Ratlings - Kill Team Rules

Faction Rules

Scarper

After each enemy operative's activation, before the next operative is activated, one friendly **RATLING** operative (excluding **BULLGRYN**, **OGRYN** and **SNEAK**) can perform a free **Dash** action, but it cannot end that move within 3" of an enemy operative unless it's not visible to every enemy operative when it ends that move. Each friendly operative can only do this once per turning point, and cannot do so after the final activation of the turning point.

Operatives

Ratling Fixer

APL 2 · Move 5" · Save 5+ · Wounds 7

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, LEADER, FIXER

Munitorum Contacts. You can select one additional equipment option.

Target Designation. **Strategic Gambit.** Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly **RATLING** operative is shooting that enemy operative with a rifle, that weapon has the Lethal 5+ weapon rule.

Ratling Battlemutt

APL 2 · Move 6" · Save 5+ · Wounds 4

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, BATTLEMUTT

Early Warning. Once per turning point, after an enemy operative performs an action in which it moves or is set up, you can interrupt to use this rule. If you do, each friendly **RATLING** operative (excluding **OGRYN** and **BULLGRYN**) within 6" of this operative and within 2" of that enemy operative can immediately perform a free **Dash** or **Fall Back** action in an order of your choice (choose separately for each), but it cannot move more than 3" during that action. In either case, each one cannot end that move within 2" of an enemy operative unless it's not visible to every enemy operative when it ends that move (if this isn't possible for an operative, it cannot move).

Beast. This operative cannot perform any actions other than **Charge**, **Dash**, **Fall Back**, **Fight** and **Reposition**. It cannot use any weapons that aren't on its datacard.

Bullgryn

APL 2 · Move 6" · Save 4+ · Wounds 16

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, BULLGRYN

Shield. If this operative has a slabshield, it has a 3+ Save stat; if it has a brute shield, whenever it's fighting or retaliating, each of your blocks can be allocated to block two unresolved successes (instead of one).

Brute. Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).

Slow-witted. You must spend 1 additional AP for this operative to perform the **Pick Up Marker** and mission actions (excluding **Operate Hatch**).

Ogryn

APL 2 · Move 6" · Save 5+ · Wounds 16

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, OGRYN

Bayonet Charge. Whenever this operative finishes moving during the **Charge** action, you can inflict D3+1 damage on one enemy operative within its control range.

Brute. Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it's visible), it doesn't remove its cover save (if any).

Slow-witted. You must spend 1 additional AP for this operative to perform the **Pick Up Marker** and mission actions (excluding **Operate Hatch**).

Ratling Big Shot

APL 2 · Move 5" · Save 5+ · Wounds 6

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, BIG SHOT

Ratling Bomber

APL 2 · Move 5" · Save 4+ · Wounds 6

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, BOMBER

Tripwire. When setting up equipment before the battle, you can set up to two of your Tripwire markers up wholly within your territory and more than 2" from other markers, access points and Accessible terrain. The first time that marker is within an enemy operative's control range, remove that marker, subtract 1 from that operative's APL stat until the end of its next activation and end its action (if any), even if that action's effects aren't fulfilled. If it cannot be placed, move it the minimum amount to do so.

Mine. Mines you select from universal equipment inflict 2D3+3 damage instead, and friendly **RATLING** operatives (excluding **OGRYN** and **BULLGRYN**) are ignored for your mines' effects (i.e. they cannot trigger or take damage from them). This takes precedence over the normal mines rules.

Ratling Hardbit

APL 2 · Move 5" · Save 5+ · Wounds 6

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, HARDBIT

Hunter. This operative can perform the **Charge** action while it has a Conceal order. If it does so during its activation, until the end of that activation, add 1 to the Atk stat of its combat knife and that melee weapon has the Brutal weapon rule.

Lie in Wait. Whenever this operative is retaliating while Light or Heavy terrain is within its control range, you resolve the first attack dice (i.e. defender instead of attacker).

Ratling Raider

APL 2 · Move 5" · Save 5+ · Wounds 6

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, RAIDER

Slingshot. Select a point on a terrain feature; that point must be visible to and within 6" of this operative. Remove this operative from the killzone and set it back up wholly within 6" horizontally of that point, not within control range of enemy operatives, and with that point visible to it. This action is treated as a **Reposition** action. This operative cannot perform this action while within control range of an enemy operative, or during an activation in which it performed the **Charge**, **Fall Back** or **Shoot** action (or vice versa).

Grappling Hook. Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).

Ratling Sneak

APL 2 · Move 5" · Save 5+ · Wounds 6

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, SNEAK

Optics. Until the start of this operative's next activation, whenever it's shooting, enemy operatives cannot be obscured and the stationary profile of this operative's suppressed sniper rifle has the Lethal 5+ weapon rule. This operative cannot perform this action while within control range of an enemy operative.

Evade. Once per turning point, after an enemy operative performs an action, you can interrupt and perform a free **Dash** action with this operative. Note this operative cannot use the Scarper faction rule (it has this rule instead).

Ratling Sniper

APL 2 · Move 5" · Save 5+ · Wounds 6

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, SNIPER

Ratling Spotter

APL 2 · Move 5" · Save 5+ · Wounds 6

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, SPOTTER

Spot. **Support.** Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly **RATLING** operative within 3" of this operative is shooting that enemy operative, you can use this effect. If you do: - That friendly operative's ranged weapons have the Seek Light weapon rule. - That enemy operative cannot be obscured. This operative cannot perform this action while within control range of an enemy operative.

Ratling Stashmaster

APL 2 · Move 5" · Save 5+ · Wounds 6

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, STASHMASTER

Light-fingered. Once during each of this operative's activations, it can perform the **Pick Up Marker**, **Place Marker** or a mission action for 1 less AP.

Well Stocked. If you select an Ammo Cache from universal equipment, you can set up an additional Ammo Cache marker.

Ratling Vox-Thief

APL 2 · Move 5" · Save 5+ · Wounds 6

Keywords: RATLING, IMPERIUM, ASTRA MILITARUM, VOX-THIEF

Intercept Communications. **Support.** Select one other friendly **RATLING** operative visible to and within 6" of this operative. Until the end of its next activation, add 1 to that operative's APL stat. This operative cannot perform this action while within control range of an enemy operative.

Strategy Ploys

Sniper Positions

Whenever a friendly **RATLING** operative is more than 6" from enemy operatives and within 1" of Heavy terrain, the stationary profile of its rifle (if any) has the Silent weapon rule.

Crack Shots

Whenever a friendly **RATLING** operative is shooting an enemy operative more than 6" from it, if that friendly operative hasn't performed the **Charge**, **Fall Back** or **Reposition** action during the activation, or if it's a counteraction, its rifle (if any) has the Balanced weapon rule. Note that operative isn't restricted from performing those actions after shooting.

Shifty

Whenever a friendly **RATLING** operative (excluding **OGRYN** or **BULLGRYN**) has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Frontline Assault

Whenever a friendly **RATLING BULLGRYN** or friendly **RATLING OGRYN** operative within your opponent's territory or within 3" of an objective marker is shooting, fighting or retaliating, its weapons have the Balanced weapon rule.

Firefight Ploys

Survival Instincts

Use this firefight ploy when an enemy operative is shooting against or fighting against a friendly **RATLING** operative (excluding **OGRYN** or **BULLGRYN**) and you're allocating a dice to block. If it's a normal success, it can block one unresolved critical success; if it's a critical success, it can block two unresolved successes (normal or critical).

Sharpshot

Use this firefight ploy when a friendly **RATLING** operative is performing the **Shoot** action with a rifle and you're selecting a valid target. Having other friendly **RATLING** operatives within an enemy operative's control range doesn't prevent that enemy operative from being selected.

Larcenous

Use this firefight ploy during a friendly **RATLING** operative's activation (excluding **OGRYN** or **BULLGRYN**). Until the end of that activation, that operative doesn't have to control a marker to perform the **Pick Up Marker** or mission actions that usually require this (this takes precedence over that action's conditions -- it only needs to contest the marker), and having an enemy operative within its control range doesn't prevent it from doing so.

Shoot and Hide

Use this firefight ploy after a friendly **RATLING** operative that has an Engage order performs the **Shoot** action with a rifle. If it's more than 3" from enemy operatives, or not visible to every enemy operative, you can change its order to Conceal.

Equipment

Purloined Rations

Once per turning point, when a friendly **RATLING** operative is shooting with a rifle and you've rolled your attack dice, you can use this rule. If you do, improve the Hit stat of its rifle by 1 until the end of that sequence.

Lucky Round

Once per turning point, when a friendly **RATLING** operative is shooting with a rifle and you've rolled your attack dice, you can use this rule. If you do, that weapon has the Severe weapon rule until the end of that sequence.

Stolen Goods

At the end of the Select Operatives step, roll one D3. If the result is: - 1, you lose 1CP. - 2, you gain 1CP. - 3, your opponent loses 1CP.

Improvised Armour

Whenever an operative is shooting a friendly **RATLING BULLGRYN** or friendly **RATLING OGRYN** operative, defence dice results of 5+ are critical successes.

Official Commentary

If an operative performs an action in which it moves or is set up outside of the Firefight phase, can a RATLING BATTLEMUTT still interrupt with its Early Warning rule?

Yes.

Can you clarify what the Team Selection page means when saying 'Up to three times, instead of selecting one of these operatives, you can select one RATLING ploy to cost you 0CP for the battle' in reference to BULLGRYN and OGRYN operatives?

A RATLING kill team always consists of one RATLING FIXER and ten additional operatives. Up to three of those additional operatives can be BULLGRYN or OGRYN. For each of those three that is not, you select a different RATLING operative and one ploy to cost you 0CP for the battle.