Wulfen Pack
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
*SoundPackmasterTerritorialWulfen 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
*SoundBombardmentTerritorialWulfen 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 AstartesOpportunistTerritorialWulfen 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 AstartesTerritorialWulfen 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 AstartesTerritorialWulfen 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 ShieldTerritorialWulfen 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 TerrorTerritorialWulfen 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 CarnageTerritorialWolf 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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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.
Strategy Ploys
Strategy: 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).
Strategy: Savage Frenzy
You can ignore any changes to the stats of friendly WULFEN PACK operatives from being injured.
Strategy: 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.
Strategy: 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).
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.
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.