171. Psychic War
RAW ✔️ The Aranthian Succession – Spire of Primus, p90
"THEYR WATCHING THEYR LISTENING THEY NEVER STOP SPEAKING SOMEONE MAKE THEM STOP"
- Wall scrawls left in Cell XIV of Helmawr's Psykanarium
In this scenario, gangs must avoid turning on their allies under a barrage of psychic corruption.
Battle Type
This scenario is an Underhive battle; vehicles and Wargear that grant the Mounted condition cannot be included in either gang's starting crew.
Battlefield
This scenario uses the standard rules for setting up a battlefield, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.
Crews
This scenario uses the standard rules for choosing a crew, as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook. Both gangs use the Custom Selection (D3+4) method to determine their crew. Neither gang may include any Dramatis Personae in their crew (including those provided by the Emissaries of House Helmawr and Emissaries of the Rebellion rules).
Deployment
The players roll off and the winner picks which side of the battlefield they wish to set up on. Then, starting with the winner, the players take turns deploying fighters anywhere within 3" of their battlefield edge. After all fighters have been deployed, a Sanctioned Psyker (see page 91) is set up in the centre of the battlefield. Starting with the winner of the roll-off, players then deploy one additional Sanctioned Psyker anywhere on the battlefield that is not within 6" of any other model.
Gang Tactics
This scenario uses the standard rules for gang tactics as described in the Battlefield Set-up & Scenarios section of the Necromunda Core Rulebook.
Ending the Battle
If either gang has no fighters left on the battlefield or there are no Sanctioned Psykers on the battlefield at the end of any round, the battle ends immediately.
Victory
Whoever gang takes the most Sanctioned Psykers Out of Action is victorious. If both gangs have taken the same number of Sanctioned Psykers Out of Action, the battle is a draw.
Rewards
Credits
Each gang adds D3x10 credits to their Stash for each Sanctioned Psyker they took Out of Action.
Experience
Any fighter that took a Sanctioned Psyker Out of Action gains D3 XP.
Any fighter that resisted losing control (see opposite) gains an additional 1 XP.
Reputation
The victorious gang gains D3 Reputation.
If either gang bottled out, they lose 1 Reputation.
Losing Control
The battlefield is covered with a dense psychic fog. Any models with a Willpower of 8+ or worse must make a Willpower check at the start of their activation. On a failed check, they cannot move and their activation is wasted.
Mindless Psykers
Each Sanctioned Psyker gains a Ready marker during the Ready Gang step of the Priority phase. When it is a player's turn to activate a fighter, they may instead choose to activate a Sanctioned Psyker and attempt to control it. A player can attempt to take control of a Sanctioned Psyker by rolling a D6. On a 3+, they may choose what the Psyker does with its activation, on a 1-2, their opponent gets to decide what the Sanctioned Psyker does with its activation.
Sanctioned Psykers
The Sanctioned Psykers each have the following profile:
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 5+ | 5+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 8+ | 5+ | 6+ |
Each Sanctioned Psyker is armed with a stub gun and a fighting knife.
Each Sanctioned Psyker randomly generates two Wyrd Powers from those described on page 103.
As Sanctioned Psykers, these fighters may re-roll a failed Willpower test once per battle.
Fleeing the Battlefield
If either gang voluntarily bottles out and subsequently flees the battlefield, their opponent automatically wins the scenario.
Silencing Haunts
If players wish, they can use this scenario to represent Lady Haera, her Spyrers, and the Guild of Oaths Justicars trying to overcome Ozostium's Haunts.
- One gang should be a Spyre Hunting Party gang led by Lady Haera in Sthenian-pattern Hunting Rig.
- The Spyre Hunting Party must take a Palanite Justicar Delegation (see page 114).
- The other gang should be an Aranthian-aligned gang.
- Replace the three Sanctioned Psykers with Enforcer Haunts (see Necromunda: Bastions of Law).