Delaque

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

House Delaque is one of the dominant Houses of various hive cities across the deathworld Necromunda, particularly the biggest and most important of the lot...Hive Primus.

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 many hives, observing the activities of other Houses, Guilds, organizations, and citizens of interest. There are constant rumors of various personages of other Houses, organizations, and even members of the Noble Houses being in league with or in the habit of selling information to the Delaque. True or not such rumors breed paranoia, and consequently virtually all other inhabitants 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. Though there are some exceptions to the trend, the vast majority of Delaques are a very pale-skinned and bald-headed strain of humanity. An intolerance of bright lights is known to be a common weakness of Delaques; most wear dark visors or photo-goggles to shelter their sensitive eyes. Despite the entire hive being rather dim by usual standards, House Delaques territory is known to be particularly dark and shadowy.

Sneaky and cunning, the Delaque avoid direct confrontation and pitched brawls whenever possible. A stealthy ambush, sabotage, or a knife in the back are more their speed and they are at their most dangerous when you can't see them. Many victims of Delaque treachery have learned too late that it is wiser to dictate the terms of engagement by taking a fight to them rather than to wait for the serpentine skulkers to 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 a new Leader must be selected).
  • There can be no more than two Champions, plus one for every full 10 Reputation the gang has.
  • The total combined number of Prospects, Specialists, Gangers, and Juves 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 be promoted to become a Specialist. A Specialist picks a Primary Skill and their Rating is increased by +10. Additionally, Specialists may carry a Special Weapon. During campaign play, additional Gangers and Juves may become Specialists 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 plus one 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 types of fighters.

Leader

Every House gang has one Leader. If the Leader is killed a new Leader will replace them from among the gang's fighters, if any are eligible.

150 credits

Delaque Cellboss have risen to their position through scheming, plotting, backstabbery, and ruthlessness.

Champions

A starting House gang can have up to two Champions, but any mix of the following Champion types is allowed. Thus, a gang could start with one Sharpshooter and one Cellchief, one Bully and one Cellchief, one Sharpshooter and one Bully, one Champion of any kind, or no Champions at all.

During campaign play, additional Champion slots will become available as the gang gains Reputation. To fill available Champion slots, you can hire new Champions directly, or you can promote Specialists, Prospects, and Mercs.

Delaque Sharpshooter (0-1); + 1 per 10 Reputation (rounded down)
100 credits

Delaque Sharpshooters are highly specialized and deadly long distance killers. Though disadvantaged in the tight confines of Zone Mortalis conflicts and similar restricted spaces, they are absolute terrors in encounters held in more spacious habdome and Sector Mechanicus battefields.

Delaque Cellchief (0-1); + 1 per 10 Reputation (rounded down)
100 credits

Delaque Cellchiefs are cunning operators and important lieutenants for their gang's leader.

Delaque Bully (0-1); + 1 per 10 Reputation (rounded down)
100 credits

Most Delaque tend towards the lean and mean variety, but some among them are big and bluff. Such atypical Delaque are often found as the muscle of a gang, useful for shakedowns, enforcing extortion rackets, and carrying heavy weapons into firefights when necessary.

Gang Fighters

The backbone of any House gang is made up of Prospects, Specialists, Gangers, and Juves. In campaign play an important consideration is that Gangers and Juves are more economical but Advance as Henchmen while Specialists and Prospects Advance as Heroes. Each type of fighter offers pros and cons, and cater to different play styles and strategies.

75 credits

Delaque Ambushers are sneaky bushwackers, skilled at waylaying unsuspecting victims from the shadows.

Delaque Specialist (0-1); + unlimited via Promotion
50 credits

Specialists have made a name for themselves and may one day ascend to the upper echelons of their gang.

Delaque Operator (unlimited)
40 credits

Gangers are the backbone of most gangs, who do the often unglamorous but necessary work to advance their leader's schemes.

Delaque Goon (0-3)
15 credits

Juves are young House members struggling to find acceptance and make a name for themselves.

Special

A Delaque gang can hire up to three (3) Cephalopods, advanced servo-skulls with various specialties. They count as Gangers for purposes of Gang Composition and can fill various support or utility roles for a gang but do not gain experience, and thus never get any better.

75 credits

Delaque Cephalopods are advanced servo-skulls, containing human brain matter upgraded with various augmetics and enslaved to servitude.

Hangers-on

Hangers-on grant a gang that can afford them certain advantages, such as rogue docs who can save a grievously injured gang member, or an ammojack who keeps a gangs' weapons in tip top shape. A starting gang may only hire up to one hangers-on, but in campaign play the gang gains an additional hangers-on slot for every 5 full points of Reputation the gang has. If the gang loses Reputation they may keep any hangers-on they purchased previously.

Exclusive Hangers-on

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.

Standard Hangers-on

Acquirer (0-1)
50 credits

During the Pre-battle Sequence immediately after Crews have been selected, if a gang has an Acquirer who is not in Recovery or Captured, the gang's player may purchase an item of up to 2D6 Rarity from the Trading Post (with a D3 x 5 credit discount) and add it to the fighter card of an eligible fighter in the gang's Crew.

300 credits

If a gang has a Luther Pattern Excavation Automata, aka an Ambot, they have a formidable robot that can both excavate among the detritus filled lower levels of the underhive, and also contribute in combat situations as a fearsome short ranged and hand to hand threat. Unlike many types of Hangers-on, Ambots confer no static bonus to their gang but are always available as fighters.

AmmoJack (0-1)
100 credits

If a gang has an Ammojack, its weapons are regularly serviced and their ammo stocks are carefully maintained. As such, fighters from the gang can re-roll any Ammo checks that roll a natural 1. The Ammojack does not have to take part in the battle for the gang to receive this bonus, but if they are not available for the battle (for example if they are In Recovery or have been Captured), the bonus does not apply.

50 credits

If a gang has a Bullet Farmer who is not in Recovery or Captured, the gang's player may gain an Extra Ammo Wargear item and add it to the card of a fighter in the gang's Crew.

Informant (0-2)
50 credits

Informants are snitches who dig up and sell information to interested parties, blending in with the general populace or employing stealth to get in and out of places to acquire valuable secrets and objects. If a gang has an Informant on their roster who is not in Recovery or Captured, the gang's player gains a Seize the Initiative Tactics Card to use in the battle in addition to any other Tactics Cards available to them. This benefit is gained even if the Informant is not part of the gang's Crew for the battle.

100 credits

If this gang has a Ratskin Guide who is not Captured or in Recovery, during the Determine Scenario step of the Pre-Battle Sequence if the selected Scenario does not dictate that it must be fought as either a Sector Mechanicus or Zone Mortalis battle, this gang's player may select which they prefer. Additionally, if the selected scenario has an attacker and defender this gang's controller may choose whether their gang will attack or defend. However if more than one gang participating in the battle has a Ratskin Guide, they cancel one another out and none of the gangs gain any benefit from their Ratskin Guides for the upcoming battle.

Rogue Doc (0-2)
50 credits

During the Post-battle Sequence a Rogue Doc may treat one member of the gang who has suffered a Critical Injury, without a hero of the gang having to escort the Critically Injured fighter to the doctor. Use the Medical Escort resolution chart. This costs the gang no credits.

150 credits

Spanners are able hands with their spudjackers, both for the dismantling of scrap and for knocking heads in. A Spanner who is not in Recovery or Captured may join their gang's Crew.

Outcasts Hangers-on

150 credits

Unlike many types of Hangers-on, Cawdor Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

Unlike many types of Hangers-on, Escher Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

Unlike many types of Hangers-on, Goliath Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

While most Ratskins avoid contact with outsiders, some live on the fringes of underhive society and are willing to hire out their services. Unlike many types of Hangers-on, Ratskin Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.

150 credits

Unlike many types of Hangers-on, Van Saar Outcasts confer no static bonus to their gang but are always available as fighters unless they are Captured or in Recovery. However, it costs their gang an additional D3 x 10 credits to add them to the gang's Crew per battle and if this amount is not paid they are removed from the gang's roster immediately.


Tactics Cards

An Delaque gang may select Tactics Cards from the Delaque Tactics Cards list by default, though campaign and / or scenario specific guidelines may modify this.


Campaign

House Gangs are allowed in most campaign types, though House Gang specific guidelines may apply. Players should consult the Arbitrator or campaign write up to determine what restrictions, exceptions, or guidelines might apply to this type of gang.