Switch Theme:

[NEC] A New Wyrd  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in be
Fresh-Faced New User




Belgium

Storm of Magic

While reading the Warhammer: Storm of Magic rulebook I got inspired to do the same for Necromunda. Spellcasters and psykers are called 'Wyrds' in Necromunda: Outlanders. What follows is my attempt to add creatures to the Hive.

Wyrd Summoner

Any gang except Spyrers, Redemptionists and Enforcers can hire a Summoner. If a player want to hire a Summoner he must pay a hire fee of 25 credits. For purposes of calculating the gang rating a Summoner has value of 125.

Summoner Profile

All Wyrds have the following profile, no matter what their type. In addition, the Summoner will have a number of powers as explained later on.

M4 WS2 BS2 S3 T4 W1 I4 A1 Ld7

Wyrds never travel unarmed, and so Summoners may be armed with up to two weapons from the following list:

Stub gun with dum-dums, Autopistol, Sword, Club, Maul, Bludgeon, Axe, Flail.

Wyrd Powers

It requires intense concentration and inner calm for a Summoner to use his powers. In order to invoke a creature the Wyrd must first roll equal to or under his Leadership on 2D6. If this test is failed then he may not summon a creature that turn.

In order to represent the chance of a daemonic attack from the warp, if a Wyrd rolls a 2 or 12 when he takes the Leadership test in order to summon a creature then he must roll a D6 on the Perils of the Warp Table.

Invocation

If the Summoner successfully passes the Leadership test, then he must target a spot within 10 inch and in line of sight. Then roll the Scatter and Artillery Dice. If a Hit is rolled, then ignore the Artillery Dice. If an arrow shows up, then the target spot is moved an amount of inches equal to the result on the Artillery Dice.

If the Artillery Dice shows an exclamation mark instead of a number, then the Wyrd experiences a mental backfire! The summoning failed this turn and the Wyrd now becomes Pinned.

Summoning

If the Wyrd successfully locked a target spot, then he must choose which creature to summon. Check the Summoning Table in order to find the required Summoning test result. If he fails this Summoning test then no creature is summoned. Roll 2D6 for the Summoning test.

Summoning Table
Creature / Required Result
Lashworm 2+
Carrion Bat 2+
Giant Rat 3+
Milliasaur 3+
Wolf Spider 3+
Orb Spider 3+
Ripper Jack 3+
Beastman 4+
Fiend 7+
Gigantic Spider 9+
Daemonette 10+
Bloodletter 11+
Pink Horror 11+
Flesh Hound 12+

Mind Link

The player who controls the Summoner must perform a Mind Link Leadership test at the start of each of his turns. (Only when he successfully summoned a creature in one of the previous turns.) If the Wyrd passes this test, then he can control the summoned creature this turn. In order to represent the chance of a daemonic attack from the warp, if a Wyrd rolls a 2 or 12 when he takes this Mind Link Leadership test then he must roll a D6 on the Perils of the Warp Table. The players loses control of the summoned creature if the Wyrd did not pass the Mind Link test that turn.

If a Wyrd fails his Mind Link Leadership test or the summoned creature is killed while under his control then the Wyrd can try to summon another creature.

Unbound Creatures

When a Summoner fails his Mind Link Leadership test, or if the Summoner is killed, then the summoned creature is unbound and starts to rampage. The creature will move towards the nearest fighter and attack if it is in charge range. The unbound creature moves at the end of each player's turns and will go after the closest fighter, no matter the gang affiliation. A wounding hit on the creature counts for gaining Experience by a fighter.

Miniature Game Projects:
https://boardgamegeek.com/blog/1996/miniature-games-construction-yard/

Epic 40,000:
http://www.tocoking.be/homerules/starwars.html

Allied HeroQuest
http://www.tocoking.be/ahq 
   
Made in gb
Liberated Grot Land Raida






Northern Ireland

Nice. I like it. Kind of a new take on the wyrd beast master.

I would add that the summoner can attempt to control any creature that enters play (a scavvy dog, another wyrd's creature or random event generated creature) using the same mind link test.

And just for kicks why not apply the same to zombies, people suffering stupidity, or ratskin shamans.

   
 
Forum Index » Other 40K/30K Universe Games
Go to: