Provided below are the house rules we use for Ratskins gangs.
They exist as true outsiders, with an animistic religion and totemic culture that venerates the Hive itself, which is quite at odds with the teachings of the Ecclesiarchy. No census exists and their numbers are uncounted, but their existence does not appear to be in jeopardy despite the erratic efforts of Redemptionists to convert or inflict genocide upon them.
The vast majority of Ratskins are peaceful, living simple semi-nomadic lives in the hidden and desolate places of the Hive world, avoiding contact with Imperial citizens. Some however have become tainted by the ways of "civilization" or have turned to violence, willing or even eager to fight with other denizens of the underhive for resources or to protect ancient sites which they hold to be sacred. It is these renegade Ratskins...guides, trackers, or vengeful savages attacking underhive looters...that the vast majority of hivers are familiar with.
A Ratskins gang must follow these rules when it is founded, and when new fighters are added to the gang.
200 credits
A Ratskin Chief is usually a mature, respected warrior valued for both their competence and their reliability. Their first priority is to keep their tribe alive.
150 credits
A Ratskin Spirit Warrior is attuned to the hive spirits, in touch with their anger over the violations of interlopers and determined to appease the spirits by remorselessly attacking any outsiders who dare to plumb the secret spaces of the underhive.
150 credits
A Ratskin Hunter is an experienced warrior who has survived many dangers to feed and support their tribe. Trusted by their Chief and delegated to for all manner of risky but necessary undertakings.
100 credits
A Ratskin Scout is a bold young warrior, comfortable ranging the underhive on their own and bringing back information and findings to their Chief.
75 credits
Warriors are the skilled veterans of their tribe. Stealthy and durable, what they lack in gear and gizmos they make up for with guts and gumption.
65 credits
Braves are proven fighters who make up the backbone of a Ratskins gang.
25 credits
Youngbloods are youths yet to prove themselves, eager to become fully accepted.
175 credits
A Ratskin Shaman is the spiritual leader of their tribe, the one most in tune with the hive spirits.
300 credits
Ghost Warriors are only available to Ratskin gangs. They are experienced Spirit Warriors that pursue their own path, dedicated to violently discouraging interlopers who trespass upon the hidden places of the underhive. This fighter is always considered to be an available fighter for purposes of Crew selection if they are not Captured or in Recovery. However if one or more opposing gangs are also Ratskin gangs, no Ghost Warriors from any gang can participate in the battle.
100 credits
If this gang has a Ratskin Guide who is not Captured or in Recovery, during the Determine Scenario step of the Pre-Battle Sequence if the selected Scenario does not dictate that it must be fought as either a Sector Mechanicus or Zone Mortalis battle, this gang's player may select which they prefer. Additionally, if the selected scenario has an attacker and defender, this gang's controller may choose whether their gang will attack or defend. However, if the opposing gang has one or more Ratskin fighters on their roster that are not Outcasts, in Recovery, or Captured, the Ratskin Guide sits this one out and their gang gains no benefit from them in the upcoming battle.
A Ratskins gang is available on a case by case basis depending upon the type of campaign. Consult the Arbitrator or campaign write up to determine if a player may run a Ratskins gang and what restrictions, exceptions, or guidelines might apply.
If a Ratskins gang is allowed in a type of campaign, in addition to any other campaign specific rules that may apply to them the following requirements and restrictions apply and must be adhered to.
Turf Size and Special Territories
In campaigns that feature Special Territories, a Ratskin gang uses the following Ratskin Special Territories table for any Special Territories they may gain.
A Ratskin gang cannot gain a Special Territory that is not on this table.
2D6
Ratskin Special Territory
2
Reclaimed Habitat: The gang has reclaimed a part of the underhive, chasing off interlopers.
When the gang collects income, the gang gains 1 Reputation for each Reclaimed Habitat
they control.
Reclaimed Habitat: Collect Income step: gain 1 Reputation per Habitat.
3-5
Secret Passageways: In scenarios that allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to infiltrate the battlefield as if they have the Infiltration Skill. In scenarios that do not allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to make a free Standard Move at the very end of the Deploy step before the battle begins.
Secret Passageways: Per Secret Passageway: Infiltration scenario: 1 fighter gains Infiltration. Non-Infiltration scenario: 1 fighter makes free Standard Move after Deploy.
6-9
Ratskin Settlement: When the gang collects income, roll a D6 for each Ratskin Settlement controlled. If the result is a natural 6 a free Brave shows up ready to join the gang; you may equip this new fighter with up to 50 credits worth of gear from the Ratskin Brave Equipment List for free and add the fighter to your gang's roster immediately.
Ratskin Settlement: Collect Income step: per Ratskin Settlement roll D6. On 6, add 1 free Brave to roster w/ up to 50 credits of gear from the Ratskin Brave Equipment List.
10-11
Beast Farm: The gang protects a Ratskin community that raises underhive creatures such as blindsnakes, hive spiders, and of course hive rats.
When the gang collects income, per Beast Farm the gang controls add the player's choice of D3 free
Blade Venom Stashes or 1 Blindsnake Pouch or 1 Ratskin Hides to the gang's Stash immediately.
Beast Farm: Collect Income step: per Beast Farm gain D3 Blade Venom Stashes, 1 Blindsnake Pouch, OR 1 Ratskin Hides.
12
Sacred Cache: The gang controls a secret and sacred place to hide archeotech and other treasures, protecting the hive's ancient legacies. When the gang collects income, per Sacred Cache the gang adds the player's choice of D3 free Hive Spirit Infusions or D3 free Hive Spirit Wards to the gang's Stash immediately.
Sacred Cache: Collect Income step: per Beast Farm gain D3 Blade Venom Stashes, 1 Blindsnake Pouch, OR 1 Ratskin Hides.
Special Territories and Stealing Turf
Ratskin gangs may only have Special Territories from the Ratskin Special Territory table.
If a Ratskin gang would steal a Special Territory from another gang, the other gang loses the Special Territory and their Territory Size is reduced by 1,
while the Ratskin gang's Territory Size is increased by 1 and the gang gains a Reclaimed Habitat Special Territory.
If a Special Territory is stolen from a Ratskin gang, their Territory Size is reduced by 1.
If a non-Ratskin gang steals a Sacred Cache, that gang destroys the Special Territory and adds one or more Rare Items from the Trading Post with a combined credit value of 3D6 x 10 credits or less to their gang's Stash immediately.
If a non-Ratskin gang steals a Secret Passageways, that gang's Territory Size increases by 1 and they gain the Secret Passageways.
If a non-Ratskin gang steals any other kind of Ratskin Special Territory, that gang's Territory Size increases by 1 and they gain a new Turf Territory.
Bad Air ~Alpha~
You may play this card at the start of any round.
For the remainder of this battle the Bad Air condition are in effect.
Beast Lure ~Alpha~
One of your gang's fighters may spend an action to allow you to play this card.
Place the Beast's Lair marker within 3'' of this fighter and then move this fighter up to D6'' away. If this fighter ends their action within 6'' of the center of the lair, there is a chance that this fighter will be attacked by the Beast as normal; refer to the Beasts special scenario rules.
...Click ~Beta~
You may play this card after an enemy fighter completes an attack with a ranged weapon.
The enemy fighter's ranged weapon that they just completed their attack with is considered to have failed its Ammo check.
Climber ~Gamma~
You may play this card when activating a fighter. Tuck this under that fighter's card.
This fighter gains the benefits of the Clamber skill for the remainder of this battle.
Death Trap ( Ω ) ~Gamma~
You may play this card when an enemy fighter takes an action to open or close a door.
The enemy fighter must test to see if they are struck by the door, as if they were standing in a closing doorway.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Desperate Effort ~Beta~
You may play this card if it is your turn to activate a fighter, but none of your fighters have Ready markers.
Select one of your non-Broken fighters that has at least 1 Wound remaining and activate them as if they had a Ready marker. After this activation ends, if the fighter is still on the battlefield they suffer 1 Wound.
Distraction ~Gamma~
You may play this card when an enemy fighter is activated or has completed an action.
The activating fighter must make a Willpower check with a -2 penalty. If the check is failed the fighter loses one of their actions this turn.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Fade Away ~Alpha~
During the Battle Sequence you may interrupt any action or resolution to play this card.
You immediately remove all of your gang's remaining fighters from the battlefield. Seriously Injured fighters removed from the battlefield in this way do not suffer Injury rolls but do go into Recovery and must miss the gang's next battle. Your gang is considered to have Bottled Out for purposes of Post-Battle Sequence resolutions.
For Close Encounters ~Beta~
You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.
This fighter gains a free Shotgun with Scattershot ammunition for the remainder of the battle. If this fighter survives the battle and is not Captured, you may add this item to your gang's Stash after the battle.
Hidden Ductway ( Ω ) ~Gamma~
You may play this card at the start of your turn immediately before activating a fighter.
You may place an unused Ductway marker anywhere on the board, following the normal rules for placing a ductway.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Hive Tremors ~Alpha~
You may play this card at the start of any round.
A Hive Tremor shakes the battlefield; refer to the Hive Tremors special scenario rules.
Lucky Find ( Ψ ) ~Gamma~
You may play this card when activating one of your gang's fighters.
You may have this fighter end their activation to salvage something valuable from the battlefield debris;
if you do you may add (D3+1) x 15 credits to your gang's Stash immediately.
Marksmanship ~Gamma~
You may play this card when activating a fighter. Tuck this under that fighter's card.
This fighter gains the benefits of the Marksman skill for the remainder of this battle.
Scrag ~Gamma~
You may play this card when one of your gang's fighters would inflict a Flesh Wound on an enemy fighter in close combat.
This fighter instead inflicts D3+1 Flesh Wounds on the enemy fighter.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Sump Slump ~Gamma~
You may play this at the start of the first round immediately before the first activation of the battle occurs.
You may immediately remove or knock down (your choice) up to D3+1 removable barricades, obstacles, or railings of your choice from anywhere on the battlefield.
They're Everywhere! ~Beta~
You may play this card instead of activating a fighter.
Select up to D3+1 fighters on the battlefield (belonging to any gang). For each selected fighter, you may change that fighter's facing to any direction you prefer.
Trusty Backup ~Gamma~
You may play this card when you activate one of your gang's fighters. Tuck this under that fighter's card.
This fighter gains a free Stub Pistol with Hangman Rounds. If this fighter survives the battle and is not Captured, move this item to your gang's Stash immediately.
Trap Chute ( Ω ) ~Gamma~
You may play this card when an enemy fighter crawls through a Ductway.
The enemy fighter must make an Initiative check. If they succeed roll a D6; on a 3 or less place them within 1'' of the ductway on the side they
entered from, on a 4+ place them within 1'' of the other side of the ductway. If they fail, the fighter is taken Out of Action as if they had fallen into a Pitfall.
Quick! Everybody Hide ~Beta~
You may play this card at the start of any round.
Each fighter in each gang's Crew who is at least 6'' away from and not within sight of any enemy fighters may become Hidden, at their controlling player's discretion.
Ventilation Shafts ( Ω ) ~Gamma~
You may play this card when one of your fighters moves through a Ductway.
Remove the fighter from the battlefield. At the start of the End Phase before Bottle Tests are made, set the fighter up onto the battlefield at any valid position, observing the 1'' rule.