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Ratman Army Melee Ranged

This document summarizes a 1000 point Ratmen army consisting of: - 4 weapon teams with flamethrowers and heavy drills - A battle master hero with dual hand weapons, beast companion, and claw - 5 grenadiers with toxin bombs - 5 monks with dual hand weapons - 3 storm ogres with stomps and mortar-fists The army contains various special rules including fear, furious, poison, rending, expert thrower, and tough.

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Jean Luke Cachia
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0% found this document useful (0 votes)
69 views1 page

Ratman Army Melee Ranged

This document summarizes a 1000 point Ratmen army consisting of: - 4 weapon teams with flamethrowers and heavy drills - A battle master hero with dual hand weapons, beast companion, and claw - 5 grenadiers with toxin bombs - 5 monks with dual hand weapons - 3 storm ogres with stomps and mortar-fists The army contains various special rules including fear, furious, poison, rending, expert thrower, and tough.

Uploaded by

Jean Luke Cachia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Ratmen • 1000pts

Weapon Teams [4] - 160pts Battle Master [1] - 290pts Grenadiers [5] - 70pts
Joined to Monks
Quality 5+ Defense 5+ Tough 3 Quality 5+ Defense 5+
Quality 4+ Defense 4+ Tough 15
Tough(3), 1x Heavy Weapons Team(Tough(3)) Expert Thrower
Fearless, Hero, Tough(3), 1x Warlock(Artificer), 1x Giant Rat Ogre(Defense
Weapon RNG ATK AP SPE Weapon RNG ATK AP SPE
+1,  Fear,  Furious,  Tough(+12))
4x Crews - A2 - - 5x Hand Weapons - A1 - -
Weapon RNG ATK AP SPE
4x Flamethrowers 12" A6 - Rending 5x Toxin Bombs 12" A1 - Poison,  Indirect
Dual Hand Weapon - A6 1 -

Beast Companion - A2 1 -
Weapon Teams [4] - 140pts Storm Ogres [3] - 285pts
Claw - A6 1 -
Quality 5+ Defense 5+ Tough 3 Stomp - A4 1 - Quality 3+ Defense 3+ Tough 3
Tough(3), 1x Heavy Weapons Team(Tough(3)) Fearless, Furious, Tough(3)

Weapon RNG ATK AP SPE Monks [5] - 55pts Weapon RNG ATK AP SPE

4x Crews - A2 - - 3x Stomps - A2 - -
Quality 5+ Defense 5+
4x Heavy Drills - A1 4 Deadly(3) 3x Mortar-Fists 24" A1 - Blast(3),  Indirect,  Poison
Furious

Weapon RNG ATK AP SPE

5x Dual Hand Weapons - A2 - -

Special Rules

AP: Targets get -X to Defense rolls when blocking hits. Expert Thrower: This model may ignores the penalties from shooting after Poison: Unmodified results of 6 to hit are multiplied by 3.

Artificer: This model and its unit get AP(+1) when fighting in melee. moving when using weapons with Indirect. Rending: Unmodified results of 6 to hit count as having AP(4), and ignore
Fear: Always counts as having dealt +D3 wounds when checking who won the regeneration rule.
Blast: Ignores cover and multiplies hits by X, but can’t deal more hits than
models in the target unit. melee. Tough: This model must take X wounds before being killed. If a model with

Deadly: Assign each wound to one model, and multiply it by X. Note that Fearless: Gets +1 to morale tests. tough joins a unit without it, then it is removed last when the unit takes
wounds. Note that you must continue to put wounds on the tough model
these wounds don't carry over to other models if the target is killed. Furious: Gets +1 attack with a weapon of your choice when charging.
with most wounds in the unit until it is killed, before starting to put them
Indirect: May target enemies that are not in line of sight, and ignores cover Hero: May be deployed as part of one friendly unit, which may use its
on the next tough model (heroes must be assigned wounds last).
from sight obstructions, but gets -1 to hit rolls when shooting after moving. Quality value for morale tests. When taking hits, you must use the unit’s
Defense value, until all non-hero models are killed.

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