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House Ty

RAW ✔️ House of Shadow, p84

Benefits

Noble Intrigues: Any gang may form an Alliance with House Ty. In addition, House Ty does not care if a gang is Law Abiding or Outlaw – what matters is that the Alliance benefits House Ty!

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 Training: While the gang is allied with House Ty, their psykers have access to training from the Psykanarium. Choose one fighter with the Psychoteric Mastery special rule (or with the Sanctioned Psyker or Non-Sanctioned Psyker special rule if none of the gang's members have the Psychoteric Mastery special rule) within the gang. This fighter knows one more Psychic power than normal from those available to them. Choose this power when the Alliance is formed. This power is lost should the Alliance be Broken.

Onmyodo Coven: During the pre-battle sequence the gang may add a House Ty Onmyodo Coven to their gang (see page 88). If the gang is facing a gang with a higher Gang Rating than their own they must include a House Ty Onmyodo Coven, unless they choose to Test the Alliance instead.

Drawbacks

Disturbing Visions: While the gang is allied to House Ty, their fighters suffer dark dreams. After deploying the gang at the start of any battle, but before the first round, randomly choose one of the gang's deployed fighters. This fighter immediately suffers a Flesh Wound. Alternatively, the gang may choose not to have one of its fighters suffer this Flesh Wound, but if they do so the gang must Test the Alliance.

The Cost of Lies: During the pre-battle sequence, during the Determine Scenario step, if a double is rolled on the dice ignore the listed result – instead the opposing gang may select the scenario. Alternatively, the gang can choose to take the rolled result instead, but must Test the Alliance.

House Ty Onmyodo Coven

Composition

A House Ty Onmyodo Coven consists of one House Ty Onmyodo Telepath and one Onmyodo Null.

House Ty Onmyodo Coven Special Rules

A Band Apart: Members of House Ty take care of their own, especially valued representatives and their favoured attendants. A House Ty Onmyodo Coven will remain separate and aloof from the gang they are working beside, disappearing during the post-battle sequence to tend to their wounds. If a House Ty Onmyodo Coven fighter goes Out of Action during a battle, there is no need to roll for Lasting Injury; they are considered to have rolled 12-26 Out Cold.

"Here to Help": Unlike other fighters, a House Ty Onmyodo Coven is not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, these fighters may (and, in some cases, must) be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario.

Onmyodo Telepath

MWSBSSTWIALdClWilInt
5"5+5+3314+18+7+5+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Shock staveE2"--S+1-1-Melee, Shock, Versatile

Skills: Overseer Wargear: Refractor field Special Rules: House Ty Onmyodo Coven Hierarchy (Leader), Group Activation (1), Inspirational Leader, Control Collar, Sanctioned Psyker

Special Rules

House Ty Onmyodo Coven Hierarchy (Leader): During a battle, should this fighter pass a Bottle test, friendly House Ty Onmyodo Coven fighters without this special rule that have not already taken a Bottle test this round and that are within 12" of this fighter will automatically pass their Bottle test for that round.

Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly House Ty Onmyodo Coven fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

Additional fighters with this special rule activated in this way may not use this special rule themselves.

Inspirational Leader: If this fighter is Standing, friendly fighters that are both within 6" of this fighter and able to draw a line of sight to this fighter can use this fighter's Cool and Willpower characteristics instead of their own for any Cool or Willpower checks they are required to make.

Control Collar: When this fighter is activated, decide if its control collar is active for the round. If it is active then the control collar of the Onmyodo Null will be inactive for the round (note that it is possible for both collars to be inactive at the same time, but that if one is active, the other is automatically inactive). This fighter only counts as a Sanctioned Psyker while its collar is inactive.

Sanctioned Psyker: The Onmyodo Telepath is a Sanctioned Psyker and uses the Psyker rules from the Necromunda Rulebook. They may choose any two powers from the Telepathy Discipline when added to the gang.

Telepathy Powers

As mentioned previously, the Onmyodo Telepath is a Sanctioned Psyker. They may choose any two Telepathy powers from this list when added to the gang. Note that the Wyrd Powers in this list are numbered should players or the Arbitrator wish to randomly generate a Telepathy power:

  1. Telepathy – Mind Control (Basic), Continuous Effect: The fighter reaches into another fighter's brain and takes control of their actions. Select an enemy fighter that is within 9" of the Wyrd. That fighter immediately makes a Shoot (Basic) action, even if they have already activated this round, targeting an eligible fighter from their gang, chosen by the Wyrd.

  2. Telepathy – Terrify (Double): Planting a horrific image in an enemy's mind, the fighter tries to break their spirit. Choose an enemy fighter that is within 18" of the Wyrd. The enemy fighter must immediately make a Nerve test with a -3 modifier to the roll or become subject to the Broken condition.

  3. Telepathy – Invisibility (Double), Continuous Effect: The fighter clouds the minds of their foes, making it seem as if they have vanished. For as long as this Wyrd Power is maintained, the Wyrd cannot be targeted by ranged attacks. If, for any reason, the Wyrd makes any action other than a Move (Simple) action or a Maintain Control (Simple) action then the power immediately ends.

  4. Telepathy – Mental Assault (Basic): The fighter unleashes a brutal mental attack, driving their foe to their knees. Select an enemy fighter that is within 12" and line of sight of the Wyrd. Both the Wyrd and target must make a Willpower test. If both tests are failed, or the target passes and the Wyrd does not, or passes by a greater amount than the Wyrd there is no further effect. If both the Wyrd and the target pass by the same amount, or the Wyrd passes by a greater amount, the target becomes Prone and Pinned (unless they are Engaged) and may not activate this round if they have not done so already.

  5. Telepathy – Hallucinations (Basic): Delving deep into the subconscious of their foe, the fighter drudges up every dream and horror they can find, making the victim doubt their very reality. Select an enemy fighter that is within 12" of the Wyrd. That fighter immediately gains the Insane condition.

  6. Telepathy – Unbreakable Will (Basic), Continuous Effect: Reaching out with their mind, the fighter tries to claim the thoughts of those around them. Whenever a Nerve or Willpower test is made for a friendly fighter within 9" of the Wyrd, they may use the Wyrd's Cool or Willpower characteristic instead of their own.

Equipment

The Onmyodo Telepath is armed with a shock stave and a refractor field.

Skills

The Onmyodo Telepath has the Overseer skill. They may, however, only use the Overseer skill to Order another member of the House Ty Onmyodo Coven.

RAW ✔️ House of Shadow, p88

Onmyodo Null

MWSBSSTWIALdClWilInt
5"4+4+3314+18+5+7+7+
WeaponRg SRg LAc SAc LSAPDAmTraits
Boltgun12"24"+1-4-126+Rapid Fire (1)
Power sword-E--S+1-21-Melee, Parry, Power

Skills: True Grit Wargear: mesh armour, respirator Special Rules: Control Collar, Psychic Null

Special Rules

Control Collar: When this fighter is activated, decide if its control collar is active for the round. If it is active then the control collar of the Onmyodo Telepath will be inactive for the round (note that it is possible for both collars to be inactive at the same time, but that if one is active, the other is automatically inactive). This fighter only counts as a Psychic Null while its collar is inactive.

Psychic Null: This fighter may Disrupt Wyrd Powers just as if they were a Psyker (see the Necromunda Rulebook). In addition, any Psyker, friend or foe, that is within 6" of this fighter may not manifest any psychic powers. In addition, all fighters, friend or foe, within 6" of this fighter suffer a -2 modifier to the dice roll when making Cool checks.

Equipment

The Onmyodo Null is armed with a boltgun and a power sword. They are also equipped with mesh armour and a respirator.

Skills

The Onmyodo Null has the True Grit skill.

RAW ✔️ House of Shadow, p88