o_wyrds

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    |,l'Y|lDSWyrds are individualswith raw, untutored and very varied mental powers. In facta significantproportion of Necromundans,maybeas high as loo/o r so, haveminor abifitieswhich they don't evenconsider o be psychicmutations theymay be 'lucfgt'at cards, or example,or very good at 'guessing'what is onanother person'smind, but only so that others hink that they were born luckyor are very perceptiverather than mutants. Wyrds have far more effectivepowersthan this, but they are still very different from the highly trained psykersof theAdeptus Astra Telepathica.This is becauseWyrds almost always develop theirabilities n an undisciplined, elf-taughtway.The powers displayed by Wyrds are highly varied, and it isextremely rare for two Wyrds to have exactly the sameabilities.This being said, t is possible o divideWyrds ntoa number of very broad types. For example, a significantproportion of Wyrds are telepaths, whose powers allowthem to affect the mind of another person. However, theway this power manifests itself varies from one telepathicWyrd to the next: some can take control of anotherperson'smind, others can induce tenifying mental illusions, and soforth. This situation is made even more complex becausemost Wyrds have one or more additional minor powers.Wyrds that can hide their powers are fairly safe n the hiveproper, although there is always a small risk of discovery.Sometimesas a Wyrd grows older and more confident intheir abilities they will start to flaunt their superhumanabilities. Few Wyrds truly appreciate he danger hey are nwhen they reveal their powers in this way and many areeither burnt as a witch or warlock, or captured by theScholasticaPsykana because hey over-estimate heir ownabilities.For this reasonmany Wyrds choose o live in theUnderhive,where for the most part mutants are tolerated solong as they are not grossly mutated or afflicted with adangerous power. Those Wyrds whose powers becomeimpossible to hide have no choice but to escape o theUnderhive or face almost cerlain death or caDture.

    RECRUITINGWYRDSOnce in the Underhive, Wyrds are forced to rely on theirpowers n order o survive.SomeWyrds use heirpowers ohelp others, especially those who have purely beneficialabilities that allow them to heal physical njuries or helpthose in mental turmoil. These individuals are oftenharboured and protected by Underhive communities whovalue their powers and respect their wisdom. More oftenthan not, however, a Wyrd that is forced to live in theUnderhive will follow a more practical and mercenarypathand offer his services o the highest bidder. Although hiringa known psyker is a felony on Necromunda, here are manywho are willing to take the risk in order to gain the servicesof one of these powerful individuals. In any case, manyOutlaw gangs are happy to employ Wyrds as they havenothing o lose by breaking he aw again.Any gang except Spyrers and Redemptionists can hire aWyrd, though there is an inc reased chance of beingoutlawed if this is reported to the Watchmen. If a playerwants o hire a Wyrd he must pay a hire fee of 25 credits.A gang can hire no more than one Wyrd at a time. Wyrdsbelong to one of four basic types: Telekinetic, Pyro,Telepathand Beastmaster . player is allowed to choosewhat type of Wyrd he wants, but the exact powers are onlyworked out after the Wyrd is hired.For purposesof calculating the gang rating a Wyrd has avalueof 125 (ie, his hire fee of 25x5).

    WYRD PROFILEAll Wyrds have the following profile, no matter what theirtype. ln addition, the Wyrd will have a numberof powersasexplained ater on.

    M W S B S

    Wyrds are not noted for their ability as fighters, prefeningto rely on their mental powers nstead.Nonetheless,no-onetravels in the Underhive unarmed, and so Wyrds may bearmed with up to two weapons rom the following list:

    Ld

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    Stub gun with dum-dum bulletsAutopistolLaspistolSwordAxeChain or flailClub, maul or bludgeon

    WYRD POWERSA Wyrd has one 'primary' power and one 'minor' powerwhich are generatedrandomly on the table below. ThePrimary Power Table that is used depends on the Wyrd'stype: telepathicWyrds roll on theTelepathicPrimary PowerTable,Pyro's roll on the PyromaniacPrimary Power Tableand so on.

    USING WYRD POWERSIt requires ntenseconcentrationand inner calm for a Wyrdto use one of his powers,not alwayseasy n the middle ofan Underhive firefight! In order to use oneof his powers heWyrd must first roll equal to or under his Leadership on2D6. lf this test s failed the Wyrd's concentration asbeenbrokenand he may not use a power that tum. If the test spassedhe powermay be usedasdescribed elow.Notethata Wyrd may not attempt to use more than one power perplayer turn.Wyrd powers are subject to the usual targeting restrictionsjust as if they were shooting attacks,so the Wyrd mustnormally attack the closest enemy.This is becauseeventelepathicWyrds find that only the minds of their closestopponentsstand out with any clarity; those further awayblur and merge'intoone another n a confusingswirl.

    PERILSOF THE WARPAlthough most Wyrds are only dimly aware of the fact, inorder to use their mental powers they draw deeply on thepower of an alternate ealm of pure energy called the warp.This is a risky and very dangerous hing to do, for the warpis inhabited by those strangeand unearthly creatures hatare known to humanity as daemons. If one of thesecreatures s nearby when a Wyrd draws on the energiesofthe warp to use one of his mental powers t will often attackthe Wyrd, attempt to possess im or draw him into the watpto be dealt with at the daemon's leisure. Under such

    circumstances he Wyrd has to quickly cut his mental linkwith the warp or suffera fate ar worse han death...In order to represent he chance of a daemonic attack, if aWyrd rolls a 2 or a 12 when he takes he Leadership est norder o usehis powers hen he must roll a D6 on the Perilsof the Warp Table below. Note that on a roll of 2 the Wyrdis allowed to use he power he was testing for beforerollingon the Perils of the Warp Table.

    D6PERILSOF THE WARP TABLE

    ResultDrawn into the Warp. Unless he Wyrd canroll equal o or underhis lnitiative he is drawninto the warp and neverseenagain!Removehis model rom the table. f the Wyrd is lostthen othermodelswithin 2" must roll equal oor under heir Initiativeor thev will be drawninto thewarp as well.Possessed.he Wyrd mustmake a Leadershiptest on 2D6. If the roll is equal o or less hanthe Wyrd's leadership e manageso mentallyfight off the daemon hat s attempting opossessim, but cannot o anything therthan defendhimself in hand-to-hand ombatfor theremainderof this turn. If he roils overhis Leadership e has beenpossessedy thedaemon.See he rules or Possession,elow.Attacked, The Daemonuses ts powers oattempt o fry the Wyrd's brain!The Wyrdsuffers1 automatichit at D6 Strength,with noarmour saveallowed.

    2-3

    4-6

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    DAEMONIC POSSESSIONA Wyrd who is possessed as had his body completelytaken over by a daemonic warp entity. The ferocious energyof the creaturewill quickly bum up the frail morlal body ofthe Wyrd, but before it does so the daemon will go on therampage and attempt to cause as much death anddestruction as possible!A possessedWyrd moves in each player's turn. Carry outhis move and attacks before moving any other models. TheWyrd will move 2D6" in a direction chosenby the playerwhose turn is not taking place. The Wyrd may enter closecombat if the player moving him desires.If the Wyrd is not engaged n close combat he will unieasha bolt of warp energy at the nearestmodel he can see.Theenergy bolt hits on a roll of 2+ and causesa Strength 6 hit

    with no armour save allowed, normal to hit modihers forcover, etc., apply. If the Wyrd is engaged n close combat hefights normally, but his Weapon Skill, Strength and Attacksare ail tripled (this means that normally he will haveWeapon Skill 6, Strength9 and 3 attacksl).Roll for damage against the Wyrd normally. However, heignores pinning and any 'flesh wounds and 'down' resultson the Injury Table. If a player takes him out of action, rollimmediately on the Serious Injuries Chart. Only a 'Dead'result will banish the daemon back to the warp and kill theWyrd. On any other roll the Wyrd gets straight back upagain and is completely unaffected!If by somemiracle a fighter manages o kili a possessedWyrd they eam a bonus 20 Experience points. Ifthe fighteris a Redemptionist this is doubled to 40 Experience points.Fortunately for both gangs involved in the battle thedaemon will quickly burn up the energy reservesfor theWyrd's fragile mortal body. Roll a D6 for the Wyrd at theend of each player's turn. On a roll of 1 the Wyrd's bodyfinally burns up and the daemon is forced to retum to thewarp. Remove the Wyrd's model from the battlefreld - allthat is left is a chared skeleton amidst apile of ashesFinally, a possessedWyrd makes all other models test forJbar - and quite right too!

    Unlike other Wyrds a Beastmaster's primarypower is not generated andomly. Instead, theBeastmaster will be accompanied by D3creatureschosen rom the following list.

    Giant RatsMilliasaursRipper Jacks

    Furlher details of these creaturescan be foundin the Underhive Bestiarytsection of this book.The number of 'pets' a Beastmaster haschanges onstantly soyou should re-roll the D3to see how many creatures accompany theBeastmaster at the stafi of each and everybattle.The creaturesunder the Beastmaster'sconffolmust remain within 16" of him at all times. Aslong as they do so then they can use hisLeadership characteristic for any Leadershiptests they have to take. If they ever end amovement phase more than 16" from theBeastmaster,or if the Beastmastergoes out ofaction, they are removed from play, as it isassumed hat they have scamperedoff down anearby crack or hole.

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    Molten ManThe Pyro can make his body white hot so that anything thatcomes near him is quickiy burnt to a crisp.The Wyrd may attempt to cause this to happen at any timeduring one of his tums and the effects will last for all of therest of his turn and all of the opponent's turn too. While thePyro's body is white hot he becomes completely immune toattacks made by any type of flamer, or by melta-guns, multi-meltas and Melta bombs. He aiso receives an unmodified 4+save against any other form of attack. Any opponentfighting a white hot Pyro in hand-to-hand combat suffers anautomatic Strength 8 hit with a -4 save modifier at the startof each and every round of combat. In addition, any closecombat weapons that hit the Pyro are destroyed if he makeshis special 4+ saving throw.

    2 Spontaneous CombustionThe Pyro is able to cause an enemy's body to suddenlycatch fire and bum up!The Pyro may attempt to use this power instead of attackingnormally in the shooting phase. If the power works pick thenearest enemy model in sight within 12" of the Pyro. Thevictim must take a Leadership test on 2D6. If they roll equalto or under their Leadership they survive the attackunscathed, but are pinned. If they ro11over their Leadershipthen they spontaneously combust, suffering D3 woundswith no armour save allowed.

    3 FireballThe Pyro is able o createa ball of flameout of thin air. Hemay attempt o create he fireball n sight within 24" insteadof attackingnormally in the shootingphase. f the power

    works the fireball should be represented y a l%" circulartemplate like the one used for heavyplasma gun shots.).Any model fully under the template s hit automatically,while thosepartially under the template are hit on a 4+.Models hit by a fireball suffer damage xactly as f they hadbeenhit by a flamer(ie, they suffer a 54 hit with a -2 savemodif ier ndmaycatch iret .4 Wafl of FlameThe Pyro can generatea banier of flame severalmetreslong.The Pyro may attempt o produce he wall of flame at anytime during one of his tums and t will last or all of the restof his turn and all of the opponent's urn too. If the powerworks the wall of flame is represented y a pieceof stringor card, 18" in length, aid in a straight ine so that no partof it is further than24" from the Pyro and at leastpartof itis in his line of sight. The line must always be placedonground evel- it can't climb walls or continuehalfway up abuilding!Any models crossed y the stdng must be movedup to 1"by the owning player so that they are out of the way,representing he models diving for cover! As long as thewall of flame remains n play no model mayshootor moveacrosst. Note that as lames and smokeare assumedo gostraightup to the ceiling the wall of flamecan't be crossedat any level. The Pyro can choose o 'turn off'the wall ofl lameat heendof anyof his urns.5 Flame BlastThe Pyro is able to generatea bolt of flame that springsfrom his pointedfinger. The Pyro may attempt o use thispower nsteadof attackingnormally in the shootingphase.If thepowerworks t creates bolt of flame exactlyas f thePyro were armedwith a flamer, except hat he Pyro'sattacknever runs out of ammunition or malfunctions! Simplyplace he lamer templateso hat he narrow end s touchingthe Pyro model,and hen esolve he attack n the samewayas a flamer attack.6 MeltaThe Pyro is able to agitate the molecules of anything heconcentrates on, creating a deadly microwave effect similarto that produced by a melta-gun or multi-melta. Althoughthe Pyro's attack is less reliable than either of theseweapons, it is potentially even more destructive.The Pyro may attempt to use this power instead of attackingnormally in the shooting phase. If the power works he mayuse it against the nearest enemy target he can see up to arange of 24". Roll the Artillery dice to see whether theattack hits (the one marked with 2,4,6,8, 10 and a misfiresymbol). If a number is rolled the attack hits with a Strengthequal to the roll of the dice, causing D3 wounds and with a-4 save modifier. If a misfire is rolled the attack makes thetarget break out in a hot flush which will pin the target bulhas no other effect.

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    2

    Mind ControlThe Telepath is able to take control of another person'smind, forcing them to do what he desires. Although thevictim will not act in a suicidal manner, they will cary outalmost any other action no matter how depraved or evil.The Telepath may attempt to use this power at any pointduring an enemy turn. If the power works he may ffy to takeover the mind of any single enemy model within 24". Hedoes not need a line of sight, but he does have to pick theclosest target. Take a Leadership test on 2D6 for the victim.If the roll is equal to or less than the model's Leadership itpasses the test and fights off the mental assault, but ispinned.If the roil is greater than the model's Leadership it is takenover by the Telepath who may decide what the model willdo for the rest of the turn (ie, he can decide where it moves,who it shoots at, etc.). At the end of the turn the modelreturns to normal. Remember that the model is not allowedto act suicidally, so you can't make it jump off a ledge orshoot itself, etc. This calis for a certain amount of commonsense on the pafi of the players if you find that you can'tact sensibly and are constantly arguing about what is asuicidal action or not, then re-roll this power and useanother!

    TerrifyThe Telepath is able to conjure up terrifying mental iilusionsof an opponent's very worst fear.The Telepath may attempt to use this power at any pointduring an enemy tum. If the power works he may try toconjure illusions in the mind of any single enemy modelwithin 24". The target need not to be in sight, but does haveto be the ciosest target. The victim is automatically broken(no Leadership roll is taken) and must flee 2D6" to cover asdescribed inthe Leadershrp section of the Rules. The modelmust recover its nerve using the normal rules.

    3 InvisibilityThe Telepath s able o affect an opponent'smind so that heonly seeswhat the Telepathwantshim to see.The Telepathmay attempt o use this power at any pointduring an enemy um. If thepowerworks he may affect hemind of theclosestenemymodel within 24" even f they areout of sight of the Wyrd. The victim is unable o see anymembers f the gang hat heTelepath elongs o He is notallowed to make any shooting attacks,and if engaged nhand-to-hand ombathis scores halved rounding ractionsdown). If the modei was in overwatch hen he must comeout of it. If the victim is a sentryhe hasno chanceof raisingthe alarm. At the end of the turn the victim returns tonormai.

    4 Mental AssaultThe Telepaths able o launcha deadlymentalassauitwhichcan causea victim to drop dead rom a stroke.The Telepathmay attempt o use his power nsteadof attackingnormallyin his turn. f the powerworks he may attack he mind of thenearestenemy model within 24" eyen f they are out ofsight. Take a Leadership est on 2D6 for the victim. If theroll is equal o or less han he model'sLeadershipt passesthe testand he attackhasno effect. f the roll is greater hanthe model's Leadership t suffers a single wound with noarmour saving hrow allowed.

    5 HallucinationsThe Telepath s abie to affect an opponent's mind andconjureup horrible hallucinations.The Telepathmay attempt o use this power at any pointduring an enemy urn. If thepowerworks he mayplacea2"biast marker(like the one used or Fraggrenades) ver thenearestenemy model within 24" even f they are out ofsight. Any models fully under the template are affectedexactly as if they had inhaled gas from a Hallucinogengrenade,while modelspafiially under he templatewill beaffected on a roll of 4+. Roll immediately on theHallucination Table n the Rules to see how any affectedmodelsbehave or the rest of the turn. Note that the blastmarker s removedafter he attackhasbeenmade it is norleft in play like a blast marker for a Hallucinogen gasgrenade.

    6 Mental StrengthThe Telepath is able to enhance either his own or acompanion'sphysical abilities by drawing on the hiddenresources f the mind.The Telepathmay attempt o use this power at any tlmeduring his own tum. If thepowerworks he may affect eitherhis own mind or the mind of any single friendly modelwithin 24". The model chosen mmediatelyhas one of thefoilowing characteristicsncreasedby D3 points up to amaximum of 10 (theplayermay choosewhich is affected):WeaponSkill, Ballistic Skill, Strength, oughness,nitiativeor Attacks.The model'scharacteristicsemainat his higherlevel for theremainderof this turn and all of the opponent'sturn. and henreturn o normal.

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    AssailThe Wyrd is able o batteran opponentwith a succession fmentalblows as f from an nvisible assailant.The Wyrd may attempt to use this power instead ofattackingnormally in his turn. If the power works he mayattack the nearestenemy model in sight within 24". Thenormal targeting rules apply. The player can move thevictim D3" in any direction,even nto hand-to-hand ombat,onto blast markers or over a ledge (provided the terraindoesn'tentirely block movement)and choose ts facing.

    2 Hail StormThe Wyrd is able to use his telekineticpowersto gathertogethersomeof the detritus hat itters the Underhive loorsuchas ubble or shards f metal.and henhurl themagainstan opponent.The Wyrd may attempt to use this power instead ofattackingnormally in his turn. If the power works he mayattackas f he were armedwith a rangedweaponwith thecharacteristicsshown below. Note that the attack hitsautomatically, ut that he normal argeting ules apply. f ajam is rolled on the SustainedFire dice then no hits arescored,but the Wyrd doesn't need to make any kind ofAmmo roll! RolI the Strength or each hit causedby theattackseDaratelv.Short Long To HitRangeRangeShort Long St r

    12 24 AlwaysHits D6Special:usrainedrre 1dice

    -t

    3 CrushThe Wyrd is able o use his telekineticpowers o crush helife out of a victim.The Wyrd may attempt to use this power instead ofattackingnormally in his turn. If the power works he mayattack the nearestenemy model in sight within 24". Roll2D6 for theWyrd, and 1D6plus he model'sStrength or thevictim. If the victim's score s equal o or higher than theWyrd's, then heattackhas no effect. f the Wyrd's score shigher then 1 wound s inflicted on the victim per point ofdifference between the two scores (eg, Wyrd scores 8,victim scores6 equals 2 wounds or the victim). Armoursavesmay be takenas normal.

    4 Force FieldThe Wyrd is able o generate force ield to protecthimselfand nearby companions.Unlike most Wyrd powers theforcefield may be usedany numberof timesper turn. If theWyrd or any friendly model within 2" of him suffersdamage, hen he Wyrd can attempt o use his force field asa special orm of armour saving hrow.The Wyrd must akea Leadership est to see whether he is able to activate he

    power. f he does hen any damage s saved. f he fails thetest hen he damages inflicted asnormal.Note hat armoursavemodifiers o not apply.

    5 DisplacementThe Wyrd is able o f fansporta single riendly model acrossthe battlefield.The affectedmodel s swathed n energyanddisappears,eappearing econdsater at its new ocation.The Wyrd can attempt to use this power in his ownmovementphase nsteadof making a normal move. If thepowerworks he canmove eitherhimselfor a friendly modelthathe can seeup to 3D6" , ignoring interveningmodelsorany other obstaclesor scenery,and moving up or downlevels f desired.This move s made nsteadof the model'snormal move. Displacementmay be used to move intohand-to-hand ombat. n which case he model counts ascharging.

    6 Fists of FuryThe Wyrd is able o turn his fists n deadlyweapons ncasedin glowing mental energy that can punch through thethickestarmour.A Wyrd with this power adds +1 to his Attackscharacteristicand has his Weapon SkiII increasedby D3points permanently this is not a mental power, t simplyrepresentshe fact that a Wyrd with this ability will havehoned his skill at hand-to-hand ombat o a higher evel).The Wyrd can attempt o use his power at the startof anyhand-to-hand ombatphase. f he succeeds e is treatedasbeing armed with hand-to-hand ombat weaponswith thecharacteristicshownbelow. f he fails then he mustusehisnormal strength nstead.Note that if the Wyrd attempts ouse hispowerand ails then he must still f ight with his barehands he is not allowed o use any hand-to-hand ombatweapons e may be armedwith.Short Long To Hit SaveRangeRangeShort Long Str Dam Mod, AP

    a l n c F . n m h r t ^ n h /

    Special:Closecombat

    SaveDam Mod. APNA

    NA5

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    t t - 1 6 NONEThe Wyrd does not have a minor power at all and must rely onlyon his primary power.2 l "YOUCAN FLY..."The Wyrd may attempt to use this power instead of attackingnorrnally in the shooting phaseof his tum. If the power works hemay affect the mind of any singleenemy model he can seewithin16" and that is also within 1" of the edge of a walkway orstlucture.The unfortunate arget attempts o prove they can fly byjumping over the edge ofthe ledgel Sadly, heir delusion s short-lived as hey plummet to the ground, suffering damage or fallingas described n the Rules.22 FLOATThe Wyrd is allowed to attempt to use this power at any timeduring his movement phase. f the power works either the Wyrdor one friendly model within 12" can move as f they had a grav-chute (see he Rules).23 WEAPONJINXThe Wyrd can attempt to use this power if an enemy modelmakes a ranged attack at him. If the power works then theattacking model must make an Ammo roll for the weapon usedno matter what t rolled to hit.24 FEARFULAURAThe Wyrd catses fear as described in the Ru1es. This poweralways works - the Wyrd doesnot have to take a Leadership testto creatg he aura.25 FREEZE IMEThe Wyrd can freeze time while he canies on moving. To othermodels it appears that the Wyrd is able to move incrediblyquickly. The Wyrd may attempt to use this power just before hemoves. If the power works he may add D6" to his basic move,which can then be doubled for running or charging as norrnal. Inaddition the Wyrd can attempt to use this power if he is involvedin a fast draw. If it works he alwavs fires first!26 NUTLIFY OWERThe Wyrd can attempt to use his power if an enemy Wyrd that isin sight and within 24" succeeds n making a Leadership test touse a power. lf Nullify Power works then the enemy Wyrd'spower is negated and cannot be used this turn.

    3 l BANSHEEHOWLThe Wyrd can attempt to use this power at any time against anenemy model it can see within 24" that is in overwatch. If thepower works it distracts the model and knocks it out ofoverwatch.32 JOG TRIGGER FINGERThe Wyrd may attempt to use this power instead of attacking inhis own turn. If the power works he may target he closestenemymodel that is in sight and within 24". The victim accidentallyfires one weapon he is holding (decide randomly if there is anyconfusion). Roll the Scatter dice to see what direction the shotgoesoff in. The closestmodel along this line of fire (at any heightlevel) may be hit. Roll to hit and wound normally, just as if thevictim had fired the shot on purposel If there are no modelsalongthe line of fire the shot automatically misses, but make a to hitro11 nyway in case an Ammo ro11 s required.33 TRIPUPThe Wyrd can attempt to use this power if he is charged by anenemy model. If the power works the enemy model is tripped up1" away from the Wyrd, and is treated as being pinned at thatpornt.3+ SENSE RESENCEThe Wyrd can sense he presence of any enemy model that iswithin 12", even if the Wyrd couldn't normally see them. Thispower always works - the Wyrd does not have to take aLeadership est to sensean opponent'spresence.This means hatenemy models can't hide from the Wyrd, and if he is on sentryduty in a Rald scenariohe will always spot enemy models thatare within 12" in his tum.35 SPIDER MANThe Wyrd is able to generatea telekinetic energy ield around hishands and feet which lets him climb up walls and flat surfaces.The Wyrd may attempt to use this power just before he moves. Ifit works he can climb any surface as if there were a iadder there.36 ZEN SHOOTISTThe Wyrd concentrateshis mind so that he becomesone with anyranged weaponhe uses.The Wyrd may use his power ust beforehe makes a shooting attack. If the power works then he willautomatically hit any target that he can see and which is withinthe weapon range. Even though no to hit ro11 s needed youshould sti1l make one in casean Ammo roll is required.4 l WALK THROUGHWALLSThe Wyrd is able to make a small rent in the fabric of realitywhich a1lowshim to walk though walls and other obstacles.TheWyrd may attsmpt to use this power just before he moves. If thepower works he may walk through walls or other obstacles essthan 1" thick that he encountersas he moves.The Wyrd may usethis power to drop through a floor, but he will fall down to thelevel below if he does so and may be hurt.

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    42 CHAMELEONThe Wyrd can attempt o use his power after he has moved. f thepower works he counts as hiding even if he is in the open. Thepower works for the remainder of the tum and all of the next tum.The normal hiding restrictions apply to Chameleon so the powermay not be used if the Wyrd ran or charged that turn and theWyrd will still be revealed f he shoots a weapon.43 MIRROR IMAGEThe Wyrd can use this power if he wants to break from hand-to-hand combat. lf the power works he is able to create a mirrorimage of himself which so confuses his opponent that the Wyrdcan break from the combat without beins hit.44 THROWVOICEThe Wyrd can use this power if he can see a friendly pinnedmodel that is on its own at the start of the move. Normally thismodel would not be allowed to recover from pinning, but if theWyrd succeeds n throwing his voice the model may attempt todo so, us t as f therewere a friendly model within 2".45 BANG-FLASHThe Wyrd can attempt to producea small ball of glowing kineticenergy. He can throw the energy ball, which explodes with ablinding flash when it hits. The Wyrd can attempt to use thispower instead of making a shooting attack. f the power works hemay make an attack exactly as if he were throwing a PhotonFlash lare (see he Rules).46 LUCISAURAThe Wyrd is simply very, very lucky. Once per turn the Wyrd canfbrce a re-roll of one dice roll that affected he Wyrd directly. Forexample, he could tbrce an opponent to re-roll to hit if theopponent were firing at the Wyrd, but not if the opponent werefiring at another model in the same gang as the Wyrd. The Wyrdmust accept the result of the re-roll, even if it is worse than thefirst rolll This power always works - the Wyrd does not have totake a LeadershiD est to create he aura.5 l HEALING HANDSThe Wyrd can attempt to use this power upon a friend who isdown if he is in base-to-base ontact with them in the recoveryphase. f the power works the fighter automatically recovers o aflesh wound and doesn't have to make a Recovery ro11 his turn.lf it fails the wounded fighter must roll to recover normally.52 REMOVEPAINA Wyrd with this power can attempt to use t on any gang ighterswho will miss the battle because of an old war wound. If thepower works the fighter can take part in the battle normally. TheWyrd can attempt to help any number of gang fighters in thisway, but must make a separate Leadership ro11 or each. If hebecamepossessedwhile attempting this, he is assumed o havekilled the personhe was trying to help and then burnt upl

    53 CAUSEPAINA Wyrd with this power can attempt to use t instead of makinga shooting attack. If the power works he may choose he closestenemy model that is in sight and within 24" If the victim has oneor more old war wounds then they immediately go out of actionas an old wound suddenly lares up. Remove he model from playbut don't roll on the Serious njury Table for them after the battle.If the victim doesn't have an old war wound. then this oower hasno effect on them.54 STOPBLEEDINGThe Wyrd can attempt to use this power upon a friend who hassuffered one or more flesh wounds f he is in base-to-base ontactwith them in the recovery phase. f the power works all the fleshwounds are healed mmediately, restoring lost points of WeaponSkill and Ballistic skill.55 PRECOGNITIONThe Wyrd is able to see dimly into the future, and can often warnthe gang leader if he is heading into trouble. If the Wyrd rs amember of a gang then the player can force the result rolled onthe ScenarioTable to be re-rolled. He must accept the result ofthe second oll, even f the first was better. f both gangs nvolvedin the scenario have Precog's hen they canceleach other out andnobodygetsa re-roll.This power alwaysworks - the Wyrd doesnot have to take a Leadership test to usethis power.56 CANNOTBE POSSESSEDThis Wyrd is immenselystrong-willedand cannot be possessedby daemons. Treat any 'Possessed'results on the Perils of theWarp Table as having no effect. This power always works - theWyrd does not have to take a Leadershiptsst to use t.6I-65 MULTIPLE INOR POWERSThe Wyrd has D3+l (ie, 2-4) minor powers rather than ust one.Roll for each power on this table, re-rolling any duplicates orro l lsof 11-16or 61-65.66 EXTRAPRIMARY OWERThe Wyrd has an extra primary power. Roll this on the Wyrd'sPrimary Power Table, re-rolling if you duplicate a primary poweryou have already rolled fbr the Wyrd. If a BeastmasterWyrd getsan extra primary power he can control a greater number ofcreatures han usual. Roll a D6 instead of a D3 for the number ofcreatures he Beastmasterbrinss alons to a battle.