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==Ratskin Tribes== Eventually, Fanatic Magazine eventually settled down and wrote out what makes different Ratskin tribes distinct from each other, which gave them distinct rules benefits. ===Kuloqa=== Are the largest tribe, they see themselves as the purest of the people, so they don't actually have any distinct rules differences from the rest of the Ratskin tribes. They are the ones who forbade contact with outsiders which is why Ratskins are not often seen. One tribal rite that is distinctively theirs is that young males must make their way into the underhive, strangle a rat to death with his bare hands, then eat its heart. Now considering Hive World rats can grow to the size of horses, this is pretty [[Fist of the North Star|MANLY]], then he gets to keep the rat pelt and return to his tribe as one of the people. ===Dapakkani=== Tech lovers, tend to know where most of the Archeotech is stored. They also have tribal rites [[Adeptus Mechanicus|dedicated to the worship of these relic-treasures]] and therefore take amazingly good care of what they find. They have a large stash of lasguns, and manhood revolves around receiving your very own. What makes this tribe different is that they have no apparent psychic potential, therefore their gangs may not include Totem Warriors, nor may they include Ratskin Shamans who are low-level [[Psyker|Wyrds]]. The positive side to this is that each gang member starts with a free stub gun instead of a knife, and players get access to the "Techno" skills table, which is pretty sweet. ===Nassaq=== The violent tribe, they daub their bodies in luminescent fungus-paint and protect their holy places from invaders. Like all Ratskins, they believe that killing others makes them return as vengeful spirits. The Nassaq believe this is a good thing for them, since they see the Imperium as the superior foe, so they figure that when they die they can come back to haunt the Imperium and be a pain in the ass. They have more Totem Warriors than most other tribes, represented in the rules as up to half the total gang and they are completely immune to fear at the start of a battle (though this fades off after they spend one round in combat). However, they cannot take Shamans. ===Ulenni=== Isolationists, even amongst Ratskins. They occupy the dark, secret places that nobody else know about. They worship the spirit of the "Stones" which are pretty much the giant stone pillars that hold up the Hive (and essentially their whole world) above their heads. This isolation spent in the dark has rendered them poor combatants, reducing their WS or BS by -1 ''(determined for each ganger)'' and has given them ghostly pale skin. Though their adaptation to their environment means they all start the game with Toughness 4 while their increased spirituality means they can take a Shaman Adept juvies into battle with them and potentially have two psykers ''(though the Adept must earn his first power by levelling up)'' something other Ratskin's can't do.
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