N18 Psychic Duel is an extremely underused tactic against wyrd powers

OrderForm

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Aug 26, 2022
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I've seen a few threads here and on other forums asking about how to deal with gangs that have a psyker spamming a Wyrd power (usually Insanity).

I think one of the most underused and solid ways to counter this is with Psychic Duel. I was rereading the rules today and they're very much skewed in favour of the defender.

If you have a standing and active (not ready, *active* meaning *not engaged*) Psyker within 18 inches of the psyker casting the power then you can simply have them roll 2d6 and if they beat the other psykers roll the power is cancelled. This doesn't cost an activation and you can do it multiple times if you have multiple psykers (the latter is my interpretation anyway). Note also that the defending psyker doesn't need to pass their own will power test, they only need to beat the enemy Psykers roll. So you don't need a particularly high Willpower psyker to do this successfully - this is a utility of Delaque psykers that is never mentioned.

Of course the immediate response I anticipate is "my gang doesn't have a psyker". Sure but you can get one fairly easily by mid level play. Here's the ways I can think of:

- Alliances: Psy-Sindica and House Ty
- Awakened Ogryn (particularly good for this because you don't have to be too worried about getting him within 18")

Just a thought!
 
Or just Shoot them.
Just saying.
Most powers actually worth stopping have relatively short ranges. (12" at most typically).
If you hit them they are pinned at least so have to spend a action to get up to then move to get into range. As prone fighters have no vision arc it also negates any power that needs line of sight.
A cheap as chips lasgunner can just snipe at them at 24", at least pin them and possibly wound them to boot. All without the risk of melting your own brain. For 15 credits.
 
I think one of the most underused and solid ways to counter this is with Psychic Duel. I was rereading the rules today and they're very much skewed in favour of the defender.
It may be skewed to the defender in some, although important, aspects but not others.
If you have a standing and active (not ready, *active* meaning *not engaged*) Psyker within 18 inches of the psyker casting the power then you can simply have them roll 2d6 and if they beat the other psykers roll the power is cancelled.
Just being near them and active is a plus sure (especially as you can do it out of sight and Safely prone). (Will return to the actual roll part later).
This doesn't cost an activation
That is legitimately awesome true
. So you don't need a particularly high Willpower psyker to do this successfully
True your Awakened Ogryn willpower of 8+ means squat to get it to work so that's nice.

However the first Psyker can Concentrate to gain a bonus to their Willpower check while you can not do that. If the opponent remembers that they have an edge there.
- this is a utility of Delaque psykers that is never mentioned.
True. And as the pale fish people they can get close enough and in cover to make it work easily.
- Awakened Ogryn (particularly good for this because you don't have to be too worried about getting him within 18")
Why should you worry about your Awakened Ogryn? They just want love and hugs 🤪
 
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May I invited you to sample of ghast? 😊

30 credits illegal 9 p295 of the new core rulebook. If they get a random psychic power thus making them temporary psycher.
I was going to include it but I had a read of the rule and if you're being really hardcore, it doesn't actually say they become a psycher for rules purposes! As an arbitrator I'd probably rule that they are, but I didn't want to add ambiguity to my suggestions.
 
Or just Shoot them.
Just saying.
Most powers actually worth stopping have relatively short ranges. (12" at most typically).
If you hit them they are pinned at least so have to spend a action to get up to then move to get into range. As prone fighters have no vision arc it also negates any power that needs line of sight.
A cheap as chips lasgunner can just snipe at them at 24", at least pin them and possibly wound them to boot. All without the risk of melting your own brain. For 15 credits.
Yeah it's reassuring to know that you can always just try blasting 'em. You do encounter the issue that people will build around that not happening, and that the enemy often has just as much fire power as you though!

Lucky it's not an either or choice in this case 🔫🧠
 
Based on experience from earlier 40k editions, I don't think Psychic Duel is supposed to give more than one attempt per power. That's why it's called "duel", it's between two psykers. But of course the rules don't specify this so anyone is free to interpret it other ways.
 
Outside of Delaque, Chaos Helots, Genestealer Cult, and Outcasts access to psykers is difficult and not without downsides--taking an unsanctioned psyker allows the enemy to:
- sell them immediately (no chance at rescue), for full value, if captured.
- acquire d3x10 credits every time they take the psyker out of action.

In general most powers aren't really worth worrying about (minus Hallucinations, that one is busted as hell).
 
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Outside of Delaque, Chaos Helots, Genestealer Cult, and Outcasts access to psykers is difficult
I would say tricky or expensive. Any generic bounty hunter can get them (expensive) or various Dramatic Persona.
Ghast is disgusting if you read the lore but fairly cheap.
The Psi-Syndica let's you gain a Psyker permanently and this is not lost if you break the alliance (although a little tricky and expensive unless your new fighter is a Juve with little equipment).
and not without downsides--taking an unsanctioned psyker allows the enemy to:
- sell them immediately (no chance at rescue), for full value, if captured.
- acquire d3x10 credits every time they take the psyker out of action.
Well yes. Boo! Stupid Imperial laws in place to stop deamon incursions.
In general most powers aren't really worth worrying about (minus Hallucinations, that one is busted as hell).
There at least one good one in every Outcast discipline.
Some of the Chronomancy ones are pretty busted but I Agree Hallucinations is insane as hell.

I suppose the easy access Outcasts get is a bit of a balancing mechanism for that gang against the House ones with all thier special toys. Plus basic hive scum having full access to Trade Post and Black market Basic, Pistol and Close combat weapons instead of the House gangers more restrictive lists.
 
It's a good reminder of a rule that doesn't come up much, kind of the "counterspell" of Necromunda. I'd forgotten about it so thanks to the OP.

Personally I don't tend to run into, or struggle with, psykers all that much, but there is literally no reason not to use this rule every opportunity you get...
 
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Personally I don't tend to run into, or struggle with, psykers all that much, but there is literally no reason not to use this rule every opportunity you get...
If you have a friendly Psyker sure use it whenever you can. It's a free check and all.
It just doesn't stack up to shooting the witch in the face with a bolter.
Still you can do the opposed check and then shoot them.
 
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If you have a friendly Psyker sure use it whenever you can. It's a free check and all.
It just doesn't stack up to shooting the witch in the face with a bolter.
Still you can do the opposed check and then shoot them.
I'm not sure what your point here is?

You can do the check for free, it's in the opponents turn and doesn't prevent you shooting in your turn, which you've acknowledged. Why this need to reply to try make a point?
 
0-1 GYRINX CAT (EXOTIC BEAST) ................................120 CREDITS (AVAILABLE TO ANY GANG LEADER OR CHAMPION) – ILLEGAL (14) Core Rule Book p 307. Another wargear that gives your gang acces to psycker.