Ok, so, I've been working HARD with a spreadsheet and have a first draft for what would be a Wyrd gang I like.
Objectives:- Heavily inspired by the 2nd edition 40k standards
- Doesn't turn every game in a freakshow with fireworks exploding all around, at least not at early stages
- Able to field more units than the spyrers
- Cool with a nice amount of powers used
- Fluffy
- Doesn't turn Necromunda into something that it's not
- Variety of powers to avoid min maxing
Analysis:I grabbed the stats from the IG Codex and the Codex Imperialis and these are the normal human stats
Profile | M | WS | BS | S | T | W | I | A | Ld |
Mighty Hero | 4 | 6 | 6 | 4 | 4 | 3 | 6 | 3 | 9 |
Hero | 4 | 5 | 5 | 4 | 4 | 2 | 5 | 2 | 8 |
Champion | 4 | 4 | 4 | 3 | 3 | 1 | 4 | 1 | 8 |
Normal | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Untrained | 4 | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 6 |
The Untrained profile is from the Sisters of Battle militia.
As you might have noticed, those are the baseline stats of juves, gangers and leaders, the Mighty Hero statline is the maximum stat limit in Necromunda as well.
A quick math job tells me that there are 20 stat points of difference between the Juve and the maximals, and 20 are the maximum advance rolls a juve does if he gets to 401 xp.
That confirmed the source of the max advance rolls.I then proceeded to analyze the chances of getting each specific roll, multiplied that probability by 20 rolls, and obtained the average Mighty Hero Ganger.
Profile | M | WS | BS | S | T | W | I | A | Ld | Skills | *Skills |
Average Mighty Hero | 4 | 4.8 | 4.8 | 4.1 | 4.1 | 2.1 | 4.7 | 2.1 | 7.7 | 5.6 | 1.1 |
WAY too close to the Hero stats to ignore.
The advance roll table should be tooled in a way that brings the average roller with a Hero stat line once he's at 401 xp.Then I fetched the Imperial psykers stats.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Psyker Lord | 4 | 6 | 6 | 4 | 4 | 4 | 6 | 3 | 8 |
Master Psyker | 4 | 5 | 5 | 4 | 4 | 3 | 5 | 2 | 7 |
Psyker Champion | 4 | 4 | 4 | 4 | 4 | 2 | 4 | 1 | 7 |
Adeptus Psyker | 4 | 3 | 3 | 3 | 4 | 1 | 4 | 1 | 7 |
Necromundan Wyrd | 4 | 2 | 2 | 3 | 4 | 1 | 4 | 1 | 7 |
Ok, the T never changes, the Ld changes only once in a blue moon, the S changes, but changes early, so it's ok to get people to roll for it.I decided that the stat line for a
WyrdJuve equivalent should be the same as a Necromundan Wyrd but with I3 and Ld6
not too make them
too different from a normal Juve (in order to keep the cost low, and have a larger gang).
Also
Ld for Wyrd is too useful a stat to let the lucky ones be too superior to the unlucky ones, at least as far as increases go, there's still serious injuries for the jinxed ones.

So, ignoring the Ld for now, and counting the advances necessary for a WyrdJuve to become a WyrdLord I get 17. 17 bands.
The normal advance level table is 4,4,7,5 (advances from juve to ganger to champion/leader to hero to mighty hero) which, while adding up to 20, means that when a juve becomes ganger it will have 4 advances while it would only need 3 to become a ganger equivalent (+1ws +1bs +1Ld). I like that, I'm keeping it for my Wyrd advance table. The remaining bunch are correct, a ganger and a leader really differ by 4, a champion and a hero by 7 etc...
Ignoring the Ld, I should have 4,4,5,4 so if I want a Hero to be Hero at 201 xp, I'll have to redo the bands fr the champion->hero bit. 140 points in 5 bands (instead of 7) means 28 xp each band.
That's and odd number and I decide to make it 25xp with 2 larger bands in the end of 30 and 35xp rewarding those who get to 201xp (which is a lot) with a +1 in Ld for free, a little early, but I'm willing to be bold.
The resulting advance table is
0-5 Juve
6-10
11-15
16-20
21-30 Ganger Minor power +1Ld
31-40
41-50
51-60
61-85 Champ Major power
86-110
111-135
146-165
166-200
201-250 Hero Minor power +1Ld
251-300
301-350
351-400
401+ Mighty Hero Major power
I'm sending right now, I'm way too scared to lose what I've written until now.
P.S.: Advancement Roll Table, Roll 2d6:
2: Any Skill
3: Roll again, 1-3: Wounds; 4-6: Initiative
4: Roll again, 1-3: WS; 4-6:BS
5: Roll again, 1-3: Strength; 4-6:Attacks
6: Roll again, 1-3: WS; 4-6:BS
7: Roll again, 1-3: Wounds; 4-6:Initiative
8: Roll again, 1-3: WS; 4-6:BS
9: Skill
10: Skill
11: Skill
12: Any Skill
wow, it's less weird than I expected.