House Delaque
Gang Composition
House Delaque follows the normal rules for Gang Composition.
Special Rules
Follow normal rules as other gangs with the following exceptions:
Fighters
Master of Shadow (Leader)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 5+ | 6+ |
Skills: 1 Primary (custom).
Restrictions: None.
Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Psychoteric Whispers.
Psychoteric Whispers
Upgrade for +30 credits when recruited to become an Unsanctioned Psyker and Psychoteric Mastery. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline.
Phantom (Champion)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 6+ | 6+ |
Skills: 1 Primary (custom).
Restrictions: None.
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Psychoteric Whispers.
Psychoteric Whispers
Upgrade for +30 credits when recruited to become an Unsanctioned Psyker and Psychoteric Mastery. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline.
Nacht-Ghul (Specialist Champion)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6” | 2+ | 3+ | 4 | 3 | 2 | 2+ | 2 | 7+ | 6+ | 6+ | 7+ |
Skills: 1 Primary (custom).
Restrictions: Pistol, Basic, Close Combat.
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), From the Shadows, Psychoteric Whispers.
From the Shadows
Can be placed aside instead of being set up at the start of a battle.
Deployment:
- Start of any of any round after the first (before rolling for Priority).
- Anywhere on the battlefield.
- Outside 6” and LOS of any enemy fighters.
- If both gangs have fighters with this special rule, take turns, starting with the winner of a roll-off.
Psychoteric Whispers
Upgrade for +30 credits when recruited to become an Unsanctioned Psyker and Psychoteric Mastery. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline.
Unsanctioned Psyker (when recruited).
Ghost (Ganger)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 7+ | 7+ |
Restrictions: Pistol, Basic, Close Combat.
Special Rules: Gang Fighter (Ganger), Promotion (Delaque Specialist), Tools of the Trade (Delaque Specialist only).
Psy-Gheist (Juve Prospect)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 8+ | 8+ |
Restrictions: Pistol, Basic, Close Combat.
Special Rules: Gang Fighter (Prospect), Tools of the Trade, Promotion (Delaque Phantom or Delaque Nacht-Ghul), Psychoteric Mastery, Non-sanctioned Psyker, Hot-headed, Fast Learner.
Psychoteric Mastery
Unsanctioned Psyker. When recruited:
- Choose a discipline (Darkness, Delusion or Madness).
- 1 Wyrd Power (free).
Additional Wyrd Powers (+30 Each)
When recruited:
- Purchase any number of additional Wyrd Powers from the chosen discipline for 30 credits (each).
Shadow (Juve)
Cost: 25
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6” | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 8+ | 8+ |
Restrictions: Pistol, Basic, Close Combat.
Special Rules: Gang Fighter (Juve), Promotion (Delaque Specialist), Fast Learner.
0-1 Spyker (N18 Brute)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6” | 6+ | 6+ | 3 | 4 | 4 | 3+ | 1 | 5+ | 5+ | 4+ | 6+ |
Options
- Displaced field: +50
Flight
Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter.
Wyrd Powers
Psychic Assault (Basic)
An enemy fighter within 18” is Pinned and must pass a Willpower test or suffer 1 Damage (if reduced to 0 Wounds, roll an Injury dice as normal).
Psychic Scream (Basic)
Enemy fighters within 3” must pass a Nerve test with a -1 modifier or become Broken.
Force Blast (Basic)
Any enemy fighters within 3” are immediately pushed D3+1” directly away. If a fighter is pushed from a platform or into a pitfall, they must pass an Initiative test to be placed Prone at the edge. Otherwise they will fall. If pushed into a wall or other impassable terrain, the fighter is immediately Pinned and takes a hit with a Strength equal to the number of inches rolled for the push distance.
There has been a new Delaque fighter called a Spyker that was released in House of Shadows (whereas this was not included). Talk to your Arbitrator if you want to include this earlier version, as they may deem it invalid.
0-2 Piscean Spektor (Brute)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 5+ | 4 | 4 | 3 | 3+ | 4 | 7+ | 6+ | 6+ | 8+ |
Skills: Fearsome.
Weapons: Phychomantic Claws (paired).
Wargear: Carapace (light).
Flight
Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter.
Psychoteric Mastery
Unsanctioned Psyker. When recruited:
- Choose a discipline (Darkness, Delusion or Madness).
- 1 Wyrd Power (free).
Additional Wyrd Powers (+30 Each)
When recruited:
- Purchase any number of additional Wyrd Powers from the chosen discipline for 30 credits (each).
0-3 Cephalopod Spekter (Exotic Beast)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 5+ | 8+ | 4+ |
Weapons: Shock stave (same as: shock tendrils).
Special Rules: Flight, Sensor Array, Threat Respose, Watchdog.
Flight
Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter.
Sensor Array
If within 3” when the owner makes an Intelligence test (for any reason), roll an extra D6 and pick a dice to discard.
Thread Response
When the owner is taken Out of Action, all enemy fighters within D6” of this pet suffer a Strength 1 automatic hit with Seismic (always Pinned, no save roll if the wound roll is a 6 before modifiers).
Watchdog
If the owner is a sentry, attackers can be spotted outside the vision arc. Add 1+ modifier to spotting (a 1 before modifiers still fails).
0-2 Psychoteric Wyrm (Exotic Beast)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6” | 4+ | 6+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 8+ |
Weapons: Flensing knife (same as Ferocious Jaws).
Special Rules: Long Leash, Psychoteric Node, Burrowing.
Long Leash
Must try to remain within 12" of the owner (instead of 3").
Psychoteric Node
While this pet is Active or Pinned (not Seriously Injured), the owner can channel Wyrd Powers through this fighter:
- The Psyker suffers any Perils of the Warp (as normal).
- Range, distance & LOS is measured from this pet.
Burrowing
Move freely under impassable terrain (if movement is sufficient to pass through completely).
Delaque Wraith (Crew)
BS | Ld | Cl | Wil | Int |
---|---|---|---|---|
4+ | 7+ | 6+ | 7+ | 7+ |
Special Rules: Gang Fighter (Crew), Vehicle Crew.
Special Rules
Gang Fighter (Crew): Models with this special rule form the backbone of House Delaque gangs. The total number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns.
Vehicle Crew: A Delaque Wraith must always be equipped with a vehicle.
Skill Access
Equipment
A Delaque Wraith must be equipped with a vehicle and they may purchase Wargear and weapons from the Delaque Wraith equipment list.
- During the course of a campaign, a Delaque Wraith may be given additional Wargear from this list and the Trading Post.
- During the course of a campaign, a Delaque Wraith may be given additional weapons from this list and the Pistols section of the Trading Post.
- A Delaque Wraith may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang’s Stash.
Delaque Wraith Equipment Lists
Vehicles
Item | Credits |
---|---|
Custom vehicle | variable |
Ridgerunner | 95 |
Rockgrinder | 145 |
Wolfquad | 70 |
Weapons
Item | Credits |
---|---|
PISTOLS | |
Autopistol | 5 |
Flechette pistol with solid & fleshbane ammo | 30 |
Laspistol | 10 |
Stub gun | 5 |
- Dumdum rounds | 5 |
Wargear
Item | Credits |
---|---|
PERSONAL EQUIPMENT | |
Filter plugs | 10 |
Photo-goggles | 35 |
Respirator | 15 |
Source: Necromunda: Apocrypha Necromunda (2024)
Skill Access
Agility | Brawn | Combat | Cunning | Driving | Ferocity | Leadership | Savant | Shooting | Obfuscation | |
---|---|---|---|---|---|---|---|---|---|---|
Leader | Primary | - | - | Primary | - | Primary | Secondary | Secondary | Secondary | |
Champion (Specialist) | Primary | - | - | Primary | - | Secondary | - | Secondary | Secondary | |
Champion | Secondary | - | - | Primary | - | Secondary | Primary | Secondary | Primary | |
Ganger (Specialist) | Secondary | - | Secondary | Primary | - | - | Primary | - | - | |
Juve (Specialist) | Secondary | - | - | Primary | - | - | Secondary | - | - | |
Juve | Secondary | - | - | Primary | - | - | Secondary | - | - | |
Spekter (Exotic Beast) | Secondary | - | - | Primary | - | - | - | - | - | |
Wyrm (Exotic Beast) | Secondary | - | - | Primary | - | - | - | - | - | |
Spyker V1 (N18 Brute) | Secondary | - | - | Secondary | - | - | Primary | - | - | |
Spektor (Brute) | - | Secondary | Secondary | - | Primary | - | - | - | - |
Psychoteric Whispers
Leader & Champion (including Specialist) can become an Unsanctioned Psyker (Psychoteric Mastery) in the following situations:
- When recruited (+30 credits).
- Spend 7 XP as an Advancement (increase the rating by +30 credits).
Psychoteric Mastery
When a Faction fighter becomes a Psyker (when recruited or during Advancement), apply the following:
- Choose a discipline (Darkness, Delusion or Madness).
- Gain 1 Wyrd Power (free) from the chosen discipline (or any universal discipline).
- Gain additional Wyrd Powers as a Primary skill during Advancements (from the selected discipline or any universal discipline):
- Psychoteric (Random): 6 XP.
- Psychoteric (Custom): 9 XP.
- Universal (Random): 9 XP.
- Universal (Custom): 12 XP.
- Juve (Specialist) & Spektor (Brute): Purchase any number of additional Wyrd Powers from the chosen Psychoteric discipline for 30 credits (each).
Psychoteric Choirs
When a friendly Psyker uses a Psychoteric Wyrd Power (Darkness, Delusion or Madness), up to 3 other Active friendly Faction fighters within 3" of the Psyker can give 1 modifier each in all of the following situations:
- Increased Range: +1" range to any Psychoteric Wyrd Power (max +3").
- Harder to resist: -1 modifier to enemy Intelligence tests to resist any Psychoteric Wyrd Power (min -3).
Vehicles
All vehicles in a Delaque gang add the following to their equipment lists:
Delaque Vehicle Equipment List
Weapons
Item | Credits |
---|---|
SPECIAL WEAPONS | |
Grav gun | 120 |
Meltagun | 135 |
Plasma gun | 100 |
Web gun | 115 |
HEAVY WEAPONS | |
Heavy flamer | 195 |
Wargear
Item | Credits |
---|---|
WEAPON ACCESSORIES | |
Infra-sight† (Pistols, Basic and Special Weapons only) | 25 |
Mono-sight† (Basic, Special and Heavy Weapons only) | 35 |