“I am abhorred. I am unclean. Yet, I am forgiven.”
-The first line of the sanctioned abhuman’s Litany of Forgiveness-
Alex Worley: The Wraithbone Phoenix
Characteristic Bonus: + Agility, + Perception, + Fellowship, -Toughness, – Strength
Starting Aptitudes: Agility, Fellowship, Perception, Social.
Starting Skills: Awareness or Stealth, Deceive,
Starting Talents: Deadeye Shot, Heightened Senses (Sight, Smell, Taste) or Light Sleeper, Resistant (Alcohol)
Starting Traits: Size (Weedy).
Wounds: 5+1d5
Special
- Small Size: Weedy (3) (equal to Human Child)
- To being hit: –10,
- To stealth: +10,
- Base movement: AB–1
- Oversized Weapons: Ballistic weapons larger than a pistol must be aimed before firing; otherwise, the shot is treated as a hip shot and suffers a –20 penalty to the Ballistic Skill test due to the weapon’s size.
- Ratlings cannot operate heavy weapons unless they are mounted.
Overview
Ratlings are the smallest type of sanctioned abhumans, their ancestors having become stunted by thousands of years of inbreeding on worlds with naturally soporific climates and abundant harvests.[4]
Ratlings rarely reach 1.3 meters in height,[4] being even smaller and slighter than Squats,[3] and although due to dietary lack of restrictions they tend to be dumpy, they are not particularly strong[4] or resilient.[3] They are idle, hedonistic, loud and gregarious, over-friendly and sexually promiscuous. Their lives are spent eating until sick, drinking copious amounts of intoxicating liquids, and procreating uncontrollably.[4] Their proclivities towards food exemplifies in their cuisine, well known as phenomenal among the Imperial Guard.[1]
Their short posture and relatively lithe build allows them to move through the undergrowth without making much noise.[3][1] They have a penchant towards activities of dubious morality and legality, like thievery and fencing contraband, known to acquire extra supplies within regimens they are stationed with and trading to other soldiers.
The Role in the Imperium
In the vast, brutal sprawl of the Imperium, Ratlings—a genetically divergent abhuman strain—are both reviled and relied upon. Their small stature, keen senses, and social stigma make them uniquely suited to roles few others would accept, and even fewer would survive.
Denied most Imperial careers due to physical limitations and abhuman prejudice, Ratlings have carved out durable niches in service to both the Emperor and, more quietly, the darker corners of society.
Imperial Guard Snipers
Despite their size, Ratlings possess:
- Preternaturally steady hands
- Exceptional visual acuity
- A preternatural ability to remain unseen and unmoving for hours or days
These traits make them invaluable as long-range marksmen in the Astra Militarum. Ratling sniper squads, often attached as auxiliary units, serve with quiet lethality, picking off enemy officers, psykers, or heavy weapon crews with frightening precision.
Additional Aptitudes: Ballistic Skill and Finesse replaces Social
Additional Skills: Common Lore (War)
Additional Talents: Weapon Training (Las, Solid Projectile).
Equipment: Good Craftsmanship long-las or Good Craftsmanship sniper rifle with telescopic sight, chameleoline cloak.
Background bonus
Master of Camouflage: If the ratling has had time to prepare a “hiding burrow” add +20 to Stealth checks while stationary on the spot.
Their presence may be mocked in mess halls—but not on the battlefield, at least within 5 klom range.
Provisioners
No one understands the kitchen of an Imperial mess like a Ratling who has Heightened Senses.
From voidships to siege campaigns, these Ratlings are appointed to:
- Preparing field rations palatable enough to keep morale and health from collapsing
- Foraging and stretching provisions during long campaigns
- Running illicit black markets in “acquired” goods on star vessels and the field.
A well-fed regiment is a deadly regiment—and for all their mischief, commanders often look the other way when Ratlings run their under-the-table kitchens and stills.
Additional Aptitudes: Intelligence, Finesse
Additional Skills: Trade (Cook or Distill), Commerce, Forbidden Lore (Underworld)
Additional Talents: Weapon training (Universal melee, flame)
Equipment: Family recipe book, tasting spoon, flak apron with family heraldry (+5 AP to body vs heat damage), hand flamer
Background bonus
Master of Undermarket: A provisioner character counts the Availability of all consumables, drugs, intoxicants, accommodations and gear as one level more available (Very Rare items count as Rare, Average items count as Common, etc.).
Tech-Rats
In the underdecks of voidships and forge-halls of Mechanicus outposts, some Ratling clans carve out survival as Tech-Rats—semi-approved maintenance workers and cog-dock scavengers.
Thanks to their:
- Small size (ideal for Underdeck)
- Crafty improvisation
- Preternaturally steady hands
They are often used to inspect, repair and decontaminate areas inaccessible to servitors or humans. Though rarely initiated into the Cult Mechanicus, some Tech-Rats are tolerated by Tech-Priests as “useful vermin”—provided they know their place and do not blaspheme the Machine Spirit.
Additional Aptitudes: Finesse and Tech replace Social
Additional Skills: Tech-use, Speak (Techna-lingua), Mechanicus Creed
Additional Talents: Rite of Activation, Weapon training (Las, Flame)
Equipment: Omnitool, las-pistol or hand flamer
Background bonus
Master of Repairs: Once per game session tech-rat may re-roll on -10 failed tech-use skill check for repairing and powering up machinery.
Gutterborn
Not all Ratlings serve the Emperor.
A significant number slip between the cracks of the Imperium and find refuge among the criminal syndicates, hive gangs, smuggling networks, and rebel enclaves that fester beneath the God-Emperor’s realm.
These Ratlings become:
- Black-market couriers and message runners using Rat roads.
- Saboteurs-for-hire and urban snipers
- Brokers of forbidden knowledge, xenos trade goods, and secrets sold by the gram
Outcast Ratlings often view the Imperium with cold pragmatism or bitter contempt, trading one form of oppression for another—but on their own terms.
Additional Aptitudes: Defence and Fieldcraft or Finesse
Additional Skills: Survival, Forbidden Lore (Criminal)
Additional Talents: Weapon Training (Las or Solid Projectile), Sprint
Equipment: Auto-pistol or las-pistol, chameleoline cloak, multi-key or vox-thief
Background bonus
Master of Evasion: The gutterborn may run in full speed and at the end of movement may try stealth check as a free action.
Their skills are the same—stealth, cunning, accuracy—but their loyalties lie not with Throne or Creed, but with coin, clan, or survival.
Social Status
Despite their contributions, Ratlings and their way of life face endemic prejudice throughout the Imperium. Denied of citizenship rights rarely do they rise in rank, and never are they considered for sacred offices, Adeptus positions, or high command.
In the shadow of the Imperium’s cruelty, Ratlings endure and multiply.
And where they are stationed, they perform with deadly precision, nimble hands, and well-seasoned stewpots.