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:
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 |