Rodent Raiders


Humans were not the only species from earth to colonize space. As soon as commercial freighters started to travel between worlds, wild Rats spread amongst the stars. At some point in history these rats mutated and became sentient beings. Now they have built a society from the scavenged remains of other races.

Each infantry unit below gives you points cost and unit structure to field the “Rodent Raiders” faction. To determine the points cost of A squad, add together the costs of individual troopers that will be in your unit (ensuring you follow the structure rules).

Rattus Maximus

Some rodents never stop growing, usually the biggest and meanest populate the ranks of the nightmares, but some keep growing and eventually become larger than the largest man. These brutes become hero's in their own right and dominate the battlefield, inspiring fear and awe in equal measure.


Weapon Ra DM FE AP Misc Points
Blaster Pistol 4" / 4" 4 0 0 +1 to close assaults 59

Notes

Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Assault Troops: +2 to all Close Assaults.
Hero: This trait may only be taken by a Character or Psionic. Heroes always Shoot individually, even when attached to another unit. When firing at close range, they may choose the target figure. They are also Fearless, Shock Troops. Non-heroes suffer a -2 penalty to Fire Effect when firing at a Hero.
Resilient (2): Gain 2 wounds, each "wound" looses one point, each "kill" looses two
Unstable Technology: These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Total Points: 59

Rattus Sneakumus

Some ratkin prove they are cunning and dangerous enough to lead and manage to bite, scratch and claw their way into leadership positions. These individuals are often faster, sneakier and more dangerous than any standard scavenger!


Weapon Ra DM FE AP Misc Points
Blaster Pistol 4" / 4" 4 0 0 +1 to close assaults 38

Notes

Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Elusive: Once per turn, when an elusive unit is fired upon, they may fall back 4” before shooting is resolved. Measure range and calculate terrain benefits from their new location. If Line of Sight is lost, the shooting unit is free to select another target.
Fast: +2" base movement rate.
Shock Troops: Shock Troops add +1 to all Close Assaults.
Stealth: A unit with this ability always succeeds when it goes into hiding (see Hidden Movement). There is no die roll required.
Unstable Technology: These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Total Points: 38

Scavengers

Scavengers are the basic troops of the Rat people. They are found commonly throughout the galaxy wherever the chance of aquiring valuable technology is high.

Structure: Must have a Leader or Experienced Leader, may have one Specialist per 5 other troops

Squad Size: 6 - 15 troops


Member Weapon Ra DM FE AP Notes Points
Leader Blaster 3" / 9" 4 0 0 Regular Leader 6
Leader Blaster 3" / 9" 4 0 0 Experienced Leader 10
Scavenger Blaster 3" / 9" 4 0 0 6
Flamer Flamethrower 3" / 3" 2 0 2 +1D6 to fire effect, +1 to close assaults 7

Notes

Agile: Agile units ignore movement penalties when crossing Difficult Terrain.
Fast: +2" base movement rate.
Slick: A slick model may only be engaged by 2 opponents in close combat. Thus against a unit of 5 models with this trait, you could not count more than 10 opponents for assault bonus and kill rolls.
Unstable Technology: These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Nightmares

The largest and most powerful raiders will work there way to the ranks of nightmares. These troops are specialists at punching holes in heavily armoured targets.

Structure: Must have a Leader or Experienced Leader, may take one Specialist.

Squad Size: 4 - 10 troops


Member Weapon Ra DM FE AP Notes Points
Leader Blaster Pistol 4" / 4" 4 0 0 Regular Leader, +1 to close assaults 10
Leader Blaster Pistol 4" / 4" 4 0 0 Experienced Leader, +1 to close assaults 14
Nightmare Blaster Pistol 4" / 4" 4 0 0 +1 to close assaults 10
Specialist Fusion Gun 4" / 8" 2 0 3 12
Specialist Flamethrower 4" / 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 12

Notes

Fast: +2" base movement rate.
Shock Troops: Shock Troops add +1 to all Close Assaults.
Tank Hunter: Squads with this trait are equipped with special explosives used to deal with enemy armoured vehicles. They gain +1 to their Nerves Check and a +2 mod when Close Assaulting vehicles.
Unstable Technology: These troops make use of weapons and equipment that may be powerful or advanced, but have also not been thoroughly tested. They may be prototypes or something jerry rigged but whatever the case there is a chance something will go wrong!

Every time a unit with this trait rolls a 1 on a fire effect dice it takes a hit with a damage equal to the standard weapon. Resolve this hit in the usual fashion.

NOTE: if a squad rolls 2 1's on their fire effect dice they receive 2 hits.

Bohemeth Rat

If the need for heavier weapons exist, the raiders will often rely on the bohemeth rats, enormous lumbering rodents with cannons strapped to their backs.

Crew: 1


Weapon Ra DM FE AP Misc Points
None 4" / " 0 0 0
Cannon - Light 4" 3 0 0 Blast 3 29
Auto Cannon - Light 4" 5 1 0 29
Mounted Flamethrower 4" 2 0 2 +1D6 to fire effect, +1 to close assaults 21

Notes

Huge: Huge units can be squads, Characters or Psionics and may be equipped with heavy weapons and fire them while moving, but suffer a -2 penalty to fire effect.

In close assault, a huge model rolls 4 kill rolls. If the opposing unit fails to destroy the huge model, it must fall back, even if it won the assault.

Furthermore, while being shot at by any weapons without an AP score, a huge model must receive at least two hits in the same volley of fire to be wounded.

Huge models do not receive any benefits of cover.

Gyro Runners

The raiders live fast and die quick, but for some this lifestyle is not fast enough! These rodents take to manning lightning fast gyro wheels that speed around the battlefield and can cause serious chaos (if they survive)

Type: Light Transport


Weapon Ra DM FE AP Misc Points
Heavy MG 3" 4 2 0

Total Points: 27

Weapons Waggon

The raiders don't generally field large numbers of vehicles, their natural speed and agility tend to not require it. If they do they are usually for specific purposes, which, in this case is the manoeuvring of very large guns!

Type: Light Transport
Crew: 1


Weapon Ra DM FE AP Misc Points
Cannon - Heavy 3" 3 3 2 Infantry automatically pinned, Blast 5

Notes

Slow: The vehicle suffers a -2" penalty to Cautious and Standard movement rates.

Total Points: 32

Ball of Chittering Madness

Another common vehicle found in raider forces fills the roll of troop transport. This odd vehicle resembles a giant sphere and makes use of surprisingly advanced gyroscopic technology to allow the insides to remain level while heavily armoured exterior rolls flat anything that gets in its way!

Type: APC
Crew: 1
Capacity: 10


Weapon Ra DM FE AP Misc Points
Mounted Flamethrower 3" 2 0 2 +1D6 to fire effect, +1 to close assaults

Notes

Under-Powered: The vehicle suffers a -4" penalty to Cautious and Standard movement rates.

Total Points: 91

Back to Top