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Necromunda

Inquisitor

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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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