May 24, 2025, 12:25:15 AM

Author Topic: Custom Wyrd Gang  (Read 16061 times)

Offline Madness

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Re: Custom Wyrd Gang
« Reply #15 on: July 21, 2009, 07:44:51 PM »
Skill table:
  • Leader: anything but muscle
  • Heavies:
    • Beastmaster:Stealth, Ferocity, Muscle
    • Pyromaniac:Combat, Agility, Ferocity
    • Telepath:Shooting, Techno, Stealth
    • Telekinetic:Muscle, Combat, Shooting
  • Gangers/Juves: Stealth, Combat, plus the relative one  from the Heavy table once they get their Primary power.

Offline Ravendas

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Re: Custom Wyrd Gang
« Reply #16 on: July 21, 2009, 08:17:50 PM »
I did the math for the perils, nothing too enjoyable, an I4 Ld7 W1 guy goes down 2.31% of the times, with 0.31% being a straightforward death.

Can you explain this a little better? Edit: Think I figured out most of it below. I'll trust your math on the d6 strength hit, don't feel like doing the math 6 times.

Ld7 is 58% to pass, 42% chance to fail. You take a perils test 1/18 times you use a power. 1/6 times he needs to pass an initiative test to live, 1/3 times he needs to pass a leadership test to live, and 1/2 the time he just takes a hit (no instadeath there, no problem).

So, (1/18) * (1/6) * (1/3) = 0.31% to be sucked away into the void, every time they use a power. (Assuming your stats of 7ld 4I)
Posession would be (1/18) * (1/3) * 0.42 = ~0.77% chance to get possessed (and killed) every time they use a power.

Add those up, 1% chance to be straight up killed every time they use a power, with average leadership and above average initiative.

Perhaps your little magic item could be like what liches have in fantasy worlds, some kind of receptacle for the Wyrd's soul. If a demon possesses him, his soul flees into some staff/pendant/whatever during the duration, then returns when the demon is forced back to the warp. Something like that should definitely be expensive.
« Last Edit: July 21, 2009, 08:19:30 PM by Ravendas »

Offline Madness

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Re: Custom Wyrd Gang
« Reply #17 on: July 21, 2009, 08:41:06 PM »
Well, there are plenty of preexisting items to ward off daemons, the simplest one out there is the purity seal.

I'm still thinking whether to make it a consumable item or a permanent one a la blindsnake pouch that prevents Peril roll on a Ld roll of 2.

My math for the Peril is in the good ol' spreadsheet

Death is a pretty excessive term, actually it's more of a "suffering one wound" thing. Real death only comes 0.31% of the times.

Offline Ravendas

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Re: Custom Wyrd Gang
« Reply #18 on: July 22, 2009, 03:47:40 AM »
Death is a pretty excessive term, actually it's more of a "suffering one wound" thing. Real death only comes 0.31% of the times.

Are you saying possession, in your rules, doesn't kill the model? Because I just showed that possession would occur 0.77% of the time. I'd call that 'real death' along with being sucked into the warp, which is the 0.31% chance, for a grand total of about 1%.

Offline Madness

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Re: Custom Wyrd Gang
« Reply #19 on: July 22, 2009, 08:59:06 AM »
You roll on The Perils table when you rolla 2 or 12 during a wyrd power test,
1 chances out of  6 times you check Initiative, if you fail you die outright with no other chance possible
2 chances out of  6 times you check Ld and if you fail you are possessed, if you are possesed and they send you OOA the possession ends, and I'm guessing it's a roll on the serious injuries (so, not death outright)
3 chances out of 6 you get hit at d6 strength, which is like being hit from a weapon, meaning you roll for toughness, remove one wound, and eventually roll for flesh/down/OOA, and in turn you roll on the serious injuries table.

So it's not so easy to calculate the actual chances of death without knowing the exact I, Ld and W, and even then, you might get a crippled guy from multiple injuries...

Offline Ravendas

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Re: Custom Wyrd Gang
« Reply #20 on: July 22, 2009, 09:08:24 AM »
2 chances out of  6 times you check Ld and if you fail you are possessed, if you are possesed and they send you OOA the possession ends, and I'm guessing it's a roll on the serious injuries (so, not death outright)

Double check the possession rules... From the Wyrd rules (ugh it won't copy/paste, typing this out):

Quote
Roll for damage against the Wyrd normally. However, he ignores pinning and any 'flesh wounds' and 'down' results on the Injury table. If a player takes him out of action, roll immediately on the Serious Injuries Chart. Only a 'Dead' result will banish the daemon back to the Warp and kill the Wyrd. On any other roll the Wyrd gets straight back up again and is completely unaffected!
You cannot down a possessed wyrd, and the only way to stop it is to take him OOA, and immediately roll a 11-16 on the injury chart. So that is assured death there.

The other way for it to go away is to roll a 1 at the end of the turn, meaning he just burns up. Either way, the Wyrd dies. Possession is 100% fatal in the given rules.

Offline Madness

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Re: Custom Wyrd Gang
« Reply #21 on: July 22, 2009, 09:42:10 AM »
I misread that. Well, in the other half of the cases is not that fatal still.

But I see how much more they need that item then.

Offline Ant

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Re: Custom Wyrd Gang
« Reply #22 on: July 22, 2009, 12:48:45 PM »
So statistically a wyrd only perishes due to perils of the warp roughly once every 100 times a power is used? I'm not sure I'd bother buying a protective item with those odds, not unless there where other items that increased your chance of perishing. For example, you could add an item that once per game allowed a wyrd to re-roll a failed Ld test, but on the re-roll any double would result in a roll on the perils of the warp table.

Offline Martini Henrie

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Re: Custom Wyrd Gang
« Reply #23 on: July 22, 2009, 06:48:07 PM »
Nice idea, have been watching for a while. Top stuff  :D
Innocence proves Nothing

Offline Madness

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Re: Custom Wyrd Gang
« Reply #24 on: July 22, 2009, 07:33:41 PM »
Actually one in 50. And that counts minor powers as well. If we average an use of 4/5 powers per game means that within 10 games that guy will die.

Sounds like a big deal to me.

Offline Ravendas

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Re: Custom Wyrd Gang
« Reply #25 on: July 22, 2009, 07:57:32 PM »
Actually one in 50. And that counts minor powers as well. If we average an use of 4/5 powers per game means that within 10 games that guy will die.

Sounds like a big deal to me.

Where are you getting your numbers :D We already figured it's 1% chance per use for the average wyrd, so it's 1/100. 0.31% chance for the hole in the voide, 0.77% for a possession. And 4/5 powers per game? You mean per model, right? Powers get used very frequently, as my friend has been showing me, testing out the pdf Ant posted in the other thread. In his 3 games so far, the first one he lost a man to possession, 2nd one he managed to stave off a possession by passing a leadership roll, and the 3rd was a quick game so he never had to take a test.

Offline Madness

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Re: Custom Wyrd Gang
« Reply #26 on: July 22, 2009, 09:24:18 PM »
I was shooting low on purpose, of course powers may be used far more.

And there's also the chance of an attack, which can cause a wound (1.23% to be added to the 1.08% of UNAVOIDABLE death.)

Considering the chances for the other "risky" actions (like shooting a stubgun with dumdum) seldom kill outright, and even then it's a very rare happening that they even manage to wound (1.39% against T3).

And even then I think an item a la blindsnake pouch is in order, at least to preserve the ones that get to a primary power.

Offline Madness

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Re: Custom Wyrd Gang
« Reply #27 on: July 24, 2009, 02:16:32 PM »
Am I still making sense?

Offline Ant

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Re: Custom Wyrd Gang
« Reply #28 on: July 24, 2009, 02:20:18 PM »
I suspect this is one of those occasions when only playtesting a full campaign with the gang can resolve it instead of playing mathhammer. I have had a couple of games with a wyrd gang and didn't need to roll for perils of the warp in either game. Perhaps I was just lucky?