House Ty

From 2d4chan
Jump to navigation Jump to search

House Ty are one of the Noble Houses of Necromunda.

They are probably one of the least detailed in the recent fluff, and have been barely mentioned in old fluff too. Perhaps fitting that they be inserted as the primary allies for House Delaque.

House Ty claim descent from the ancient Nihon Empire of Holy Terra. Though the connection may be debatable, they nevertheless style themselves after ancient nobles with flowing silks and lost Nihonese languages.

Though they are the youngest noble house on the planet and their provenance may be suspect, though they are certainly not the weakest. Since their arrival they have made numerous secretive deals with House Delaque which is certainly enough to give their rivals pause to move against them.

Not only that but they seem to have a monopoly on psykers. For some reason they have access to a large stable of sanctioned psykers and Astropaths. Most of the Astropaths in service on Necromunda belong to House Ty, and therefore the nobles are privy to most communications that come and go from the planet, putting them in a strong position in the business dealings of their rivals.

They are also notable for the high number of recruits that they are able to provide to the Adeptus Astra Telepathica. But it goes unsaid where they get these recruits from, since psykers tend to occur fairly randomly in nature, and it is the Imperial Creed to ostracise them and Imperial Law to turn them over to the authorities, so nearly everyone is on the lookout for them. By experiencing a high capture rate means they either have a disproportionate number of witch hunters in their employment, or they are doing something unnatural. Considering that their allies in House Delaque have the monopoly on the Ghast trade, a drug that can unlock and enhance psychic potential, it is possible that they trade secret communications to the Delaque in return for a supply of artificially induced psykers to load onto the Black Ships and get preferential treatment from the Astra Telepathica in exchange.

Alliance Benefits[edit]

Any gang can ally themselves with House Ty, although the benefits from doing utterly depend on the nature of the gang:

Passively, House Ty only offer psychic training, so are therefore only of use to gangs that employ them. One Wyrd or Psyker (Sanctioned or Non-sanctioned) can gain access to a single additional power from a discipline that they already have access to.

In return the gang are subject to disturbing dreams and visions, causing a random member to take a flesh wound at the start of every battle. As well as potentially giving the opponent the chance to choose a scenario in their benefit.

That's rather a steep cost to pay for a single extra power, most gangs may be better served to ally elsewhere.

Tabletop[edit]

Allying with House Ty does offer a second benefit, namely the ability to deploy an Onmyodo Coven to the battlefield.

Consisting of two members: a Telepath, and a Null that can be activated in a single activation, so long as they are within 3" of one another. The telepath is a Sanctioned Psyker with two powers while the Null actively inhibits all psychic powers and applies a -2 Cool debuff to everyone within 6" of themselves.

Both members wear control collars to inhibit their powers and cancelling out their abilities when switched on, meaning the Telepath does not require to be inhibited by their Null partner while they are in close proximity. Though the rules have a strange wording: While one collar is active the other is deactivated, but both collars can be inactive at the same time.

This makes it seem like only the Null's collar actually matters at close range. Since the Null will automatically overwhelm the Telepath within 6" when both collars are deactivated, meaning it is irrelevant whether the Telepath's collar is active or not. If both members are outside of this range, then both collars can be safely deactivated and they both get the full effect of their rules, though they cannot use the group activation ability.

The only reason one might activate the Telepath's collar might be if an opponent has some sort of interaction with psykers where might be beneficial for the model to NOT count as one temporarily. But it does require some careful management of your fighters to figure this all out.

Playable Factions of Necromunda
Clan Houses: Cawdor - Delaque - Escher - Goliath - Orlock - Van Saar
Noble Houses: Catallus - Greim - Ko'iron - Ran Lo - Ty - Ulanti - Spyrers
Others: Ash Waste Nomads - Corpse Grinder Cults - Cult of the Redemption
Ironhead Squat Prospectors - Palanite Enforcers - Ratskins - Scavvies