KoW Ratmen


Ratmen SCURRIERS
Ratmen
SCURRIER TEAM Cost: 65 PTS
Type Sp Me Ra De At Ne
ALIGNMENT: Evil
Inf (10) 6 5+ 4+ 3+ 10 2
Special: Nimble. Throwing Weapons.
ARMY SPECIAL RULE: Strength in Numbers (not
Ratmen RIFLE TEAM
Slaves)
RIFLE TEAM Cost: 100 PTS
Type Sp Me Ra De At Ne
Ratmen Slaves
Inf (5) 6 5+ 4+ 4+ 10 2
SLAVE REGIMENT Cost: 45 PTS
Special: Rifles with 36 Range. De 3+ against ranged attacks.
Type Sp Me Ra De At Ne
Inf (20) 6 6+ - 3+ 10 3
WAR ENGINES
SLAVE HORDE Cost: 85 PTS
FLAME THROWER Cost: 60 PTS
Type Sp Me Ra De At Ne
Type Sp Me Ra De At Ne
Inf (40) 6 6+ - 3+ 20 6
War Eng 6 - - 4+ - 1
Ratmen WARRIORS Special: Breath Attack (12). Individual. May move at the double.
RATMEN REGIMENT Cost: 80 PTS ROTARY CANNON Cost: 60 PTS
Type Sp Me Ra De At Ne Type Sp Me Ra De At Ne
Inf (20) 6 5+ - 4+ 10 4 War Eng 6 - 5+ 4+ 12 1
Special: Can have banner (+15 pts), musician (+10 pts). Can have Special: Range 18 . Piercing (1). Individual. May move at the
spears, gaining the Phalanx, rule for +15 pts. double.
RATMEN HORDE Cost: 150 PTS HELL CANNON Cost: 100 PTS
Type Sp Me Ra De At Ne Type Sp Me Ra De At Ne
Inf (40) 6 5+ - 4+ 20 9 War Eng 4 - 5+ 5+ 15 3
Special: Can have banner (+20 pts), musician (+15 pts). Can have Special: Piercing (2).
spears, gaining the Phalanx, rule for +25 pts.
HEROES/MONSTERS
Ratmen SHOCK TROOPS
MUTANT RAT-FIEND Cost: 230 PTS
Type Sp Me Ra De At Ne
SHOCK TROOP HALF REGIMENT Cost: 65 PTS
H/M * 4+ - 5+ * 8
Type Sp Me Ra De At Ne
Inf (10) 6 4+ - 4+ 10 3 Special: Random Attacks (3), Random Movement (3), Crushing
Special: Crushing Strength (1). Can have banner (+10 pts), Strength (2), Headstrong.
musician (+5 pts).
RATMAN PACK LEADER Cost: 50 PTS
Type Sp Me Ra De At Ne
SHOCK TROOP REGIMENT Cost: 120 PTS
H/M 6 3+ - 4+ 3 3
Type Sp Me Ra De At Ne
Inf (20) 6 4+ - 4+ 10 6 Special: Individual
Special: Crushing Strength (1). Can have banner (+15 pts),
RATMAN WAR CHIEF Cost: 120 PTS
musician (+10 pts).
Type Sp Me Ra De At Ne
H/M 6 3+ - 5+ 5 6
SHOCK TROOP HORDE Cost: 230 PTS
Special: Individual, Inspiring, Crushing Strength (1)
Type Sp Me Ra De At Ne
Inf (40) 6 4+ - 4+ 20 13
RATMAN WARLOCK Cost: 120 PTS
Special: Crushing Strength (1). Can have banner (+20 pts),
Type Sp Me Ra De At Ne
musician (+15 pts). H/M 6 5+ - 4+ 1 3
Special: Individual, Zap! (6), Healer (3)
THE BLIGHTED ONES
WARLOCK ON SORCERER S BELL Cost: 250 PTS
BLIGHTED ONE REGIMENT Cost: 110 PTS
Type Sp Me Ra De At Ne
Type Sp Me Ra De At Ne
H/M 6 5+ - 6+ 4 9
Inf (20) 6 4+ - 4+ 10 4
Special: Inspiring, Zap! (8), Healer (4). Cannot move at the
Special: Pestilent. Can have banner (+15 pts), musician (+10 pts).
double.
May take Noxious Miasma for +25 points.
RATMAN ASSASSIN Cost: 120 PTS
BLIGHTED ONE HORDE Cost: 210 PTS
Type Sp Me Ra De At Ne
Type Sp Me Ra De At Ne
H/M 6 3+ 4+ 4+ 5 4
Inf (40) 6 4+ - 4+ 20 9
Special: Individual, Elite, Crushing Strength (1). Throwing
Special: Pestilent. Can have banner (+20 pts), musician (+15 pts).
Weapons.
May take Noxious Miasma for +30 points.
DAEMONSPAWN Cost: 300 PTS
Type Sp Me Ra De At Ne
Ratmen BRUTES
H/M 6 3+ - 5+ 10 9
BRUTE PACK Cost: 100 PTS
Special: Inspiring, Zap! (8), Crushing Strength (2).
Type Sp Me Ra De At Ne
RATMAN ARMY STANDARD Cost: 25 PTS
Inf (3) 6 4+ - 5+ 12 4
Type Sp Me Ra De At Ne
Special: Crushing Strength (1). Headstrong.
H/M 6 5+ - 4+ 1 2
BRUTE MOB Cost: 190 PTS
Special: Individual, Inspiring
Type Sp Me Ra De At Ne
Inf (6) 6 4+ - 5+ 12 8
Special: Crushing Strength (1). Headstrong.
SPECIAL RULES
Noxious Miasma
Some Blighted Ones carry vials and bottles of concentrated
diseases and corrosive vapours which they unleash upon the
unwitting enemy further blinding, chocking and hampering their
attacks.
Mark a unit which has taken Noxious Miasma with a suitable
model or marker. 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.
Pestilent
The unit is surrounded by a thick fog of pestilence making them
hard to hit as attacks fight to stave off the appalling odour and fog
of bloated flies.
Attacks against this unit in the Melee phase suffer a -1
modifier to hit.
Random Attacks (n)
The attacks this unit dishes out are wild and unpredictable.
Each time this unit attacks, determine the number of attacks it
has by first rolling (n) dice and adding the scores together. For
example if a unit had Random Attacks (2) you would roll 2D6. If
you rolled 3 and 4, the unit would have 7 attacks.
Random Movement (n)
The unit has erratic and unpredictable movement, sometimes
shuffling frustratingly forward, at other times charging madly
ahead.
Unless the unit is issued a Halt! order, it is moved in the
following way:
First, turn the model up to 90 degrees. Then roll (n) dice, add
the scores together and move the unit straight forward this amount.
If the unit contacts an enemy unit this counts as a Charge!. The unit
may move through friendly units but may not stop within them. If
this would occur, the unit s movement stops 1 before the friendly
unit.
If a unit with this rule is Wavering, you may turn the model up
to 90 degrees but do not roll any dice for movement.
Strength in Numbers
The more of us the better!
Add +1 to this unit s nerve for each friendly unit of 40 or more
models that also has this special rule within 6 .


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