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1500 Pts - Ratmen
Name # Type Sp Me Ra De Att Ne Option Summary Cost
Warriors Regiment 20 Inf 6 5+ - 4+ 10 12/14 80
Strength in Numbers
Warriors Regiment 20 Inf 6 5+ - 4+ 10 12/14 105
Banner; Musician; Strength in Numbers
Shock Troops Regiment 20 Inf 6 4+ - 4+ 10 14/16 145
Banner; Crushing Strength(1); Musician; Strength in Numbers
The Blighted Ones Regiment 20 Inf 6 4+ - 4+ 10 12/14 160
Banner; Musician; Noxious Miasma; Strength in Numbers
Brutes Mob 6 Inf 6 4+ - 5+ 18 15/17 190
Crushing Strength(1); Headstrong; Strength in Numbers
Flame Thrower 1 War Eng 6 - - 4+ - 9/11 60
May move at the double.; Breath Attack (12); Individual; Strength in Numbers
Pestilent Mortar 1 War Eng 6 - 5+ 4+ 2 9/11 60
Range: 36"; Blast (D3); Indirect Fire; Piercing(1); Strength in Numbers
Hell Cannon 1 War Eng 4 - 5+ 5+ 8 11/13 110
Range: 48"; Blast (D3); Piercing(2); Strength in Numbers
Rotary Cannon 1 War Eng 6 - 5+ 4+ 12 9/11 60
Range: 18", May move at the double.; Individual; Piercing(1); Strength in Numbers
Mutant Rat-fiend 1 H/M 7 4+ - 5+ 2D6* -/18 230
* Roll for the number of Attacks each time you resolve a melee; Crushing Strength(2); Shambling;
Strength in Numbers; Vicious
Deathroller 1 H/M 8 4+ - 5+ 2D6* 14/16 220
* Roll for the number of Attacks each time you resolve a melee; Crushing Strength(2); Strength in
Numbers; Zap(5)
Army Standard Bearer 1 H/M 6 5+ - 4+ 1 10/12 25
Individual; Inspiring; Strength in Numbers
Warlock on Sorcerer's Bell 1 H/M 6 5+ - 6+ 4 -/19 250
Heal(4); Inspiring; Shambling; Strength in Numbers; Zap(8)
Slaves Regiment 20 Inf 6 6+ - 3+ 10 11/13 45
Total Cost: 1740
Option Footnotes
Options
Banner When testing the Nerve of an enemy unit that has a banner, you suffer from a -1 penalty. Note that this does not
apply to Heroes that carry banners.
Musician When testing the Nerve of an enemy unit in combat with one or more of your units containing a musician, you can
add +1 to your total.
Noxious Miasma The Noxious Miasma can be used once only and then the model or marker should be removed. The Noxious
Miasma is used when your opponent is about to attack the unit in Melee but before any dice are rolled. Declare
you are using the Noxious Miasma and then for the rest of that turn, enemy units rolling to hit the unit in Melee
must re-roll any successful hits.
Race Rules
Strength in Numbers Add +1 to this units nerve for every 2 friendly units within 6.
Special Rules
Blast (D3) If the units ranged attack hits the target, roll a D3 as indicated in the bracket and multiply the hit by the result.
Roll for damage as normal for all of the hits caused.
Breath Attack (12) The unit has a ranged attack for which you roll 12 dice rather than the Attacks value of the unit. This attack has a
range of 12" and always hits on 4+, regardless of any modifier.
Crushing Strength(1) All melee hits inflicted by the unit have a +1 modifier when rolling to damage.
Crushing Strength(2) All melee hits inflicted by the unit have a +2 modifier when rolling to damage.
Headstrong Whenever the unit begins a turn Wavering, it rolls a die. On a 4+it shrugs off the effects of Wavering and can act
normally that turn.
Heal(4) The unit has a ranged attack that can only target friendly units (including when in melee with the enemy). You roll
(4) dice for this ranged attack rather than using the Attacks value of the unit. This attack has a range of 12" and
always hits on 4+, regardless of any modifier. For every hit inflicted, the friendly unit recovers a point of damage
that it has previously suffered.
Indirect Fire The unit fires indirectly, which means it never suffers any to hit modifiers for range or cover (but it does still need
to see its target!). On the other hand, it can never shoot targets within 12.
Created with Army Builder- Copyright (c) 1997-2013 Lone Wolf Development, Inc. All rights reserved. Download it for FREE at http://www.wolflair.com!
Individual The unit does not have any flank or rear facings. Consequently, it is able to see, and therefore shoot and charge,
all around.
This unit can make any number of pivots around its centre as it moves, including At the Double!
Enemies never double or treble their Attacks when fighting this unit, regardless of their position. Similarly, the
unit doesnot double/treble its own attacks when attacking an enemy in the fl ank/rear.
It does still treble its attacks against War Engines, however.
When shooting against this unit, enemies suffer an additional -1 penalty on their rolls to hit.
When charging this unit, move into contact with it normally, but after making contact, turn the unit to face the
front of one of the units you charged it with rather thanthe other way around. In addition, if the individual is routed
and the charger decides to advance D6 directly forward, it can make contact with another enemy unit. This is
treated as a successful charge and the charger is lined up against the new enemy as normal and can immediately
attack again! This rule represents the fact that an individual is often not enough to completely stop a charging unit
in its tracks. Note that this rule applies to charging individuals as well.
Inspiring If this unit, or any friendly unit within 6 of this unit, is Routed, the opponent must re-roll that Nerve test. The
second result stands.
Piercing(1) All ranged hits inflicted by unit have a +1 modifier when rolling to Damage.
Piercing(2) All ranged hits inflicted by unit have a +2 modifier when rolling to Damage.
Shambling The unit cannot be ordered At the Double!. In addition, it treats Wavering results as Steady instead.
Vicious Whenever the unit rolls to damage, it can re-roll one of the dice that failed to damage.
Zap(5) The unit has a ranged attack. You roll (5) dice for this ranged attack rather than using the Attacks value of the
unit. This attack has a range of 24", always hits on 4+(regardless of modifiers) and is Piercing (1).
Zap(8) The unit has a ranged attack. You roll (8) dice for this ranged attack rather than using the Attacks value of the
unit. This attack has a range of 24", always hits on 4+(regardless of modifiers) and is Piercing (1).
Roster Design Information
NOTE: These are FAN CREATED Army Lists
Please use these only with your opponents permission
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Ratmen
Alignment: Evil
Army Special Rule: Strength in Numbers (not Slaves)
Validation Report
Choose Fan List Race: Ratmen; Second Edition: Include Fan Lists
Total points exceed maximum allowed roster size (max 1500).
Roster Statistics
Model Count: 114
% Infantry: 41.7
% Cavalry: 0
% War Engines: 16.7
% Heroes/Monsters: 41.7
Group Min Max Used
Infantry Unlimited Unlimited 6
Cavalry Unlimited Unlimited 0
War Engine 0 Units 6 4
Heroes & Monsters 0 Units 6 4

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