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Thread: Wyrds....

  1. #1
    Veteran Sergeant Whitesilk's Avatar
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    Wyrds....

    I've download the rules for Wyrds (Wyrd Gatherings and The Wyrd and The Wonderful) off Yak. What I'm looking for is the rules for the Advance Table where they could get additional powers. I'm not sure if its in the Outlander or fan-made.

    Anyone have any idea or can send me the table via pm? I would greatly appreciate it.

    thanks -Amra

  2. #2
    Veteran Sergeant Whitesilk's Avatar
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    Re: Wyrds....

    Anyone have a Outlander Rulebook they can check this out on? Thanks.

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    Veteran Sergeant nooker's Avatar
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    Re: Wyrds....

    Do you mean the rules for a Wyrd Gathering? Those showed up in one of the magazines and you can use them to make a full gang. As a hired gun they only get the few advances at the time of hiring. I have the rules for a Wyrd Gathering.
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  4. #4

    Re: Wyrds....

    I have Outlanders but not hand, I'll check as soon as I can and get back to you. It's a defo outlander jobbie

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    Veteran Sergeant Whitesilk's Avatar
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    Re: Wyrds....

    Awesome, thanks Starkravindave!

    Yep, I've the rules for the Wyrds being a 1 time gang, but within the one article it states: "Should a [Wyrd] gain an additional Primary Power from a roll on the Advance Table,..." So there seems to be a Advancement Table like those used by the original gangs (the one where they get +1 to stat or skills depending on the roll) but both articles do not have a table like that listed.

    Just to clarify, this is for when they level. At the start of the creation of the Wyrd it clearly states that when rolling for the Minor Power they can not get an additional Primary Power.

    So, if Stark has the mojo, I need the Advancement Table for Wyrds to level. And I am hoping that there is such a table in the Outlander book.

    -Silk

  6. #6
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    Re: Wyrds....

    The Wyrd Gathering PDF on page 4 contains the advancement table for Wyrds.
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    Veteran Sergeant Whitesilk's Avatar
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    Re: Wyrds....

    This is what I'm referring to:

    WYRD GATHERINGS by Denzel Richards

    PSYCHIC POWERS: A Mentor has one Primary Power randomly determined from either the Beastmaster , Pyromaniac, Telepath or Telekinetic Primary Power Table. He has one Minor Power randomly generated from the Wyrd Minor Power Table (ignore and re-roll any results of None, Multiple Minor Powers and Extra Primary Power). Should a Mentor gain an additional Primary Power from a roll on the Advance Table, then it will be from the same table as his original Primary Power. A Beastmaster with an extra Primary Power increases the amount of creatures he may control by an additional D3 (if you are using the rules for Nasherhounds, a Beastmaster may normally control only one at a time). ((edit: I, Silk, highlighted the text I am referencing))
    -----------------------------------------

    So I am wondering where is this Advancement Table/Roll (the one done after a game) that shows the possibility of a Psionic gain. If its not in the Outlander Book then I am thinking of just making a adjustment to the normal Advancement Table/Roll and having a 2 representing the gaining of a Psionic skill.

    The Wyrd Gathering has everything but the Advancement Table/Roll.

    ((edit: Just to head ya off at the pass: There is no mention that a Psi Power is anything different than a Psi Power. Meaning its not listed as a Combat skill or a Stealth skill or ...etc. ........hmmmm I may have just answered my own question!!!! COULD it be that gaining a new Psi is done on a 2 or 12??????

    [[2/12 New Skill Choose any of the Skill tables and randomly generate a skill from it.]] arrrrrgh I think I over thought this topic out. So, what is the consensus? Psi are a skill that is gained via a roll of a 2 or 12?))
    Last edited by Whitesilk; 26-06-2012 at 16:43.

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    Re: Wyrds....

    ok now I understand where the confusion is coming from. I was looking at my resource folders on Necromunda articles and not the actual article I have uploaded on Yakromunda. They are quite different. I've now replaced the Wyrd Gathering on Yakromunda with the one you want.
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    Veteran Sergeant Whitesilk's Avatar
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    Re: Wyrds....

    Wwwwhoooaaa....very different...and a lot more complete!! Awesome! Thanks Malo!!

    Off to start converting up a Wyrd gang now. Thanks again!

  10. #10
    Veteran Sergeant Whitesilk's Avatar
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    Re: Wyrds....

    wow, Wyrd gangs can be incredibly powerful. Nearly all the Primary skills are potent and the Minor ones are just as or even more powerful than the Primary ones.

    Interesting to see how they fare against a "normal" gang. We'll see tomorrow when I play them against Van Saars and Eschers.

  11. #11
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    Re: Wyrds....

    Yeah definitely provide some feedback, hopefully over a few battles.
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  12. #12

    Re: Wyrds....

    well, how did your wyrd gathering get on?

  13. #13
    Veteran Sergeant Whitesilk's Avatar
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    Re: Wyrds....

    It took a while, scheduling and whatnots, but finally got a decent amount of games in.

    1st noticable strength is that most of the psi skills are based on Range or LOS with no negatives.
    2nd there isn't a risk for not making range (like with ballistic weapons-ammo checks).
    3rd some minor powers are way more potent than primary ones.
    4th As they level they can really...really...become combat monsters faster than the Orginal Gangs. (yes, as the games progress they will eventually balance out)
    5th Toughness 4 is a pain!!!

    Weakness....
    I would have to say they are weak in HtH (though with the starting off T4 it is kind of a minor one and then there are the psi powers; some of which can cause the charger to fumble).

    The other weakness would be the randomness of which powers they can have. You could get a powerhouse (or a few) and then you could roll a "healer" (which is Godsend if you ask me).

    Lastly, only 1 territory will prevent large gangs from lastly to long (though you'll have to be honest with your record keeping in recording the Starvation modifiers).

    Balancing::
    All psi powers are to be declared and if out of range they still had to roll for 2 or 12, like ammo rolls.

    We are discussing making a 6 on the Perils of the Warp a automatic d6+1 Str. hit.

    Their 1 territory may not be enough to sustain large Gang of Wyrds...well till they get small enough to avoid this rule, but then will potentially have to roll Bottle Tests sooner.

    Their Leadership can't go above 9. Small balance, but at least they'll fail on a 10+ (like I said...small balance).

    Allowing them to take dogs (from Yak.), which allows them to potentially roll higher for foraging, but the down side is that the dog counts as a mouth to feed (plus some other +/-).

    Tactic::
    Shoot em, get em pinned and then charge them to get them OOA.
    ((The secret is to target anyone that has the Force Field skill or any Healers and get them pinned/down/OOA as soon as possible))
    So keep back some HtH members while your shooters try to get some hits/wounds. Work your HtH members forward to be able to charge the down Wyrds. All the while praying that those psi skills that use range alone don't foil your plan.

    All-in-all; A great time playing with and against a Wyrd gang. Converting the models alone is a blast and a great sense of fun to see them running around the Hive.

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