Necromunda
Wyrd Gangs
Unknown Source
Contents
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.
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.
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.
Wyrd gangs generate income from their one
territory and from foraging, just like other outlaw gangs.
Wyrd gangs use the Outlaw trading post.
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.
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.
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.
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.
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.
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.
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.
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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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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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
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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 |
Top
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
Talent |
Skill Tables |
Beastmaster |
Stealth, Ferocity |
Pyromaniac |
Combat, Agility |
Telepath |
Shooting, Techno |
Telekinetic |
Muscle, Combat |
Top
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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