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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.