Delaque

Provided below are the house rules we use for Delaque gangs.

House Delaque is one of six Houses of Hive Primus on the hive world Necromunda. House Delaque benefits from a special understanding with the ruling House Helmawr, providing not just materials but also information to the ruthless rulers of Necromunda.

Delaque spies are said to operate throughout the hive, observing the activities of the other Houses. It is rumoured that some of the ruling family members of the Houses, and even some Noble Houses are in the pay of the Delaque. The other Houses of Necromunda are understandably distrustful of the Delaques.

Delaque gang members usually wear long armored jackets with deep interior pouches to conceal weapons and other such items. The bulk are very pale-skinned and bald-headed, with thin, soft, eerie voices. Most wear dark visors or photo-goggles to shelter their sensitive eyes. An intolerance of bright lights is known to be a common weakness of Delaques. Despite the entire hive being rather dim by usual standards, House Delaques territory is known to be particularly dim and shadowy.

Sneaky and cunning, the Delaque avoid direct confrontation and pitched brawls whenever possible. The stealthy ambush, sabotage, and a knife in the back are more their speed and they are at their most dangerous when you can't see them. Many have learned too late that it is wiser to take a fight to them the better to dictate the terms of engagement than to wait until they strike when least expected.


Gang Composition

A Delaque gang must follow these rules when it is founded, and when new fighters are added to the gang.

  • There must be one Leader (if the Leader is killed, see page 24 of Gang War).
  • There can be no more than two Champions, plus one for every full 10 Reputation the gang has.
  • The total number of Gangers in the gang must be equal to or higher than the total number of other fighters in the gang, not counting Hangers On or Hive Scum.
  • When a starting gang is founded up to one Ganger may carry a Special Weapon. During campaign play, additional Gangers will become eligible to carry Special Weapons as they gain advances.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unweildy trait take up the space of two weapons.
  • A fighter does not start with Armor and the cost of Armor is not included in their profile.
  • A fighter allowed Armor may be equipped with no more than one kind of Armor.
  • A fighter allowed Grenades may be equipped with no more than two different kinds of Grenades.
  • A fighter allowed Wargear can carry any amount of Wargear.
  • A gang may hire as many Mercs as they can afford, while observing the total number of Gangers restriction described above.
  • A gang may hire a maximum of one Hangers-on for every full 5 points of Reputation the gang has.
  • A gang may hire up to five Hired Scum to fight in one battle.
  • A gang may hire up to one Bounty Hunter to fight in one battle (if certain criteria are met).

Fighters

A starting Delaque gang is made up of the following fighters.

Delaque Leader

Leader
130
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
3
2
3+
2
Ld
Cl
Wil
Int
6+
6+
5+
6+
Save
-

Skill Access

Primary: Cunning, Leadership, Shooting

Secondary: Agility, Savant

Starting: Delaque Leaders start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Delaque Champion

Champion
110
M
WS
BS
 S 
 T 
W
I
A
5"
3+
3+
3
3
2
4+
2
Ld
Cl
Wil
Int
7+
6+
6+
6+
Save
-

Skill Access

Primary: Cunning, Shooting

Secondary: Brawn, Leadership, Savant

Starting: Delaque Champions start with 1 skill chosen from their Primary skill sets

Equipment

Access: No restrictions

Delaque Juve

Juve
20
M
WS
BS
 S 
 T 
W
I
A
6"
5+
5+
3
3
1
3+
1
Ld
Cl
Wil
Int
8+
8+
7+
8+
Save
-

Skill Access

Primary: Cunning

Secondary: Agility, Shooting

Equipment

Access: When starting a Juve only has access to Pistols, Close Combat Weapons, and Grenades. During campaign play a Juve with three or more advances has no Equipment restrictions.

Delaque Ganger

Ganger
40
M
WS
BS
 S 
 T 
W
I
A
5"
4+
4+
3
3
1
4+
1
Ld
Cl
Wil
Int
7+
7+
6+
7+
Save
-

Skill Access

Primary: Cunning, Shooting

Secondary: Agility, Combat

Equipment

Access: When starting a Ganger has access to Armor, Basic Weapons, Close Combat Weapons, Grenades, Pistols, and Wargear. During campaign play, a Ganger with at least one advance gains access to Special Weapons.

150 credits

If a gang has a Delaque Saboteur who is not in Recovery or Captured, the gang's player gains a Melta Trap Tactics Card to use in the battle in addition to any other Tactics Cards available to them. If the Delaque Saboteur takes part in the battle, this Tactics Card must be played on the Delaque Saboteur.


Equipment List

When creating a new gang or buying Common equipment during a Post Battle Sequence, Delaque may select from the following House Equipment list.

Armor

10
Common
15
Common

Weapons (CCWs)

10
Common
10
Common
5
Common
25
Common
50
Common
25
Common
25
Common

Weapons (Pistols)

10
Common
5
Common
10
Common
15
Common
10
Common

Weapons (Basic)

15
Common
10
Common
5
Common
15
Common
40
Common
10
Common
30 + ammo
Common

Ammunition is purchased for this weapon separately.

15
Common
10
Common

Weapons (Specials)

45
Common
100
Common
105
Common

Weapons (Heavies)

150
Common
130
Common

Grenades

30
Common
45
Common
15
Common

Bionics

30
Common
40
Common
60
Common
55
Common
60
Common
30
Common
30
Common

Wargear

10
Common
10
Common
5
Common
5
Common
30
Common
5
Common
20
Common
15
Common
5
Common
5
Common
15
Common
10
Common

Tactics Cards

In addition to neutral Tactics Cards, the following are exclusively available to gangs belonging to this House:

Deadly Backstabber

You may play this card when you activate one of your gang's fighters. Tuck this card under that fighter's card.

For the remainder of the battle whenever the Backstab trait is successfully applied to an enemy fighter by one of this fighter's attacks, the Deadly trait is also applied.

Fade Away

During the Battle Sequence you may interrupt any action or resolution to play this card.

You immediately remove all of your gang's remaining fighters from the battlefield. Seriously Injured fighters removed from the battlefield in this way do not suffer Injury rolls but do go into Recovery and must miss the gang's next battle. Your gang is considered to have Bottled Out for purposes of Post-Battle Sequence resolutions.

Garrote

You may play this card when one of your gang's Hidden fighters succesfully Charges an enemy Sentry.

Roll D6+1; if the result is higher than the enemy Sentry's current Toughness the Sentry is taken Out of Action immediately. If this happens outside the vision arcs of all other enemy fighters, no check is made to see if other enemy fighters detect your gang's Hidden fighter. If the enemy Sentry is not taken Out of Action, close combat is resolved per normal rules.

Good Optics

You may play this card when you activate one of your gang's fighters. Tuck this card under that fighter's card.

This fighter gains a free Photogoggles wargear item for the remainder of the battle. If this fighter survives the battle and is not Captured, you may add this item to your gang's Stash after the battle.

Healthy Paranoia

You may play this card on a fighter when they are set up on the battlefield. Tuck this card under that fighter's card.

For the remainder of the battle if a Hidden enemy fighter moves within 12'' and line of sight of this fighter that enemy fighter's action ends immediately, this fighter stops being a Sentry (if relevant), gets a Ready marker if they do not already have one, and this fighter may activate immediately.

Poof!

You may play this card instead of activating a fighter.

Any or all of your gang's Active or Pinned fighters that have a Smoke Bomb Grenade may drop one at their own feet now; the Grenades used in this way do not scatter, and Ammo checks made for the Grenades are automatically passed.

Stealthy Swiftness

You may play this card at the beginning of any round.

For the remainder of the battle each time you activate one of your gang's fighters, if they are currently Hidden they gain +2 Movement for the duration of their current activation (even if they stop being Hidden during the course of that activation).

Ultra-Treachery

You may play this card at the beginning of a round.

For the duration of the round, all of your gang's fighters on the battlefield gain the Backstab skill.

Underhive Smog

You may play this card at the start of any End phase.

Your gang's smoke clouds do not dissipate in the current End phase.

Valuable Secrets ( Ψ )

You may play this card at the end of the Deployment step of the Pre-Battle Sequence after all fighters have been set up on the battlefield (including Infiltrating fighters).

Set up a terminal on the battlefield within 6'' of the center of the battlefield. Any of your gang's fighters who makes a successful Access Terminal action on the terminal downloads data that can be sold for 3D3 x 10 credits in the Receive Rewards step of the Post-Battle Sequence.

Venomous Intent

You may play this card when you activate one of your gang's fighters. Tuck this card under that fighter's card.

Select a weapon profile of a bladed weapon (any kind of Sword, Dagger, Knife, etc) on the fighter's card that has the Melee trait; add the Toxin and Virulent traits to that weapon profile for the remainder of the battle.

Wishen

You may play this card when you activate one of your gang's fighters. Tuck this card under that fighter's card.

This fighter gains a free Smoke Bomb Grenade item for the remainder of the battle. If this fighter survives the battle and is not Captured, you may add this item to your gang's Stash after the battle.


Campaign

No special House specific modifications to Campaign rules apply.