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Psychic Commune

Whether newly awakened or long hidden, the leader of this gang is a Wyrd of considerable power. Gathering followers through loyalty, fear, or domination, they form a psychic collective, a dangerous congregation of minds bound together by the warp.

Changelog
  • This Exile Path has been moved to its own dedicated page.
  • The gang’s psychic structure has been rewritten for clarity:
    • The Master
    • The Disciples
    • The Thralls
    • Channelled Power
    • Psychic Conduit
  • Enthralled Fighters are now more clearly defined as a paid upgrade for Juves and Exile Hive Scum.
  • The old Aura Boosting rules have been refactored into Psychic Conduit.
  • Added Unstable Minds:
    • if the Leader goes Out of Action, Enthralled Fighters risk becoming Insane when they activate
  • This gives the path a clearer downside when the Leader is removed.

Overview

A Psychic Commune is built around a central psyker and their growing network of lesser minds.

This Exile Path enhances access to Wyrd Powers, but introduces significant risks when channelling the warp.


The Master

The gang’s Leader becomes an Unsanctioned Psyker.

  • They gain one Wyrd Power for free at gang creation.
  • This must be selected from a discipline available in the Book of the Outcast.
  • They may purchase additional powers during campaign play as normal.

The Disciples

The gang’s Champions may become psykers.

  • A Champion may choose to become an Unsanctioned Psyker:

    • At gang creation instead of selecting a skill
    • Or later for 9 XP
  • When they do so, they must:

    • Choose a power from a discipline already known by the Leader
  • If the Leader later learns a new discipline:

    • Champions may select powers from that discipline when they next gain a power

The Thralls

Some fighters are not willing followers, but vessels for psychic domination.

When recruited, any Juve or Exile Hive Scum may be designated as an Enthralled Fighter for +10 credits.

Enthralled Fighter

  • Their Leadership, Cool, Willpower, and Intelligence are all set to 10+ (unless already worse)
  • They are considered Enthralled Fighters for the purposes of Psychic Commune rules

Unstable Minds

The commune walks a dangerous line between control and collapse.

If the Leader is taken Out of Action, Enthralled Fighters risk losing control.

  • Each time an Enthralled Fighter is activated, roll a D6 before resolving their activation.
  • On a 1–2, they immediately become subject to the Insane condition (if not already).

Channelled Power

The Leader may channel their powers through Thralls.

When the Leader attempts to manifest a Wyrd Power:

  • They may choose to originate the power from an Enthralled Fighter instead of themselves

Restrictions

  • The Thrall must be within 6" of the Leader
  • This range may be increased to 12", but the Thrall immediately suffers 1 Flesh Wound

Perils of the Warp

If the Leader suffers Perils of the Warp while channelling:

  • The Thrall used as the origin point is immediately taken Out of Action
  • Roll on the Perils table and apply the result to the caster as normal.

Psychic Conduit

The Leader draws strength from the minds of their thralls, amplifying their connection to the warp.

  • Each Enthralled Fighter within 3" of the Leader grants +1 to the Leader’s Manifest Power roll

Warp Instability

  • This bonus may increase the result beyond 12
  • If a modified result of 12 or more is rolled:
    • The Leader immediately suffers Perils of the Warp

Sacrificial Buffer

Instead of suffering Perils:

  • The Leader may choose an Enthralled Fighter within 3"
  • That fighter is immediately taken Out of Action
  • The Perils result is ignored

Unstable Minds

The commune walks a dangerous line between control and collapse.

Unstable Minds

The commune walks a dangerous line between control and collapse.

If the Leader is taken Out of Action, Enthralled Fighters risk losing control.

  • Each time an Enthralled Fighter is activated, roll a D6 before resolving their activation.
  • On a 1–2, they immediately become subject to the Insane condition.

One mind commands. Many minds burn.