ironKing – The scavvy rules need a massive rework, good luck with the project. I’ve had a go recently and got most of my ideas from combining Outlanders, Current Rules, Anthony Cases stuff and bits from eastern fringes especially this thread
http://easternfringe.com/forum/viewtopic.php?t=1263
I came up with this:
Wyrd 15 credits
The mutant has a Minor Wyrd Power, rolled for randomly from the Minor Wyrd Power table. Reroll a result of 11-16 None. The mutant follows the normal rules for using his power
But to answer your questions:
1. I’d tone a few of them down. Also remember while Scavvies do not have access to heavies they do have Scalies which are massively hard (as they should be)
1. and 4. look ok.
2. Could be abused by casting it every turn.
3. Possibly make the injured model take a toughness test if cast on a downed fighter he heals to a flesh wound. Cast on a flesh wound removes the
BS and
WS penalty.
5. A strength 5 large blast is really quiet powerful. Wounds most models on a roll of two. A mutant scavvy would cost about 65creds whereas A heavy with a missile launcher with Frag missiles would cost a lot more 260 creds. Admittedly the mutants
BS of 2 would make it hard to hit and you cannot choose this power.
6. If I were a ganger and got away from a warp beast I’d go straight round to the local enforcers and get the authorities involved and Scavvies really don't need this.
2. Use the normal Wyrd Rules from Outlanders or The Wyrd and The Wonderful. Saves you having to make up more rules.
Hope that helps
Peter