Ghouls: How to Start
Bands of Ghouls cluster together in places such as The Slog or Underworld to seek sanctuary from a hostile Wasteland. [Folio pg. 24]
A Ghouls crew is built on the Survivors faction list, with the following changes: [Folio pg. 25]
- Local Leader, Specialist (all), and Settler: Survivalist Perk replaced by Rad Resistant (Endurance)
- Security Guard removed from the faction list
- Swatter removed from the faction list
- Ghoul Guard (new Grunt) added — a tougher, well-rounded grunt with Rad Resistant and five weapon set options
- Some Rain Must Fall ploy replaced by Lookin' Pale, Smoothskin
All other models (Good Boy), Crew Limits, the Redeem Captive story action, the training table, and quest lines are unchanged from the Survivors main faction.
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 | 3 | 5 | 6 |
[Rulebook pg. 74; Folio pg. 9]
Playstyle
Ghouls trade the main faction's Survivalist bonuses across all models for Rad Resistant — radiation immunity on your leaders, specialists, and grunts. The Ghoul Guard is a significant upgrade over the Security Guard and Swatter it replaces: S4 P4 E5 C4 I4 A4 L2 with Rad Resistant, at costs ranging from 24–30, with five weapon set options covering melee, shotguns, rifles, and automatic weapons. The loss of the Swatter's Pipe Revolver options is offset by the Ghoul Guard covering similar ground with better baseline stats. Lookin' Pale, Smoothskin gives you free Radiation Token placement from Round 2 onward, pairing well with any radiation-focused ploys or effects in scenarios.
Starter Roster
A suggested crew built around the Ghoul Guard as the versatile front-line grunt (total: 246 pts).
| Unit | Weapons | Rating |
|---|---|---|
| Local Leader ★ | Junk Jet | 34 |
| Specialist (Hunter) ★ | Precision Hunting Rifle | 35 |
| Ghoul Guard | Pipe Revolver & Hand Weapon | 24 |
| Ghoul Guard | Pipe Revolver & Hand Weapon | 24 |
| Ghoul Guard | Pipe Revolver & Hand Weapon | 24 |
| Ghoul Guard | Automatic Pipe Rifle | 27 |
| Ghoul Guard | Automatic Pipe Rifle | 27 |
| Ghoul Guard | Automatic Pipe Rifle | 27 |
| Settler | Hand Weapon | 8 |
| Settler | Hand Weapon | 8 |
| Settler | Hand Weapon | 8 |
| Total | 246 | |
Captive Story Action: Redeem Captive
Unchanged from Survivors main. See the Survivors: How to Start page for the full Redeem Table. [Rulebook pg. 63]