Rat Raceβ
π§ͺ Special Rulesβ
- Place 4 Giant Rats in the center of the table, at least 6" apart.
- If 3+ warbands are playing, place 6 rats.
- Rats have their own turn after all player warbands.
π Giant Rat Profileβ
| M | WS | BS | S | T | W | I | A | Ld |
|---|
| 2D6" | 4+ | - | 4+ | +0 | 1 | 3+ | 1 | 9+ |
- Weapons/Armour: Claws and teeth.
π Rat Abilitiesβ
- Chaotic Movement:
- Move each rat 2D6" in a random direction each Movement phase.
- If it contacts another model, it engages in close combat.
- If moving into contact with a model that causes fear, it must take a Leadership test, or suffer -1 to hit in that round.
- Short Attention Span:
- Must roll for All Alone as normal.
- However, at the start of its next turn, it automatically rallies and resumes random movement.
- Almost Had It!:
- A model charging an unengaged Giant Rat must pass an Initiative test or the rat slips away 2" directly away.
- If this slip brings the rat into base contact with another model, they engage, but no one counts as charging.
π¦ Special Rulesβ
- Theyβve Eaten Our Treasure, Lads!:
- Each dead rat contains wyrdstone.
- A standing warrior, not in close combat, may end its turn in base contact with a dead rat to pick it up.
- If a model carrying a dead rat is taken out of action, it drops the rat at the spot.
- A model leaving the board with a dead rat may not return, but is not out of action.
- Any dead rats left on the ground at gameβs end are lost.
- Unstable Mutations:
- At the start of each Close Combat phase, roll 1D6 per rat:
1: +1 Attack
2β3: +1 to Strength rolls
4β5: -1 Toughness modifier
6: +1 Toughness modifier
π Game Endingβ
- The game ends when all rats have been removed from the table.
- The warband with the most dead rats collected is the winner.
π Experienceβ
- +1 XP for any warrior that takes a dead rat off the table.
- Henchman groups may gain a maximum of +1 XP this way.
π Rewardsβ
- Each dead rat held by a warband at the end of the game grants +1 exploration die.