Ulfweiners

by Paul Smith

Across the oceans from Norsca numerous adventurers come in search of fortune and glory. Many of these are the barbarian heroes but some are tainted. These are known as Ulfweiners.

Ulfweiners are Norse warriors that have been bitten by Dire Wolves, wolves that are tainted by traces of warpstone. The bite of the dire wolf causes the poor unfortunate to uncontrollably change form into a ferocious wolf. Some ulfweiners never learn how to control their mutations. Those that do become some of the most vicious warriors found in the Old World.

  Man Wolf
Wounds D6+7 D6+7
Move 4 9
Weapon Skill       4 4
Ballistic Skill 4+ -
Strength 3 4
Toughness 3 4
Initiative 3 6
Attacks 1 1
Damage 1D6 1D6
Luck - -
Pin 5+ 3+

Players wishing to start as Ulfweiners must accept the fact that they are playing a cursed character. Their main aim is to either find someone that can teach them control, of learn it by self control. The Ulfweiner character starts off with a sword (D6+S) and some furs (+1T).

While in man form he suffers from transformation. And while in Wolf form he will suffer from Feed; Frenzy 6+; Transformation; Night vision; claws

Transformation

At the beginning of the Monsters' Phase roll 1D6 and add the number of dead bodies from this combat. If the amount is equal to or greater than 7 then the Monster begins the transformation either to a wolf or to a man.

Feed

If the wolf kills a monster or character who is then not healed in the same turn it will stop and feed on the body. Roll 1D6. On a roll of 1 the wolf starts to eat the body of the dead Monster/Warrior. For the next turn he will not move or attack. A dead Warrior who has been eaten by a Wolf cannot be resurrected.

Night Vision

The wolf has night vision so it is able to wander off without the lantern. This, however, is not advised as the night vision wears off when he returns to human form.

Claws

Dire Wolf claws are exceedingly sharp and do D6+2+S damage.

 

While in man form Ulfweiners can use any equipment normally allowed for the barbarian. Unfortunately when he transforms to wolf form all his equipment is left on the square that he was on when the transformation took place. The Ulfweiner must always carry a few spare sets of clothes with him because during the transformation his cloth/silk clothing is shredded beyond repair. All it is useful for rags.

While in human form Ulfweiners are indistinguishable from normal humans so they attain entry to settlements without problem. Unfortunately you must be careful if your character gets involved in a fight (drunk, or sober) or gets angry. This includes events 21, 23, 35, 63 or 64. If any of these events are rolled roll on the following table :-

1 You turn into your wolf form due to your great rage. Roll a D6 on a 1-2 you are caught by the local authorities and killed as a chaos beast.
2-3 You turn into your wolf form due to your great rage. Roll a D6. On a 1 you are caught and killed by local authorities as a chaos beast.
4-5 You turn into your beast form but manage to slip off into the shadows before the authorities arrive.
6 You manage to restrain yourself. You are safe for now

In Old World towns and villages you cannot find an ulfweiner to help teach you self-restraint. These individuals may only be found in a City on an 8+, or a port on a 7+. The only exception to this is if you are in Norsca itself. If you just happen to be adventuring in Norsca then you are more likely to find another Ulfweiner in small villages (5+), towns (6+) or cities (7+). If you go to the Norse Capital City you will find a guild of Ulfweiners for certain.

If you find an Ulfweiner willing to try to help you control your changes roll on the following table.

1-2 The man you have found is no more experienced than you, but he has told you the signs for finding more Ulfweiners. From now on you may attempt to look for others like yourself with a +1 to your dice roll. You may also now search in Old World town. If you get this again you can search in villages too.
3-5 The old man cannot teach you the full secrets but he has helped strengthen your resolve. When testing to transform you can choose to add or subtract one from your rolls. This IS cumulative.
6 The old Norse raider is one of the few surviving Ulfjarls in the Old World. He teaches you the skill of the half transformation. You are now an Ulfjarl and may choose to use either of the two original forms or the half-wolf form.
Ulfjarl

Move

6

Weapon Skill   

4

Ballistic Skill

6+

Strength

5

Toughness

4

Initiative

8

Attacks

2

Fear 5; Frenzy 5+; claws
Ulfjarls may not use weapons but they retain any armour that they were wearing before the transformation.

SKILLS

2

Charge
If you move at least 4 squares in a straight line towards a monster before attacking him, your first hand to hand attack in the same turn causes double damage and knocks the monster over. Treat it as being prone for one turn.

3

Hug 6+
The Hug ability enables you to try and crush your opponent instead. Roll a D6 and is it scores 6 or over To Hit, instead of attacking your character wraps its arms around the monster and tries to crush him to death. Roll 1D6 and add your Strength. The monster takes this much damage with no modifier for armour. In addition, if the dice roll is a 6 then the you crush one of the monster’s arms. Randomly determine which arm is crushed. If it is the monster’s sword arm he may not attack. If both arms are crushed then it may not use any items either. If a monster already has a crushed arm and it is crushed again then due to the pain he immediately takes 1D6 unmodified Wounds. This IS cumulative. Gain +1 each time this is rolled. I.e. 5+ then 4+ etc.

4

Night Vision
Like the creatures of the wild, your senses are keen and perceptive, even beyond those of the Wood Elves. Your Warrior is capable of seeing even in the dark, capable of exploring and fighting even without the Barbarian's lantern.

5

Run
Your character may attempt to run this turn. Roll a D6. On a 5+ you double your move and you may not be pinned. One use per turn.

6

Ignore wounds
When you reach 0 wounds roll a D6. On a 5+ your character is placed back on his feet with one wound.

7 Ferocity
You have spend so much time transforming into a monster that other creatures are no longer as frightening. +2 to fear and terror tests
8 Bestial
Monsters that do not cause fear of terror must make a terror test with –2 to their roll whenever you turn in to wolf or half-wolf form.

9

Battle rage
This skill gives your character either +1A per battle level, or +1 to hit per battle level, or +2S. This only lasts for one turn. Choose which is affected at the start of the turn. One use per adventure.

10

Roar
You emit a deep, resounding roar that reverberates off of the dungeon walls, stunning your enemies with its sheer magnitude. Once per adventure, you may emit an earsplitting roar directed at your foes that will cause all enemies on the same board section and adjacent to miss their Attacks (and any enemy spell casting) for the remainder of the turn. This has no effect on creatures that cause Terror, on the Undead, Daemons, or magically animated beings

11

Head Butt
This attack may not be used against Undead creatures, Daemons, Large Monsters, or anything smaller than man-sized (Skaven, Giant Rats, Giant Spiders, Giant Bats, etc.), let alone anything which doesn't "have" a head to butt! This is made as an extra Attack following any others for the turn, and hits on anything but a natural roll of 1. Each combatant must roll 1D6 and add it to his base Toughness, adding any Armor protection given by a helmet. Who ever has the lower total is stunned by the blow, unable to take any action for his next turn, though he may still defend himself at his normal WS. If the two totals are equal, then BOTH combatants are stunned for their next Turns!

12

Rampage
Sometimes you get so mad and ferocious that you go on a rampage when attacking. It does not matter to you who they attack as long as their thirst for blood is satisfied. During the Power Phase if the power is a roll of 1 then you attack a random model on the board instead of attacking the intended monster. Otherwise you get triple attacks for that round of combat. One use per adventure.

ULFWEINER BATTLE LEVEL TABLE

Battle Level

Gold Title

Move

WS

BS

Str

Dam. Dice

T

Wounds

I

A

Luck

WP

P

Skills

1

0 Commoner

4

4

4+

3

1

3

D6+7

3

1

0

4

5+

0

2

2,000 Warrior

4

4

4+

3

1

4

+D6

3

1

1

4

5+

1

3

4,000 Warrior

4

5

4+

4

1

4

-

4

2

1

4

4+

1

4

8,000 Champion

4

5

4+

5

1

5

+D6

4

2

1

5

4+

2

5

12,000 Hero

4

6

4+

5

2

5

-

4

3

1

5

4+

3

6

18,000 Hero

4

7

3+

5

2

5

5D6

5

3

2

5

3+

4

7

24,000 Major hero

5

7

3+

6

2

5

6D6

5

3

2

5

3+

5

8

32,000 Major hero

6

7

3+

6

2

6

6D6

5

4

2

6

3+

6

9

45,000 Lord

6

8

2+

6

3

6

6D6

6

4

3

6

2+

7

10

50,000 Lord

6

8

1+

6

3

6

7D6

6

5

3

6

2+

8

Wolf form stats

Battle
Level

Gold Title

Move

WS

BS

Str

Dam. Dice

T

Wounds

I

A

Luck

WP

P

1

0 Commoner

9

4

-

5

1

5

-

6

1

0

5

3+

2

2,000 Warrior

9

4

-

5

2

5

-

6

1

1

6

3+

3

4,000 Warrior

9

5

-

6

2

5

-

6

2

1

6

3+

4

8,000 Champion

9

5

-

6

2

6

-

6

2

1

6

3+

5

12,000 Hero

10

6

-

6

3

6

-

6

2

1

6

3+

6

18,000 Hero

10

7

-

7

3

6

-

7

3

1

6

3+

7

24,000 Major hero

11

7

-

7

4

7

-

7

3

1

6

2+

8

32,000 Major hero

11

7

-

7

4

7

-

7

3

2

6

2+

9

45,000 Lord

12

8

-

8

5

7

-

8

4

2

6

2+

10

50,000 Lord

12

8

-

8

6

8

-

9

4

2

6

2+