GFF - Ratmen Clans 3.4.1
GFF - Ratmen Clans 3.4.1
GFF - Ratmen Clans 3.4.1
BACKGROUND STORY
Soon after their arrival in Sirius, the Conduit’s followers turned to genetic
experimentation to adapt to the challenges of their new reality. Their
scientists began testing on the rodents who had stowed away in their fleet,
but they had to make due with their rather limited number of test subjects,
reusing them multiple times over a number of tests.
These test subjects began to grow, developing increased reaction time and
strength compared to typical rats. Some scientists began to report signs of
collaboration, tool use, and even communication among the rodents.
Rumours began to spread about subjects escaping the laboratories. These
reports were ignored and dismissed by superiors who were desperate for
further advances to be made to the Battle Brother gene-mods.
Feral colonies of rats began to form outside of the labs, where the
descendants of the original test subjects continued to grow in size and
intelligence. The resulting species had become fully sapient and gradually
emerged to greet their creators as equals. The humans who created them,
however, viewed them with horror and revulsion, and the Ratmen were
driven into hiding as Humanity hunted them as vermin and failed test
subjects.
The Ratmen soon decided to flee off world rather than risk destruction if
they were discovered. They began to raid less defended ships and scrap
heaps in order to slowly assemble a fleet. Yet before they left, the Ratmen
agreed that they could not escape and leave the other rats to their fate.
Together, the Ratmen launched a raid on the laboratories where they were
created, and despite heavy casualties, they escaped with the surviving test
subjects.
INTRO
Ratmen Clans are humanoid rats, originally created as an accidental The fleeing Ratmen fleet found a remote and uninhabited system, where
byproduct of advanced genetic science. Lacking the organization and skill of they could build a new home for themselves. Some decided to stay there
other factions, Ratmen clans use their vast numbers and a variety of and remain hidden from the Battle Brothers and those like them. Others
weapons to defeat their foes. decided that they no longer wished to hide from the galaxy. Instead, these
Ratmen formed into family-run clans on their ships and began to explore the
stars.
As Ratmen emerged to their creators as sentient beings, they were greeted
with fear and violence, and they were forced into a life of hiding and
scavenging until they could flee their home world. Now that they finally As the Ratman clans encountered other factions, they began to recognize
found safety on secluded and abandoned worlds, where their numbers their own former plight in those oppressed or imprisoned by other factions.
rapidly grew, they seek to help others even as many in Sirius still view them The Clans use their skills to help others escape, or otherwise sabotage those
as vermin. they view as oppressors, and some factions have come to view them as foes
and vermin, to be actively sought out for destruction.
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GFF - RATMEN CLANS V3.4.1
SPECIAL RULES
Lead from Behind: Whenever a friendly unit within
12" fails a morale test, it counts as passed instead.
Then, roll as many dice as the number of wounds it
would take to check for wound effects, and for
each result of 1-3 the unit takes one wound, which
can't be ignored.
Piper's Calling: This model and up to 3 friendly
units that are within 12” at the beginning of the
round get Furious. If they already had Furious, they
get extra hits from Furious on unmodified rolls of 5-
6 to hit instead. This effect lasts until the end of the
round.
Repair: Once per this model's activation, before
attacking, if within 2" of a model with Tough, roll
one die. On a 2+ you may remove D3 wounds from
that model.
Safety in Numbers: Once per this unit's activation,
pick up to 5 friendly units within 12", which get +1
to their next morale test roll.
SPELLS
Filth (1): Target 4 friendly units within 12" get
Poison next time they fight in melee.
Cracks (1): Target enemy unit within 12" takes 1 hit
with AP(2).
Sickness (2): Target 4 enemy units within 18" get -1
to hit rolls next time they shoot.
Lightning (2): Target enemy unit within 12" takes 1
hit with AP(2) and Deadly(3).
Frenzy (3): Target 4 friendly units within 12" get +3"
next time they Advance, or +6" next time they
Rush/Charge.
Pestilence (3): Target enemy unit within 18” takes 2
hits with Blast(3).
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GFF - RATMEN CLANS V3.4.1