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Wyrds Wyrds
are psychic mutants who have fled to the under hive to escape
persecution and probably death at the hands of the local authorities and
the inquisition should they be made aware of the wyrd’s existence. Anyone
in the under hive will not be very safe at the best of times, and for a
Wyrd this is even more true. Faced by this a Wyrd will often choose to
either become a mercenary and gain safety through working for a gang, or
will find a band of Wyrds with whom to live. The
Wyrd gathering from Citadel Journal no.18 represents this last
eventuality and as far as I am concerned there is no better choice for a
gang. True you will usually only have about 7 or 8 models in your gang
but their psychic abilities more than make up for this, even if their
stats don’t. Wyrd
powers come in a variety of forms, and are separated into 5 different
disciplines (Pyro, Telekinetic, Telepath, Beast master and minor
powers), with each Wyrd taking one primary discipline and a minor power.
Pyro powers are almost entirely offensive, Telepath powers are the
opposite of this being manipulative and psychological, Telekinetic are
all round powers (with a couple of powerful exceptions), Beast master
powers allow you to control animals (though in my opinion this is a
boring waste of a Wyrd) and minor powers are usually not very good but
there are situations where they can be immensely helpful. All
of the psychic powers vary in their usefulness to a fair degree and over
my career as a Wyrd player, my playing style has pretty much dictated
the powers that I like. My favourite discipline is without a doubt the
Telekinetic since this has some very powerful attacking powers such as
“Crush” (you roll 2 dice, your opponent rolls 1 plus his strength
and the difference is the number of wounds they suffer) and very good
defence such as “Force field” (Essentially pass a leadership test to
avoid damage). Pyro came in second because of powers such as “Melta”
and “Flameburst” (which works well in conjunction with the
displacement power) whilst Telepath came in third (the power
“mind control” can be useful). I despise the Beast master discipline
because it removes the fun of casting and is too predictable. My
favourite minor powers are “Zen shootist” (real good when combined
with “Force field”) and “Jog trigger finger” (because it is
really random and can scare the shit out of your opponent if it is cast
on a heavy). The
biggest worry for a Wyrd gang is the perils of the warp table. This has
occasionally taken my gangers out of action, very rarely dragged them
into the warp and once resulted in one of my gangers being possessed by
a malevolent demon. The
demonic possession is the most dangerous result possible since the demon
is almost impossible to kill and when it turned up it killed far too
many people on both sides. That’s
all there is to really say about the psychic aspect of the gang, with
regards to tactics you really need to keep out of range of heavy fire
and pick off anyone you can whilst avoiding any retribution. Make the
most of toughness 4 and the force field to avoid damage. Joe |
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