Ogryns, Squats & Ratlings
Posted by Gold Bearer on Oct 22, 2016; 12:49am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Ogryns-Squats-Ratlings-tp7582051.html
OGRYNS
Bone-'ead, three Ogryns and one Bullgryn in the squad or Bone-'ead, three Ogryns and three Bullgryns if played using Mission dreadnought. Ogryns occupy four squars each (2x2), can't move diagonally and can't end their turn half way through a doorway. Order cards don't affect Bullgryns and the squads starts with one equipment card. Ogryns (including the Bone-'ead) start each mission with one Ripper Frag Grenade each or three each if played using Mission Dreadnought and can be thrown instead of their standard attack and attacks in the same way as a Missile Launcher except that the surrounding sixteen squares are also attacked with the lowest dice.
Ranks
Big Bone-'ead (one order), Huge Bone-'ead (two orders), Massive Bone-'ead (three orders), Enormous Bone-'ead (four orders), Colossal Bone-'ead (orders affect Bone-'ead).
Squad
Bone-'ead - Move: 6, LP8, AV2 (Mesh Armour), Fire: 3R (Ripper Gun), Hand-Hand: 1R+3W (Power Mace).
Ogryn - Move: 6, LP3, AV1 (Flak Armour), Fire: 3R (Ripper Gun), Hand-Hand: 1R+3W (Power Mace).
Bullgryn - Move: 4, LP3, AV3 (Carapace Armour), Fire: 2R (Grenadier Gauntlet), Hand-Hand: 1R+3W (Power Mace), Save: 1R+1W (Slab Shield).
Weapons
Ripper Gun: 3R, fires in a cone shape 2, 4, 6, 8, etc pattern and attacking targets that are both in sight and in the area of effect, roll separately for each target. A target on the first square is hit with the total of the dice, targets in the second row are hit with one less power, targets in the third row with two less power, etc.
Grenadier Gauntlet: Missile Launcher rules but can fire twice in succession if you move no more than half rate and three times if you don't move during the same turn.
Slab Shield: Roll one red and one white dice whenever you take damage, negates that many points of damage.
Orders
Get 'em: Ogryns (not Bullgryns) can attack twice either before or after moving.
Smash 'em: Ogryns (not Bullgryns) can attack twice in hand-hand and can attack before and/or after moving.
Move It, Fire.
Equipment
Bayonet: Bone-'ead gets +1W in hand-hand and can reroll one white dice.
Grenadier Gauntlet: Bone-'ead has a Grenadier Gauntlet and an unlimited supply of Ripper Frag Grenades.
Ripper Frag Grenades: Ogryns (including the Bone-'ead) start the mission with two extra Ripper Frag Grenades.
x2 Targeters: One used for the Bone-'ead's Ripper Gun and one for the squad's.
Weapon Levels
Ripper Gun
L2: Can fire up to three times in succession with 1R.
L3: Can fire twice or three times in succession with a total of 3R.
Grenadier Gauntlet
L2: Can fire twice if you move no more than three quarters rate, three times if you move no more than a quarter rate during the same turn and can fire before and after moving.
L3: Can fire twice without penalty, three times if you move no more than half rate and four times if you don't move during the same turn.
SQUATS
Gaffer and four Squats in the squad or Gaffer and nine Squats if played using Mission Dreadnought. Squats can carry an advanced weapon which lowers their movement to four squares, one of each available or three of each if played using Mission Dreadnought.
Ranks
Corporal (one order), Lance Corporal (two orders), Major (three orders), Colonel (four orders), Marshal (orders affect Gaffer).
Squad
Gaffer - Move: 5, LP8, AV3 (Exo-Armour), Fire: 2W (Bolt Gun), Hand-Hand: 1R+2W (Power Fist).
Squat - Move: 5, LP1, AV2 (Mining Armour), Fire: 2W (Bolt Gun), Hand-Hand: 2W (Combat Knife).
Weapons
Heavy Bolter: 2R.
Las Gun: 3W with standard Las Cannon rules.
Grenade Launcher: 1R+1W on the target square, the red dice on the eight surrounding squares and the white dice on the surrounding sixteen.
Orders
Stand Firm: Squats gain +1AV but can move no more than half rate.
Close Combat: Squats get +1R in hand-hand.
Move It, Fire.
Equipment
Light Icer: Commander replaces the standard Bolt Gun with a Light Icer that shoots with 1R+1W and causes the target to miss their next turn if their AV is at least equaled.
Multi-Weapon: Commander has a Bolt Gun fitted to the Power Fist and can fire both guns if you don't move during the same turn.
Power Axes: All squats with Bolt Guns fight in hand-hand with 2R.
Exo-Armour: All squats have AV3.
Blind Grenades, Melta Bomb, x2 Targeters: Can be placed on all Bolt Guns (including the commander's).
Weapon Levels
Bolt Weapons
L2: Can fire twice at the same target if you don't move during the same turn.
L3: Can fire twice and at separate targets if you don't move during the same turn.
Las Gun
L2: Can fire before and after moving and 4W for combining all three shots.
L3: Can fire single shots in between movement, 3W for combining two shots and 5W for combining all three shots.
Grenade Launcher
L2: Highest dice on the eight surrounding squares.
L3: Red dice on the surrounding sixteen squares.
Light Icer
L2: Targets up to three directly adjacent squares, all of which must be in sight.
L3: Attacks the target square and the four squares directly adjacent to it, only the target square needs to be in sight.
RATLINGS
Six Light Bolters, three Bolt Rifles and the leader or nine Light Bolters, six Bolt Rifles and the leader if played using Mission Dreadnought. The leader starts each mission with one of each available grenade type that can be thrown up to twelve squares as your attack. Ratlings (including the leader) are able to take their actions in between their movement. Dreadnoughts fight with 1R+1W in hand-hand against Ratlins (including the leader). Ratling squads choose two additional equipment cards.
Ranks
Rat-Corp (Charge Grenade, one order), Rat-Sarge (Hellfire Grenade, two orders), Rat-Tenant (Plasma Grenade, three orders), Rat-Cap (Quantum Grenade, four orders), Rat-Marsh (Fusion Grenade, orders affect Leader).
Squad
Leader - Move: 7, LP: 5, AV: 1 (Flak Armour), Hand-Hand: 2W (Combat Knife), Shoot: 2W with a max range of twelve (Light Bolt Gun).
Ratlings - Move: 7, LP: 1, AV: 0, Hand-Hand: 1W.
Weapons
Light Bolter: Standard Bolter rules but with a range of twelve squares and one white dice in hand-hand.
Bolt Rifle: 3W, an extra white dice if you move no more than half rate or an extra red dice if you don't move during the same turn.
Grenades
Charge Grenades: Standard Missile Launcher rules but with 2W dice.
Hellfire Grenades: 3W on the target square, highest+lowest on the eight surrounding squares, other dice on the surrounding sixteen.
Plasma Grenades: 1R+2W on the target square, highest+lowest on the eight surrounding squares, other dice on the surrounding sixteen.
Quantum Grenades: 2R+1W on the target square, highest+lowest on the eight surrounding squares, other dice on the surrounding sixteen.
Fusion Grenades: 3R on the target square, highest+lowest on the eight surrounding squares, other dice on the surrounding sixteen.
Orders
Aim: Each squad member shoots with an extra white dice.
Sniper: One squad member shoots with an extra red and white dice.
Move It, Fire.
Equipment
Static Charged Weapon: Leader attacks with an extra white dice in hand-hand if you move no more than half rate or an extra red dice if you don't move during the same turn.
Static Charged Ammunition: Leader shoots with an extra white dice if you move no more than half rate or an extra red dice if you don't move during the same turn.
Energised Flak Armour: Leader has an AV of 2.
Flak Armour: Ratlings have an AV of 1.
Sniper Rifles: Ratlings armed with Bolt Rifles shoot with an additional white dice if they don't move during the same turn.
Bolt Pistols, Blind Grenades, Melta Bomb, x2 Targeters.
Weapon Levels
Bolt Weapons - L2: Can fire twice at the same target if you don't move during the same turn. L3: Can fire twice and at separate targets if you don't move during the same turn.