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GFF - Ratmen Clans v2.

50
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
Intro the descendants of the original test subjects continued to grow
in size and intelligence. The resulting species had become fully
Ratmen Clans are humanoid rats, originally created as an sapient and gradually emerged to greet their creators as equals.
accidental byproduct of advanced genetic science. Lacking the The humans who created them, however, viewed them with
organization and skill of other factions, Ratmen clans use their horror and revulsion, and the Ratmen were driven into hiding as
vast numbers and a variety of weapons to defeat their foes. Humanity hunted them as vermin and failed test subjects.
As Ratmen emerged to their creators as sentient beings, they The Ratmen soon decided to flee off world rather than risk
were greeted with fear and violence, and they were forced into a destruction if they were discovered. They began to raid less
life of hiding and scavenging until they could flee their home defended ships and scrap heaps in order to slowly assemble a
world. Now that they finally found safety on secluded and fleet. Yet before they left, the Ratmen agreed that they could not
abandoned worlds, where their numbers rapidly grew, they seek escape and leave the other rats to their fate. Together, the
to help others even as many in Sirius still view them as vermin. Ratmen launched a raid on the laboratories where they were
created, and despite heavy casualties, they escaped with the
About OPR surviving test subjects.
OPR (www.onepagerules.com) is the home of many free games The fleeing Ratmen fleet found a remote and uninhabited
which are designed to be fast to learn and easy to play. system, where they could build a new home for themselves.
Some decided to stay there and remain hidden from the Battle
This project was made by gamers for gamers and it can only Brothers and those like them. Others decided that they no
exist thanks to the support of our awesome community. longer wished to hide from the galaxy. Instead, these Ratmen
formed into family-run clans on their ships and began to explore
If you’d like to support the continued development of our games the stars.
you can donate on patreon.com/onepagerules. As the Ratman clans encountered other factions, they began to
Thank you for playing! recognize their own former plight in those oppressed or
imprisoned by other factions. The Clans use their skills to help
others escape, or otherwise sabotage those they view as
oppressors, and some factions have come to view them as foes
and vermin, to be actively sought out for destruction.
How will you survive in a sector that views you as vermin?

Gaetano Ferrara
Brandon Gillam
Created by:

Illustrations:

1
GFF - Ratmen Clans v2.50
Name [size] Qua Def Equipment Special Rules Upgrades Cost
Clan Leader [1] 5+ 5+ Carbine (18”, A2), CCW (A1) Hero, Tough(3) A, B 25pts
Elite Champion [1] 4+ 4+ Heavy Carbine (18”, A2, AP(1)), CCW (A1) Fearless, Hero, Tough(3) B, C 45pts
Crawler [1] 5+ 5+ Carbine (18”, A2), CCW (A1) - A, D 15pts
Saboteur [1] 5+ 5+ Pistol (12”, A1), CCW (A2) Scout, Stealth, Strider E 15pts
Rat Swarm [1] 6+ 6+ Swarm Attack (A3, Poison) Strider, Tough(3) - 20pts
Specialist [1] 5+ 5+ Plasma Rifle (24”, A1, AP(4)), CCW (A1) Relentless F 20pts
Elite [1] 4+ 4+ Heavy Carbine (18”, A2, AP(1)), CCW (A1) Fearless C, G 25pts
Stalkers [3] 5+ 5+ Pistols (12”, A1), CCWs (A2) - H 35pts
Rat Ogre [1] 4+ 3+ Twin Combat Drill (A4, AP(1), Rending) Furious, Tough(3) I 55pts
A Replace Carbine and CCW:
Pistol (12", A1), CCW (A2) free Lead from Behind: Special Rules
Replace Pistol: Whenever a friendly unit
Shred Pistol (6”, A3, Rending) +5pts of its models and then alltest,
within 12” fails a morale you must kill one
friendly units within
Flamethrower Pistol (6”, A6) +5pts 12” of the killed model automatically pass
Replace CCW: morale tests until the end of the round.
Energy Gauntlet (A1, Blast(3)) +5pts Piper's Calling: this model and all friendly units
Combat Drill (A2, AP(1), Rending) +5pts
Combat Saw (A1, AP(2), Deadly(3)) +10pts that activate within 12” get +1 attack in melee
Heavy Claw (A2, AP(4)) +10pts when charging.
Repair: Once per activation, if within 2” of a unit
B Upgrade with one: with Tough, roll one die. On a 2+ you may repair
Piper (Piper's Calling) +15pts D3 wounds from the target.
Shaman (Psychic(1)) +25pts Safety in Numbers: Once per activation, pick 2
Mechanic (Repair) +25pts friendly units within 12”. Those units, and all
Commander (Lead from Behind) +30pts friendly units within 6" get +1 to their next
Banner Bearer (Safety in Numbers) +30pts morale test roll.
C Replace Heavy Carbine and CCW: Psychic Spells
Plasma Pistol (12", A1, AP(4)), CCW (A2) free Cracks (7+): Target enemy unit within 6” takes 3
Replace CCW:
Combat Drill (A2, AP(1), Rending) +5pts hits with AP(2).
Heavy Claw (A2, AP(4)) +10pts Poison(7+):
Filth Target 2 friendly units within 6” get
next time they fight in melee.
D Replace any Carbine: Lightning (8+): Target enemy unit within 6"
Flamethrower (12”, A6) +5pts takes 1 hit with AP(4) and Deadly(3).
Rocket Launcher +5pts Sickness (8+): Target 2 enemy units within 18”
get -1 to hit next time they shoot.
(18”, A1, AP(2), Deadly(3))
Shred Rifle (18”, A3, Rending) +5pts Frenzy (9+): Target 2 friendly units within 6” get
Plasma Rifle (24”, A1, AP(4)) +5pts +3" next time they Advance, or +6" next time
Heavy Machinegun (30", A3, AP(1)) +15pts they Charge/Rush.
E Replace Pistol: Pestilence (9+): Target enemy unit within 6”
Shotguns (12”, A2, AP(1)) +5pts rolls
hit
as many dice as models in it, and takes 1
for each 2+ rolled.
Carbines (18”, A2) +5pts
F Replace any Plasma Rifle:
Flamethrower (12", A6) +5pts
Rocket Launcher +5pts
(18”, A1, AP(2), Deadly(3))
Shred Rifle (18”, A3, Rending) +5pts
Heavy Machinegun (30", A3, AP(1)) +10pts
Replace CCW:
Combat Drills (A1, AP(1), Rending) +5pts
G Replace any Heavy Carbine:
Flamethrower (12”, A6) +5pts
Shred Rifle (18”, A3, Rending) +5pts
Plasma Rifle (24”, A1, AP(4)) +5pts
Rocket Launcher +10pts
(18”, A1, AP(2), Deadly(3))
Replace CCW:
Combat Drills (A1, AP(1), Rending) +5pts
H Replace one Pistols:
Plasma Pistol (12”, A1, AP(4)) +5pts
Flamethrower (12”, A6) +10pts
Replace one CCWs:
Energy Gauntlet (A1, Blast(3)) +5pts
Combat Drill (A2, AP(1), Rending) +5pts
Combat Saw (A1, AP(2), Deadly(3)) +5pts
Heavy Claw (A2, AP(4)) +5pts
I Replace any Twin Combat Drill:
Flamer (12", A6),  +10pts
Combat Drill (A2, AP(1), Rending)

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