Ratmen faction
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Ratmen faction
Ratmen
ratmen are a faction of ratlike humanoids that live in the sewers of the biggest cities. They are mean, physically little and quick (generally poor HP but good movement).
faction traits:
- Given their strong immune system, all ratmen are immune to poison.
- They are physically weak, so they make a strenght of their number, so they breed a lot (=low mantaining cost).
- their bite spread a disease (new weapon ability). This disease does not extra damage but weakens enemy's fighting skills until he get to go in a village or get healed from a healer (maybe healers could be immune to the disease?). Note that the disease is contagious, so every enemy unit that remains adiacent to diseased unit for a full turn will get the disease, and so on... this could be very funny... imagine a complete army of humans, all diseased... very medieval style.
Here's a list of some possible ratmen characters:
breed (LV 0) = ratkids (eheh). typical low cost troops with poor fighting skills. They have only 1 attack, bite (with disease). They evolve in ratmen warriors, more skilled and with an optional melee attack.
breeder (LV 1) = key units. they are powerless in fight (maybe just like breeds) but have the "breed" ability, that means they can recruit "breed" units without being in castles (maybe they should be in a village to breed?). They evolve in Great Mothers, a more powerful unit maybe with the command ability. The great mothers are the ratmen chiefs (I was also thinking if there could be a male unit specially made for the copulation...)
ratman shaman (LV 1) = the ratman mage. In addition to the disease bite he can poison and curse the enemy. Evolves in Ratman elder, more powerful.
ratman warrior (LV 1) = the backbone of the ratmen army. He has the disease bite and he uses a short lance to inflict more damage in melee combat. He may evolve in ratman hero (LV 2) a melee skilled unit, or in ratman javelin thrower, good at distance attack.
These is the base of my idea. Please let me know what do you think about it.
P.s.: sorry for my bad english!
ratmen are a faction of ratlike humanoids that live in the sewers of the biggest cities. They are mean, physically little and quick (generally poor HP but good movement).
faction traits:
- Given their strong immune system, all ratmen are immune to poison.
- They are physically weak, so they make a strenght of their number, so they breed a lot (=low mantaining cost).
- their bite spread a disease (new weapon ability). This disease does not extra damage but weakens enemy's fighting skills until he get to go in a village or get healed from a healer (maybe healers could be immune to the disease?). Note that the disease is contagious, so every enemy unit that remains adiacent to diseased unit for a full turn will get the disease, and so on... this could be very funny... imagine a complete army of humans, all diseased... very medieval style.
Here's a list of some possible ratmen characters:
breed (LV 0) = ratkids (eheh). typical low cost troops with poor fighting skills. They have only 1 attack, bite (with disease). They evolve in ratmen warriors, more skilled and with an optional melee attack.
breeder (LV 1) = key units. they are powerless in fight (maybe just like breeds) but have the "breed" ability, that means they can recruit "breed" units without being in castles (maybe they should be in a village to breed?). They evolve in Great Mothers, a more powerful unit maybe with the command ability. The great mothers are the ratmen chiefs (I was also thinking if there could be a male unit specially made for the copulation...)
ratman shaman (LV 1) = the ratman mage. In addition to the disease bite he can poison and curse the enemy. Evolves in Ratman elder, more powerful.
ratman warrior (LV 1) = the backbone of the ratmen army. He has the disease bite and he uses a short lance to inflict more damage in melee combat. He may evolve in ratman hero (LV 2) a melee skilled unit, or in ratman javelin thrower, good at distance attack.
These is the base of my idea. Please let me know what do you think about it.
P.s.: sorry for my bad english!

They're more or less big (as compared to normal rats) and vicious rats, and they live in the sewers of big cities. Ok, this much is fine. However, I don't see any point in trying to make a faction out of them. Some more generic monsters to use in campaigns and such would be good and some rat creatures would work well enough for monsters in sewers and similar places. I'd still make them much simpler (just one or max two unit lines, without shamans or other signs of high intelligence) and just use them as wandering monsters, not try to build an organized faction of them.
- Elvish_Pillager
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Re: Ratmen faction
I think it reminds me a lot of Majesty!ch40s wrote:Please let me know what do you think about it.

It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Here's other unit ideas:
rat pack (swarm?)= a single unit made of many rats (not ratmen, just normal rats). lot of attacks with very little damage (high % to get disease).
giant rabid rat = to compensate their faction poor fighting skills, ratmen shamans feed their rats with strange underground roots. After eating the roots the majority of the rats die, but the strongest ones keep growing till they become enormous rabid rats, wich deals powerful blows in combat and fight until they die (fury ability).
and what about a Hamelin Flautist? eheheh...
p.s.: err... majesty?
rat pack (swarm?)= a single unit made of many rats (not ratmen, just normal rats). lot of attacks with very little damage (high % to get disease).
giant rabid rat = to compensate their faction poor fighting skills, ratmen shamans feed their rats with strange underground roots. After eating the roots the majority of the rats die, but the strongest ones keep growing till they become enormous rabid rats, wich deals powerful blows in combat and fight until they die (fury ability).
and what about a Hamelin Flautist? eheheh...
p.s.: err... majesty?

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I see... well, I took far inspiration from the Skaven of Games Workshop Warhammer series, I find skaven are cool. And what about my disease idea?zookeeper wrote:They're more or less big (as compared to normal rats) and vicious rats, and they live in the sewers of big cities. Ok, this much is fine. However, I don't see any point in trying to make a faction out of them. Some more generic monsters to use in campaigns and such would be good and some rat creatures would work well enough for monsters in sewers and similar places. I'd still make them much simpler (just one or max two unit lines, without shamans or other signs of high intelligence) and just use them as wandering monsters, not try to build an organized faction of them.
- Maeglin Dubh
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Your Highness, the palace renovations are finished!
The local blacksmith offers new services.
But yes, I would echo zookeeper in this. Fortunately, this is open source, so you can do as you like. Realistically speaking, though, I'd suggest that you start off just doing as zookeeper says, make one or two monsters, and if you like them enough, you can develop it.
Really, it's easier to make one or two critters than a whole faction. And a faction is harder than most people think.
The local blacksmith offers new services.
But yes, I would echo zookeeper in this. Fortunately, this is open source, so you can do as you like. Realistically speaking, though, I'd suggest that you start off just doing as zookeeper says, make one or two monsters, and if you like them enough, you can develop it.
Really, it's easier to make one or two critters than a whole faction. And a faction is harder than most people think.
Cuyo Quiz wrote:I really should push for Temuchin's brainstorming with all my might someday, when the skies are cloudy, the winds dance and the light is free to roam over the soil along the fog.
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Currently, your ratmen seem alot like Kobolds (DnD, Warcraft, any fantasy Universe seems to have them in...)
Wikipedia's relevant definition:
Another type of kobold, more similar to the gnome, haunts mines and other underground places. The name of the element cobalt comes from kobold, after the poisonous and troublesome nature of the typical arsenical ores of this metal (cobaltite and smaltite) which polluted other mined elements (compare nickel).
How they are described in DnD and how they appear in Warcraft may work well in your "Ratmen" faction. Also - as always - you need an era to put these in... Try fitting them in with the drow if you can - although it would require alot of balancing...
Wikipedia's relevant definition:
Another type of kobold, more similar to the gnome, haunts mines and other underground places. The name of the element cobalt comes from kobold, after the poisonous and troublesome nature of the typical arsenical ores of this metal (cobaltite and smaltite) which polluted other mined elements (compare nickel).
How they are described in DnD and how they appear in Warcraft may work well in your "Ratmen" faction. Also - as always - you need an era to put these in... Try fitting them in with the drow if you can - although it would require alot of balancing...