Playing versus Ratlings
Key mechanics: Scarper, Free Ploys.
Operatives
- Ratling Fixer — 7 wounds (leader). Strategic Gambit: one visible enemy gets Lethal 5+ on all friendly rifles for the turning point; Can select one extra equipment option
- Ratling Battlemutt — Interrupts when an enemy moves or sets up nearby: Ratlings within 6" and within 2" of that enemy get a free Dash or Fall Back (max 3"); Melee only, no Shoot
- Bullgryn — 16 wounds. Brute: Conceal order cannot use Light terrain for cover; Slabshield: 3+ save. Brute shield: each block cancels two successes in melee; Shock power maul or Blast 2" grenadier gauntlet
- Ogryn — 16 wounds. Brute: same as Bullgryn; On Charge: inflicts D3+1 damage before fighting
- Ratling Big Shot — Tankstopper rifle: Piercing 1, Devastating 4 + Severe when stationary
- Ratling Bomber — Tripwires placed in their territory before battle: -1 APL and ends your action on trigger; Their mines deal 2D3+3 damage. Friendly Ratlings ignore mine effects; Explosive arsenal: 3" range, Blast 1", Saturate, Piercing 1 (Limited 1)
- Ratling Hardbit — Can Charge from Conceal order (gains Brutal and +1 Atk on knife); When retaliating near terrain: resolves first attack dice (defender strikes first)
- Ratling Raider — 1 AP: teleports to a point on terrain within 6" then sets up within 6" of it (treated as Reposition); Climbing up costs only 2" vertical distance. Silent suppressed rifle
- Ratling Sneak — 1 AP: enemies can't be obscured when this operative shoots + gains Lethal 5+ on stationary profile; Has its own Evade (free Dash once per TP after any enemy action). Cannot use Scarper
- Ratling Spotter — 1 AP: friendlies within 3" gain Seek Light and ignore obscured vs a spotted enemy
- Ratling Stashmaster — Mission actions cost 1 less AP (once per activation); Extra Ammo Cache marker if selected
- Ratling Vox-Thief — 1 AP: +1 APL to a friendly within 6"