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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.
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