feed themselves, hey will not get food for the rest of the gang and do not need to be fed separately.

 

Warlock Powers Table

The Warlock has two powers, one of them is the ability to control giant rats in the same way as beastmasters, and the other is rolled on the table below.

Roll a D10:

  1. Multi-talented; The Warlock has no major power but has several lesser ones. Roll D3+1 times on the minor powers table in the Outlanders Book, re-roll results of 11-16 and 61-66.
  2. Wyrd; The Warlock exhibits powers much the same as a normal (if they can be called normal!) Wyrd. Roll on a random Wyrd chart for a random Wyrd major power. Note do not roll to see if they are a beastmaster, because they are already!
  3. Whither; The Warlock appears to glow and the skin of fighters nearby dries and cracks. This causes D3 S6 hits distributed between models in base to base contact with the Warlock. This power may be used in the hand-to-hand phase.
  4. Vermintide; The Warlock performs a ritualistic dance which causes all the Rat Men in the pack to become less afraid of their enemies. If the Warlock does not move (and passes the Ld test!) all Rat Men in the gang gain +1 Ld till the next Rat Men turn. Use this power at the start of your turn.
  5. Madness; An enemy fighter suddenly turns upon his comrades for no reason and is then all right again. Choose an enemy model within 24" and in sight. The Warlock rolls 2D6 and chooses the highest, the target rolls 1D6. If the Warlock rolls highest then the Rat Men player may control the model for this turn, if the opponent rolls higher of the scores are tied then the target is simply pinned. Use this power at the start of your opponents turn.
  6. Pestilent Breath; The Warlock opens his fang lined maw and belches a cloud of poison gas. Use the flamer template to represent this attack. All models under the template are wounded on a 4+, with no armour save allowed. Models half under the template may be able to avoid the gas, on a 4+ they are hit and must test as above. Use this power instead of shooting normally.
  7. Poison Wind; A cloud of purple gas rises out of the ground, those who breath it in may choke to death as it dissolves their lungs. Place a 2" blast marker anywhere within 18" and in sight of the Warlock. All models under the template must roll under their toughness or suffer a wound, with no armour saves allowed, once damage is resolved the gas dissipates. Use instead of shooting normally.
  8. Warp Lightning; The Warlock raises its claws at the enemy and smites them with bolts of pure black energy. The Warlock gets D3 shots at S5 with a -1 Sv. Mod, 18" range. Used instead of shooting at models in a line of sight.
  9. Death Frenzy; A Rat Man suddenly streaks across the battlefield and mercilessly attacks the enemy, but after a while the massive energy used begins to destroy the Rat Mans body. This power may be used on any friendly model within 6". The model may triple its move if it will get it into combat, will not be pinned by shooting and counts as frenzied. The model will suffer a wound at the start of every Rat Men turn on the roll of 5-6 on a D6. This power lasts until either the Warlock of the model affected go down or out of action, but may not be cast again while in play. Use this power at the start of your turn.
  10. Shriek; The Warlock lets out a blood-curdling scream that causes the enemy to fall to its knees. If the Warlock does not move it may Shriek during its shooting phase. All enemy models within 12" of the Warlock (in all directions) must take an initiative test or become pinned. Note: those within 1" of an edge will fall if they fail the initiative test.

Rat Men Tables

 

Name Hire Cost (creds) Starting Experience
Packmaster 120 60+D6
Warlock 100 60+D6
Rat Warrior 50 20+D6
Under Rat 25 0
Giant Rat 25 N/A

 

 Maximum Characteristics:

M Ws Bs S T W I A Ld
5 6 6 4 4 3 7 4 8

 

Skills Table

Name Agility Combat Ferocity Muscle Shooting Stealth Techno
Packmaster Y Y Y Y Y Y N
Warlock Y Y Y N N Y N
Rat Warrior Y Y N N N Y N
Under Rat Y N N N N Y N

 

Rat Men Weapon Tables
Basic Weapons Cost Grenades+Shells Cost
Shotgun

20

Frag Grenades

30

Autogun

20

Manstopper Shells

5

Musket

6

Dumdum Bullets

10

Special Weapons Cost Assault Weapons Cost
Lasgun

25

Sword

10

Boltgun

35

Axe\Club\Chain\Flail

10

Laspistol

15

Knife

5

Boltpistol

25

Massive Weapon

15

Plasma pistol

25

Blade Venom

10

 

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