Editing
Grimdark Future/Tactics/Ratmen Clans
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Unit Analysis== ===Heroes=== *'''Clan Mother:''' An elite hero and she doesn't slack off. 3+ in quality and defense and Tough 6 means that she's going to be hanging around for a long time. By default she only has a staff as a melee weapon, but you can buy a flamethrower, blaster or grenade launcher if you're looking to have add in some shooting. Also important are the two rules available for purchase: Absolute Authority grants one friendly unit within 12" and those within 6" Fast for the turn, which becomes more useful the more models you use this on. Lead From Behind makes them a bit hardier by giving allies within 12" a re-roll on their morale check and instead passing on a 4+. Which one of the two you take depends on how you plan on using her, since one works best when surrounded by allies while the other is a security measure for your measly troops. *'''Champion:''' Probably more of what you expected as a hero with a competitive price. The guns list is a bit slim, though you get a few good choices like the sniper rifle. Your lone melee upgrade grants AP 2. Also relevant is the Safety in Numbers rule, which provides two units within 6" a +1 bonus to morale for the turn, which you'll be using a lot considering how your forces are. *'''Master Saboteur:''' A sneaky champion with Scout and Stealth. While the guns are rather underwhelming (you're stuck with a pistol, a carbine or a flamethrower), the saboteur also has a really dangerous melee attack with AP 4. If you can keep it alive until you reach combat, you can pretty easily deal a wound on almost anything. *'''Rat Piper:''' This hero is exclusively stuck to rat swarms and fittingly only has a poisoned melee weapon. That said, they provide their swarm with Regeneration and have the option for Pipers Calling, which grants a friendly unit within 12" 2+ quality for their next morale check. This gives you a good way to support the rats until they reach their intended targets. *'''Rat Shaman:''' Your basic psychic. He doesn't really have much to him and can't even upgrade his power levels. If you're hurting for extra blocks, then take one. *'''Tangled Psychics:''' The weirdo psychic. Each turn, you roll 1d3 to determine how powerful this jumbled mess is. They lack shooting by default, toting both a rat swarm and a bodyguard for attacks, but you can grab a pistol or flamethrower for that. While they have slightly better venues for combat, you really shouldn't be risking it because they're your only option for something better than level 1 casting. ===Infantry=== *'''Crawlers:''' Your shoota rats in packs of three. You've got ten rats, each with carbines and two of them can pick up a special weapon. *'''Stalkers:''' Slugga rats, also in packs of three. These guys are more aligned to melee, but sacrifice almost their entire armory for that ability. Their only weapon options are flamethrowers and heavy flamethrowers. *'''Weapon Expert:''' Slightly better crawlers with 4+ to quality and defense. This stacked with Relentless makes them more effective, but you're back a lone model. You have free reign across the various weapons available, but you can also grab combat drills, which provides AP 2 to melee. *'''Saboteur:''' Scout stalkers. In place of their CCWs, these rats get AP 4 explosives, which makes them very dangerous to keep alive. You will need to distract enemies to maximize their usage. *'''Rat Swarm:''' Even weaker than the other rats, but each swarm has 3 Poison attacks and has both Strider and Tough 3, giving them the ability to be wherever they need to be in order to die in droves. And droves you will have because these are only 15 points per swarm. *'''Terror Beasts:''' Tanky and dangerous beasts, each comes with 3 AP 1 attacks and Tough 3, making them better at punching. *'''Rat Ogre:''' Sacrifices the 3+ defense for even deadlier weapons. Yep, those heavy drills are AP 4, meaning that they will kill anything they hit below a tank. If you're looking for more attacks, you have the regular combat drills, which give 6 attacks but AP 2. You can even swap out one of those smaller drills for a flamethrower or heavy flamethrower so you can have some firepower.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information