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Ratling

Small and Weedy sanctioned ab-humans. Ratling operate independently acting primarily as spotters and snipers.


Starting Aptitudes, Talents, and Modifiers

Characteristic Bonus: +10 Perception, +10 Fellowship, and –10 Toughness.

Starting Aptitudes: Agility, Ballistic Skill, Fellowship, Fieldcraft, Finesse, Perception, Social.

Starting Skills: Awareness or Stealth, Deceive, Trade (Cook).

Starting Talents: Deadeye Shot, Heightened Senses (Sight, Smell, Taste) or Light Sleeper, Weapon Training (Las, Solid Projectile).

Starting Traits: Size (Weedy).

Specialist Equipment: Good Craftsmanship longlas or Good Craftsmanship sniper rifle with telescopic sight, chameleoline cloak.

Wounds: 5+1d5

Comrade Advances

These are Advances that may be purchased by the Ratling to enhance the abilities of his Comrade.

Spotter

Type: Passive
Cost: 250 xp
Effect: The Ratling’s Comrade carries magnoculars and other tools to help line up the perfect sniper shot. If the Ratling is using an Accurate weapon, and his Comrade is in Cohesion, the Ratling may use his Comrade to make an Aim Action, and gain the benefits himself.

Set-Up Shot

Type: Order (Half Action)
Cost: 300 xp
Effect: The Ratling’s Comrade fires off a shot that distracts the Ratling’s target from the real threat. The Ratling’s next Ranged Attack cannot be Dodged. The Ratling’s Comrade must be in Cohesion to enact this Order.

Type
Military
Other Associated professions
Used By
Character Classes
Generic article | Oct 10, 2023

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