I have always wondered, how it would be to play a Space Wolf, who have subcome to the curse of the wulfen. I know, many of you will probably say, that it's just mindless savagery and unplayable, but that's not the way I see it, so I've now tried to make stats for any Space wolf of almost any speciality that have subcome to their beastial side, and have become wulfen and yes, I know, many of you will probably also say, that it conflicts with the primarchs curse of the Space wolves, but I dont agree on this point, since the primarchs curse does what it should and functions well, and makes sense. It's not like you will feel like a wulfen, if you had the Space wolves primarchs curse on any lvl, since I imagine that becoming a wulfen, will give pros and cons which primarchs curse doesn't really do. The primarchs curse of the Space wolves as i said before, makes sense but it's not the curse of the wulfen, or at least its not the primarchs curse that makes you a wulfen. With all this said, I present to you the house rules and stats for playing a Space wolf, who have become wulfen.
Prerequisites: Space wolf only, rank 1 only.
(Special exception is if the Space wolf have recently been overrun by chaos)
(Note: Librarians and Techmarines Can't be wulfen)
Xp cost:500
Wulfen stats: gain Frenzy, Natural Weapon (Teeth & Claws) +5 Str,Ag, Per and -10 int and fellowship plus 3d10 and 1d5 insanity points because the beastial side have taken its part on their sanity everytime they face combat they need to roll a +0 willpower test to not let their beastial side take over (enter frenzy) Claws and teeth will give 1d10+4 pen 0 by being a Wulfen you automatically gets the deed gene-seed anomaly (see page 87 in Rites of Battle Rulebook) and all rules following with that deed for free.
Any feedback will be appreciated
Edited by Steffan