greetings, the ratmen would be like the gnolls but weaker, but unlike them they would be faster and would always walk in groups of 3 to 5 members,and they would be more agile.
Ratmen Warrior
Cost:2 turn
Trainable at: rat hole
HP: 48
Attack:30
Ranger:1
Armor:1
Piercing armor:0
Dodge melee:20%
Dodge arrows:10%
Dodge counters:40%
Speed:4
Sight:5
Accions:1/1
Spell resist:50%
ratmen as a hostile unit
ratmen as a hostile unit
Last edited by Darielazo on Thu Feb 17, 2022 9:22 pm, edited 2 times in total.
Re: ratmen as a hostile unit
Ratmen archer
Cost: 2 turn
Trainable at:rat hole
HP:48
Attack:18
Ranger:5
Minimal ranger:1
Armor:1
Piercing armor:0
Dodge melee:10%
Dodge Ranged:20%
Speed:4
Sight:7
Spell resist:50%
Cost: 2 turn
Trainable at:rat hole
HP:48
Attack:18
Ranger:5
Minimal ranger:1
Armor:1
Piercing armor:0
Dodge melee:10%
Dodge Ranged:20%
Speed:4
Sight:7
Spell resist:50%
Last edited by Darielazo on Thu Feb 17, 2022 9:21 pm, edited 1 time in total.
Re: ratmen as a hostile unit
Ratmen spearman
cost:2
trainable in:rat hole
HP:48
attack:18
range:1
Armor:1
Piercing armor:0
dodge melee:20%
dodge ranged:10%
dodge counter:40%
speed:4
sight:5
spell resist:50%
cost:2
trainable in:rat hole
HP:48
attack:18
range:1
Armor:1
Piercing armor:0
dodge melee:20%
dodge ranged:10%
dodge counter:40%
speed:4
sight:5
spell resist:50%
Re: ratmen as a hostile unit
Similar to skaven. I believe we are too saturated with preexisting and added races, if they were to be any part of race due to being evil, the closest bet would be the undead perhaps, most likely as a experiment and a cost effective unit from a building.
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Re: ratmen as a hostile unit
The darielazo said it's going to be a hostile neutral faction not a actual race or sub
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