Oh it does look like it was removed from his site for now. I'd email it to you, but I'm on vacation for another week and a half, nowhere near my home computer.
Well in my short campaign so far, the Wyrd player has only played 3 games so far. The first 2 were versus my gang, Scavvies, and the 3rd was a big 2v2, his Wyrds and my Scavvies versus two house gangs.
Just doing this from memory, but I think his gang started something like this:
(i don't remember most of their minor powers)
Leader - Fire wall
Pyro - Fire ball + Time stop running power
Telekenetic - Crush + lucky
Telepath - Mind Control
Telepath - Scare
Beastmaster - Typically ripperjacks + Can't be possessed (doesn't use powers anyway, so this is a dud minor)
Then 3 awakening wyrds with pistols and non-noteworthy minor powers
He had a pretty nice allotment of powers, he tried to keep it diverse since this is the first time we are using them. His most often used power is Fire Wall, which can completely change the game. With that he can cut my force in half, prevent me from shooting his models when they are out in the open or outnumbered, and he even used it offensively, making my people dive out of the way... while on narrow walkways 6" up.
Fireball hasn't been very effective at all. With 7ld, you have a 58% chance of using your powers. That's a 3.5+ to hit, halfway between 3+ and 4+ percentage wise. So 3.5+ chance to hit flamer effect using a small blast at 24" sounds pretty decent to start, right? Well, it would, but I always kept track of that character, and kept a few Scavvy zombies between him and my main group, with the zombies safely apart. Since it uses shooting targeting rules, you must target the closest models, which has always been a single zombie at the front. Frustrating to him, but he probably should have used that speedy time lapse power to get into a better position.
Crush... this power is the bane of my eye-stalked mutant. You think you are safe behind cover? No way, says crush. Pick someone in range, roll a ld test, then 2d6 vs their str+d6. Difference is straight up number of wounds they take. He has almost always beaten my roll, leading to many casualties. First game he crushed 3 scavvies in a row, 2nd game I learned to fear him and stay out of his way, and only lost one.
Mind control has been useful in failing. It's very hard to work completely, requiring the user to pass a ld test (58% for 7ld), and the target to fail a ld test (42% for 7ld), for about a 1/4 chance of working. When it has worked, he made one man charge into another for some hand to hand fight. As he put it "whoever wins, you lose". However when this power fails, it merely pins the model. The thing is, you use this on the enemy's turn, so that model doesn't stand up at the end of their turn, they lose 2 turns unless they have someone around to help them stand up. To prevent this power from destroying my low leadership scavvies, I tried to keep a Scalie with ld 9 between the mind controller and the rest of my group, with a scavvie behind him to help the Scaly stand back up. Oh, we also ruled that any wounds caused by a mind controlled model is given to the mind controller for experience, since otherwise this model would never actually gain any experience, and it makes sense that his mind is in the person's body, so it is basically him fighting by proxy.
Scare is the bane of low leadership groups, like mine. Pass a leadership test, and the closest model within 24" (no los required, same for mind control) automatically breaks and flees. He would use that every turn, safely squirreled away in some building, and reduce one of my scavvies to a blubbering mess. They would take a long time to recover as well, with their starting ld of 6. Luckily this model got possessed the 2nd game, and burnt up immediately, leaving nothing but the scent of brimstone. I'd say scare is one of the better powers, but it doesn't give you any experience, so that character will be massively useful, and boring at the same time.
Ahhh, the beastmaster and his 3 ripperjacks the first game. I underestimated them, and he rolled extremely lucky for them. They ate the faces of 3 scavvies, a zombie and a scaly by the time the game ended. They are fierce, and if they manage to jump onto your face, won't be coming off without help from a friend, requiring even more manpower to deal with them. Shoot these asap before they eat your face. Luckily for me, in the 2nd game the beastmaster went down from a zombie bite, then rolled a 1 on the zombie sickness test, turning into a zombie himself! He hasn't repurchased his beastmaster, but he is saving up. They are really important. I'd say if you cheesed this gang and just went mostly beastmaster, it would be extremely difficult to beat.
Overall, given their costs and their chances of their powers backfiring and killing them, this is a pretty balanced group. We've only had 3 games though, mostly against my odd massive gang, so we haven't seen a straight up game vs a house gang yet to really test it out. Their problem is that since they are expensive, and an outlaw gang with unsteady income, they will be a small gang. Losses are pretty harsh as well, and even if you make a ton of money one game, you are still limited to buying one Wyrd each game, as they are difficult to comeby. I believe his gang is now down to 7 models, making each of his characters a lonely powerhouse. Wyrds can be played defensively, due to their telepath powers not requiring any LOS. You can just take up nice comfortable positions, and use the telepath powers on the enemy until they get frustrated and rush towards you. This gang also has tons of options, which are terribly random so it's hard to start this gang with any idea of a strategy until their powers are determined.
Oh, my last bit, their income will mostly go to the purchase of more members, since equipment is mostly lost on them. Their powers are their weapons, so you can save a lot on weapons. Just keep the awakenings armed with pistols, and your wyrds with powers that work on the enemy turn with rifles, and you are good to go. Even rare trade rolls aren't terribly useful for them.