Ulfgar
Provided below are the house rules we use for a custom gang utilzing Wulfen miniatures.
Ulfgar are a stable clan of abhumans descended from Goliath stock.
Caused by a virulent strain of gene-altering enhancements that succeeded
in increasing the physical capabilities of its subjects but at the cost of bestial
secondary physiological changes.
Survivors of the original
expiriment fought their way clear of the hive several generations ago.
Roving bands of extended families have eked out an existence on the fringes
of the Ash Waste to the southwest of Hive Primaris ever sense, and have recently begun
to creep back into the underhive sprawl.
Much like their Goliath forebearers, the Ulfgar are very large and muscular but
do not need supplements to acheive their large size and strength. Additionally, they tend towards
ripped lean muscularity rather than the bulging, ponderous juiced up physiques of the Goliath.
The Ulfgar also have feral, wolf-like traits lending them keen senses, sharpened teeth and fingernails,
and digitigrade legs and clawed feet (i.e., paws). This obvious bestial mutation makes them
natural enemies of Redemptionists and others obsessed with genetic purity.
Ulfgar have an instinctual affinity for the fearsome Waste Wolves that roam the
wastes whose genetic material was used in their original creation, and have bred
semi-domesticated packs of unusual size as companions. Packs of Ulfgar warriors are
often accompanied by one or more of these Wolves.
Gang Composition
An Ulfgar gang must follow these rules when it is founded, and when new fighters are added to the gang.
Fighters
A starting Ulfgar gang is made up of the following fighters. Ulfgar use the
Beastman Characteristics Maxima.
Primary: Ferocity, Leadership
Secondary: Agility, Brawn
Starting: Ulfgar Leaders start with 1 skill chosen from their Primary skill sets
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Secondary: Agility, Brawn, Leadership
Starting: Ulfgar Champions start with 1 skill chosen from their Primary skill sets
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Secondary: Agility, Cunning
Starting: Ulfgar Packmasters start with 1 skill chosen from their Primary skill sets
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Packmaster Skills: A skill must be selected from the list below when a Packmaster is added to a roster, and cannot be changed thereafter.
Additionally, when a Packmaster would choose a Primary Skill, they may instead choose one of the following skills that they do not already have.
Secondary: Agility, Brawn
Access: A Ganger may be equipped with Armor, Basic Weapons, Close Combat Weapons, Grenades, Pistols, Bionics, Wargear, as well as Weapon Attachments and Ammunition that is compatible with a weapon they are equipped with.
Beastman: This fighter is a Beastman; any game effect referring to Beastmen is applicable to them. This fighter uses the Survivor Critical Injury table, the Beastman Characteristics Maxima, may be equipped from the Ulfgar Equipment List, and when they would choose a Primary Skill they may instead choose a Ulfgar Skill.
Unadvanceable: This fighter cannot gain XP and cannot gain Advancements.
Animal: This fighter cannot use gear, open doors, operate devices, or use ladders. This fighter cannot climb, unless the fighter also has the Clamber skill. This fighter can step up, leap, and go over obstacles. This fighter can use Cool instead of Intelligence when taking the Detect (Basic) action. This fighter cannot be captured.
No Permanent Injury: If this fighter is put Out of Action, roll a D6 on the following Injury chart:
Expendable: If this fighter is Seriously Injured or taken Out of Action, friendly fighters within 3'' do not have to make a Nerve test, unless they are also Expendable.
Fleet: Starts with the Sprint skill
Choose 1: A single additional skill may be selected from the list below when an Ulfgar Wolf is added to a roster, and cannot be changed thereafter.
Ulfgar Skills
When a Ulfgar would choose a Primary Skill, they may instead choose one of the following
Ulfgar Skills.
Captivater: When this fighter takes an enemy fighter Out of Action in close combat or from no further than 6'' away and
this fighter is not Engaged with any other enemy fighters, this ability may be used unless the enemy fighter is ineligible to be Captured.
Instead of making a Lasting Injury roll for the enemy fighter being put Out of Action the controlling player of this fighter may choose to remove this fighter and the enemy fighter from the battlefield; if this option is chosen this fighter gains the normal XP for taking the enemy fighter Out of Action plus 1 additional XP, and the enemy fighter is Captured.
Evade: While this fighter is not Seriously Injured, other fighters suffer a -1Â penalty to Detect this fighter and a -1Â penalty to hit this fighter with ranged and close combat attacks.
Evade:
-1 penalty to hit or Detect this fighter while they are not Seriously Injured
Grenadier: When this fighter throws a Grenade or shoots a Grenade Launcher, their Long range is increased by 4''. When one of this fighter's Grenades scatters, their controlling player may choose to increase or decrease the scatter distance by up to 1''.
Packleader: Group Activation (3): only Ulfgar Wolf fighters within 12'' of this fighter.
Rain of Blows: This fighter treats the Fight action as Simple rather than Basic. This skill cannot be used with weapons that have the Unwieldy trait.
Sic 'Em: If this fighter is Active, they can attempt to make the following action:
Order (Basic): This fighter must make a Leadership check; if the check fails nothing happens. If the check succeeds, the controlling player may select a friendly Ulfgar Wolf within 12'' of this fighter. The selected Ulfgar Wolf can immediately make two actions as though it were their turn, even if they are not Ready. If they are Ready, these actions do not remove their Ready status.
Ulfgar Equipment List
When creating a new gang or buying Common equipment during a Post Battle Sequence,
Ulfgar may select from the following House Equipment list.
Armor
Weapons (CCWs)
Weapons (Pistols)
Weapons (Basic)
Weapons (Specials)
Grenades
Ammunition
Attachments
Wargear
Campaign
The following changes to the standard Gang War rules are in effect when using Ulfgar
in campaign mode. Sections not mentioned follow the standard rules.
Turf Size and Special Territories
An Ulfgar gang does not have Turf and cannot have Special Territories. An Ulfgar gang always has a Turf size of 0.
Injury
The Injury rules are slightly modified for a Ulfgar gang.
Pre-battle Sequence
The controlling player of an Ulfgar gang follows the standard Pre-Battle Sequence step by step in the normal fashion,
but with the following alterations applied where noted.
1) Buy Advancements and Recruit Hired Guns
Ulfgar cannot hire Bounty Hunters or Hive Scum. Ulfgar cannot hire Mercs in the Pre-Battle Sequence. Ulgar can apply Advancements at this step.
2) Determine Scenario
An Ulfgar gang never has Home Turf Advantage; otherwise there are no changes to this step.
3) Set-up Battlefield
There are no changes to this step.
4) Choose Crews
There are no changes to this step.
5) Draw Tactics Cards
Ulfgar may use any neutral Tactics Cards.
With an opponent's permission, Goliath Tactics cards can also be used.
6) Deploy
There are no changes to this step.
7) Begin the battle
There are no changes to this step.
Post-Battle Sequence
The controlling player of an Ulfgar gang follows the standard Post-Battle Sequence step by step in the normal fashion,
but with the following alterations applied where noted.
1) Wrap Up
There are no changes to this step for an Ulfgar gang.
2) Receive Rewards
Turf
Ulfgar do not hold Turf. If a scenario indicates that an Ulfgar gang would gain Turf, for
each Turf they would gain roll once on the Pillage table below instead.
Pillage
1
The gang finds nothing of value. The player may choose to raze the area in retaliation, and if they do the gang gains 1 Reputation.
2-4
The gang gains D3+1 x 10 credits.
5
The gang finds D3 minor items; the player may choose item(s) from the Trading Post that are of common rarity with a combined value of 45 credits or less. The item(s) are added to the gang's Stash immediately.
6
The gang finds a hidden rare item; the player may choose an item from the Trading Post of any rarity that is worth 2D6 x 10 credits or less. The item is added to the gang's Stash immediately.
Stealing Turf
Ulfgar have no Turf to steal, thus if a scenario directs an enemy gang to steal Turf from
an Ulfgar gang, the enemy gang does not gain any Turf and the Ulfgar gang does not lose any Turf.
3) Post-Battle Actions
Work the Turf
This action is not available to Ulfgar.
Trade
This action is not available to Ulfgar.
Sell to the Guilders
This action is not available to Ulfgar.
Post Bounty
This action is not available to Ulfgar.
Remove Bounty
This action is not available to Ulfgar.
Medical Escort
This action is not available to Ulfgar.
Find A Buyer
If the Ulfgar want to sell unwanted equipment later in the Post-Battle Actions sequence,
at least one Champion or the Leader must take this action to attempt to find someone willing to
buy from mutants. The more who attempt to find a buyer, the more likely the chance of success.
Challenge!
If the gang has captured an enemy fighter and their gang has failed to save them,
a Champion or the Leader may take this action.
The captive is challenged to a duel. The captive's player can refuse, in which case the
captive loses the duel automatically.
If the challenge is accepted, a special one-off Duel Scenario between the Champion or Leader taking this action and the captive is
held. Place a 5" blast template on the tabletop to represent a dueling circle and
place the captive and the Ulfgar fighter at opposite sides, directly across from each other.
The players roll off for priority, and each fighter is then Readied. Combat begins starting
with the player who has priority. The fighters must remain in the area defined by the blast template;
if a fighter leaves the area and are Seriously Injured then they are taken Out of Action, otherwise they are thrown
back in to the dueling circle by the other members of the Ulfgar gang and become Pinned.
Combat is to the death; a fighter taken Out of Action is killed.
The winner of the duel gains 5 XP and their gang gains D3 Reputation.
If the captive wins the duel, they are set free with all of their equipment and may rejoin their gang;
they will be available for their gang's next battle.
If the captive refuses to participate in the duel or are killed in the duel,
the captive's armor, weapons, ammunition, grenades, and wargear is removed from their fighter card and added to the Ulfgar gang's Stash.
The only exception is that Ulfgar will not take bionic gear or anything permanently attached to a fighter's
body as they regard such unnatural prosthetics as beneath them (and lack the ability to surgically attach it to themselves anyway).
This is one of the primary ways an Ulfgar gang gains equipment.
If the captive refused to participate in the duel their gang loses D3 Reputation.
The captive is set free without their equipment and may return to their gang; they go into recovery.
Rite of Glory
To use this action, no other Post-Battle Actions may be taken in this Post-Battle Sequence.
The warband throws a savage celebration to honor their battlefield exploits.
All fighters in the gang who participated in the battle gain 1 XP, and
any fighter who put at least one fighter Out of Action in that battle gains an additional 1 XP.
Reaving
To use this action, no other Post-Battle Actions may be taken in this Post-Battle Sequence.
All available gang members participate in ambushing a caravan making its way across the wastes, or raiding a settlement of
Shanty-folk. Roll on the following Reaving table to determine the outcome.
Reaving
1-2
Things go awry and someone gets hurt. Randomly select D3 fighters participating in this action and make a Lasting Injury for those fighters; each of the selected fighters that does not die gains 1 XP. The gang loses D3-1 Reputation.
3-4
The gang gains D6 x 10 credits worth of plunder. Randomly select a fighter participating in this action and make a Lasting Injury for that fighter. Additionally the gang gains 1 Reputation.
5-6
The gang meets significant resistance but is victorious. The gang gains 2D6 x 10 credits worth of plunder. Randomly select D3 fighters participating in this action and make a Lasting Injury for those fighters. Each surviving fighter who participated in this action gains D3-1 additional XP each (roll for each fighter individually). The gang gains D3-1 Reputation.
Forage
To use this action, no other Post-Battle Actions may be taken in this Post-Battle Sequence.
All available gang members comb the hive looking for food, supplies, or whatever can be found, stolen, or taken.
Roll on the following Foraging table to determine the outcome.
Foraging
1
The gang finds enough to survive off of, but nothing else.
2
The gang finds enough to survive off of, and gains D3+1 x 10 credits.
3-4
The gang finds sufficient resources to subsist on, and gains 2D3+1 x 10 credits.
5-6
The gang finds enough to thrive on, and gains 1D6+1 x 15 credits.
4) Use Special Territories
An Ulfgar gang skips this step.
5) Update Roster
The substeps of this step resolve as normal, except where noted below.
A. Manage Fighters: Buy and Hire
An Ulfgar gang may hire fighters from the Ulfgar gang list as normal, and may also hire
one Merc at this step if permitted by Ulgar Gang Composition rules.
Additionally, if the Ulfgar gang gained at least 5 Reputation during this Post-Battle Sequence, the gang
may add either a Wolf, or a Ganger (armed with an Axe, a Stub Pistol, and a Fighting Harness) to the
gang's roster for free.
C. Visit the Trading Post: Sell Unwanted Equipment
If one or more fighters took the Find A Buyer action after the battle, roll a D6 and
add 1 for each additional fighter who took this action after the first. On a 3+
the gang may sell unwanted equipment at this time using the standard rules. On a 1 or 2
no buyer was found.
C. Visit the Trading Post: Purchase Equipment
Ulfgar can purchase any equipment from the Ulfgar
Equipment list at the price shown, adding it to their Stash.
Ulfgar cannot purchase Common equipment from the Trading Post during this step.
C. Visit the Trading Post: Seek Rare Equipment
Ulfgar treat Common items in the Trading Post as if they were Rare (6).
Ulfgar suffer a -1 modifier to their 2D6 roll to determine the availability of items.
6) Report Results
There are no changes to this step.