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Pack Master

Pack Master gangs can be found in Boston and the Mojave. Due to the influence of their leaders, these Raiders favor using dogs in combat to drag their prey low. [Folio pg. 28]

Differences from the main Wasteland Raiders profile:

  • Boss: Replace Personal Stash (Innate) with Animal Friend (Charisma). [Folio pg. 28]
  • Remove Psycho from the Faction List. Add Trained Dog (Grunt). [Folio pg. 28]
  • Remove Scum from the Faction List. Add Stupid Mutt (Grunt). [Folio pg. 28]

Crew Limits

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

[Rulebook pg. 79; Folio pg. 90]

Playstyle

Pack Master trades the chemmed-up Psycho heavies for a dog-forward Grunt roster. Animal Friend on the Boss deploys a free Dog companion at game start — extra bodies on the table from turn one. Trained Dogs are the most capable dog unit, with solid stats across the board and Sic 'Em to chase down fleeing targets. Stupid Mutts fill the half-limit cheap-Grunt role that Scum held: lower stats, but Sic 'Em and Beast mean they hit hard for their cost and are near-disposable — they can never be promoted via the Training Table, so don't invest in them long-term. In Moderation and Oh Yeah! remain the faction's core ploy engine, and the Butcher and Veteran Champions carry forward unchanged.

Starter Roster

A suggested crew featuring Trained Dogs and Stupid Mutts alongside the standard Raider core (total: 250 pts).

Unit Weapons Rating
Boss Assault Rifle 45
Butcher Pipe Revolver & Baseball Bat 17
Veteran Pipe Pistol & Hand Weapon 23
Trained Dog Claws and Jaws 14
Trained Dog Claws and Jaws 14
Trained Dog Claws and Jaws 14
Scavver Short Hunting Rifle 16
Scavver Short Hunting Rifle 16
Scavver Short Hunting Rifle 16
Scavver Sawn-off Shotgun 18
Scavver Sawn-off Shotgun 18
Scavver Sawn-off Shotgun 18
Stupid Mutt Claws and Jaws 7
Stupid Mutt Claws and Jaws 7
Stupid Mutt Claws and Jaws 7
Total 250

Captive Story Action: Sell Captive

A Pack Master crew may take the Sell Captive Captive Story Action. Add this to your Story Sheet if playing a Reach Campaign. [Rulebook pg. 79]

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

Score Result Effect
1–2 Escape! The Captive escapes, returning to its original crew. The owner clears the Absent box.
3–4 Fight Pits The Captive is sold to the Fighting Pits. Roll a die and add Caps equal to the result to your Crew Stash. The Captive is removed from its owner's Crew Roster.
5–7 Scrap Mines The Captive is sold to the Steelyards. Roll a die and add Parts equal to the result to your Crew Stash. The Captive is removed from its owner's Crew Roster.
8–9 Two Enter, One Leaves The Captive is pitted against a Raider for entertainment but doesn't last long. The Captive is removed from its owner's Crew Roster and your crew gains 3 XP.
10 We Have... a Winner?! The Captive wins! Randomly choose a model in your crew — they are killed and removed from your Crew Roster. Copy the Captive's statistics and Traits onto your Crew Roster, removing it from the original owner's. If the model you lost had Natural Leader, the new model gains Natural Leader. Otherwise they gain the Outsider Perk.

[Rulebook pg. 63]