Regeneration |
The Ulfwerener is able to heal damage extremely
quickly. During each Recovery Phase, if
the Ulfwerener is below his max wounds total,
he may roll a single d6. If the die result
is equal to or less than his Toughness he
regains a single Wound. Additionally, if
the Ulfwerener is put Out of Action in were
form, he ignores the first roll on the Serious
Injury chart if it results in anything below
a 36, rolling again a second time and ignoring
Multiple Injuries. A second Dead result
means the Ulfwerener really is dead. |
Superhumanly Tough |
The Ulfwerener is able to ignore lesser
attacks, protected by his superhuman nature.
Whenever he is wounded, he may roll a single
d6. If the die result is equal to or less
than his Toughness value minus
any armor save modifiers of the attack,
he may completely ignore the Wound.
Additionally, Serious injuries possessed
by the Ulfwerener's human form are ignored;
they are healed during the transformation
to were form, but return when transforming
back to human form. |
Sharp Senses |
The Ulfwerener's bestial senses allow him
to detect Hidden models within TRIPLE Initiative
distance and to ignore any penalties imposed
for darkness or poor visibility. |
Rending Claws |
The Ulfwerener's claws are supernaturally
potent. His roll to wound any creature is
never worse than 4+ regardless of relative
Strength or Toughness. Additionally, he
can strike noncorporeal creatures normally,
and can wound creatures that can only be
hit or wounded by magical weapons. However,
this ability only applies to attacks made
by his claws, not attacks made with weapons.
Rending Claw attacks do not count as barehanded. |
Bounding Leap |
The Ulfwerener may execute a single 6"
leap at any point during a Charge move in
addition to his normal movement. This leap
must always be exactly 6" and cannot
be taken in smaller segments or portioned
out into several smaller leaps adding up
to 6".
This leap
can be used to take the Ulfwerener over
the heads of intercepting or intervening
models and can clear obstacles of up to
3" in height. This ability cannot be
used under a roof but may be used to leap
up or down the levels of a cross-sectioned
ruin as long as the Ulfwerener is Charging
into HtH combat. No Initiative roll is necessary
to do this.
NOTE: Measure
the 6" distance horizontally (flat
to the playing surface). Don't arc or arch
the measuring tape to account for height;
the maximum height of the leap is 3".
The Ulfwerener must start and end their
movement on solid footing; this ability
is not Flight. |
Chilling Howl |
The Ulfwerener can emit a howl during the
shooting phase that forces ALL models within
12" of the Ulfwerener (including friendly
models) to make an All Alone test unless
they are Immune to Psychology, Fear, or
All Alone tests, even if they are not actually
fighting alone or are even in HtH combat.
Any and all
models failing their Leadership check flee
the normal 2d6" directly away from
the Ulfwerener, regardless of deployment
edge or nearest table edge and count as
being broken as normal. This can only be
done in a turn in which the Ulfwerener succesfully
charged into HtH combat. Only usable once
per battle. |
Mastering the Beast |
The Ulfwerener has learned to control his
bestial nature and use it to his own purposes.
Therefore, he counts as being Frenzied but
does not have to charge the enemy. Additionally
if he ever has the Frenzy beaten out of
him he may try to regain it in each of his
Recovery phases by making a succesful Leadership
check. This ability cannot be combined with
Bloodlust. |
Bloodlust |
The Ulfwerener feels no pain while Frenzied
and therefore ignores all results of Stunned
on the injury table, treating them as Knocked
Down instead, and does not lose his Frenzy
if he is Knocked Down if he can make a Leadership
check.This ability cannot be combined with
Mastering the Beast. |