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Imperium

Ratlings

Security/Infiltration

Though less resilient than their baseline Human comrades, Ratlings are naturally excellent shots. It is said that Ratling marksmen can take the head off a Heretic from over a kilometre away. Coupled with their knack for staying out of harm's way, this makes Ratlings formidable snipers who can exact a withering toll upon superior enemy forces.

Faction Rules

Scarper

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 finish that move within 3" of an enemy operative unless it is not visible to every enemy operative when it finishes 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.

Operatives

Strategic Ploys

Crack Shots

Whenever a friendly RATLING operative is shooting an enemy operative more than 6" from it, if that friendly operative has not performed the Charge, Fall Back, or Reposition action during the activation,

or it is a counteraction, its rifle (if any) has the Balanced weapon rule.

Note that operative is not restricted from performing those actions after shooting.

Frontline Assault

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

Shifty

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. Vantage terrain) except being within 2".

Sniper Positions

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.

Firefight Ploys

Larcenous

Use this Firefight Ploy during a friendly RATLING operative's activation (excluding OGRYN or BULLGRYN).

Until the end of that activation, that operative does not 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 Control Range of it does not prevent it from doing so.

Shoot And Hide

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

Survival Instincts

Use this Firefight Ploy when an enemy operative is shooting or fighting a friendly RATLING operative (excluding OGRYN or BULLGRYN) and you are allocating a die to block.

If it is a normal success, it can block one unresolved critical success;

if it is a critical success, it can block two unresolved successes (normal or critical).

Sharpshot

Use this Firefight Ploy when a friendly RATLING operative if performing the Shoot action with a rifle and you are selecting a valid target.

Having other friendly RATLING operatives within an enemy operative's Control Range does not prevent that enemy operative from being selected.

Equipment

Purloined Rations

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 do, improve the Hit stat of its rifle by 1 until the end of that sequence.

Lucky Round

Once per Turning Point, whenever a friendly RATLING operative is shooting with a rifle and you've rolled your Attack dice, you can use this rule.

If you do, that weapon has the Severe weapon rule for that sequence.

Stolen Goods

At the end of the Select Operatives step, roll 1D3. If the result is:

  • 1, you lose 1 CP
  • 2, you gain 1 CP
  • 3, your opponent loses 1CP

Improvised Armour

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

Ammo Cache (x1)

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 is not yours, or if that marker has been used this turning point.

Razor Wire (x1)

Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".

Comms Device (x1)

Before the battle, you can set up one of your Comms Device markers wholly within your territory.

While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives

(e.g. ‘select one friendly operative within 6"’ would be 9" instead).

Note that you cannot benefit from your opponent's Comms Device markers.

Mines (x1)

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.

Light Barricades (x2)

Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Heavy Barricade (x1)

A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Ladders (x2)

Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:

  • Wholly within your territory.
  • Upright against terrain that’s at least 2" tall.
  • More than 2" from other equipment terrain features.
  • More than 1" from doors and access points.

Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.

Portable Barricade (x1)

A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed.

Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.

Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).

Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet).

Operatives connected to the inside of it can perform the following unique action during the battle:

Move With Barricade1AP

The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).

Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of

other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.

This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.

Utility Grenade - Smoke (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

SMOKE GRENADE1AP

Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative,

or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa.

In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.

In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed

or at the end of the turning point (whichever comes first).

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Utility Grenade - Stun (x1/2)

When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun).

Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.

STUN GRENADE1AP

Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.

An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.

Explosive Grenade - Frag (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Frag Grenade44+2/4Rng 6", Blast 2", Saturate

Explosive Grenade - Krak (x1/2)

When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).

WeaponATKHITDMGSpecial
Krak Grenade44+4/5Rng 6", Piercing 1, Saturate

Breaching Charge

Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.

Building Your Roster

A RATLING KillTeam is composed of:

- 1 RATLING FIXER operative with one of the following options:  
  - Battle Rifle, Fists
  - Sniper Rifle, Fists
- 10 RATLING operatives selected from the following list:
  - BATTLEMUTT
  - BULLGRYN* with one from each of the following:
    - Grenadier Gauntlet or Power Maul
    - Brute Shield or Slabshield  
  - OGRYN*
  - BIG SHOT
  - BOMBER
  - HARDBIT
  - RAIDER
  - SNEAK
  - SNIPER
  - SPOTTER
  - STASHMASTER
  - VOX-THIEF

*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 ploy to cost you 0CP for the battle.  

Other than BULLGRYN, OGRYN, and SNIPER operatives, your KillTeam can only include each operative above once.