AOF - Ratmen v3.4.4

Intro

Ratmen are small humanoids, closely related to rats. Individually weak, they rely on large numbers of warriors, growth-serum injected beasts, and inventive war-machines.

The Ratmen first emerged from the sewer systems beneath the Old Empire’s greatest cities, but were viewed as abominations by the humans and quickly driven out. Faced with many dangers and few friends, the Ratmen have become fanatical warriors and cunning tacticians, often serving as a buffer to the society that drove them out.

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Background Story

The Ratmen only started appearing long after humanity and their cities had become widespread throughout much of Tyria. Little is known about how or why they came into being, but they emerged from sewer systems beneath human cities. When their existence was discovered by the humans above, they were viewed as abominations and driven out of the cities. The surviving Ratmen sought refuge in neighbouring lands, but none were willing to accept them.

The Ratmen eventually found a new home in a stretch of land that had been particularly devastated during the Havoc Wars. In the Northlands, surviving Havoc Warriors continued to raid and plunder, while the original Human inhabitants had mostly moved to the more defended southern regions. The Ratmen settled in these largely abandoned lands, and their numbers rapidly grew as they reclaimed the territory which had been left barren by years of brutal warfare. They rapidly built fortified cities, designed to withstand attack from raiders and any others who might try to claim the Ratmen’s land as their own.

For a time, the Ratmen prospered thanks to their diligent work and the region’s rich natural resources, and soon their society grew prosperous. Within their massive cities, they organised themselves into many guilds, each specialised in providing different benefits for their society, and their cities were ruled by commissions made up of the heads of the city’s key guilds. Yet, as Tyria continued to recover from the Havoc Wars, the Ratmen’s lands fell under increasing pressure from their various neighbours, who sought to reclaim it and forced the Ratmen to endure constant sieges and warfare in order to defend their home.

The opening of the Rift was the fatal blow to their former society. The rift tore through several cities, destroying their walls, while the forces of Havoc rallied in the north. Panic spread and soon, and the various Guilds were fighting among themselves.

Just as the forces of Havoc approached their lands, and all hope was lost, a miracle happened. A godly figure of a female rat appeared in the sky and struck down their enemies’ army. The remaining Rats renounced their quarrels and reunited to fight in the name of their mysterious new Goddess, creating a cult in her name that now occupies every corner of their society. Her disciples whisper in the ears of the guild masters, and while many see her as a saviour, others view her as a threat to their still delicate positions.

How will you serve the Guilds and God-Mother?

Created by: Gaetano Ferrara
1
AOF - Ratmen v3.4.4
Name [size] Qua Def Equipment Special Rules Cost
Battle Master [1]
4+
4+
Heavy Hand Weapon (A3, AP(1))
Fearless, Hero, Tough(3)
45pts
Champion [1]
5+
5+
Hand Weapon (A3)
Hero, Tough(3)
25pts
Militia [10]
6+
6+
10x Sling (12", A1)10x Hand Weapon (A1)
-
45pts
Warriors [10]
5+
5+
10x Hand Weapon (A1)
-
65pts
Weapon Teams [3]
5+
5+
3x Crew (A1)3x Heavy Drill (A1, AP(4), Deadly(3))
Tough(3)
105pts
Grenadiers [5]
5+
5+
5x Toxin Bombs (12", A1, Indirect, Poison)5x Hand Weapon (A1)
Expert Thrower
55pts
Monks [5]
5+
5+
5x Censer Flail (A1, AP(1), Poison)
Furious
55pts
Storm Veterans [5]
4+
4+
5x Heavy Halberd (A1, AP(1), Rending)
Fearless
75pts
Night Scouts [5]
4+
5+
5x Dual Hand Weapons (A2)
Scout, Stealth, Strider
85pts
Snipers [3]
5+
4+
3x Sniper Rifle (30", A1, AP(1), Sniper)3x Hand Weapon (A1)
Slow
115pts
Giant Rats [5]
5+
5+
5x Rending Claws (A1, Rending)
Fast, Strider
55pts
Rat Swarms [3]
6+
6+
3x Swarm Attacks (A4)
Ambush, Fast, Furious, Strider, Tough(3)
65pts
Rat Ogres [3]
4+
4+
3x Rending Claws (A3, Rending)
Furious, Tough(3)
140pts
Storm Ogres [3]
3+
3+
3x Flame-Fists (12", A1, Blast(3), Reliable)3x Bash (A2)
Fearless, Furious, Tough(3)
205pts
Giant Beast [1]
4+
3+
Claw (A10)Stomp (A4, AP(1))
Fear(2), Regeneration, Tough(12)
265pts
Blessed Platform [1]
4+
3+
Crew Attack (A2)Giant Censer (A4, Poison)
Fear(1), Fearless, Furious, Tough(6)
120pts
Great Death Roller [1]
5+
3+
Twin Gatling Guns (18", A6, AP(1))
Fast, Fear(1), Fearless, Impact(3), Tough(6)
135pts
Ratmen Artillery [1]
5+
5+
Heavy Gatling Gun (18", A6, AP(1))Crew (A3)
Entrenched, Immobile, Tough(3)
60pts
Giant Blessed Beast [1]
3+
3+
Giant Claws (A12, AP(1))Stomp (A6, AP(2))
Caster(2), Fear(3), Fearless, Tough(18)
505pts
God-Titan [1]
2+
2+
Heavy Strike (A12, Rending)Stomp (A6, AP(2))
Caster(4), Fear(3), Strider, Tough(18)
740pts
Special Rules

AP(X): Targets get -X to Defense rolls when blocking hits.

Ambush: May be set aside before deployment. At the start of any round after the first, may be deployed anywhere over 9” away from enemy units. Players alternate in placing Ambush units, starting with the player that activates next. Units that deploy via Ambush can’t seize or contest objectives on the round they deploy.

Artificer: This model and its unit get AP(+1) in melee.

Bladed Wheels: This model’s Impact hits get AP(1).

Caster(X): Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token.

Deadly(X): Assign each wound to one model, and multiply it by X. Hits from Deadly must be resolved first, and these wounds don’t carry over to other models if the original target is killed.

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

Great Bell: Once per this unit's activation, before attacking, roll 2 dice. For each 2+ one enemy unit within 6" takes 3 hits with AP(1).

Holy Statue: Once per this unit's activation, pick 2 friendly units within 12", which get +1 to hit next time they fight in melee.

Indirect: Gets -1 to hit rolls when shooting after moving. May target enemies that are not in line of sight as if in line of sight, and ignores cover from sight obstructions.

Resistance: When taking a wound, roll one die, and on a 6+ it is ignored. If the wound was from a spell, then it is ignored on a 2+ instead.

Smoke Bombs: Enemies get -1 to hit when attacking units where all models have this rule.

Spell Warden: Once per this unit's activation, pick one friendly Caster within 12", which gets +1 to its next spell casting roll.

Strength in Numbers: Once per this unit's activation, before attacking, pick 2 friendly units within 12", which get +1 to their next morale test roll.

Takedown: Once per game, when this model attacks in melee, you may pick one model in the unit as its target, and make 1 attack at Quality 2+ with AP(1) and Deadly(3), which is resolved as if it's a unit of 1.

Tunnel Drill: This model and its unit get Ambush.

Warning Cry: Enemy units using Ambush must be set up over 12" away from this model.

Ratmen Army Spells
Filth (1): Target 2 friendly units within 12" get Poison next time they fight in melee.
Cracks (1): Target enemy unit within 12" takes 2 hits with AP(2).
Sickness (2): Target 2 enemy units within 18" get -1 to hit rolls next time they shoot.
Lightning (2): Target enemy unit within 12" takes 1 hit with AP(4) and Deadly(3).
Frenzy (3): Target 2 friendly units within 12" move +3" next time they Advance, or +6" next time they Rush/Charge.
Pestilence (3): Target enemy unit within 18” takes 1 hit with Blast(12).
2
AOF - Ratmen v3.4.4
Battle Master [1] - 45 pts
Quality 4+ Defense 4+
Heavy Hand Weapon (A3, AP(1))
Fearless, Hero, Tough(3)
Replace Heavy Hand Weapon:
+5pts Dual Heavy Hand Weapons (A4, AP(1))
+5pts Heavy Halberd (A3, AP(1), Rending)
+10pts Heavy Great Weapon (A3, AP(3))
+15pts Heavy Spear (A3, AP(1), Counter)
Upgrade with:
+10pts Pet Giant Rat (Warning Cry)
Upgrade with one:
+10pts Assassin (Takedown)
+25pts Engineer (Tunnel Drill)
+30pts Captain (Strength in Numbers)
+30pts Army Standard Bearer (Fear(3))
+35pts Warlock (Artificer)
Upgrade with one:
+55pts War Beast (Claws (A3)FastTough(3))
+55pts Rat Ogre (Heavy Claws (A3, AP(1))FuriousTough(3))
+65pts War Throne (Crew Attacks (A4, AP(1), Rending)Tough(3))
+160pts Great Beast (Rending Claws (A6, Rending)Defense(1)FastFear(1)StriderTough(6))
Champion [1] - 25 pts
Quality 5+ Defense 5+
Hand Weapon (A3)
Hero, Tough(3)
Replace Hand Weapon:
+5pts Censer Flail (A3, AP(1), Poison)
+5pts Dual Hand Weapons (A4)
+5pts Spear (A3, Counter)
+10pts Halberd (A3, Rending)
+10pts Great Weapon (A3, AP(2))
Upgrade with one:
+10pts Toxin Gun (18", A2, Poison)
+15pts Rocket Launcher (18", A1, Blast(3), Indirect)
+30pts Sniper Rifle (30", A1, AP(1), Sniper)
Upgrade with:
+10pts Pet Giant Rat (Warning Cry)
Upgrade with one:
+25pts Engineer (Tunnel Drill)
+35pts Warlock (Artificer)
+45pts Priest (Caster(2))
+65pts Master Priest (Caster(3))
Militia [10] - 45 pts
Quality 6+ Defense 6+
10x Hand Weapon (A1)
10x Sling (12", A1)
Warriors [10] - 65 pts
Quality 5+ Defense 5+
10x Hand Weapon (A1)
Upgrade up to three models with one:
+5pts Sergeant
+10pts Musician
+15pts Banner
Replace all Hand Weapons:
+25pts Halberd (A1, Rending)
+35pts Spear (A1, Counter)
Replace one Hand Weapon:
+30pts Weapon Team (Crew (A1)Heavy Drill (A1, AP(4), Deadly(3))Tough(3))
+30pts Weapon Team (Flamethrower (12", A1, Blast(3), Reliable)Crew (A1)Tough(3))
+35pts Weapon Team (Crew (A1)Death Roller (A3, AP(2), Lance)Tough(3))
+35pts Weapon Team (Gatling Gun (18", A4, AP(1))Crew (A1)Tough(3))
+35pts Weapon Team (Toxin Mortar (24", A1, Blast(3), Indirect, Poison)Crew (A1)Tough(3))
Weapon Teams [3] - 105 pts
Quality 5+ Defense 5+
3x Crew (A1)
3x Heavy Drill (A1, AP(4), Deadly(3))
Tough(3)
Replace any Heavy Drill:
+5pts Gatling Gun (18", A4, AP(1))
+5pts Flamethrower (12", A1, Blast(3), Reliable)
+5pts Death Roller (A3, AP(2), Lance)
+5pts Toxin Mortar (24", A1, Blast(3), Indirect, Poison)
Grenadiers [5] - 55 pts
Quality 5+ Defense 5+
5x Hand Weapon (A1)
5x Toxin Bombs (12", A1, Indirect, Poison)
Expert Thrower
Replace all Toxin Bombs:
+5pts Fire Bombs (12", A1, AP(1), Indirect)
Monks [5] - 55 pts
Quality 5+ Defense 5+
5x Censer Flail (A1, AP(1), Poison)
Furious
Upgrade up to three models with one:
+5pts Sergeant
+10pts Musician
+15pts Banner
Replace all Censer Flails:
+5pts Dual Hand Weapons (A2)
Storm Veterans [5] - 75 pts
Quality 4+ Defense 4+
5x Heavy Halberd (A1, AP(1), Rending)
Fearless
Upgrade up to three models with one:
+5pts Sergeant
+10pts Musician
+15pts Banner
Replace all Heavy Halberds:
+5pts Heavy Great Weapon (A1, AP(3))
Night Scouts [5] - 85 pts
Quality 4+ Defense 5+
5x Dual Hand Weapons (A2)
Scout, Stealth, Strider
Replace all Dual Hand Weapons:
+20pts Bow (24", A1)Hand Weapon (A1)
Upgrade all models with any:
+15pts Smoke Bombs
+20pts Throwing Knives (6", A1, Reliable)
Snipers [3] - 115 pts
Quality 5+ Defense 4+
3x Hand Weapon (A1)
3x Sniper Rifle (30", A1, AP(1), Sniper)
Slow
Giant Rats [5] - 55 pts
Quality 5+ Defense 5+
5x Rending Claws (A1, Rending)
Fast, Strider
Upgrade all models with:
+5pts Rat Master (Fearless)
Rat Swarms [3] - 65 pts
Quality 6+ Defense 6+
3x Swarm Attacks (A4)
Ambush, Fast, Furious, Strider, Tough(3)
Upgrade all models with:
+15pts Rat Master (Fearless)
Rat Ogres [3] - 140 pts
Quality 4+ Defense 4+
3x Rending Claws (A3, Rending)
Furious, Tough(3)
Upgrade all models with:
+15pts Rat Master (Fearless)
Replace all Rending Claws:
+15pts Great Weapon (A3, AP(2))
Upgrade one model with:
+5pts Flamer-Mod (12", A1, Blast(3), Limited, Reliable)
Storm Ogres [3] - 205 pts
Quality 3+ Defense 3+
3x Bash (A2)
3x Flame-Fists (12", A1, Blast(3), Reliable)
Fearless, Furious, Tough(3)
Replace any Flame-Fist and Bash:
+10pts Drill-Fists (A1, AP(4), Deadly(3))
+15pts Shock-Fists (A4, AP(1), Rending)
+25pts Gatling-Fist (18", A4, AP(1))Bash (A2)
+25pts Mortar-Fist (24", A1, Blast(3), Indirect, Poison)Bash (A2)
+40pts Roller-Fists (A4, AP(2), Lance)
Giant Beast [1] - 265 pts
Quality 4+ Defense 3+
Stomp (A4, AP(1))
Claw (A10)
Fear(2), Regeneration, Tough(12)
Upgrade with one:
+30pts Captain Rider (Strength in Numbers)
+75pts Rat Master (FearlessResistance)
3
AOF - Ratmen v3.4.4
Blessed Platform [1] - 120 pts
Quality 4+ Defense 3+
Giant Censer (A4, Poison)
Crew Attack (A2)
Fear(1), Fearless, Furious, Tough(6)
Replace Giant Censer:
+10pts Rat Ogre Champion (A4, AP(2))
+15pts Great Bell
+20pts Holy Statue
Upgrade with:
+20pts Preacher (Resistance)
Great Death Roller [1] - 135 pts
Quality 5+ Defense 3+
Twin Gatling Guns (18", A6, AP(1))
Fast, Fear(1), Fearless, Impact(3), Tough(6)
Replace Twin Gatling Gun:
+10pts Impact(5)Bladed Wheels
Ratmen Artillery [1] - 60 pts
Quality 5+ Defense 5+
Crew (A3)
Heavy Gatling Gun (18", A6, AP(1))
Entrenched, Immobile, Tough(3)
Replace Heavy Gatling Gun:
+25pts Heavy Cannon (30", A2, AP(2), Deadly(3))
+25pts Toxin Catapult (30", A2, Blast(3), Indirect, Poison)
Giant Blessed Beast [1] - 505 pts
Quality 3+ Defense 3+
Giant Claws (A12, AP(1))
Stomp (A6, AP(2))
Caster(2), Fear(3), Fearless, Tough(18)
Upgrade with one:
+85pts Otter (ScoutSpell WardenStrider)
+100pts Rat Ogre (Twin Fist-Flamers (12", A2, Blast(6), Reliable)Furious)
God-Titan [1] - 740 pts
Quality 2+ Defense 2+
Stomp (A6, AP(2))
Heavy Strike (A12, Rending)
Caster(4), Fear(3), Strider, Tough(18)
4
AOF - Ratmen v3.4.4 - Narrative Heroes
Name [size] Qua Def Equipment Special Rules Cost
Captain Kedseit [1]
4+
4+
Havocfall (A3, AP(1), Rending)
Fearless, Great Defender, Hero, Tough(3), Unique
65pts
Brother Hepalit [1]
5+
5+
Knife & Staff (A3, Poison)
Caster(2), God-Mother's Sight, Hero, Tough(3), Unique
80pts
Special Rules

AP(X): Targets get -X to Defense rolls when blocking hits.

Caster(X): Gets X spell tokens at the start of each round, but can’t hold more than 6 tokens at once. At any point before attacking, spend as many tokens as the spell’s value to try casting one or more spells (only one try per spell). Roll one die, on 4+ resolve the effect on a target in line of sight. Models within 18” in line of sight of the caster’s unit may spend any number of spell tokens at the same time before rolling, to give the caster +1/-1 to the roll per token.

God-Mother's Sight: Enemy units using Ambush must be set up over 12" away from this model.

Great Defender: This model's melee weapons get Counter.

Unique: This unit may only be taken once per army.

Ratmen Army Spells
Filth (1): Target 2 friendly units within 12" get Poison next time they fight in melee.
Cracks (1): Target enemy unit within 12" takes 2 hits with AP(2).
Sickness (2): Target 2 enemy units within 18" get -1 to hit rolls next time they shoot.
Lightning (2): Target enemy unit within 12" takes 1 hit with AP(4) and Deadly(3).
Frenzy (3): Target 2 friendly units within 12" move +3" next time they Advance, or +6" next time they Rush/Charge.
Pestilence (3): Target enemy unit within 18” takes 1 hit with Blast(12).
5