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The Pack: How to Start

To the Pack, survival of the fittest isn't just a saying — it's a defining trait. The biggest, baddest, most unpredictable fighter rules the Pack. A big brain hasn't got much use there, but a big swinging arm certainly helps knock a sledgehammer through the head of the competition. The Alpha leads the way, makes the calls, and gets the overwhelming joy of smacking contenders back to the ground whenever they pop up. Everyone else just follows their lead, charging into whatever scraps they can find, flinging explosive teddy bears, and waving around paint-splattered rifles and blood-soaked bats. [Folio pg. 34]

All models in a Pack crew must be chosen from the Pack Crew List. [Folio pg. 34]

Crew Limits

Tier 1 Tier 2 Tier 3
Upgrade Limit per Model 3 5 7
Champion Limit 3 4 5
Control Limit 5 10 15
Facility Limit 2 4 6

[Folio pg. 34]

Playstyle

The Pack are an aggressive, high-mobility faction that wins by overwhelming opponents in melee before they can react. Sprint appears on every single model, meaning your whole crew can surge forward in the first round. The Alpha and Top Dogs hit hard with Wind Up melee weapons and can pressure multiple zones with Pack Hunters, extending Movement Orders beyond the Champion's Control Area. Brutality turns each takedown into a morale threat, forcing wider Confusion Tests with a higher fail threshold. Their Training Table favors Strength (1–2) and Charisma (5–6), rewarding a crew that fights close and leads by force.

Starter Roster

A suggested crew where every model has Sprint, built for aggressive first-round charges (total: 249 pts).

Unit Weapons Rating
Alpha 10mm Pistol & Deathclaw Gauntlet 42
Top Dog Sledgehammer & Predator Grenades 33
Psycho Pipe Revolver & Baseball Bat 23
Psycho Pipe Revolver & Baseball Bat 23
Psycho Pipe Revolver & Baseball Bat 23
Scavver Handmade Rifle 23
Scavver Handmade Rifle 23
Scavver Handmade Rifle 23
Waster Pipe Revolver 12
Waster Pipe Revolver 12
Waster Pipe Revolver 12
Total 249

Captive Story Action: Taken for a Ride

A Pack crew may take the Taken for a Ride Captive Story Action. Add this to your Story Sheet if playing a Reach Campaign. [Folio pg. 33–34]

Choose a Captive model from another player's Crew Roster on your Story Sheet, then roll a d10 and consult the Gauntlet Table. This Story Action cannot be made if the Captive was taken in your last game.

Score Result Effect
1 "What?! This isn't meant to happen! The vic got away!" The Captive escapes, returning to its original crew. The owner clears the Absent box.
2–5 "And... they're dead! Next!" The Captive meets a grisly end in the Gauntlet. Remove the Captive from its owner's Crew Roster. Each non-Absent model in your crew may remove the Penalty from one Penalized statistic, as per the Recuperate Story Action.
6–8 "The vic made it to the boss and... well, that was grim." The Captive is removed from its owner's Crew Roster. Your crew gains 3 XP.
9–10 "Now there is something you don't see often..." The Captive bests a high-ranking member of your crew! Randomly choose a Champion — they must roll twice on the Serious Injury Table, re-rolling any Dead results. Copy the Captive's statistics and Traits onto your Crew Roster, removing it from the original owner's. The model gains the Outsider Perk and loses Natural Leader (if they have it).

[Folio pg. 33]