Starting Werewolf Warband

With the start of our Chaos in Carpathia campaign a few weeks away, I finally took the time to nail down a starting warband. After much deliberation, here’s what I came up with.


The Great Wolf (werewolf pack leader)
MV: 7 | DR: 6(3) | Str: 5 | Agl: 4 | Mnd: 2 | Res: 4 | Fate: 4 | Vit: 5

abilities: werewolf, terrifying aura, combat attack x3, claws (DN6), killing strike (1), sharp senses x2, solitary

Black Maw (werewolf)
MV: 7 | DR: 5(3) | Str: 4 | Agl: 3 | Mnd: 2 | Res: 3 | Fate: 3 | Vit: 4

abilities: werewolf, iron will x1, combat attack x3, claws (DN6), killing strike (1), sharp senses x2, solitary

Bloodrunner (werewolf)
MV: 7 | DR: 5(3) | Str: 4 | Agl: 4 | Mnd: 2 | Res: 3 | Fate: 3 | Vit: 3

abilities: werewolf, dodge, speed burst (1), combat attack x3, claws (DN6), killing strike (1), sharp senses x2, solitary

Gregor (escaped asylum inmate)
MV: 5 | DR: 5 | Str: 4 | Agl: 2 | Mnd: 2 | Res: 4 | Fate: 4 | Vit: 3

abilities: combat attack x2, inhuman strength (DN5), inmate dedication (The Great Wolf)

Crazy Nell (escaped asylum inmate)
MV: 5 | DR: 5 | Str: 4 | Agl: 2 | Mnd: 2 | Res: 4 | Fate: 4 | Vit: 3

abilities: combat attack x2, inhuman strength (DN5), inmate dedication (Blackmaw)

The Man Hunters (wolf pack x6)
MV: 8 | DR: 3 | Str: 3 | Agl: 3 | Mnd: 1 | Res: 2 | Fate: 2 | Vit: *

abilities: combat attack x2, combat evade x1, bite (DN5), sharp senses x3

I was originally going to start the campaign without any inmates in my warband. I had planned to add them later as I earned some post-battle resources. However, after painting a couple up, I couldn’t resist including them. I think they’ll add a little bit of that human character to my warband which will certainly help me to propel the story.

I also used the optional werewolf upgrades in an attempt to specialize them for different tasks. With an extra Vitality upgrade, Agility upgrade, and the Terrifying Aura ability, the Great Wolf should have some staying power, as well as the ability to really rip the enemy apart. I gave Blackmaw an extra Vitality and the Iron Will ability to represent his supernatural toughness. Finally, to help him live up to his name, I gave Bloodrunner an extra Agility upgrade and both the Speed Burst and Dodge abilities. Hopefully, those pesky wulfenjager will have a hard time hitting him with their rifles and he will be perfectly suited for flying out behind buildings and tearing their faces off.

In the very near future, I’ll finally have the opportunity to put some of these theories to the test. Stay tuned, and as always…

Thanks for reading,

JET

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