Ratlings

A Ratling kill team is unlike most others. Its operatives are small in stature (most of them anyway), but big in personality. In a fair fight, they’ll be overpowered by those bigger than them, so they must use sneaky and cunning tricks to win

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  Ratlings
  RatlingsFaction31.1April 2025

FAQ

Ratlings

Q:Can you clarify what the Team Selection page means when saying ‘Up to three times, instead of selecting one of these operatives, you can select one RATLING ploy to cost you 0CP for the battle’ in reference to BULLGRYN and OGRYN operatives?
A:
A RATLING kill team always consists of one FIXER and ten additional operatives. Up to three of those additional operatives can be BULLGRYN or OGRYN. For each of those three that is not, you select a different RATLING operative and one ploy to cost you 0CP for the battle.
Q:Can you clarify what ‘you cannot use this rule after consecutive enemy activations’ means in the Scarper rule?
A:
After each enemy operative’s activation, there is a possible opportunity to use Scarper. Whenever you use one of these opportunities to perform a free Dash action with a friendly operative, you must pass on your next opportunity to do so.
Archetype: Security / Infiltration

Ratlings Kill Team

Operatives


Other than BULLGRYN, OGRYN and SNIPER operatives, your kill team can only include each operative on this list once.

*You cannot select more than three of these operatives combined. Up to three times, instead of selecting one of these operatives, you can select one RATLING operative to cost you 0CP for the battle.

Some RATLING rules refer to a ‘rifle’. This is a ranged weapon that includes ‘rifle’ in its name, e.g. tankstopper rifle, all profiles of a sniper rifle, etc.


Marker/Token Guide

Target Designation token

Spot token

Scarper token

Early Warning token

Explosive Arsenal token

Evade token

Optics token

Tripwire marker

Lucky Round token

Purloined Rations token

Faction Rules

Scarper

Despite their small stature, Ratlings are fleet of foot, using their speed and agility to outpace and evade their foes.

After each enemy operative’s activation, before the next operative is activated, you can perform a free Dash action with one friendly RATLING operative (excluding BULLGRYN, OGRYN and SNEAK), but it cannot end that move within 3" of an enemy operative unless it’s not visible to every enemy operative when it ends that move.

Each friendly operative can only do this once per turning point, and cannot do so after the final activation of the turning point. You cannot use this rule after consecutive enemy activations during the same turning point (in other words, after using this rule, you must skip the next opportunity during that turning point before you can use it again).

Strategy Ploys

SNIPER POSITIONS

Ratlings spend hours or even days selecting vantage points, ensuring that any position they take affords them effective cover and clear sight lines from which to pick off the advancing foe.

Whenever a friendly RATLING operative is more than 6" from enemy operatives and has Heavy terrain within its control range, the stationary profile of its rifle (if any) has the Silent weapon rule.
SHIFTY

Small of stature and well used to hiding from larger foes, Ratlings use terrain and shadow to their advantage.

Whenever a friendly RATLING operative (excluding OGRYN or BULLGRYN) has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
CRACK SHOTS

It is said that a Ratling can put a bullet through an opponent’s eye socket from more than a thousand yards away.

Whenever a friendly RATLING operative is shooting an enemy operative more than 6" from it, if that friendly operative hasn’t performed the Charge, Fall Back or Reposition action during the activation, or if it’s a counteraction, its rifle (if any) has the Balanced weapon rule. Note that operative isn’t restricted from performing those actions after shooting.
FRONTLINE ASSAULT

Ogryns are brutish, muscular soldiers who are most effective when deployed as close combat troops.

Whenever a friendly RATLING BULLGRYN or friendly RATLING OGRYN operative within your opponent’s territory or within 3" of an objective marker is shooting, fighting or retaliating, its weapons have the Balanced weapon rule.

Firefight Ploys

SURVIVAL INSTINCTS

Lacking physical strength and fortitude, Ratlings rely upon their reflexes and natural instincts to save themselves from harm.

Use this firefight ploy when an enemy operative is shooting against or fighting against a friendly RATLING operative (excluding OGRYN or BULLGRYN) and you’re allocating a dice to block. If it’s a normal success, it can block one unresolved critical success; if it’s a critical success, it can block two unresolved successes (normal or critical).
LARCENOUS

Their diminutive size and gift for stealth makes Ratlings naturally skilled thieves.

Use this firefight ploy during a friendly RATLING operative’s activation (excluding OGRYN or BULLGRYN). Until the end of that activation, that operative doesn’t have to control a marker to perform the Pick Up Marker or mission actions that usually require this (taking precedence over that action’s conditions – it only needs to contest the marker), and having an enemy operative within its control range doesn’t prevent it from doing so.
SHARPSHOT

Ratlings can pick out enemies in the thick of even the most chaotic battles. Many soldiers have been saved from certain death by their precise fire.

Use this firefight ploy when a friendly RATLING operative is performing the Shoot action with a rifle and you’re selecting a valid target. Having other friendly RATLING operatives within an enemy operative’s control range doesn’t prevent that enemy operative from being selected.
SHOOT AND HIDE

A sniper is vulnerable once their position has been detected, thus Ratling sharpshooters are constantly sneaking away.

Use this firefight ploy after a friendly RATLING operative that has an Engage order performs the Shoot action with a rifle. If it’s more than 3" from enemy operatives, or not visible to every enemy operative, you can change its order to Conceal.

Faction Equipment

PURLOINED RATIONS

Ratlings have a well-earned reputation for greed. No field kitchen is safe from their thieving hands. It is not uncommon for a Ratling to settle a rumbling belly with a link of freshly liberated protein reconstitution prior to firing a killing shot.

Once per turning point, when a friendly RATLING operative (excluding BATTLEMUTT, BULLGRYN and OGRYN) is activated, you can use this rule. If you do, until the end of that activation, improve the Hit stat of its rifle (if any) by 1.
STOLEN GOODS

Ratlings are notoriously light-fingered, capable of seizing intel and equipment from under the noses of their foes.

At the end of the Select Operatives step, roll one D3. If the result is:
  • 1, you lose 1CP.
  • 2, you gain 1CP.
  • 3, your opponent loses 1CP.
LUCKY ROUND

Superstitious by nature, many Ratlings hold back a lucky round with which to target a large or power ful foe, kill an enemy that’s wronged them, or make a particularly tricky shot.

Once per turning point, when a friendly RATLING operative is shooting with a rifle and you’ve rolled your attack dice, you can use this rule if you haven’t used the Purloined Rations equipment this activation. If you do, that weapon has the Severe weapon rule until the end of that sequence.
IMPROVISED ARMOUR

Such is the size of Ogryns that precious little standard-issue armour fits their bulky frames. Most are outfitted instead with makeshift plates forged from thick armour and tank tracks ripped from destroyed vehicles.

Whenever an operative is shooting a friendly RATLING BULLGRYN or friendly RATLING OGRYN operative, defence dice results of 5+ are critical successes.

Datacards


Ratling Fixer

Appointed by their squadmates, Fixers are the leaders of Ratling kill teams. Whilst they are as skilled with a rifle as any fellow Ratling, they possess the raw cunning to deploy and command their diminutive troops to best effect.

Ratling Fixer

Appointed by their squadmates, Fixers are the leaders of Ratling kill teams. Whilst they are as skilled with a rifle as any fellow Ratling, they possess the raw cunning to deploy and command their diminutive troops to best effect.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
7
 
NAME
ATK
HIT
DMG
WR
Battle rifle
Battle rifle
4
2+
3/4
-
Sniper rifle (mobile)
Sniper rifle (mobile)
4
3+
3/4
-
Sniper rifle (stationary)
Sniper rifle (stationary)
4
2+
3/3
Devastating 3, HeavyDevastating 3, Heavy
Fists
Fists
3
5+
1/2
-
Munitorum Contacts: You can select one additional equipment option.
Target Designation: STRATEGIC GAMBIT. Select one enemy operative visible to this operative. Until the end of the turning point, whenever a friendly RATLING operative is shooting that enemy operative with a rifle, that weapon has the Lethal 5+ weapon rule.
RATLING, IMPERIUM, ASTRA MILITARUM, LEADER, FIXER
⌀25mm


Ratling Battlemutt

Battlemutts are predominantly utilised as sentries, their keen senses enabling them to detect enemies and alert their Ratling masters. The harnesses worn by Battlemutts allow them to also serve a secondary role as ammunition and supply bearers.

Ratling Battlemutt

Battlemutts are predominantly utilised as sentries, their keen senses enabling them to detect enemies and alert their Ratling masters. The harnesses worn by Battlemutts allow them to also serve a secondary role as ammunition and supply bearers.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
4
 
NAME
ATK
HIT
DMG
WR
Bite
Bite
4
3+
2/4
-
Early Warning: Once per turning point, after an enemy operative performs an action in which it moves, you can interrupt that activation/counteraction to use this rule. If you do, each friendly RATLING operative (excluding OGRYN and BULLGRYN) within 6" of this operative and within 2" of that enemy operative can immediately perform a free Dash or Fall Back action in an order of your choice (choose separately for each), but it cannot move more than 3" during that action. In either case, each one cannot end that move within 2" of an enemy operative unless it’s not visible to every enemy operative when it ends that move (if this isn’t possible for an operative, it cannot move).
Beast: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight and Reposition. It cannot use any weapons that aren’t on its datacard.
RATLING, IMPERIUM, ASTRA MILITARUM, BATTLEMUTT
⌀25mm


Bullgryn

Particularly obstinate and resilient Ogryns are selected to serve as Bullgryns. They are outfitted with thick armour, heavy shields and brutal melee weapons, enabling them to bludgeon their foes to death in the thick of combat.

Bullgryn

Particularly obstinate and resilient Ogryns are selected to serve as Bullgryns. They are outfitted with thick armour, heavy shields and brutal melee weapons, enabling them to bludgeon their foes to death in the thick of combat.

APL
2
MOVE
6"
SAVE
4+
WOUNDS
16
 
NAME
ATK
HIT
DMG
WR
Grenadier gauntlet
Grenadier gauntlet
4
4+
3/5
Blast 2"Blast 2"
Power maul
Power maul
4
3+
4/6
ShockShock
Brute shield
Brute shield
4
3+
3/4
-
Slabshield
Slabshield
4
4+
3/4
-
Shield: If this operative has a slabshield, it has a 3+ Save stat; if it has a brute shield, whenever it’s fighting or retaliating, each of your blocks can be allocated to block two unresolved successes (instead of one).
Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).
Slow-witted: You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions (excluding Operate Hatch).
RATLING, IMPERIUM, ASTRA MILITARUM, BULLGRYN
⌀40mm


Ogryn

Burly abhumans originating from high-gravity planets, Ogryns are occasionally fielded alongside Ratlings. These hulking soldiers view Ratlings as their ‘little mates’, and are extremely protective of them.

Ogryn

Burly abhumans originating from high-gravity planets, Ogryns are occasionally fielded alongside Ratlings. These hulking soldiers view Ratlings as their ‘little mates’, and are extremely protective of them.

APL
2
MOVE
6"
SAVE
5+
WOUNDS
16
 
NAME
ATK
HIT
DMG
WR
Ripper gun
Ripper gun
4
3+
4/5
Range 8", PunishingRange 8", Punishing
Bayonet
Bayonet
4
3+
4/5
-
Bayonet Charge: Whenever this operative finishes moving during the Charge action, you can inflict D3+1 damage on one enemy operative within its control range.
Brute: Whenever your opponent is selecting a valid target, if this operative has a Conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it’s visible), it doesn’t remove its cover save (if any).
Slow-witted: You must spend 1 additional AP for this operative to perform the Pick Up Marker and mission actions (excluding Operate Hatch).
RATLING, IMPERIUM, ASTRA MILITARUM, OGRYN
⌀40mm


Ratling Big Shot

Some Ratlings prefer to hunt bigger prey. Big Shots utilise weapons known as tankstopper rifles. These guns are jury-rigged with an array of purloined or repurposed power packs and weapon components that enable them to pierce heavy armour.

Ratling Big Shot

Some Ratlings prefer to hunt bigger prey. Big Shots utilise weapons known as tankstopper rifles. These guns are jury-rigged with an array of purloined or repurposed power packs and weapon components that enable them to pierce heavy armour.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
6
 
NAME
ATK
HIT
DMG
WR
Tankstopper rifle (mobile)
Tankstopper rifle (mobile)
4
3+
4/4
Devastating 1, Heavy (Dash only), Piercing 1Devastating 1, Heavy (Dash only), Piercing 1
Tankstopper rifle (stationary)
Tankstopper rifle (stationary)
4
2+
4/2
Devastating 4, Heavy, Piercing 1, SevereDevastating 4, Heavy, Piercing 1, Severe
Fists
Fists
3
5+
1/2
-
RATLING, IMPERIUM, ASTRA MILITARUM, BIG SHOT
⌀28mm


Ratling Bomber

Some Ratlings have been known to develop a knack for tinkering with explosives. These self-taught sappers use tripwires, mines and remote explosives to confound any enemies attempting to outflank or infiltrate the Ratlings’ positions.

Ratling Bomber

Some Ratlings have been known to develop a knack for tinkering with explosives. These self-taught sappers use tripwires, mines and remote explosives to confound any enemies attempting to outflank or infiltrate the Ratlings’ positions.

APL
2
MOVE
5"
SAVE
4+
WOUNDS
6
 
NAME
ATK
HIT
DMG
WR
Explosive arsenal
Explosive arsenal
5
3+
4/5
Range 3", Blast 1", Heavy (Reposition only), Limited 1, Piercing 1, SaturateRange 3", Blast 1", Heavy (Reposition only), Limited 1, Piercing 1, Saturate
Sniper rifle (mobile)
Sniper rifle (mobile)
4
4+
3/4
-
Sniper rifle (stationary)
Sniper rifle (stationary)
4
3+
3/3
Devastating 3, HeavyDevastating 3, Heavy
Bionic arm
Bionic arm
3
5+
3/4
-
Tripwire: When setting up equipment before the battle, you can set up to two of your Tripwire markers up wholly within your territory and more than 2" from other markers, access points and Accessible terrain. The first time that marker is within an enemy operative’s control range, remove that marker, subtract 1 from that operative’s APL stat until the end of its next activation and end its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so.
Mine: Mines you select from universal equipment inflict 2D3+3 damage instead, and friendly RATLING operatives (excluding OGRYN and BULLGRYN) are ignored for your mines’ effects (i.e. they cannot trigger or take damage from them). This takes precedence over the normal mines rules.
RATLING, IMPERIUM, ASTRA MILITARUM, BOMBER
⌀25mm


Ratling Hardbit

The most grizzled and experienced Ratlings are known by their kin as Hardbits. These warriors have often survived multiple deployments and learned to handle themselves in close combat as well as at extreme range.

Ratling Hardbit

The most grizzled and experienced Ratlings are known by their kin as Hardbits. These warriors have often survived multiple deployments and learned to handle themselves in close combat as well as at extreme range.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
6
 
NAME
ATK
HIT
DMG
WR
Battle rifle
Battle rifle
4
3+
3/4
-
Combat knife
Combat knife
3
3+
3/5
BalancedBalanced
Hunter: This operative can perform the Charge action while it has a Conceal order. If it does so during its activation, until the end of that activation, add 1 to the Atk stat of its combat knife and that melee weapon has the Brutal weapon rule.
Lie in Wait: Whenever this operative is retaliating while Light or Heavy terrain is within its control range, you resolve the first attack dice (i.e. defender instead of attacker).
RATLING, IMPERIUM, ASTRA MILITARUM, HARDBIT
⌀25mm


Ratling Raider

Raiders are equipped with grappling hook launchers and climbing gear, allowing them to swiftly ascend to locations to establish overwatch.

Ratling Raider

Raiders are equipped with grappling hook launchers and climbing gear, allowing them to swiftly ascend to locations to establish overwatch.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
6
 
NAME
ATK
HIT
DMG
WR
Suppressed sniper rifle (mobile)
Suppressed sniper rifle (mobile)
4
4+
3/4
SilentSilent
Suppressed sniper rifle (stationary)
Suppressed sniper rifle (stationary)
4
3+
3/3
Devastating 1, Heavy, SilentDevastating 1, Heavy, Silent
Dagger
Dagger
3
4+
2/3
-

SLINGSHOT1AP

Select a point on a terrain feature; that point must be visible to, within 6" horizontally of and higher than this operative. Remove this operative from the killzone and set it back up wholly within x+1" horizontally of that point, not within control range of enemy operatives, and with that point visible to it. X is that point’s height, rounded to the nearest inch (to a maximum of 5").

This action is treated as a Reposition action. This operative cannot perform this action while within control range of an enemy operative, or during an activation in which it performed the Charge, Fall Back or Shoot action (or vice versa).

Grappling Hook: Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically).
RATLING, IMPERIUM, ASTRA MILITARUM, RAIDER
⌀25mm


Ratling Sneak

Sneaks reach concealed positions before using their night vision goggles and suppressed rifles to detect and quietly eliminate key targets.

Ratling Sneak

Sneaks reach concealed positions before using their night vision goggles and suppressed rifles to detect and quietly eliminate key targets.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
6
 
NAME
ATK
HIT
DMG
WR
Suppressed sniper rifle (mobile)
Suppressed sniper rifle (mobile)
4
4+
3/4
SilentSilent
Suppressed sniper rifle (stationary)
Suppressed sniper rifle (stationary)
4
3+
3/3
Devastating 1, Heavy, SilentDevastating 1, Heavy, Silent
Fists
Fists
3
5+
1/2
-

OPTICS1AP

Until the start of this operative’s next activation, whenever it’s shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.
Evade: Once per turning point, after an enemy operative performs an action, you can interrupt that activation/counteraction to use this rule. If you do, this operative can immediately perform a free Dash action. Note this operative cannot use the Scarper faction rule (it has this rule instead).
RATLING, IMPERIUM, ASTRA MILITARUM, SNEAK
⌀25mm


Ratling Sniper

Whilst Ratlings are often underestimated by ally and foe alike, these marksmen are supremely deadly at long range.

Ratling Sniper

Whilst Ratlings are often underestimated by ally and foe alike, these marksmen are supremely deadly at long range.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
6
 
NAME
ATK
HIT
DMG
WR
Sniper rifle (mobile)
Sniper rifle (mobile)
4
3+
3/4
-
Sniper rifle (stationary)
Sniper rifle (stationary)
4
2+
3/3
Devastating 3, HeavyDevastating 3, Heavy
Fists
Fists
3
5+
1/2
-
RATLING, IMPERIUM, ASTRA MILITARUM, SNIPER
⌀25mm


Ratling Spotter

Ratling Spotters use magnoculars to detect targets and assist their squadmates in adjusting their aim when engaging distant foes.

Ratling Spotter

Ratling Spotters use magnoculars to detect targets and assist their squadmates in adjusting their aim when engaging distant foes.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
6
 
NAME
ATK
HIT
DMG
WR
Sniper rifle (mobile)
Sniper rifle (mobile)
4
4+
3/4
-
Sniper rifle (stationary)
Sniper rifle (stationary)
4
3+
3/3
Devastating 3, HeavyDevastating 3, Heavy
Fists
Fists
3
5+
1/2
-

SPOT1AP

SUPPORT. Select one enemy operative visible to this operative. Once during this turning point, when a friendly RATLING operative within 3" of this operative is shooting that enemy operative, you can use this effect. If you do:
  • That friendly operative’s ranged weapons have the Seek Light weapon rule.
  • That enemy operative cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.
RATLING, IMPERIUM, ASTRA MILITARUM, SPOTTER
⌀25mm


Ratling Stashmaster

A Ratling Stashmaster is responsible for stockpiling, carrying and distributing ammunition, supplies or even contraband.

Ratling Stashmaster

A Ratling Stashmaster is responsible for stockpiling, carrying and distributing ammunition, supplies or even contraband.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
6
 
NAME
ATK
HIT
DMG
WR
Sniper rifle (mobile)
Sniper rifle (mobile)
4
4+
3/4
-
Sniper rifle (stationary)
Sniper rifle (stationary)
4
3+
3/3
Devastating 3, HeavyDevastating 3, Heavy
Fists
Fists
3
5+
1/2
-
Light-fingered: Once during each of this operative’s activations, it can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP.
Well Stocked: If you select an Ammo Cache from universal equipment, you can set up an additional Ammo Cache marker.
RATLING, IMPERIUM, ASTRA MILITARUM, STASHMASTER
⌀25mm


Ratling Vox-Thief

Vox-thieves utilise listening devices to intercept enemy communications. These devices also function as midrange vox-casters.

Ratling Vox-Thief

Vox-thieves utilise listening devices to intercept enemy communications. These devices also function as midrange vox-casters.

APL
2
MOVE
5"
SAVE
5+
WOUNDS
6
 
NAME
ATK
HIT
DMG
WR
Sniper rifle (mobile)
Sniper rifle (mobile)
4
4+
3/4
-
Sniper rifle (stationary)
Sniper rifle (stationary)
4
3+
3/3
Devastating 3, HeavyDevastating 3, Heavy
Fists
Fists
3
5+
1/2
-

INTERCEPT COMMUNICATIONS1AP

SUPPORT. Select one other friendly RATLING operative visible to and within 6" of this operative. Until the end of its next activation, add 1 to that operative’s APL stat.

This operative cannot perform this action while within control range of an enemy operative.
RATLING, IMPERIUM, ASTRA MILITARUM, VOX-THIEF
⌀25mm

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Silent
An operative can perform the Shoot action with this weapon while it has a Conceal order.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than 2", or must be set up wholly within 2" if it’s removed and set up again, while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
Engage: The operative can perform actions as normal and can counteract.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Balanced
You can re-roll one of your attack dice.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. Any rules that take effect as a result of retaining a critical success (e.g. Devastating, Piercing Crits, etc.) still do.
Heavy
An operative cannot use this weapon in an activation or counteraction in which it moved, and it cannot move in an activation or counteraction in which it used this weapon. If the rule is Heavy (x only), where x is a move action, only that move is allowed, e.g. Heavy (Dash only). This weapon rule has no effect on preventing the Guard action.
Equipment
Equipment are additional rules you can select before the battle, as specified in your game sequence. Universal equipment can be selected for any kill team whereas faction equipment is specific. Each player cannot select each equipment option more than once per game.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.

The IMPERIUM keyword is used in the following Ratlings datacards:

• Ogryn

The ASTRA MILITARUM keyword is used in the following Ratlings datacards:

• Ogryn

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Shock
The first time you strike with a critical success in each sequence, also discard one of your opponent’s unresolved normal successes (or a critical success if there are none).

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.
Range x
Only operatives within x of the active operative can be valid targets, e.g. Range 9".
Punishing
If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
Limited x
After an operative uses this weapon a number of times in the battle equal to x, they no longer have it. If it’s used multiple times in one action (e.g. Blast), treat this as one use.
Saturate
The defender cannot retain cover saves.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
1X MINES

The battlefields of the 41st Millennium are plagued by myriad types of mine, from simple frag charges to monofilament web-snares and microplasma charges. Ultimately, all serve a similar, horrible purpose.

Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points and Accessible terrain. The first time that marker is within an operative’s control range, remove that marker and inflict D3+3 damage on that operative.
Brutal
Your opponent can only block with critical successes.
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").
Scarper

Despite their small stature, Ratlings are fleet of foot, using their speed and agility to outpace and evade their foes.

After each enemy operative’s activation, before the next operative is activated, you can perform a free Dash action with one friendly RATLING operative (excluding BULLGRYN, OGRYN and SNEAK), but it cannot end that move within 3" of an enemy operative unless it’s not visible to every enemy operative when it ends that move.

Each friendly operative can only do this once per turning point, and cannot do so after the final activation of the turning point. You cannot use this rule after consecutive enemy activations during the same turning point (in other words, after using this rule, you must skip the next opportunity during that turning point before you can use it again).

Place Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
1X AMMO CACHE

Whether stockpiles deliberately set out for warriors to access quickly, or the abandoned munitions of the slain, these caches can prove vital for a swift reload in the heat of battle.

Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle.

AMMO RESUPPLY0AP

One of your Ammo Cache markers the active operative controls is used during this turning point.

Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.

An operative cannot perform this action while within control range of an enemy operative, if that marker isn’t yours, or if that marker has been used this turning point.

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