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Welcome, Inquisitor.
Thought for the
day:
Displaying…
THE 1ST SK’AARAN GUARD:
THE RATS OF WAR
The
story of the Rat force known as “The Rats of War” and “The 1st
Sk’aaran Guard” begins on Sk’aar, a small M-class world in the Ultima Segmentum
about twenty five Imperial Standard years ago. A small Blood Claws pack of the
Space Wolves Adeptus Astartes chapter had crash-landed on Sk’aar, due to an
attack by a large force of World Eaters Traitor Marines. Knowing they would
eventually be attacked by the foul Chaos Marines, the Blood Claws dug in,
building themselves a small fortress. The locals, short Rat-men not unlike
Ratlings or the “Skaven” mentioned in
several Pre-Imperial texts, watched them work. A few of them approached the
Space Wolves, chittering curiously, as if asking what they were doing. Over the
next four years, as the Space Wolves built up a small Firebase, the Rat-men,
who soon became known just as the Rats, learnt Gothic, and began to help the
great Marines work. A Wolf Priest was with the Space Marine force, and he had
the idea of trying to convert the Rat People to the Imperial Creed.
And
so, the history of the 1st
Sk’aaran Guard began. The Rats quickly took the Imperial Creed to heart,
becoming devout Imperial followers that would put many Human worlds to shame.
They built primitive chapels in their crude huts, their tribes uniting under
the Holy Cross of the Emperor. They followed His creed, mixing it with local
worship traditions and their own, rather unique, method of prayer- ultrasound.
Several Space Wolves had watched them pray, though heard nothing. They were
confused by this, until their Wolf Guard leader watched, and realised what was
happening- the sensors in his armour had picked up the extremely high-frequency
sound. Lowering the pitch, the Space Wolves found that they were praying as
would any Imperial Congregation- just in their own style.
And
then the attack came. Several hundred World Eaters Chaos Marines landed on
Sk’aar, outnumbering the Space Wolves four to one. Watching the furious
battles, the Rats realised that their new friends, the Imperials, were going to
lose, and die. They couldn’t let that happen. So, grabbing everything they
could use as a weapon- bolters and lasguns from the fallen, rocks, branches,
anything they could find, they surged at the World Eaters. It was a massacre;
thousands of Rats were killed and yet, for every Rat who fell, six more took
his or her place. Under such an onslaught, not even the World Eaters could hold
their ground, and fell back. The Rats hunted them down and exterminated them
all. The leader of one of the Rat tribes, a young but strong rat known as Baz,
then approached the wolf-guard of the Space Wolves and bowed. “I hope we have
shown our dedication to the Emperor and His greatness by helping you.” He
squeaked in highly accented Gothic “May He have mercy on the souls of the
fallen.” “He will be proud of you” the Wolf Guard told him. “He has seen how
well you fight in honour of Him. Praised be the Emperor.” “Praised be the
Emperor”. This battle came to be known to the Rats as the Battle of Long Tooth
River.
Contacting
the Ecclesiarchy, the Wolf Guard found that it didn’t actually say that you had
to be human to be an Imperial citizen. So, he formed the first truly
consecrated Imperial Church on Sk’aar. Within a year, Baz and his tribe had
asked to be recruited into the Imperial Guard… and thus, after much
consultation with the Inquisitors, the Ecclesiarchy, the Adeptus Astartes,
Imperial Guard Command and the Adeptus Ministorum, the 1st Sk’aaran Imperial Guard was formed…
They
are ferocious fighters; though each individual Rat is no match for even a human
Imperial Guardsmen- it is the Rats’ sheer weight of numbers that make them so
strong. They are also quite skilled with their weapons- both using them and
keeping them working.
One
year ago, they declared their independence from the Empire of Man, becoming
instead like the Eldar or Tau- allies of circumstance, instead of part of His
Holiness’ Imperium- and they WILL fight Imperial troops, if their agenda
clashes with ours. The reasons General Baz gave to Commissar Leonov when he
declared his regiment’s independence were “I’ve spoken with my Rats and we all
agree on this. We’re all fed up with the bureaucracy that wraps our every
request in red tape- be it a request to see our friends the Space Wolves or an
urgent re-supply call, it can take months to get through to whoever it is it’s
supposed to… and on top of that the rampant speciesism of Imperial Commissars
is quite frankly insulting! My men DIE because of the bureaucracy and
red-tape you lot give us, so bugger the lot of ya. We’re off!”.
Therefore,
this brief history and possible force description should be circulated to all
Imperial Guard and Adeptus Astartes units in the areas where the Rats have been
seen, in case the Rats’ objectives conflict with the Empire’s, leading to
battle. If any Imperial commander fights them, attempts must be
made to return the tanks and transports they have, as well as their battleships,
to the Holy Empire. Any commander who does not make reasonable attempts to do
this will be summarily executed.
However.
If you fight ALONGSIDE them, do not make any attempts to retrieve
their equipment. They are useful allies, and their skill in battle should stand
as an example to all your troops.
Note,
however, that the Rats still believe in His Holiness the God-Emperor and
worship Him as devotedly, and in some cases, more so, than many Imperial
worlds. They have formed their own Cult, independent from the Ecclesiarchy and
the Imperium. At this time, it is undecided what action will be taken in
response to this.
![]()
Command
HQ:
1
Command Platoon: 1 Commander (General Baz, a Colonel, or a Major) and 10-15
Rats.
Each
Rat may exchange his lasgun for a laspistol and close combat weapon at no extra
cost and ONE Rat may be armed with a plasma gun at +30 points. In addition,
THREE Rats may be formed into a heavy-weapons team armed with a mortar at +40
points, or TWO Rats with a heavy bolter at +45 points, an autocannon at +40
points, or a missile launcher at +60 points. The squad may be mounted in a
Chimera. The whole squad may be armed with frag grenades at +3 points per model
and krak grenades at +5 points per model. One model may be equipped with a com-link
at +15 points. One model may be upgraded to become a Standard Bearer at +50
points, unless the army contains Major Ratterton.
Note
that some Rat Heavy-weapons teams consist of THREE Rats, instead of two. This
is due to their smaller size and strength- two loaders are required to handle
the ammunition of something like a Mortar or heavy plasma gun.
(0-4)Heavy-Weapons
Squads:
(0-1)Mortar
Heavy-Weapons Team: This consists of 3-5 mortars and 9-15 Rats arranged in
teams of three- one gunner and two loaders per mortar. All Rats are armed with
lasguns.
(0-1)Fire
Support Team: This squad consists of between 3 and 5 autocannon/heavy bolter
teams, made up of two Rats per weapon, as well as the weapons themselves. All
Rats are armed with lasguns.
(0-1)Anti-Tank
Weapons Team: This squad consists of between three and five lascannons, heavy
plasma guns or missile launchers and their accompanying Rats. Two Rats man a
missile launcher, and three Rats man a heavy plasma gun or lascannon (one Rat
carries the power-pack, one Rat carries a spare and the other carries and fires
the weapon itself). All Rats are armed with lasguns.
Heavy
Weapons Trio: As THREE Rats are needed to operate some heavy weapons (two
Loaders and one gunner), there is a special rule here. If one of the Rats
loading the weapon is killed, the Rats player must roll a D6 every time he
wishes to fire it. On a 4+, the weapon is fired successfully. On a roll of 1-3,
the remaining Loader cannot load the weapon quick enough on his own and it cannot
be fired. Heavy flamers require, like most heavy weapons, only two Rats.
TROOPS:
(2-6)Infantry
Squad: This consists of 10-16 Rats, armed with lasguns, one of which is a
Sergeant, a Veteran Sergeant at +30 points or a Major at +50 points. Each Rat
may exchange his lasgun for a laspistol and close combat weapon at no extra
cost. One rat may exchange his lasgun for a flamer at +15 points In addition,
three Rats may be formed into a heavy-weapons team armed with a mortar at +40
points or a lascannon at +50 points, OR
two Rats may form a heavy-weapons team armed with a heavy bolter at +45 points,
an autocannon at +40 points, a heavy flamer at +40 points, or a missile
launcher at +60 points. The squad may be mounted in a Chimera at the normal
cost. One model may be equipped with a com-link at +15 points. The Major is an
Officer, and thus a character and may be given extra war gear from the Imperial
Guard list, as may a Veteran Sergeant
ELITES:
0-3
Rat Snipers. As you might expect, most Rats are stealthy creatures. Those that
are exceptionally stealthy are trained as snipers or Stealth Rats. A Rat Sniper
wears very little armour, and has almost no physical strength. A Rat Sniper,
like a Deathworld Veteran sniper, will often set himself up in cover hours,
days, or even weeks before a battle. He is armed with a Needle Sniper Rifle. He
may NOT move, and he MUST set up in jungle, rocky terrain, woodland terrain or
any other form of cover, in Ambush (see Codex: Catachans). If all players do
not agree to this, he may be used as a standard Ratling sniper. For being in
cover, the Sniper has a 4+ save. If he’s not in cover, he has only a 6+ save,
due to lack of armour. Weapons that ignore cover saves ignore his 4+ save.
0-2
Stealth Squads (5-10 Rats). The purpose of these Rats is to get up close to the
enemy and then let them have it with everything they’ve got. They may
infiltrate or deep-strike as the mission allows, burrowing underground or
approaching the battlefield from above in jury-rigged gliders, if needs must. They
carry two laspistols and two close-combat weapons each, in the form of steel
claws strapped to their wrists. Two Rats may be formed into a heavy-weapons
team armed with a heavy flamer at +40 points. The squad is led by a Major.
Stealth Rats may use their concealment skills to become hidden at any point
during the battle, so long as they are not on top of a building or on a hard
surface, such as duracrete or engaged in combat of any kind, and may be
discovered if an enemy is searching for them with their race’s equivalent of an
Auspex, but only on a roll of 5+, and they may NOT fight while concealed. The
model scanning for them may NOT fire any weapons that turn. They may also
re-emerge in another area of the battlefield -divide it into 12” squares for this
purpose- they emerge in any adjacent square to the one they hid in. They have a
4+ save if they’re in cover. Weapons that ignore cover saves ignore this. You
may only take Stealth Squads in an army led by a colonel or General Baz
himself.
0-1
Armoured Fist Squadron: This consists of 5-10 rats and a Chimera. These are the
most insane of all the Rats. Though they are all identical, physically, to any
other Rat, they’re trained to charge straight in at the enemy in their Chimera
armoured vehicles and get stuck in. For this reason, every Rat in the squadron
is armed with a shotgun and a close-combat weapon. They are led by a Major. Any
Rat may exchange his shotgun for an auto pistol or laspistol and an additional
close-combat weapon at no extra cost. The entire squad may be armed with frag
or krak grenades at +1 point per model. Two or three models may form a Heavy
Weapons team armed with a heavy flamer at +40 points.
0-1
Rat Techie: Knowing they’d be unable to survive without their war machines,
before they declared their independence, six Rats were sent to Mars, where they
learnt the ways of the Adeptus Mechanicus. Upon their return, these Rats became
known as “Techies” or “Tech-heads”, and their job is to keep the machines of
the 1st Sk’aaran Guard happy and working. A Rat Techie wears a crude
version of a Techmarine’s servo-harness, and also has “bionics”- with the
resulting save. He or she can, if reached in within one turn, repair any
“immobilised” or “Weapon Destroyed” result. He or she may do nothing else other
than the repair. Roll a D6 and consult the table below:
|
D6 roll |
Result |
|
1-2 |
Repaired!
The weapon may be used as normal or the vehicle can move again |
|
3-4 |
Possible
Repair: There is a chance that it can be fixed, but it needs more time. Roll
again next turn- on a roll of 1-3, the Techie succeeds in fixing the problem.
On a 4-6, the damage is beyond hope and he or she can do nothing more than
speak a litany for the departing Machine Spirit |
|
5-6 |
No
Hope: The Techie can do nothing more than speak a litany for the departing
Machine Spirit |
Rat
Profile:
|
Unit Name |
Cost |
WS |
BS |
T |
S |
A |
I |
W |
LD |
SV |
|
Rat |
20 |
3 |
3 |
3 |
3 |
2 |
6 |
1 |
7 |
5+ |
|
Stealth
Rat |
20 |
4 |
4 |
5 |
4 |
2 |
5 |
1 |
7 |
5+ |
|
Rat
Techie |
30 |
4 |
3 |
3 |
5 |
4 |
7 |
2 |
8 |
4+ |
|
Sergeant
Rat |
25 |
3 |
3 |
3 |
3 |
2 |
6 |
1 |
8 |
5+ |
|
Major
Rat |
40 |
4 |
4 |
4 |
4 |
3 |
7 |
2 |
9 |
4+ |
|
Colonel
Rat |
50 |
4 |
4 |
4 |
5 |
3 |
7 |
2 |
9 |
4+ |
|
Rat
Sniper |
35 |
2 |
5 |
2 |
3 |
1 |
6 |
1 |
8 |
6+(4+) |
Tanks: The Rats may use any Tank
from the Imperial Guard list. As the unit was too new to earn the honour of a
Vanquisher before it declared Independence, they are only allowed to take ONE
Vanquisher, with the following special rule:
Jury Rigged: The Vanquisher the
Rats currently own was found almost destroyed. It was extensively repaired,
however the methods used aren’t exactly like those of the Adeptus Mechanicus;
the tank’s barrel was straightened and reinforced with metal tubing. Therefore,
the Rats player must roll a D6 every time the main gun is fired. On a roll of
6, the shell lodges in the barrel and detonates. Unsurprisingly, this means the
Vanquisher is destroyed- and there is a danger area of 12” behind it. Models up
to 6” away from the rear arc of the Vanquisher must make an armour save or be
killed instantly, regardless of the number of
Wounds they have. Those between 6” and 12” must make an armour save or
lose a wound.
The Rats are notorious for their
use of anything and everything they can get their hands on. Therefore, the Rats
player may take up to THREE Ork vehicles at a cost of +20 on top of the
original cost of the Warbike, Nobz Warbike, Wartrak or Trukk. All weapons on
board have to be replaced with Imperial-type weapons.
![]()
Special
Characters:
General Bazil Tiberius Rat
General Bazil Tiberius Rat is the best
military commander ever to have been raised on Sk’aar. He commanded the forces
assaulting the World Eaters Chaos Space Marines during the Battle of Long Tooth river. It was his tactics
that won the Rats the battle- without him, many thousands more Rats would have
died and it’s possible the World Eaters might have won. Therefore, all Rats
hold him in high regard. When the 1st Sk’aaran Imperial Guard regiment was raised, it seemed
only natural to the Space Wolves, the Adeptus Ministorum and the Rat guardsmen
that Baz take command.
Proudly,
General Bazil Tiberius Rat put on the Green Beret that his men had chosen as
their regimental trademark, and stepped to the front of the regiment, his chest
swelling with pride, both because he’d been chosen to lead this unit, and
because the Rats had become a truly unified fighting force. Turning and
standing as tall as his diminutive frame would allow, he saluted his men,
holding it until they had all returned the salute. “Let’s make our world
PROUD!” he yelled, pumping his fist in the air, before wedging a cigar into his
teeth and sparking up. From
that day onwards, nobody has ever seen General Baz without a cigar in his
mouth, unless he’s asleep. The first thing he does in the morning is light up a
cigar, and the last thing he does at night is put one out.
Picking
his wargear, General Baz decided to pick an armament that would allow him to
fight at distance, at medium range, in the charge and in close-combat. He chose
a Master-crafted storm bolter, a
shotgun, a plasma pistol and a close-combat weapon. Though he had trouble
holding the Storm Bolter to begin with, he soon built up his strength so that
he could use the double-barrelled assault weapon. He usually carries it slung
over his back, as his preferred weapon is his pump-action shotgun. When needs
must, however, the shotgun is placed into a shoulder-holster and out comes the
storm bolter, ready to spit explosive death at a target that’s out of range of
his preferred weapon. He also wears thicker armour than the rest of the Rats.
|
Unit
Name |
Cost |
WS |
BS |
T |
S |
A |
I |
W |
LD |
SV |
|
General
Baz |
100 |
5 |
5 |
4 |
5 |
4 |
8 |
3 |
10 |
3+ |
Wargear:
Master-crafted Storm Bolter, shotgun, plasma pistol, chainsword and trademark item
(cigar)
Special
Rules: General Baz is an inspiring presence to his troops. Therefore, any Rat
units with a model within 12” of him may re-roll any failed psychology-based
tests using HIS leadership, even if they would not normally be able to do so. Units
equipped with com-links may also use his leadership instead of their sergeant’s
or major’s, as per the usual rules.
“Ya
think you killed ME, ya pansy [insert
species] bastard?”: General
Baz is a stubborn little creature even at the best of times; when he loses his
last wound, lay him on his side instead of removing him (even if it was an
Instant Kill). On the Rats’ next turn, roll a D6. On a roll of 5 or 6, Baz
stands back up, bloodied but defiant (and angry!), at one wound. On any other
roll, remove him as a casualty.
Morale:
If and when the Rats player fails his “Ya think you killed ME?” save, ALL Rats
must take the resulting Morale check with a –1 Leadership penalty; he’s been
with them since the Founding and has earned both their respect and admiration.
He’s survived countless battles alongside the Rats, and if he dies, they will
be gutted and may well attempt to flee the battlefield.
He may
only lead an army worth 2,000 points or more (or the strike platoon), and both
players MUST agree before he can be used.
![]()
Major Kimiko
Major
Kimiko is the Master of Nezumejitsu, the Rat martial art.
She stares out
across the battlefield, littered with the bodies of the fallen. Her face
remains absolutely passive as she activates the power supply of her weapons.
Accompanied by the buzz of energy, she steps out of her hiding place, her
powered claws coming down across the back of a World Eater Chaos Marine's neck…
the genetically modified, heretical warrior is dead before he even realized she
was there…
Just after the Rats had been
formed, an old member of the human Imperial Guard told a young female rat named
Katherine about the martial arts orders of ancient Terra. Inspired by the tales
of monks whose martial prowess bordered on the supernatural, and whose knowledge
of the arts of stealth allowed them to go unseen even in broad daylight,
Katherine began the study as many of the ancient texts as she could find,
which, unfortunately, were not many. Filling in the gaps with her own startling
ingenuity, she developed her own martial art, which she named “Nezumejitsu”.
During her training, Katherine
changed her name to better suite her new abilities, and, taking the name of a
great martial artist some of the ancient texts spoke of, she took the name
“Kimiko”. At the age of thirteen, Kimiko became the youngest instructor of the
art of war, and soon started up her own academy dedicated to the art she had
created. Those wishing to train their bodies and minds flocked to her academy.
So many potential students applied, in fact, that she had to break the school
into four, and select a teacher for each one of the schools. She chose her most
advanced students to follow her into battle, and they became known simply as
“The Disciples”.
The Traitor Marine falls to the floor as its
life is wrenched away by the awesome power of Kimiko's weaponry. She spins
around, ducking just in time to avoid a rocket from a traitorous Dreadnought.
Taking her power sword in both hands, she stands up to her full height and
makes a powerful slash through the air while yelling the worlds “Air Splitting
Sword!” For a few seconds, nothing happens. But then, the force of the ancient
technique causes the death machine to simply split in two, cleaved down the
middle as if someone had come up behind the walker with a great vibro-axe or
power weapon and brought it down upon its head…
Kimiko decided to teach her
Disciples each one of her four Secret Techniques. These Techniques formed the basis
of the four schools' fighting styles, and were only ever taught to the most
promising students of each school. The Techniques were said to be so powerful
that they could shatter even the armour of the World Eaters’ strongest war
machines; although very few were ever lucky enough to witness them in action.
Kimiko also imparted her knowledge
of stealth unto her Disciples, who, in time, passed the knowledge onto their
students. This knowledge allowed Kimiko and her Disciples to make themselves
completely unseen to all but the most perceptive of enemies. It was not true
invisibility, as that's impossible without powerful technology; it was simply a
fiercely held modesty that made the user so completely unnoticeable that they
could have walked through a crowded room wearing a costume of flashing lights
without anyone paying them a single glance.
Kimiko watches
the heretical death machine split with satisfaction, before racing off at
almost super-human(oid) speed. To her enemies and allies alike she is simply a
blur and a trail of dead, until she stops right before another World Eater. In
a blur of movement, the Traitor Marine is on the floor in a heap, his foul
blood already beginning to burn off of Kimiko's weapons due to the immense
energy contained within them...
In the few years since, Kimiko has become somewhat of a spiritual leader to the Sk'aarans, and many hold her in greater esteem than even their legendary military leader, General Bazil Tiberius Rat. When Kimiko became sixteen, General Baz finally recognized her prowess and she was employed and almost instantaneously promoted to the rank of Major. She and her Disciples now make up a special missions unit, and are used for both infiltration and full-out assault. Some say that she and her Disciples would be able to hold their own on the battlefield with only primitive weapons such as swords, although many consider this an exaggeration. It isn't. They really COULD hold their own against any force in the galaxy… armed only with sharpened sticks and cooking implements!
Kimiko wipes
sweat from her eyes, growling slightly to herself. “Whoever decided that I
should wear black is definitely going to be seeing me in the near
future...” Kimiko spins around, cleaving an advancing Chaos Marine clean in
two. “So what if it makes me less obvious in shadows?” she mutters, not even
pausing in her grumbling, “I could wear florescent pink and be
inconspicuous...”
Her friends know Kimiko as a rather
eccentric, and at times hyperactive creature. At a mere seventeen years of age,
Kimiko is the youngest member of the Sk'aaran army, although she is highly
respected. She's often known to talk to herself during battle, which can
sometimes confuse her enemies slightly. Her startling ingenuity makes her an
excellent strategist, although her strategies still often include “rush in and
kill everything in the way”. That's just the way she is at times. General Baz
has her marked down for great things; if he can ever prize her away from her
Disciples, for in his own words, “She’d make one hell of a general…!”
|
Unit
Name |
Cost |
WS |
BS |
T |
S |
A |
I |
W |
LD |
SV |
|
Major
Kimiko |
70 |
5 |
2 |
5 |
6 |
5 |
8 |
2 |
9 |
5+ |
Wargear:
Power Katana, plasma pistol, Power Claw. She has DOUBLE attacks with both
Lightning Claw and Power Sword, and they can be concentrated against one enemy
or spread across many.
Special
Ability: She may, in the shooting phase, at the cost of the power effects of her
Power Sword and Power Claw for the close combat phase of that turn, use her
special “Cutting the Air” ability. By siphoning off the energy from the power weapons and concentrating it into the
tip of the Power Sword and slashing it through the air using an ancient
technique she found in a pre-Imperial text, she may strike an opponent up to 9”
away from her with the power-sword. The strike follows the same rules to hit
and wound as a power-sword strike in close combat. As mentioned before,
however, it drains the energy of the power weapons for one turn. If she then
enters close combat, the Power Claw and Power Sword follow the same rules as
standard close-combat weapons- though she keeps her double attacks
Where
other Stealth Rats may tunnel underground or use gliders to approach unseen
from above, Kimiko is a master of being unseen. She can hide in plain sight,
close enough to you to steal the food from your pack- and you won’t even know
she’s there. Therefore, Kimiko and her disciples can become hidden at ANY point
during the battle (unless they are in combat), even if Stealth Rats could not.
She may only be “located” on a D6 roll of 6 and may NOT fight when concealed.
She has an “agility” save of 4+, to be taken BEFORE armour saves. It represents
her using her finely tuned reflexes to avoid the enemy strike! If this save is
used on a weapon with a blast template, place Kimiko at the edge of it.
She
may be used alone, or she may take up to 4 Disciples at +20 points per model,
plus the cost of their wargear. The Disciples of Nezumejitsu are Rats being
trained in the art of Nezumejitsu by Kimiko herself, and thus are the most
proficient of her students. They form their own unit, led by Major Kimiko. They
have the same basic statistics of a Stealth Rat, but they each have their own
specialisation within the Nezumejitsu school. Like Kimiko, they can become
hidden on ANY surface, so long as they’re not engaged in combat of any kind.
They may be discovered on a roll of 6 and may NOT fight when concealed. They, like
their Master, have “agility” saves, though on a 5+, as opposed to her 4+. While
Kimiko is alive, they do not have to take leadership-based tests of any kind.
Disciples:
1:
2:
3:
4:
Major
Kimiko may only be taken in an army worth 2,000 points or more (or the strike
platoon) and where both players agree. In addition, she may only be taken in an
army led by General Baz or a colonel.
![]()
Major Nigel Ratterton:
Dangerous Mutant, or Blessed by the Emperor?
The
Orks visibly flinch as Major Ratterton steps over the brow of a hill, starting
to think that assaulting this world was a bad idea. Unslinging his huge
weapons, the mutated Rat glares out across the battlefield, hatred on his face.
“Fall before the might of the Holy Emperor!” he growls, “Or fall before my guns!”
And then the two assault cannons held in his four hands proceed to spit death
at the green-skins. Two minutes later, not a single Ork from the horde remains
alive…
Nigel
Ratterton is a biological Dreadnought; he has eight legs and four arms. Twelve feet
from nose to tail base, and nine feet tall, he’s an imposing sight no matter
what species you are. Even Orks are put off by his presence on the battlefield.
Nigel
began life just after the Space Wolves left Sk’aar. His people were still
learning the Imperial creed, and it is for this single reason that Nigel wasn’t
killed at birth. According to Rat mythology, those who are born with extra
pairs limbs are “destined to do great things for our kind”, and Nigel, with
three extra pairs of limbs, was obviously destined to do much, according to the
older Rats who still adhered to the Old Ways. It was undecided whether Nigel
would live, and so, as the Council of the Tribes tried to decide his fate,
Nigel remained blissfully unaware of the fact his life was in danger. He went
to church from the day he learnt to walk, asking the priests many questions
about the Emperor, eager to learn all he could about the wonderful God-emperor
who had given his people their new-found civilisation. He quickly became a
zealous follower of the Imperial creed- so devoted was he that he could put
many a human Imperial citizen to shame, and it is for this reason that his life
was, eventually, spared.
At the
age of sixteen, Nigel joined the 1st Sk’aaran Guard, and it quickly
became apparent this was his calling, his reason for existence. After all- when
you’re big and strong enough to carry TWO assault cannons, what else can you be
but a warrior? He quickly became a coveted figure, wanted by Imperial forces
across the whole sector. Every time he was approached and asked to join other
regiments, however, his response was always “And leave my brothers? Where they
go, I go. No Rats, no me!”. Nigel soon became the regimental mascot, carrying
the Regimental Standard into battle strapped to his back.
As
well as his assault cannons, Nigel is also fairly good at close-combat; two
extra arms help at this- and most opponents will balk at the sight of a huge,
thirteen-limbed rodent (if you include his tail) carrying two chainswords AND
two laspistols…
|
Unit
Name |
Cost |
WS |
BS |
T |
S |
A |
I |
W |
LD |
SV |
|
Major
Ratterton |
150 |
4 |
5 |
9 |
8 |
4-16 |
7 |
4 |
10 |
4+ |
Wargear:
Two assault cannons and ammunition, two chainswords, two laspistols, regimental
standard, Holy Bible of the Imperium, (trademark item).
Special
Rules
Easy
to see: Due to his sheer size, Nigel finds it hard to hide, and has almost no
knowledge of stealth. Therefore, all rolls for cover-saves are reduced by 1.
He’s
one BIG-ass rat: Nigel is an imposing figure, scaring the bejesus out of almost
anything the Rats face- whether it’s Imperial Guard, Space Marines, Eldar, Tau
or Orks. Therefore, he counts as a Fear-causing model. Units immune to Fear
ignore this effect. The Imperial Guard know him as “The Widowmaker”, and the
Orks know him as “Dat Bastard Rat”
Mascot:
Nigel has been “adopted” as the regiment’s unofficial mascot. If he is killed,
as well as the penalties for loss of the standard, ALL units in the army,
including the commander, MUST take a moral test.
Thick
hide: Nigel wears no armour- he doesn’t need it. His skin is so thick and
leathery it does the same job as armour. Take armour saves as normal.
Multi-armed:
As Nigel has multiple arms, he can attack many times in close combat. For each
successful strike against an opponent, Nigel gains 1 attack in that round of
close combat, to a maximum of 16, either on the same opponent or spread across
many.
Gung-ho:
Nigel knows the meaning of fear as something that happens to the things he
fights. He gets a +1 bonus to the roll for all morale, pinning and leadership
tests he as to take. He also ignores the effects of fear causing
creatures, and confers these abilities to whatever unit he’s with.
“I’ll
save you, sir!”: Nigel is fiercely loyal to General Baz, and will stay within
4” of him if it is possible. So long as he is within 4” of General Baz, they
may swap places in close combat, with Nigel fighting the General’s opponent,
and vice versa. Also, you may choose to take any shooting hit on General Baz on
Nigel instead.
Big
body, normal brain: As Nigel’s body is so huge, it takes a lot of processing
power to keep all eight legs and all four arms working together. Unfortunately,
Nigel’s brain is no larger than a normal Rat’s. Therefore, every other turn, he
has to test for stupidity.
Major
Nigel Ratterton may only be taken in a force worth 2,000 points or more (or the
strike platoon) and with the consent of all players involved. In addition, he
may ONLY be taken in an army led by General Baz himself!
“It’s
Dat Bastard Rat again…” muttered Warboss Mugsnaga Morgrub as she saw Major Nigel
Ratterton cutting through the ranks of her Boyz as if they were pansy ‘oomies.
Deciding to cut her losses and run, Mugsnaga signalled the retreat. “Orkses
never lose” she told her Big Mek as they retreated. “If we win, we win. If
we’re dead, we’re dead an’ dere’s fuck-all ya can do about it. If we run away…
well dat’s OK ‘coz we’ll be back to fight again wiv a bigger mob next time- so
we never lose! An’ one of these days, I’m gonna jump off me Warbike an’ go
‘and-to-‘and wiv dat bastard rat… not now though. Da Waaagh! ain't big enough…
‘E’ll cut us all down ‘fore we c’n kill ‘im.” And thus, the only female Warboss
in Ork history swore to kill Nigel Ratterton, so help her Mork and Gork…
Designer’s Note: I know he’s going to have every
heavy-weapon in the opponent’s army trained on him from the first turn but… if
he survives long enough to do damage, let’s face it. He’s gonna do a LOT of it-
with two assault cannons and up to 16 attacks in close combat, in addition to
the fact he causes Fear. I plan to give my opponents a choice between Kimiko
and her disciples, Major Ratterton, or the Stealth Squads- if Nigel is fragged,
then Kimiko and the Stealth Rats hammer them. If Kimiko gets it, then Nigel and
the Stealth Rats get them, and if the Stealth Rats buy it, then… Nigel and
Kimiko do the job!
And Mugsnaga Morgrub? Well. You’ll have to wait and see
about her…!
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Army
special rules:
The
Rats WILL NOT fight the Space Wolves chapter of the
Adeptus Astartes. They feel indebted to the Space Wolves- because without them,
the Rats would still be a barbaric, savage race. They still have hints of this
savagery, and thus they get on extremely well with the Battle Brothers of the
Space Wolves chapter. They are also fairly comfortable on Fenris, the Space
Wolves’ Founding World, as well as any other ice world- their fur protects them
from the cold. A Rat is the only creature known to the Imperium to be able to
survive the bitter cold of Valhalla without clothing.
They
have many allies concealed within the Imperium, as well as their obvious
friends in the Space Wolves. For this reason, the Rats’ player may include ONE
Imperial Guard heavy weapons team, Armoured Fist squad, Infantry Squad or tank
up to a maximum of two squads/teams/tanks, so long as the Rats are not fighting
Imperial troops, and the Allied forces MAY include a Leman Russ Vanquisher- but
only one. The Rats’ allied Imperial Guard forces may NOT take a
Commissar with them and are controlled by the Rats’ player. Their points cost
is included in the points cost of the Rats army when deciding army size.
They
may also, when not fighting Imperial forces, take THREE packs of Space Wolves,
instead of their Imperial Guard allies. The Space wolves MAY take Wolf Guard as leaders for the packs, and MAY
be mounted in Razorbacks, Rhinos or Land Raiders. Their points cost is included
in the cost of the Rats army. Two packs may be sacrificed and replaced by a
Venerable Dreadnought, at a cost of +200 points, PLUS the cost of the
Dreadnought!
“Destroy
the traitorous vermin!”: Before the Sk’aaran guard left the Imperium,
Commissars were a major bane to them. Commissars viewed (and indeed, still do
view) the Rats as scum; degenerate mutants, creations of Chaos, and generally
made life difficult for them. They were a major factor in the Rats quitting,
and the Rats fear them. They also hate them. Therefore, when the Imperial Guard
face the Rats, any and all commissars in the Imperial Guard forces get their
toughness and strength increased by +1 in close combat. This is because the loyal
Commissars are incensed that the Rats, who were given everything they have got
by the Emperor have, in their eyes, turned their backs on Him and consequently,
Commissars fight harder- in addition to the fact that the Rats are scared of
them- and so, they also cause fear in the Rats.
If you
are playing a multi-player battle with Imperial Guard and the Rats on the same
side, the Commissars in the Guard force may still wish to get into combat with
the Rats- but it’s overridden by their desire to crush the enemies of Mankind.
However. After the third turn of the battle, if there are Rats but NO enemy
models within the commissar’s line of sight, take a leadership test. If you
roll over the Commissar’s leadership value, he must move towards
the Rats he can see, aiming to get into close combat. He will also fire any
weapons he has at them, with the usual results. The Rats’ player may return
fire… if only to save victory points for the combined force- it’s better to
lose one man than a whole squad! The commissar’s hatred lasts a single turn,
and then he must take a leadership test again- unless the enemy is in sight.
“Ya
ought ta be more careful, mate!”: The Rats dislike Commissars almost as much as
Commissars dislike them. Therefore, the Imperial Guard player fielding his army
against the Rats must make a D6 roll for some of his commissars; up to a
maximum of three- and if the Guard player has three or more, he MUST roll for
the full three. On a roll of 5-6, each commissar rolled for has been
incapacitated by Rats sneaking into the Imperial camp the night before and
laying a trap for him. On a roll of 1-4, , he successfully avoids whatever
surprises the Rats have laid for him. This does NOT happen when they fight
together.
Hatred:
The Rats hate Chaos,
and especially the Chaos Marines of the World Eaters chapter with a vengeance
that’d make any loyal Imperial proud. They will gladly die just so others can
say of his bravery, “Remember old so-and-so? ‘E died giving World Eaters
another black eye an’ teachin’ the buggers ta remember not ta mess with the
Sk’aaran Guard! Remember Rats like ‘im. They’re examples ta us all.”.
Therefore, ALL Rats, including General Baz, Major Nigel Ratterton and Stealth
Rats, in close combat with the World Eaters have a +1 strength bonus. Each unit
may also, ONCE per
battle, re-roll a failed morale or pinning test using the General’s leadership,
even if they wouldn’t normally be able to do so. They also count the World
Eaters as their preferred enemy.
Please
click HERE to see details of the Rats’ special-forces
squad.
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Regimental Standard of the 1st Sk’aaran

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printer-friendly version, Please CLICK HERE.
Many thanks go to my friend
Wil Cook, for the creation of Major Kimiko, and her disciples. Thanks also go
to my friend Athari, for the rune visible on the skull’s forehead in the
regimental banner.