Ratmen Skirmish 250pts
Ratmen Skirmish 250pts
Ratmen Skirmish 250pts
Ratmen • 250pts
Champion [1] - 55pts Sniper [1] - 30pts
Bow 24" A1 - -
Special Rules
AP: Targets get -X to Defense rolls when blocking hits. Rending: Wounds can’t be regenerated, and unmodified results of 6 to hit count
Blast: Each attack ignores cover and multiplies hits by X, but can’t deal more as having AP(4).
than one hit per model. Must split all hits evenly among enemy models within Scout: This model may be deployed after all other units, and may then move by
3” of a single model (target picks how). up to 12”, ignoring terrain. If both players have Scout, roll-off to see who goes
Deadly: Assign each wound to one model, and multiply it by X. Hits from Deadly first, and alternate deploying units.
must be resolved first, and these wounds don't carry over to other models if the Slow: Moves -2” when using Advance, and -4” when using Rush/Charge.
target is killed. Smoke Bombs: Enemies get -1 to hit when attacking units where all models
Defense: Gets +X to Defense rolls. have this rule.
Furious: When charging, hits from unmodified rolls of 6 are multiplied by 2 Stealth: Enemies get -1 to hit rolls when shooting at units where all models
(only the original hit counts as a 6). have this rule from over 9" away.
Hero: Friendly units within 12” may take morale tests using the hero’s Quality Strider: May ignore the effects of difficult terrain when moving, and only needs
and special rules, as long as it isn’t Stunned. 2+ to pass jumping rolls.
Poison: Wounds can’t be regenerated, and must re-roll unmodified Defense Tough: This model only rolls to see what happens from wounds once it has
rolls of 6 when blocking hits. taken at least X wounds, and is only Knocked Out on rolls of 5+X or more. When
Reliable: Attacks at Quality 2+. Stunned and hit by shooting or charged, this model takes 1 wound instead of
being Knocked Out, unless it already has X or more wounds.
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