Psi-Syndica
RAW ✔️ House of Shadow, p83
Benefits
Criminal Allies: Any gang may form an Alliance with the Psi-Syndica provided it is an Outlaw gang. The nature of their operations makes those involved deeply distrustful of Law Abiding gangs.
Strong Alliance (House Delaque): The first time a gang belonging to House Delaque is required to Test the Alliance with this ally, do not roll. Instead count the result as Disquiet.
Psychic Awakening: When the gang allies with the Psi-Syndica, they may generate a random Wyrd Power from either the Madness, Delusion or Darkness powers for one of their fighters. The fighter permanently gains the use of the power as well as the Non-sanctioned Psyker special rule (see the Necromunda Rulebook).
If the gang breaks their Alliance with the Psi-Syndica for any reason, they must pay the fighter's value in credits to their former allies or remove the fighter from their gang roster.
Mind-locked Wyrd: In the pre-battle sequence, the gang may add a Mind-locked Wyrd Hired Gun to their gang for the game. This Hired Gun does not cost a gang any credits to hire, but if chosen they must be included in the gang's crew, even if Crew Selection is normally random.
If the gang is playing the Ghast Harvest scenario then the Mind-locked Wyrd must be included unless the gang rolls to Test the Alliance.
Drawbacks
Dark Dreams: During the pre-battle sequence, before the Choose Crews step, randomly select one of the gang's fighters who is not In Recovery. The selected fighter must immediately make a Willpower check. If they fail, they cannot be chosen to be part of the gang's crew for this battle. Alternatively, the gang can decide not to choose one of their fighters and instead Test the Alliance.
Psykanarium Attention: During the post-battle sequence, if the gang used any psychic powers during the battle, there is a chance they might have drawn unwanted attention from the Imperial House's own tame psykers. Roll a D6, adding 1 for each fighter with the Non-sanctioned Psyker special rule who fought on their side during the battle. If the result is 7+, randomly choose one of the gang's fighters and make a roll for them on the Lasting Injury table. The gang can choose not to make this roll, in effect giving up a member of the Psi-Syndica to cover themselves, but if they do, they must Test the Alliance.
Mind-locked Wyrd
Mind-locked Wyrd
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 5+ | 3+ | 3 | 3 | 2 | 4+ | 1 | 8+ | 6+ | 4+ | 9+ |
Skills: Fearsome
Wargear: mesh armour
Special Rules: Non-sanctioned Psyker Non-sanctioned Psyker: Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value. A Mind-locked Wyrd is a psyker and may choose three of the following Wyrd Powers: Pyromancy – Scouring (Basic): Coruscating balefire erupts from the Wyrd's eyes or outstretched hands, engulfing the enemy. Immediately make a ranged attack with the following weapon: Telepathy – Maddening Visions (Basic): Nearby enemies find themselves struck by nightmarish apparitions as the Wyrd becomes a conduit for unfettered warp energy. Until the End phase of this round, make a Willpower check for any enemy fighter who ends their turn within 3" of the Wyrd. If the check is failed, the fighter is driven temporarily insane and becomes subject to the Insane condition. Whilst subject to the Insane condition, fighters activate as described in the Necromunda Rulebook. Telekinesis – Assail (Basic): The Wyrd uses the force of their will to push enemies and objects from their path. Immediately make a ranged attack against an enemy fighter within 12" and line of sight. If hit, move the target D3" in any direction – if they were Standing, they become Prone and Pinned after moving. If they come into base contact with a Standing fighter or any terrain, they stop moving and suffer a Strength 3, Damage 1 hit. If they come into base contact with another fighter, that fighter also suffers a Strength 3, Damage 1 hit, and becomes Prone and Pinned. Telekinesis – Force Blast (Basic): Any enemy fighters within 3" of this Psyker are immediately pushed D3+1" directly away. If this movement would push a fighter from a platform or into a pitfall, stop them at the edge and take an Initiative test for them. If the test is passed, they are placed Prone at the edge. If the test is failed, they will fall. If this movement is interrupted by a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance. Telepathy – Hypnosis (Basic): With little more than a piercing stare, the Psyker can dominate the minds of the weaker-willed. Select an enemy fighter that has not yet activated this round within 9" and line of sight of the Wyrd. If the Willpower check to perform this action is successful, that fighter may only perform a single Move (Simple) action when activated this round. Telepathy – Unbreakable Will (Basic), Continuous Effect: The Psyker exerts their mind to control nearby allies. Whenever a Nerve or Willpower test is made for another fighter from the gang who is within 9" of this Psyker, use this Psyker's characteristic value. A Mind-locked Wyrd is equipped with mesh armour. A Mind-locked Wyrd has the Fearsome skill.Special Rules
Wyrd Powers
Weapon Rg S Rg L Ac S Ac L S AP D Am Traits Scouring - T - - 2 - 1 - Blaze, Template Equipment
Skills
RAW ✔️ House of Shadow, p86