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?
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 |
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.
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 |
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.