GF - Ratmen Clans Ion-Runners v1.4
Name [size] Qua Def Equipment Special Rules Cost
Chrome Mother [1]
3+
3+
Combat Staff (A6, AP(1))
Hero, Tough(6), Volt Field
145pts
Ion-Runner Specialists [3]
4+
4+
3x Ray Carbine (18", A2, AP(1))3x CCW (A1)
Fast
90pts
Ion-Runners [5]
4+
4+
5x Ray Pistol (12", A1)5x CCW (A2)
Fast
100pts
Ion-Runner Champion [1]
4+
4+
Elite Heavy Ray Pistol (12", A2, AP(1))CCW (A1)
Fast, Hero, Tough(3)
45pts
Terror Beast [1]
4+
2+
Heavy Claws (A4, AP(1))
Fear(1), Fearless, Tough(6)
125pts
Stalkers [5]
5+
5+
5x Ray Pistol (12", A1)5x CCW (A2)
-
60pts
Rat Ogres [3]
4+
3+
3x Twin Combat Drills (A4, Rending)
Furious, Tough(3)
175pts
Drill Tank [1]
4+
2+
Tunneling Drill (A8, AP(4))
Ambush, Fast, Impact(6), Tough(12)
345pts
Rat King [1]
5+
4+
Swarm Attacks (A3, Poison)
Hero, Slow, Tough(6)
45pts
Chemists [5]
5+
5+
5x Biohazard Vials (12", A1, Indirect, Poison)5x CCW (A1)
Expert Thrower
55pts
Special Rules

Expert Thrower: This model ignores penalties from shooting after moving when using Indirect weapons.

Field Generator: When units where all models have this rule take hits, those hits count as having AP(-1), to a min. of AP(0).

Lead from Behind: Whenever this model's unit fails a morale test that causes it to be Shaken or Routed, 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.

Overcharge: This model and its unit move +1" on Advance, and +2” on Rush/Charge.

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.

Volt Field: Once per this unit's activation, pick one friendly unit within 12", which gets Regeneration next time it takes wounds.

Ratmen Clans Ion-Runners Army Spells
Epiphany of Glory (1): Target 2 friendly units within 12" move +1" next time they Advance, or +2" next time they Rush/Charge.
Rat Infestation (1): Target 2 enemy units within 12" take 2 hits each.
Epiphany of Death (2): Target 2 enemy units within 18" get -2 to their next morale test roll.
Storm Arc (2): Target enemy unit within 12" takes 1 hit with AP(4) and Deadly(3).
Hysteria (3): Target 2 enemy units within 18" get -2 to hit rolls next time they fight in melee.
Tangle Psy-Blast (3): Target enemy unit within 18” takes 1 hit with Blast(12).
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GF - Ratmen Clans Ion-Runners v1.4
Chrome Mother [1] - 145 pts
Quality 3+ Defense 3+
Combat Staff (A6, AP(1))
Hero, Tough(6), Volt Field
Upgrade with one:
+20pts Staff-Chemthrower (12", A1, Blast(3), Reliable)
+20pts Staff-Fuser (12", A1, AP(1), Deadly(3))
Ion-Runner Specialists [3] - 90 pts
Quality 4+ Defense 4+
3x CCW (A1)
3x Ray Carbine (18", A2, AP(1))
Fast
Replace any Ray Carbine:
+5pts Thermal Fuser (18", A1, AP(1), Deadly(3))
+10pts Chem Needler (24", A1, AP(2))Mine-Mod (12", A1, Blast(3))
Ion-Runners [5] - 100 pts
Quality 4+ Defense 4+
5x CCW (A2)
5x Ray Pistol (12", A1)
Fast
Replace any CCW and Ray Pistol:
+10pts Paired Battle Claws (A2, AP(4))
+10pts Ray Carbine (18", A2, AP(1))CCW (A1)
Ion-Runner Champion [1] - 45 pts
Quality 4+ Defense 4+
CCW (A1)
Elite Heavy Ray Pistol (12", A2, AP(1))
Fast, Hero, Tough(3)
Replace CCW:
+5pts Battle Claw (A1, AP(4))
+5pts Energy Gauntlet (A1, Blast(3))
Upgrade with one:
+15pts Fanatic Chant
+15pts Safety in Numbers
+25pts Lead from Behind
+40pts Repair
Terror Beast [1] - 125 pts
Quality 4+ Defense 2+
Heavy Claws (A4, AP(1))
Fear(1), Fearless, Tough(6)
Replace Heavy Claw:
+10pts Cybernetic Conversion (Paired Battle Claws (A2, AP(4))Overcharge)
Upgrade with one:
+15pts Combat Scythe (Impact(3))
+40pts Heavy Chem Needler (30", A2, AP(3))
Stalkers [5] - 60 pts
Quality 5+ Defense 5+
5x CCW (A2)
5x Ray Pistol (12", A1)
Replace one Ray Pistol:
+10pts Chem Needler (24", A1, AP(2))
+10pts Tox Grenade Light Launcher (18", A1, Blast(3), Poison)
+20pts Chem Thrower (12", A1, Blast(3), Reliable)
+25pts Light Sniper Rifle (24", A1, AP(1), Sniper)
Replace one CCW:
+5pts Battle Claw (A1, AP(4))
+5pts Combat Drill (A2, Rending)
+5pts Energy Gauntlet (A1, Blast(3))
+10pts Combat Saw (A1, AP(2), Deadly(3))
Rat Ogres [3] - 175 pts
Quality 4+ Defense 3+
3x Twin Combat Drills (A4, Rending)
Furious, Tough(3)
Replace any Twin Combat Drill:
-10pts Two-Handed Combat Drill (A1, Deadly(3), Rending)
+5pts Chem Thrower (12", A1, Blast(3), Reliable)Combat Drill (A2, Rending)
Replace any Chem Thrower:
-5pts Chem Needler (24", A1, AP(2))
+5pts Thermal Fuser (18", A1, AP(1), Deadly(3))
+10pts Heavy Chem Thrower (12", A1, AP(1), Blast(3), Reliable)
Drill Tank [1] - 345 pts
Quality 4+ Defense 2+
Tunneling Drill (A8, AP(4))
Ambush, Fast, Impact(6), Tough(12)
Upgrade with one:
+55pts Macro Ray Gun (24", A3, AP(3))
+60pts Macro Chem Thrower (12", A2, AP(1), Blast(3), Reliable)
Upgrade with one:
+35pts Transport(11)
+50pts Psi-Rat Cages (Psy-Blasts (18", A2, Blast(3))Fear(2))
+60pts Tox Missile Pods (30", A2, Blast(3), Poison)
+70pts Field GeneratorTransport(11)
Upgrade with:
+35pts Transport Section (Transport(11))
Rat King [1] - 45 pts
Quality 5+ Defense 4+
Swarm Attacks (A3, Poison)
Hero, Slow, Tough(6)
Upgrade with one:
+15pts Caster(1)
+35pts Caster(2)
+55pts Caster(3)
Upgrade with any:
+10pts Elite Bodyguard (Defense(1))
+20pts Tangle (Fear(2))
Chemists [5] - 55 pts
Quality 5+ Defense 5+
5x CCW (A1)
5x Biohazard Vials (12", A1, Indirect, Poison)
Expert Thrower
Replace all Biohazard Vials:
+5pts Acid Vial (12", A1, AP(1), Indirect)
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