Ratskins

Ratskins are a widespread but nearly invisible indigenous people who live in depths of the underhive and edges of the outlands. Though disparaged and looked down upon by most other Necromundans, their simple culture has survived for millennia under the shadow of Imperial occupation without succumbing to the Cult of the Emperor.

They exist as true outsiders, with a animistic religion and totemic culture that venerates the Hive itself, which is quite at odds with the teachings of the Ecclesiarchy. No census exists and thier numbers are uncounted, but their existence does not appear to be in jeopardy despite the erratic efforts of Redemptionists to convert or inflict genocide upon them.

The vast majority of Ratskins are peaceful, living simple semi-nomadic lives in the hidden and desolate places of the Hive world, avoiding contact with Imperial citizens. Some however have become tainted by the ways of "civilization" or have turned to violence, willing or even eager to fight with other denizens of the underhive for resources or to protect ancient sites which they hold to be sacred. It is these renegade Ratskins...guides, trackers, or vengeful savages attacking underhive looters...that the vast majority of hivers are familiar with.


Gang Composition

A Ratskins gang must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader (if the Leader is killed, see page 24 of Gang War). However, a Shaman can never become a gang's Leader and is not included in the determination of who takes the Leader's place.
  • There can be no more than two Champions, plus one for every full 10 Reputation the gang has.
  • A gang can have no more than one Shaman.
  • The total number of Gangers in the gang must be equal to or higher than the total number of other fighters in the gang.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unweildy trait take up the space of two weapons.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of grenades.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • Ratskins cannot hire Hive Scum.
  • Ratskins cannot hire Mercs.
  • Ratskins cannot hire Bounty Hunters.
  • Ratskins cannot hire Hangers-on except for the Ratskin Guide.
  • Ratskins cannot spend XP to choose Savant Skills.

Fighters

A starting Ratskins gang is made up of the following fighters. Ratskins use the Ratskin Characteristics Maxima .

Ratskins Chief

Leader
135
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
4
3
4+
2
Ld
Cl
Wil
Int
6+
6+
6+
7+
Save
-

Skill Access

Primary: Cunning, Leadership

Secondary: Combat, Ferocity

Starting: Ratskins Chiefs start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Special

Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.

Ratskins Totem Warrior

Champion
120
M
WS
BS
 S 
 T 
W
I
A
5"
3+
5+
3
4
2
4+
3
Ld
Cl
Wil
Int
8+
5+
5+
8+
Save
-

Skill Access

Primary: Ferocity

Secondary: Brawn, Combat, Cunning

Starting: Ratskins Totem Warriors start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Special

Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.

Ratskins Shaman

Champion
135
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
4
3
4+
2
Ld
Cl
Wil
Int
8+
5+
5+
7+
Save
-

Skill Access

Primary: Cunning

Secondary: Agility, Ferocity

Starting: Ratskins Shamans start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Spirit Powers

Favor of the Hive Spirits: If the Shaman is in your Crew, at the beginning of the Deploy step of the Pre-Battle Sequence you may choose one of the following spirit favors for the Shaman to benefit from in this battle:

  • Blessed: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may activate and take their action(s) before an opponent with priority activates one of their fighters.
  • Empowered: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may change a 1 that they have rolled to a 6.
  • Favored: If the Shaman is taken Out of Action during the battle, no Lasting Injury roll(s) are made. The Shaman is unharmed and will be available for the next battle.
  • Forewarned: The Shaman has a 360° vision arc for the remainder of the battle; additionally if the Shaman is a sentry they automatically detect hidden enemies within 12''.
  • Guided: At the end of the battle during the Receive Rewards step of the Post-Battle Sequence, if the Shaman is not dead they gain 2 additional XP.
  • Protected: Once per battle, the Shaman or a friendly fighter within 6'' of the Shaman may cause a single hit die to miss after it has been rolled.

Special

Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.

Ratskins Brave

Juve
15
M
WS
BS
 S 
 T 
W
I
A
6"
5+
5+
3
3
1
3+
1
Ld
Cl
Wil
Int
9+
8+
8+
8+
Save
-

Skill Access

Primary: Cunning

Secondary: Agility, Ferocity

Equipment

Access: When starting a Juve only has access to Pistols, Close Combat Weapons, and Grenades. During campaign play a Juve with three or more advances has no Equipment restrictions.

Special

Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.

Ratskins Warrior

Ganger
40
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
4
1
4+
1
Ld
Cl
Wil
Int
8+
7+
7+
8+
Save
-

Skill Access

Primary: Cunning

Secondary: Ferocity, Shooting

Equipment

Access: When starting a Ganger has access to Armor, Basic Weapons, Close Combat Weapons, Grenades, Pistols, and Wargear. During campaign play, a Ganger with at least one advance gains access to Special Weapons.

Special

Ratskin: This fighter is a Ratskin; any game effect referring to Ratskins is applicable to them. This fighter uses the Survivor Critical Injury table, the Ratskin Characteristics Maxima, may be equipped from the Ratskin Equipment List, and when they would pick a Primary Skill they may instead choose a Ratskin Skill.
100 credits

If a gang has a Ratskin Guide, during the Determine Scenario step of the Pre-Battle Sequence if a scenario would be randomly determined (rather than the player with the higher or lower rating choosing or some other method of selecting the scenario), the gang's controlling player chooses which scripted scenario to play from the scripted scenario chart; if there is an attacker and a defender in the selected scenario the gang is the attacker. If more than one gang has a Ratskin Guide, they cancel one another out and none of the gangs who have one gain any benefit for the current battle.

Ratskin Skills

When a Ratskin would pick a Primary Skill, they may instead choose one of the following Ratskin Skills.

Hive Attunement: When activated this fighter may attempt a Willpower check. If this check is successful the fighter is considered to have a 360° vision arc, gains +1 to detect hidden enemies, can attack through smoke clouds, and is unaffected by low-light and darkness conditions. These bonuses expire the next time the fighter is activated.
Low-crawler: When this fighter uses the Crawl (Double) action while Pinned or Seriously Injured, they make a Standard Move instead of a Half Move. When this fighter uses the Crawl Through (Double) action to move through a Ductway, once the fighter has been set up on the other side of the Ductway they may make a free Take Cover (Basic) action.
Prone Shooter: This skill allows a fighter to shoot normally while Pinned. While this fighter is Pinned they may take the Shoot action with a ranged weapon as if they were Active. Normally a Pinned model has no vision arc but a fighter using this skill does for purposes of taking a Shoot action; a vision arc template should be placed on the battlefield to mark the fighter's vision arc.
Resilient: When a Lasting Injury roll is made for this fighter, a Grievous Injury result is treated as an Out Cold result, and a Permanent Injury result is treated as a Greivous Injury result.
Strider: This fighter's movement is unaffected by difficult terrain, and they may move up to an additional 2'' of distance whenever they take a Double Move.
Tunnel Rat: This fighter may move through Ductways as part of a Standard Move or a Charge with no movement penalty. They may also Consolidate through a Ductway if they have enough movement to get to the opening of the Ductway; if this occurs set the fighter up within 1'' of the other side of the Ductway but not within 1'' of any enemy models (if this is not possible, this action cannot be taken).

Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, Ratskins may select from the following House Equipment list.

Armor

10
Common

Weapons (CCWs)

10
Common
5
Common
15
Common
15
Common
5
Common
25
Common
20
Common

Weapons (Pistols)

10
Common
5
Common
10
Common
10
Common

Weapons (Basic)

15
Common
15 + ammo
Common

Ammunition is purchased for this weapon separately.

10
Common
5
Common
5
Common
15
Common
10
Common
30 + ammo
Common

Ammunition is purchased for this weapon separately.

5
Common
15
Common
10
Common

Weapons (Specials)

75
Common
25 + ammo
Common

Ammunition is purchased for this weapon separately.

Grenades

30
Common

Wargear

10
Common
10
Common
5
Common
10
Common

Campaign

The following changes to the standard Gang War rules are in effect when using Ratskins in campaign mode. Sections not mentioned follow the standard rules.

Turf Size and Special Territories

A Ratskin gang uses the following Ratskin Special Territories table for Special Territories gained. A Ratskin gang cannot gain a Special Territory that is not on this table.

When starting a Ratskin gang, a player may pay 50 credits to pick one of the Special Territories from this table to represent the gang's starting Turf of 1.

2D6
Ratskin Special Territory
2
Reclaimed Habitat: The gang has reclaimed a part of the underhive, chasing off interlopers. When the gang collects income, the gang gains 1 Reputation for each Reclaimed Habitat they control.
3-5
Ratskin Settlement: When the gang collects income, roll a D6 for each Ratskin Settlement controlled. If the result is a natural 6 a free Warrior or Brave shows up ready to join the gang; you may equip this new fighter with up to 50 credits of gear from the Ratskin Equipment List for free and add the fighter to your gang's roster immediately.
6-8
Secret Passageways: Each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to infiltrate the battlefield. Fighters infiltrating via Secret Passageways are placed to one side. At the end of the first round, for each infiltrating fighter the fighter's controlling player sets their fighter up anywhere on the battlefield that is not visible to or within 6'' of any enemy fighters. If multiple players have infiltrating fighters they take turns to set each fighter up, in priority order.
9-10
Beast Farm: The gang protects a Ratskin community that raises underhive creatures such as blindsnakes, hive spiders, and of course hive rats. When the gang collects income, for each Beast Farm the gang controls, the gang gains D3 free Blade Venom Stashes or 1 Blindsnake Pouch or 1 Ratskin Hides (controlling player's choice), which are added to the gang's Stash immediately.
11-12
Sacred Cache: The gang controls a secret and sacred place to hide archeotech and other treasures, protecting the hive's ancient legacies. When the gang collects income, for each Sacred Cache the gang controls, D3 free Hive Spirit Infusions or D3 free Hive Spirit Wards (controlling player's choice) are added to the gang's Stash immediately.

Loot Caskets

Ratskin gang fighters will never attempt to open a Loot Casket and cannot take the Bypass Lock or Smash Open actions on a Loot Casket.

When a Ratskin gang ends a battle in control of one or more Loot Caskets, they may be added to the gang's Stash during the Wrap Up step of the Post-Battle Sequence. During the Receive Rewards step of the Post-Battle Sequence, five Loot Caskets in the gang's Stash may be traded in to add 1 Reputation, 1 Turf, and a Sacred Cache Special Territory to the Gang Roster.

Injury

The Injury rules are slightly modified for a Ratskins gang.

Survivor Critical Injury Table

The Critical Injury outcome (61-65) of the Lasting Injury table is modified as follows:

61-65: Roll a D6 and add the fighter's unmodified Toughness and Wounds characteristics, then consult the table below with the total:
  • 1-7: the fighter dies. If the injury was caused by an attack, the attacker gains one additional Experience.
  • 8: the fighter suffers a Permanent Injury.
  • 9: the fighter suffers a Grievous Injury.
  • 10+: the fighter is Out Cold.

Pre-battle Sequence

The controlling player of a Ratskin gang follows the standard Pre-Battle Sequence step by step in the normal fashion, but with the following alterations applied where noted.

1) Buy Advancements and Recruit Hired Guns

Ratskins cannot recruit Hired Guns, but may apply Advancements at this step.

2) Determine Scenario

If a Ratskin gang has Home Turf advantage, the controlling player of the gang may select a type of Beast and set up the selected Beast onto any valid spot on the battlefield other than in a deployment zone.

3) Set up Battlefield

If the choice of Zone Mortalis or Sector Mechanicus as the venue for the battle about to be fought would be determined by a dice roll and one of the gangs participating in the battle is a Ratskin gang, before the dice is rolled the controlling player of the Ratskin gang may instead choose Zone Mortalis or Sector Mechanicus to be the venue for the battle.

4) Choose Crews

If Random Selection is being used to determine a Ratskin gang's starting Crew and the gang has a Ratskin Shaman that is available for that battle, the controlling player of the Ratskin gang may choose to exclude the Ratskin Shaman from the random determination process. After the gang's starting Crew has been selected in this way, the controlling player of the Ratskin gang may choose to add the Ratskin Shaman to the gang's starting Crew as an additional fighter that does not count against the gang's starting Crew size limit.

5) Draw Tactics Cards

Ratskins may use any neutral Tactics Cards.

6) Deploy

If the controlling player of a Ratskin gang wins priority during the Deploy step and there is a choice of deployment zones or battlefield sides, the controlling player of a Ratskin gang may choose a deployment zone or battlefield side and then pass priority to an opposing player before seting up a fighter onto the battlefield.

7) Begin the battle

Before the first round of battle begins, if a Ratskin gang is an Underdog the controlling player of the Ratskin gang may choose one of the following Battlefield Conditions to be in effect for the duration of the battle.

Post-battle Sequence

The controlling player of a Ratskin gang follows the standard Post-Battle Sequence step by step in the normal fashion, but with the following alterations applied where noted.

1) Wrap Up

There are no changes to this step for a Ratskin gang.

2) Receive Rewards

Turf

In addition to the standard options available at this step, a Ratskin gang may delete five Loot Caskets from the gang's Stash to add 1 Reputation, 1 Turf, and a Sacred Cache Special Territory to the Gang Roster immediately.

Special Territories and Stealing Turf

Ratskin gangs may only have Special Territories from the Ratskin Special Territory table. If a Ratskin gang would steal a Special Territory from another gang, the other gang loses 1 Turf and the Special Territory, and the Ratskin gang gains 1 Turf and a Reclaimed Habitat Special Territory.

If a non-Ratskin gang would steal a Special Territory from the gang, the gang loses 1 Turf and the Special Territory, and the other gang gains 1 Turf. If a Sacred Cache Special Territory is stolen from the gang, the other gang may add one or more Rare Items of any rarity from the Trading Post with a combined credit value of 3D6 x 10 credits or less to their gang's Stash immediately.

3) Post-Battle Actions

Work the Turf

This action is not available to Ratskins.

Trade

This action is not available to Ratskins.

Sell to the Guilders

This action is not available to Ratskins.

Medical Escort

This action is not available to Ratskins.

Post Bounty

This action is not available to Ratskins.

Remove Bounty

This action is not available to Ratskins.

Find A Buyer

If the Ratskins want to sell unwanted equipment later in the Post-Battle Actions sequence, at least one Champion or the Leader must take this action to attempt to find someone willing to buy from them off the books.

Reclaim Sacred Tech

If the gang has captured an enemy fighter a Champion or the Leader may take this action.

For each item the captive is equipped with, if that item has a rarity of 9 or higher on the Trading Post the item is removed from the captive's fighter card and added to this gang's Stash as a Loot Casket. After this has been done, the captive is set free with their remaining gear and returns to their gang unharmed; they may take part in their gang's next battle.

Forage

To use this action, no other Post-Battle Actions may be taken in this Post-Battle Sequence.

All available gang members comb the hive looking for food, supplies, or whatever can be found. Roll on the following Foraging table to determine the outcome.

Foraging
D6
Outcome
1
The gang finds enough to survive off of, but nothing else.
2-3
The gang finds enough to survive off of, and gains D3+1 x 10 credits.
4-5
The gang finds enough to survive off of, and gains 2D3+1 x 10 credits.
6
The gang finds enough to survive off of, gains D3+1 x 10 credits, and finds a hidden rare item. A Loot Casket is added to the gang's Stash immediately.

Expansion and Exploration

To use this action, no other Post-Battle Actions may be taken in this Post-Battle Sequence.

The gang expands its influence in the underhive. Increase the gang's Turf Size by 1 and gain a new Special Territory from the Ratskin Special Territory table.

4) Use Special Territories

There are no changes to this step for a Ratskin gang.

5) Update Roster

The substeps of this step resolve as normal, except where noted below.

C. Visit the Trading Post: Sell Unwanted Equipment

If one or more fighters took the Find A Buyer action after the battle, roll a D6 and add 1 for each additional fighter who took this action after the first. On a 3+ the gang may sell unwanted equipment at this time using the standard rules. On a 1 or 2 no buyer was found.

C. Visit the Trading Post: Purchase Equipment

A Ratskin gang can purchase any equipment from the Ratskin Equipment List at the price shown, adding it to the gang's Stash.

A Ratskin gang cannot purchase Common equipment from the Trading Post.

C. Visit the Trading Post: Seek Rare Equipment

A Ratskin gang treats Common items in the Trading Post as if they were Rare (6).

If a Ratskin gang buys a item from the Trading Post with a rarity of 9 or higher, the item is not added to gang's Stash. Instead, a Loot Casket is added to the gang's Stash.

6) Report Results

There are no changes to this step.