ArmiesDLC · Ratkin Clans

Ratkin Clans

Teeming ratkin hordes armed with flamers, long rifles and the dreaded Doom Bell. Quantity has a quality all its own.

13 units · How army lists work

Ratkin Warlock
Army size

Commanders

1 commander1–2 commanders1–2 commanders1–3 commanders

Ratkin Warlock

Infantry · Move 8"

60 pts

Skill
3
Power
3
Defense
3
Attacks
2
Wounds
3
Discipline
6
  • weapon SetHand WeaponCharge Bonus: +1 PowerpropertySwift+1 Movement

Spells Choose 1 cantrip: spellShadow Bolt3 x Power 3 hits. Range: 18., spellShroudTarget unit counts as being in Cover against ranged attacks until it's next combat., spellPlagueTarget unit has -1 Skill and -1 Move Speed. Lasts until end of battle., spellBlood FrenzyTarget unit loses D3 wounds and gains +1 Attack this turn.. Choose 1 spell: spellHex Of RuinTarget unit has -2 Defense for one turn., spellThousand Mouths3D6 Power 1 hits. Range 18., spellPrimal FuryTarget unit has +1 Power and rerolls missed Attack Rolls for one turn..

Magic Magic Item

Leads Ratkin Slingers, Ratkin Conscripts, Ratkin Legionaries, Doom Bell

Max per army no limit1no limitno limit

Ratkin Chieftain

Infantry · Move 8"

50 pts

Skill
4
Power
4
Defense
4
Attacks
3
Wounds
3
Discipline
7
  • weapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power orweapon SetTwo Hand Weapons · 5 pts+1 Attack orweapon SetGreatweapon · 5 pts+1 Power. Charge Bonus: +1 Power.
  • commander AbilityCruel MotivationRetinue gets +2 Movement Speed and re-rolls missed Attack Rolls for one Turn. It loses one model.propertySwift+1 Movement

Magic Magic Weapon/Item

Leads Ratkin Conscripts, Ratkin Legionaries

Max per army no limit1no limitno limit

Ratkin Infiltrator

Infantry · Move 8"

50 pts

Skill
5
Power
4
Defense
3
Attacks
3
Wounds
3
Discipline
6
  • weapon SetTwo Hand Weapons+1 Attackcommander AbilityDeadly StrikeActivate once per battle. Melee attacks deal 2x wounds against multiwound targets for one turn.propertySwift+1 MovementpropertyPoisoned AttacksEnemies re-roll 6s on Damage Saves.propertyHiddenCommander is hidden from your opponent until engaged in combat or damaged.

Magic Magic Weapon/Item

Leads Ratkin Skulkers, Ratkin Slingers, Ratkin Conscripts, Ratkin Legionaries

Max per army no limit1no limitno limit

Mounts

Taken by commanders as their retinue

Doom Bell

War Wagon · Move 12"

55 pts

Skill
3
Power
3
Defense
5
Attacks
2
Wounds
8
Discipline
6
  • propertyDoom BellAll your units have Frenzy (reroll failed Attack Rolls) this turn. Activate once per battle.propertyCrushing ChargeCharge Bonus: +2 Power +2 Attacks

Battle Line

1–3 units2–3 units2–5 units3–7 units

Ratkin Legionaries

Infantry · Move 8"

8 pts / model

Skill
4
Power
3
Defense
3
Attacks
1
Wounds
1
Discipline
7
  • weapon SetHalberdCharge Bonus: +1 Power. Damage Saves against this weapon are never better than 4+.propertyHeavy Armor-1 Movement. +1 DefensepropertySwift+1 Movement

Magic Magic Banner (up to 100pts)

Unit size 10–2110–2115–2515–25 Max per army 2223

Ratkin Conscripts

Infantry · Move 8"

5 pts / model

Skill
3
Power
3
Defense
2
Attacks
1
Wounds
1
Discipline
6
  • weapon SetSpear and Shield+1 Defense. Extra Rank supporting attacks when not charging. orweapon SetHand Weapon and Shield+1 Defense. Charge Bonus: +1 Power
  • propertySwift+1 Movement

Magic Magic Banner (up to 50pts)

Unit size 15–2515–2515–3015–30

Ratkin Skulkers

Infantry · Move 8"

7 pts / model

Skill
4
Power
3
Defense
2
Attacks
1
Wounds
1
Discipline
6
  • weapon SetTwo Hand Weapons+1 AttackpropertyAmbusherDeploys anywhere on your half of the battlefield, up to 2" from the centre line.propertyScoutIgnore movement penalties from Difficult TerrainpropertySwift+1 Movement
  • Options ranged AttackThrowing Stars · 1 pts per modelRange: 8. Power 2.
Unit size 10–2110–2115–2515–25 Max per army 2223

Ranged Support

0–1 unit0–1 unit0–2 units0–3 units

Ratkin Longrifles

Weapon Team · Move 8"

20 pts / model

Skill
4
Power
3
Defense
3
Attacks
1
Wounds
2
Discipline
6
  • ranged AttackLongrifleRange 48. Power 5.propertySwift+1 MovementpropertyLethal ShotsThis units ranged attack deals 2x wounds against multiwound targets.
Unit size 2–42–43–53–5 Counts as ½ a unit in its section

Ratkin Slingers

Infantry · Move 8"

5 pts / model

Skill
3
Power
3
Defense
2
Attacks
1
Wounds
1
Discipline
6
  • ranged AttackSlingRange: 20. Power 2.propertySwift+1 Movement

Magic Magic Banner (up to 50pts)

Unit size 15–2015–2015–2515–25 Max per army 2246

Ratkin Flamers

Weapon Team · Move 8"

20 pts / model

Skill
3
Power
3
Defense
2
Attacks
1
Wounds
2
Discipline
6
  • ranged AttackFlamerRange 12. D3 Power 5.propertySwift+1 Movement
Unit size 2–42–43–53–5 Counts as ½ a unit in its section

Vermin

0–2 units0–2 units0–2 units0–3 units

Ratkin Monstrosity

Large Monster (long base) · Move 12"

100 pts

Skill
3
Power
6
Defense
6
Attacks
6
Wounds
6
Discipline
6
  • weapon SetClawsCharge Bonus: +1 PowerpropertyFearlessIgnores all penalties to Discipline tests.propertyFrenzyRe-roll missed Attack Rolls in the first round of combat. Can't flee from charges.propertySwift+1 Movement
Max per army 1122

Ratkin Alphas

Monstrous Infantry · Move 12"

28 pts / model

Skill
3
Power
5
Defense
4
Attacks
3
Wounds
3
Discipline
5
  • weapon SetClawsCharge Bonus: +1 PowerpropertySwift+1 Movement
Unit size 3–43–43–63–8 Max per army 1123

Rat Swarms

Swarm · Move 8"

26 pts / model

Skill
2
Power
1
Defense
1
Attacks
5
Wounds
5
Discipline
8
  • weapon SetClawsCharge Bonus: +1 PowerpropertyFearlessIgnores all penalties to Discipline tests.propertyFrenzyRe-roll missed Attack Rolls in the first round of combat. Can't flee from charges.propertyScoutIgnore movement penalties from Difficult Terrain
Unit size 3–43–43–63–6 Max per army 1112

Giant Rats

Beasts · Move 12"

5 pts / model

Skill
2
Power
3
Defense
2
Attacks
1
Wounds
1
Discipline
5
  • weapon SetFangsCharge Bonus: +1 Power
Unit size 8–108–108–108–10 Max per army 2234 Counts as ½ a unit in its section