Ratling Guns

ID: wh2_dlc12_skv_inf_ratling_gun_0


Ratling Guns
Weapon Team
32 800 212
Armour-Piercing Missiles
Damage Dealer
Armour 70
Leadership 50
Speed 38
Melee Attack 16
Melee Defence 16
Weapon Strength 26
Charge Bonus 2
Ammunition 270
Range 145
Missile Strength 18


Unit Description

The very latest technology Clan Skryre have to offer requires a special breed of suicidal nutters to operate it effectively.

Historical Description

The Ratling Gun is perhaps the most powerful weapon Clan Skryre has ever invented, a large, multi-barrelled death-dealing machine with the potential to change the very face of warfare in the Skaven's favour. Though a relatively new and often unreliable design, the gun has nonetheless proven itself so successful that Clan Skryre simply cannot make enough to satisfy Warlord Clans' greedy demands. Powered by Warp-steam and the prodigious working of a hand crank, the six-barrelled Ratling Gun starts to spin before unleashing its deadly payload of Warpstone bullets. Commonly, the gun requires two Skaven; one to hold and crank the Warp-steam while another aims the gun forward.


Scurry Away!

He who runs away lives to fight another day! - so the foul, craven adage goes.

Strength in Numbers

Skaven are craven by nature but take courage when in packs of their own kind, where they move slower but enjoy the safety of numbers.


Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses


Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that affects a large area.

Armour-Piercing Missiles

The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.

Damage Dealer

This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Giant
Hit Points 8
Walk Speed 1.40
Run Speed 3.80
Acceleration 2.00
Deceleration 4.00
Charge Speed 4.40
Ch. Dist. to Commence Run 30.00
Ch. Dist. to Adopt Pose 25.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Missile Infantry
Move Action Points 2100
Melee Attack 16
Melee Defence 16
Charge Bonus 2
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 3
Morale 50
Bonus Hit Points 115
Unit Stats
Unit Caste Missile Infantry
Unit Weight Medium
Unit Group Weapon Team
Unit Group Parent Missile Infantry
Recruitment Turns 2
Recruitment Cost 800
Upkeep Cost 212
Unit Size 32
Melee CP 80
Missile CP 770


Melee Weapon
Weapon Size
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 20
Weapon AP Damage 6
Building Damage 10
Missile Weapon
Projectile Number 1
Effective Range 145
Minimum Range
Marksmanship Bonus 10
Projectile Spread
Damage 2
Armor-Piercing Damage 6
Base Reload Time 5
Armour Value 70
Missile Block Chance 0