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Necromunda

Wyrd Gangs

 

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Contents

Gang Rules

Wyrds are outcasts in Necromundan society.  Hunted by Imperial authorities, Redemptionist zealots, and fearful citizens, wyrds who haven't sufficient control of their abilities to hide them must flee if they want to remain independent.  Those who escape eventually find their way to the Badzones.  Some make a living by selling their services to gangs, while others band together into gangs of their own.

Outlanders

Wyrds can never be accepted back into the mainstream of Imperial society, even in the underhive.  They have no Guild Price and may never buy off their outlaw status.

Territory

Wyrd gangs start with one piece of territory generated on the Outlaw Territory table.   They may only hold one piece of territory; if they gain another they may move their base to the new territory or just loot it.  If they lose their territory, randomly generate a new one from the Outlaw Territory table.

Income

Wyrd gangs generate income from their one territory and from foraging, just like other outlaw gangs.

Trading

Wyrd gangs use the Outlaw trading post.

Starvation

Wyrd gangs must spend 3 credits per member to stay fed.  If they can't or won't pay, they suffer the normal penalties for starvation.

Hired Guns

Wyrd gangs don't trust "normals," so the only hired guns available to them are mercenary Wyrds (although it's rather redundant).  The only special character they can hire is Karloth Valois.

Capture

Wyrd gangs can make ransom deals and exchange prisoners with any gang willing to negotiate with them.  Cawdor, Redemptionist, and Spyrer gangs won't deal with Wyrds, so the Wyrds must attempt a Rescue mission to get back members of their own gang.   The Wyrds can sell members of these unfriendly gangs to slavers.

Bounty

Wyrds are hunted outlaws with bounties on their heads equal to their total costs.

Wyrds may attempt to collect bounties on other outlaws by passing themselves off as ordinary gangers.  When making the attempt, roll a D6.  On a 5+, the authorities identify the wyrd who is attempting to collect and take him into custody: a randomly determined member of the gang is killed and the bounty is not collected.

Leadership

Wyrd gangs follow special rules for determining when leadership disputes occur and how to resolve them.

Wyrds respect strong psychic ability in their leaders, so if more than one member of the gang has the highest Leadership, the gang will always turn to the one with more Major Powers as the Magus.  If they are also tied for Major Powers, compare their numbers of Minor Powers.  Only if the two models are still tied will there be a leadership dispute.

Wyrds resolve leadership disputes with a Psychic Duel.

Psychic Duels

In a Psychic Duel, set up the table and place the combatants 12" apart.  A beastmaster's animals must start within 2" of him.  The object of the duel is to take the other wyrd "down" or "out" using only psychic abilities, but close combat is allowed (Note: I've included this loophole because not all wyrds will have a power which could take another model down).  The wyrds may not use ranged weapons during the duel, and they may only use simple hand weapons (knives, swords, clubs, huge clubs, etc.).

The loser of a psychic duel will always accept the loss gracefully and become a loyal follower, but may challenge again if he receives another advance in Leadership or psychic powers.

Note that in a starting gang, the only thing keeping the Magus in charge is one extra Minor Power.

Recruiting

Wyrds may recruit normally between gang fights.  In addition, Wyrds gangs can take in young psykers fleeing from the Imperial authorities uphive.  Roll a D6 after every battle.  On a 6, the wyrd gang can recruit a homeless Wyrd Juve at no cost.  The new gang member comes with no equipment; the gang must buy his equipment or supply it from their stash.

Note:  I've included this rule because I suspect that daemonic attacks will be very hard on a Wyrd gang's roster.  This is probably the rule I'm most suspicious about needing to change after playtesting.

Aftermath of Daemonic Attacks

Wyrd gangs will probably suffer many daemonic attacks.  For gangs using wyrds as mercenaries, there's little need to consider what happens to the unfortunate soul, but the player of a wyrd gang needs to know the long term effect on the gang member.

If the wyrd is Pulled into the Warp, he's dead.

Wyrds who are Possessed often recover, managing to expel the daemon themselves after the heat of battle has died down, awakening from a nightmare to find themselves far from home.  If the possessee is still alive when the battle ends, roll on the Serious Injuries table for him.  If the result is "Captured", the wyrd is possessed permanently; treat the model as dead.  If the result is "Bitter Enmity", the wyrd is subject to hatred of daemons and chaos cultists.  Survivors of possession are more vulnerable to subsequent attacks: apply a -1 penalty to further rolls on the Daemonic Attack table for the wyrd (indicate this on the cult roster).

A wyrd who manages to repel the attack suffers no further effects (this time).

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Starting Profiles & Costs

Wyrd Magus - 150 creds

Profile M WS BS S T W I A Ld Major Powers Minor Powers Exp Cost
Magus 4 3 3 3 4 1 4 1 7 1 2 60+1D6 130

The Magus must have a stated talent (Beastmaster, Pyromaniac, Telepath, or Telekinetic).

The Magus may take equipment from the Ranged Weapons, Close Combat Weapons, Special Weapons, Ammunition, and  Grenades lists.

The Magus is the gang's leader.  He may always roll to escape from pinning, and other gang members within 6" of the Magus may roll to escape pinning as well.

Wyrd - 110 creds

Profile M WS BS S T W I A Ld Major Powers Minor Powers Exp Cost
Wyrd 4 2 2 3 4 1 4 1 7 1 1 20+1D6 100

Each Wyrd must have a stated talent (Beastmaster, Pyromaniac, Telepath, or Telekinetic).

Wyrds may take equipment from the Ranged Weapons, Close Combat Weapons, Special Weapons, Ammunition, and  Grenades lists.

Wyrd Juve - 40 creds

Profile M WS BS S T W I A Ld Major Powers Minor Powers Exp Cost
Wyrd Juve 4 2 2 3 3 1 3 1 6 0 1 0 50

Each Juve must have a stated talent (Beastmaster, Pyromaniac, Telepath, or Telekinetic), even though they don't start with any major powers.

Juves may take equipment from the Ranged Weapons, Close Combat Weapons, and Ammunition lists.

When a juve becomes a Wyrd, he automatically gains a Major Power as his advance if he has not already acquired one (otherwise roll normally).

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Equipment Lists

Ranged Weapons

Weapon Cost
Autopistol 15
Laspistol 20
Stub Pistol 10
Musket 6
Hand Crossbow 5

Close Combat Weapons

Weapon Cost
Club, Axe, Bludgeon 10
Sword 15
Knife (any model's first knife is free) free/5
Huge Club, Sword or Axe 10

Special Weapons

Weapon Cost
Autogun 20
Shotgun 20
Lasgun 25

Ammunition

Weapon Cost
Dum Dum rounds 15
Man-Stopper shells 5
Hot Shot shells 5
Bolt shells 15

Grenades

Weapon Cost
Frag 30

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Advancement Limits

Profile M WS BS S T W I A Ld Major Powers Minor Powers
Great Magus 4 5 5 4 5 4 6 3 8 2 4

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Advance Tables

Experience Level
0-5 Wyrd Juve
6-10 Wyrd Juve
11-15 Wyrd Juve
16-20 Wyrd Juve
21-30 Wyrd
31-40 Wyrd
41-50 Wyrd
51-60 Wyrd
61-80 Wyrd Adept
81-100 Wyrd Adept
101-120 Wyrd Adept
121-140 Wyrd Adept
141-160 Wyrd Adept
161-180 Wyrd Adept
181-200 Wyrd Adept
201-240 Wyrd Master
241-280 Wyrd Master
281-320 Wyrd Master
321-360 Wyrd Master
361-400 Wyrd Master
401+ Wyrd Grand Master (no further advances)

When a wyrd gang member earns an advance, roll on the following table.

Roll Advance
2 Roll an additional Minor Power
3 Roll an additional Minor Power
4 Skill (roll on appropriate Wyrd skill list)
5 Characteristic Increase: +1 Strength or Attacks
6 Characteristic Increase: +1 Initiative or Toughness
7 Characteristic Increase: +1 Leadership or Wounds
8 Characteristic Increase: +1 Initiative or Toughness
9 Characteristic Increase: +1 Weapon Skill or Ballistic Skill
10 Skill (roll on appropriate Wyrd skill list)
11 Skill (roll on any skill list)
12 Roll an additional Major Power

When rolling on the Minor Powers table, use a D4+1 for the "tens" digit and a D6 for the "ones".  This applies when creating wyrds as well as when rolling advances.

If a Beastmaster gains the "additional Major Power" advance, he can control an extra D3 creatures.  Not all the creatures need be of the same type (i.e. a Beastmaster with this advance could control 1D3 giant rats and 1D3 milliasaurs).

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Wyrd Skill Lists

Wyrd Talent Skill Tables
Beastmaster Stealth, Ferocity
Pyromaniac Combat, Agility
Telepath Shooting, Techno
Telekinetic Muscle, Combat

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Modeling Suggestions

Citadel currently has six Wyrd models in their line, one of each type plus two extra beastmasters.  My suggestions are designed to keep the appearance of the various talents reasonably consistent.

Beastmasters
Ratskins and Scavvies provide the feral look I associate with Beastmasters.

Pyromaniacs
The Pyromaniac model has a wild, flamboyant appearance.  Citadel used to make some Noble Gang models for the "Confrontation" game which appeared in White Dwarf several years back.  These guys had a very similar look if you want to go through the "Citadel Archives" to get them.  Of currently available models, Eschers and Orlocks are probably your best choices.

Telepaths
The Wyrd Telepath model is a sneaky-looking bald guy.  Good matches are the Genestealer Magus models and Delaques.  In fact, the Wyrd Telepath makes a darn good Genestealer Magus, too.

Telekinetics
The model for the Wyrd Telekinetic is a muscular brute who would blend right into any Goliath gang except for being bald (a lot of psykers seem to have a hair loss problem).  Shave their heads and Goliath models should make good Telekinetics.

General
Since the Sisters of Battle book came out, the accompanying model line has introduced Frateris Militia and Preacher models which you could convert into generic-looking wyrds.

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