FACTION 03PACKS

WEREWOLVES

RESOURCE
Rage
COMMANDER
Pack Commander
MORALE SHATTER
Pack Break
ARCHETYPE
Anchor-leaning

True hybrid — neither the human nor the beast fully wins. Volatile Rage IS that loss of control.

RESOURCE — RAGE

Volatile — +200 Rage per damage instance received. Does not bank; lost at end of turn if unspent.

Werewolves earn bonus Command when they take damage. The economy floods when they absorb punishment and must be spent immediately. Adversity-based triggers let units evolve by surviving. They reward players who can bait attacks and spend the resulting surge at exactly the right moment.

HISTORY

The Calling begins ~24,000–29,000 years ago — a rising signal pulling humans toward wolf form, spreading in packs, never in isolation. Pack Break is what happens when the human influence collapses entirely. What's left is pure beast with no direction.

PACKS

Each pack grants your Commander a unique ability drawn from a specific mythological tradition.

ROOT

Vargulf

Norse/Germanic

Pack of the Broken Chain

Rusted ironDirty white

Crest: A shattered chain with wolf jaws at the break point

COMMANDER ABILITY — UNSHACKLED FURY

When this Commander takes damage, immediately gain +300 Rage that does not expire until end of their next action. Once per match.

They were told what they were worth. They disagreed.

Pack of the Ashen Howl

Ash greyEmber orange

Crest: A howling wolf silhouette inside a ring of flame

COMMANDER ABILITY — DEATH BEFORE RETREAT

While this Commander is alive, friendly units within 2 hexes cannot voluntarily move away from an enemy — must advance or hold. Those units gain +100 ATK.

There is nothing left behind them worth going back to.

Pack of the Iron Maw

Dark ironDeep blood red

Crest: A wolf skull wearing a forged iron jaw

COMMANDER ABILITY — CONTROLLED DETONATION

Once per round, delay receiving Rage from one damage instance until start of next turn — banking it outside normal volatile rules.

They built a cage for the beast. The cage has a door.

ROOT

Bultungin

West African — Hausa were-hyena

Pack of the Laughing Dark

Spotted goldDeep shadow black

Crest: A hyena mid-laugh, teeth fully bared

COMMANDER ABILITY — UNNERVING PRESENCE

Enemy units within 2 hexes of this Commander cost +100 Command to attack with.

You hear them before you see them.

Pack of the Bone Throne

Bleached boneDark earth brown

Crest: A throne constructed from bones and skulls

COMMANDER ABILITY — CARRION CROWN

When any enemy unit is destroyed anywhere on the field, this Commander gains +100 ATK for the rest of the match. Maximum +300.

Nothing is wasted. Everything becomes part of them.

Pack of the Midnight Road

Deep indigoPale bone

Crest: A hyena walking a road that fades into darkness on both ends

COMMANDER ABILITY — BETWEEN WORLDS

Once per match, when this Commander would be killed, they instead survive at 1 HP and become untargetable for 1 full round.

You cannot kill what is not fully here.

ROOT

Harimau Jadian

Malay — were-tiger

Pack of the Striped Veil

Deep jungle greenBurning orange stripe

Crest: A tiger's eye half-hidden behind foliage

COMMANDER ABILITY — GHOST OF THE CANOPY

This Commander may move through enemy-occupied hexes without triggering attacks of opportunity.

The jungle hides them. The jungle is them.

Pack of the Sacred Wound

Saffron goldDeep crimson

Crest: A tiger paw print made of overlapping scars

COMMANDER ABILITY — WELCOMED PAIN

When this Commander takes damage, gain +100 ATK per damage instance that turn. Volatile — resets at end of turn.

They do not flinch. They lean in.

Pack of the River Crossing

River blue-greyWhite

Crest: A tiger standing in flowing water, facing forward

COMMANDER ABILITY — HOLD THE FORD

Friendly units within 2 hexes gain +100 DFN when defending an objective hex.

Cross this river. We dare you.

ROOT

Nahual

Mesoamerican — Aztec/Mayan

Pack of the Obsidian Fang

Obsidian blackMirror silver

Crest: A smoking obsidian mirror with a fang emerging from its surface

COMMANDER ABILITY — SMOKING MIRROR

Once per round, force one enemy unit to retarget — they cannot target the same unit twice in one turn.

What you see in the mirror is not what is actually there.

Pack of the Jade Howl

Jade greenTurquoise

Crest: A wolf head with feathered serpent scales along the jaw

COMMANDER ABILITY — CHOSEN MOMENT

First turn in human form: +200 Command. Permanently becomes full beast next turn: +200 ATK for rest of match.

They could unleash it now. They are choosing not to. Yet.

Pack of the Fifth Sun

Deep redGold

Crest: A sun disc cracked through the center with a wolf leaping through the break

COMMANDER ABILITY — CHILDREN OF THE LAST SUN

When this Commander drops below half strength, retain upgrade instead of losing it AND gain +200 ATK until end of match.

Every sun ends. They keep going.

FACTION TIMELINE

Before

The wild-nature attunement exists in human bloodlines before anyone calls it that.

~24,000–29,000 years ago — during the Accord

The Calling begins. A rising signal pulls humans toward wolf form. It spreads in packs and larger groups, never in isolation.

~23,000 years ago

First recorded pack-formation following The Calling. Location unknown. The pack does not survive to record it themselves.

During the Long Decline

Werewolf packs and Vampire clans share contested territory for the first time. Neither yields. The arrangement is not called a peace.

During the Long Decline

Faith Theocracy missionaries enter Werewolf territory. Most do not return. A few come back changed.

Near the Game's Present

A Nahual pack annihilates a Golem survey team. Reason undocumented.