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.

  • There must be one Leader (if the Leader is killed a new Leader must be selected). Note that a Packmaster is not eligible for gang leadership.
  • There can be no more than three Champions, plus one for every full 10 Reputation the gang has.
  • There can be no more than one Packmaster.
  • There can be no more than five Ulfgar Wolves, plus one for every full 10 Reputation the gang has.
  • The total combined number of Ulfgar Wolves and Gangers in the gang must be equal to or higher than the total number of other fighters in the gang.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unweildy trait take up the space of two weapons.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of grenades.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • Ulfgar cannot hire Hive Scum.
  • Ulfgar can hire Mercs, but each Merc takes a Champion slot on the roster.
  • Ulfgar cannot hire Bounty Hunters.
  • Ulfgar cannot hire Hangers-on.
  • Ulfgar cannot spend XP to choose Savant Skills.

Fighters

A starting Ulfgar gang is made up of the following fighters. Ulfgar use the Beastman Characteristics Maxima.

Ulfgar Leader

Leader
180
M
WS
BS
 S 
 T 
W
I
A
6"
2+
4+
4
4
3
3+
3
Ld
Cl
Wil
Int
6+
5+
8+
7+
Save
-

Skill Access

Primary: Ferocity, Leadership

Secondary: Agility, Brawn

Starting: Ulfgar Leaders start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Special

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.

Ulfgar Champion

Champion
125
M
WS
BS
 S 
 T 
W
I
A
5"
2+
5+
4
4
2
3+
3
Ld
Cl
Wil
Int
7+
6+
8+
8+
Save
-

Skill Access

Primary: Ferocity

Secondary: Agility, Brawn, Leadership

Starting: Ulfgar Champions start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Special

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.

Ulfgar Packmaster

Champion
125
M
WS
BS
 S 
 T 
W
I
A
6"
3+
4+
4
4
2
3+
2
Ld
Cl
Wil
Int
7+
6+
8+
8+
Save
-

Skill Access

Primary: Ferocity

Secondary: Agility, Cunning

Starting: Ulfgar Packmasters start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Special

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.

  • Huntmaster
  • Packleader
  • Sic 'Em
  • Vet

Ulfgar Ganger

Ganger
50
M
WS
BS
 S 
 T 
W
I
A
5"
3+
5+
4
4
1
4+
1
Ld
Cl
Wil
Int
8+
6+
8+
8+
Save
-

Skill Access

Primary: Ferocity

Secondary: Agility, Brawn

Equipment

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.

Special

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.

Wolf
75
M
WS
BS
 S 
 T 
W
I
A
6"
3+
6+
4
4
1
4+
2
Ld
Cl
Wil
Int
8+
6+
6+
12+
Save
-

Special

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:
  • 1-3: the fighter is Out Cold; they will be available for their next battle.
  • 4-5: the fighter suffers a Grievous Injury; they go into recovery.
  • 6: the fighter is dead; if they were put Out of Action by an attack the attacker gains 1 XP immediately.
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.

  1. Berserker
  2. Evade
  3. Fearsome
  4. Impetuous
  5. Mighty Leap
  6. Spring Up

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 -1 penalty to Detect this fighter and a -1 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

5
Common

Weapons (CCWs)

10
Common
20
Common
10
Common
5
Common
15
Common
15
Common
10
Common
5
Common
10
Common
20
Common
25
Common
20
Common

Weapons (Pistols)

15
Common

Weapons (Basic)

5
Common
5
Common

Weapons (Specials)

55 + ammo
Common

Ammunition is purchased for this weapon separately.

Grenades

35
Common
25
Common
30
Common

Attachments

Wargear

10
Common
5
Common
10
Common
10
Common
5
Common
5
Common

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.

Survivor Critical Injury Table

Roll a D6 and subtract the fighter's Wounds characteristic (not their current Wounds), then consult the table below with the total:

D6+W
Outcome
0 or less
Grievous Injury: The fighter goes into Recovery.
1-4
Permanent Injury: The fighter goes into Recovery and suffers a permanent injury. Roll again on the Permanent Injury table.
5+
Memorable Death: The fighter is killed instantly. If the injury was caused by an attack, the attacker gains an additional 1 XP.

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
D6
Outcome
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
D6
Outcome
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
D6
Outcome
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.