Wulfen Pack

Homebrew by bigender_liver

Wulfen exist on the brink of constant berserk rages, and their chilling howls unleash the inner beast in sons of Russ nearby. Wulfen are bestial warriors, altered by the Curse lying in the blood of all scions of the Wolf King. They are hunters, bounding forward with fangs bared and claws outstretched, ripping foes apart with inhuman speed.

100% positive
Composition

A WULFEN PACK killteam is composed of:

  • 1 WULFEN PACK PACKMASTER operative
  • 4 WULFEN PACK operatives selected from the following list
    • ARTILLERIST
    • BUTCHER with Howl of the Wulfen and one of the following options:
      • Frostclaws
      • Frost Axe
    • HOWLER
    • KINGSLAYER with Howl of the Wulfen and one of the following options:
      • Frostclaws
      • Frost Axe
    • PULVERIZER
    • RUNEMYSTIC
    • WARRIOR

Other than WARRIOR operatives, your Killteam can only include each operative once.

Some WULFEN PACK rules refer to a 'howl weapon'. This is a ranged weapon that includes 'howl' in its name, e.g. Howl of the Wulfen, Rune of the Howl, etc.

Common Abilities and Options

*Sound:
An operative can perform the Shoot action with this weapon while it has a Conceal order. If it does so, after the Shoot action is resolved, it is given an Engage order.

Territorial:
Whenever a friendly WULFEN PACK operative contests an objective marker or one of your mission markers, or whenever it’s fighting or shooting an enemy operative that does, that WULFEN PACK operative’s weapons have the Balanced weapon rule.

Balanced: Can re-roll one Attack die.

Mutated Astartes:
This operative can perform two Fight actions during its activation.

Wulfen Packmaster
A 3
M 8"
S 5+
W 20
Weapons
ATK
HIT
DMG
Stormfrag Autolauncher (Rng 8", Blast 2")
5
3+
3/4
Great Howl of the Wulfen (Lethal 4+, *Sound)
6
2+
2/4
Frostclaws (Ceaseless, Brutal)
6
3+
4/6
Abilities
*SoundPackmasterTerritorial

Packmaster: This operative can perform two Fight or two Shoot actions during its activation.

WULFEN, IMPERIUM, ADEPTUS ASTARTES, LEADER, PACKMASTER
Wulfen Artillerist
A 3
M 8"
S 5+
W 19
Weapons
ATK
HIT
DMG
Stormfrag Autolauncher (Rng 8", Blast 2")
5
3+
3/4
Howl of the Wulfen (Lethal 5+, *Sound)
6
2+
1/4
Wulfen Claws (Ceaseless)
5
4+
4/6
Abilities
*SoundBombardmentTerritorial

Bombardment: This operative can perform two Shoot actions during its activation.

WULFEN, IMPERIUM, ADEPTUS ASTARTES, ARTILLERIST
Wulfen Butcher
A 3
M 8"
S 5+
W 19
Weapons
ATK
HIT
DMG
Howl of the Wulfen (Lethal 5+, *Sound)
6
2+
1/4
Frostclaws (Ceaseless, Brutal)
5
3+
4/6
Frost Axe (Brutal)
6
4+
5/7
Abilities
*SoundMutated AstartesOpportunistTerritorial

Opportunist: Whenever this operative performs the Fight action, at the start of the Roll Attack Dice step, you can use this rule. If you do, inflict 1d3 damage on the enemy operative in that sequence.

WULFEN, IMPERIUM, ADEPTUS ASTARTES, BUTCHER
Wulfen Howler
A 3
M 8"
S 5+
W 19
Weapons
ATK
HIT
DMG
Grand Howl of the Wulfen (Lethal 4+, *Sound)
6
2+
2/6
Wulfen Claws (Ceaseless)
5
3+
4/6
Abilities
*SoundHowl of the Death WolfMutated AstartesTerritorial

Howl of the Death Wolf: While this operative is in the Kill Zone, you may use the Howl of the Pack strategy ploy for 0 CP. If you do so, worsen this operative's APL stat by 1 until the end of the turning point.

WULFEN, IMPERIUM, ADEPTUS ASTARTES, HOWLER
Wulfen Kingslayer
A 3
M 8"
S 5+
W 19
Weapons
ATK
HIT
DMG
Howl of the Wulfen (Lethal 5+, *Sound)
6
2+
1/4
Frostclaws (Ceaseless, Brutal)
5
3+
4/6
Frost Axe (Brutal)
6
4+
5/7
Abilities
*SoundCrownbreakerMutated AstartesTerritorial

Crownbreaker: Whenever this operative performs the Fight action, if the enemy operative in that sequence has the LEADER keyword, improve the Atk stat of this operative's weapons by 2.

If this operative incapacitates an enemy operative that has the LEADER keyword, you gain 1 CP. You may only gain CP through this ability once per battle.

WULFEN, IMPERIUM, ADEPTUS ASTARTES, KINGSLAYER
Wulfen Pulverizer
A 3
M 8"
S 5+
W 19
Weapons
ATK
HIT
DMG
Howl of the Wulfen (Lethal 5+, *Sound)
6
2+
1/4
Wulfen Thunder Hammer
Standard (Shock, Stun)
5
3+
5/6
Pulverization (Shock, Stun, Brutal)
5
4+
6/7
Abilities
*SoundMutated AstartesStorm ShieldTerritorial

Storm Shield: Whenever an operative is shooting this operative, worsen the x of the Piercing weapon rule by 1 (if any). Note that Piercing 1 would therefore be ignored.

WULFEN, IMPERIUM, ADEPTUS ASTARTES, PULVERIZER
Wulfen Runemystic
A 3
M 8"
S 5+
W 19
Weapons
ATK
HIT
DMG
Rune of the Howl (Lethal 5+, *Sound)
5
3+
3/3
Runic Wulfen Claws (Lethal 5+, Ceaseless)
5
3+
4/6
Abilities
*SoundMutated AstartesRune of ShieldingRune of TerrorTerritorial

Rune of Shielding: Whenever an operative is shooting a friendly WULFEN PACK operative that’s visible to and within 2" of this operative, ignore the Piercing weapon rule.

Rune of Terror: Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this.

WULFEN, IMPERIUM, ADEPTUS ASTARTES, RUNEMYSTIC
Wulfen Warrior
A 3
M 8"
S 5+
W 19
Weapons
ATK
HIT
DMG
Howl of the Wulfen (Lethal 5+, *Sound)
6
2+
1/4
Warrior's Wulfen Claws (Ceaseless)
5
3+
5/7
Abilities
*SoundMutated AstartesTerrifying CarnageTerritorial

Terrifying Carnage: Whenever this operative is fighting, worsen the Hit stat of the enemy operative’s melee weapons by 1. This isn’t cumulative with being injured.

WULFEN, IMPERIUM, ADEPTUS ASTARTES, WARRIOR
Equipment

Wolf Tooth Necklace:
You can use the Headstrong firefight ploy for 0CP from the second turning point onwards.


Wolf Talismans:
Once per turning point, when a friendly WULFEN PACK operative is fighting or retaliating, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Healing Balm:
When a friendly WULFEN PACK operative ends its activation, it regains up to D3 wounds.


Death Totem:
Whenever a friendly WULFEN PACK operative that is not a LEADER operative is incapacitated, you gain 1CP.


Ploys

Firefight - Headstrong:
Use this Firefight Ploy when a friendly WULFEN PACK operative is fighting and strikes with a critical success. Inflict D3+1 additional damage.


Firefight - Overwhelming Onslaught:
Use this firefight ploy during a friendly WULFEN PACK operative’s activation. During that activation, that operative can perform three Fight actions.


Firefight - Berserk Charge:
Use this Firefight Ploy when a friendly WULFEN PACK operative performs the Charge action. Until the end of that action, it can move an additional D3+3".


Firefight - Transhuman Physiology:
Use this firefight ploy when an operative is shooting a friendly WULFEN PACK operative, in the Roll Defence Dice step. You can retain one or two of your normal successes as a critical success instead.


Strategic - Hunter's Trail:
Select two friendly WULFEN PACK operatives visible to and within 12" of each other. Remove them both from the killzone and set them back up in each other’s previous locations (in other words, swap their positions).


Strategic - Savage Frenzy:
You can ignore any changes to the stats of friendly WULFEN PACK operatives from being injured.


Strategic - Curse of the Wulfen:
Whenever an attack dice rolled by a friendly WULFEN PACK operative would inflict damage of 3 or more, you may add 2 to that inflicted damage. If you do so, that friendly WULFEN PACK operative immediately gains one of your Cursed tokens, if it doesn't already have one.

A WULFEN PACK operative with a Cursed token cannot contest markers. Remove all Cursed tokens at the end of the turning point.


Strategic - Howl of the Pack:
Whenever a friendly WULFEN PACK operative shoots using a Howl weapon, you gain 1 Howling Point (HP) equal to the amount of succesful hits. While this strategy ploy is in effect, any friendly WULFEN PACK operative may spend HP as follows:

  • When shooting with a Howl weapon, after rolling attack dice, retain one normal success as a critical success (1 HP)
  • When shooting with a Howl weapon, before selecting targets, the Howl weapon gains the Torrent 3" weapon rule until the end of the sequence (2 HP)
  • When shooting with a Howl weapon, before rolling attack dice, the Howl weapon gains the Piercing 3 weapon rule until the end of the sequence (4 HP)
  • At the start of this operative's activation, until the end of the turning point, increase this operative's APL by 1 (10 HP)
  • When this operative performs a Dash action, all friendly WULFEN PACK operatives may immediately perform a free Dash action (10 HP).

TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.