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Thread: Wyrd Gang Rules v1.1

  1. #1
    Commander The_Dragon_Rising's Avatar
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    Wyrd Gang Rules v1.1

    At the start of my campaign i made sure that I had all of the links that Askil (many thanks) provided. One of these was the Wyrd Gang list.

    Whilst actually looking for model links I came across what seemed to be a revised version of the Wyrd rules that Askil has hosted.

    Looking through them they seem to have fairly minor but good changes, most of the obvious typos and formatting things (possibly because it was in a MSWord file) seem to be gone, some things seem to have been clarified and some costs seem to have changed; models no longer have two listed prices and either way they've been altered more in line with a slightly advanced LRB ganger/juve/leader and weapon list prices are more in line with those found in the outlaw trading post

    I didn't know if I was the first person here to see them but i thought I'd post them (see attatchment).
    Attached Files Attached Files
    If at first you don't succeed destroy all evidence that you tried. If evidence cannot be destroyed instead post a log

  2. #2

    Re: Wyrd Gang Rules v1.1

    The one Askil has linked is really bad and broken, it's too strong, and many parts aren't very thought out. I'll start flipping through this one and see how it is. We actually have a bit of a discussion on it over on the official Specialist Games forums.

    I'm playtesting a more well written one, which Ant was nice enough to post for me. The thread is over here for some info: http://www.sg.tacticalwargames.net/f...hp?topic=308.0


    Edit: Just read through the one you posted, it's a slightly modified version Askil posted, and pretty bad. Here are the bad things:
    Living through possessions: These should kill you, as most stories and fluff talk about the Daemon leaving out a burned out husk or worse. Possessions should always be fatal.
    Max Stats: This list gives them max 5 toughness and 4 wounds. That's a monster in Necromunda.
    Advance List: This is terribly terribly broken. Just in case you don't know, the most common things to roll are 6, 7, and 8. That's why for a normal list, those are Weaponskill, Ballisticskill, Initiative, and Leadership, the cornerstones of a basic person. This list changes the 6 and 8 spot into Toughness and Initiative, and the 7 (most likely rolled) spot into Leadership and Wounds. With their max 5 toughness and 4 wounds, and this advance list, they will quickly all hit this cap. Leadership for a Wyrd gang is doubly useful, because it is used as the check for all of their powers. And initiative is extremely useful because it is used to check avoiding a Perils of the Warp test.
    Too Choosy: Why when you hire a wyrd juve who has no actual major power, do you choose what his major power set will be? The better one linked in the thread I posted has juves randomly turn into one of the 4 main types when they hit 21exp. This helps prevent people spamming one power and wrecking the balance. 100% Beastmaster gang anyone?
    Undercosted: These are just too cheap for what they do. One problem is that juves get a major power at 21 exp, essentially bringing them in line with a normal wyrd powerwise, but no change in their cost. This gang could easily become undercosted gangrating wise and overpowered. The alternate list I linked has their cost value jump up to wyrd values when they hit wyrd levels. This is special because for a normal gang, you would give them better weapons, raising their cost. For a wyrd gang, their powers have no innate cost. Just a balancing thing that is working well.
    Money: Why do they get more money than other Outlaw gangs? If anything they should get less, to show the difficulty a mutant has with trading with the normal population, and to show how the areas they can forage are restricted due to people fearing them.

    There are more nitpicky things I can find for sure, but the Advance List is the #1 killer of this list. It really seems like it was just written by a guy that wanted Wyrds to be as cool as possible, without caring about any balance. Check the link I posted, the list I am talking about is in Ant's first post.
    Last edited by Ravendas; 18-07-2009 at 03:06.

  3. #3

    Re: Wyrd Gang Rules v1.1

    Should I crosspost my WIP here too or just have people checking http://www.sg.tacticalwargames.net/f....php?topic=412 ?

  4. #4

    Re: Wyrd Gang Rules v1.1

    I knew your name seemed familiar! You need to use that avatar on the official forums.

    I was reading yours last night, seemed you have really been doing the math and working it out bit by bit to make it as balanced as possible. Great way to do it. I'll post a bit in yours later.

    Crosspost here or just leave it there (lord knows that forum needs some traffic), your choice of course.

  5. #5

    Re: Wyrd Gang Rules v1.1

    I concur, that forum needs traffic and recognized officiality. Shame that no page on the official GW site links to it.

  6. #6

    Re: Wyrd Gang Rules v1.1

    Anyone interested in providing feedback about it?

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