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 Delaque.
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 Delaque are a very pale-skinned and bald-headed strain of humanity.
An intolerance of bright lights is known to be a common weakness of Delaque;
most wear dark visors or photo-goggles to shelter their sensitive eyes.
Despite the entire hive being rather dim by usual standards, House Delaque's 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.
A Delaque gang must follow these rules when it is founded, and when new fighters are added to the gang.
A Delaque gang is made up of the following types of fighters.
150 credits
Delaque Cellbosses have risen to their position through scheming, plotting, backstabbery, and ruthlessness.
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.
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 Habzones and Sector Mechanicus battlefields.
100 credits
Delaque Cellchiefs are cunning operators and important lieutenants for their gang's leader.
75 credits
Delaque Ambushers are sneaky bushwhackers, skilled at waylaying unsuspecting victims from the shadows.
50 credits
Specialists have made a name for themselves and may one day ascend to the upper echelons of their gang.
40 credits
Operators are the backbone of most gangs, who do the often unglamorous but necessary work to advance their leader's schemes.
Delaque Goon (0-3); + 1 per 3 Delaque Operators / Specialists
15 credits
Goons are young House members struggling to find acceptance and make a name for themselves.
150 credits
A Delaque Cephalopod is basically an advanced servo-skull, containing human brain matter and enslaved to servitude. But it's bigger...much bigger. And has tentacles.
150 credits
If a gang has a Delaque Saboteur who is not in Recovery or Captured, the gang's player gains a Krakow Tactics Card to use in the battle in addition to any other Tactics Cards available to them.
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.
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.
50 credits
When a gang with Dome Runner gains or steals Territory they may add 1 for each available Dome Runner to the roll to determine whether the gang gains a new Special Territory.
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 the opposing gang has one or more Ratskin fighters on their roster that are not Outcasts, in Recovery, or Captured, the Ratskin Guide sits this one out and their gang gains no benefit from them in the upcoming battle.
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
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, 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.
Deadly Backstabber ~Beta~
You may play this card when you activate one of your gang's fighters. Tuck this 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.
Escape Hatch ~Alpha~
You may play this card at the start of any round.
You may set up an escape hatch on the ground level within 6'' of the center of the battlefield observing the 1'' rule.
Any fighter in base contact with the escape hatch may take the Escape Via Hatch (Basic) action to leave the battlefield. They are Out of Action but unharmed. For scenario purposes, they have Escaped / Retreated / Withdrawn.
Fade Away ~Alpha~
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 ~Gamma~
When one of your gang's Hidden fighters successfully Charges an enemy fighter and could take the subsequent free Fight action, you may play this card instead.
Roll 2D3; if the result is higher than the enemy fighter's modified Toughness the enemy fighter is taken Out of Action immediately, otherwise nothing happens (no reaction attacks). This is considered to be a Silent attack.
Good Optics ~Beta~
You may play this card when you activate one of your gang's fighters. Tuck this 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 ~Gamma~
You may play this card when activating a fighter. Tuck this 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.
Hidden Ductway ( Ω ) ~Gamma~
You may play this card at the start of your turn immediately before activating a fighter.
You may place an unused Ductway marker anywhere on the board, following the normal rules for placing a ductway.
After resolving this card, you may discard a different Tactics Card to return this card to your hand.
Low Light ~Alpha~
You may play this card at the start of any round.
For the remainder of this battle Low-Light conditions are in effect.
Poof! ~Alpha~
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.
Quick! Everybody Hide ~Beta~
You may play this card at the start of any round.
Each fighter in each gang's Crew who is at least 6'' away from and not within sight of any enemy fighters may become Hidden, at their controlling player's discretion.
Rigged Door ( Ω ) ~Gamma~
You may play this card to interrupt an enemy fighter's action as they move through an open door.
The door the enemy fighter is moving through closes; the enemy fighter must test to see whether they avoid being crushed by the closing door as normal.
Secret Cache ~Gamma~
You may play this card instead of activating a fighter.
Set up an ammo cache anywhere on the battlefield.
Stealthy Swiftness ~Alpha~
You may play this card at the start 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).
They're Everywhere! ~Beta~
You may play this card instead of activating a fighter.
Select up to D3+1 fighters on the battlefield (belonging to any gang). For each selected fighter, you may change that fighter's facing to any direction you prefer.
Treacherous Bastards ~Alpha~
You may play this card at the start of a round.
For the duration of the round, all of your gang's fighters on the battlefield gain the Backstab skill.
Underhive Smog ~Beta~
You may play this card at the start of any End Phase.
During this End Phase, all players skip any rolls that would ordinarily be made to determine if a smoke cloud or a gas cloud dissipates, and all such clouds remain in play.
Valuable Secrets ( Ψ ) ~Beta~
You may play this card at the start of any round.
Set up a terminal within 6'' of the center of the battlefield. The first fighter that succeeds on an Access Terminal action on it gains a Valuable Secrets wargear item. If your gang controls this item at the end of the battle, add it to your gang's Stash. Additionally, choose: that fighter gains 1 XP or their gang gains 1 VP.
Venomous Intent ~Gamma~
You may play this card when you activate one of your gang's fighters. Tuck this 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.
Ventilation Shafts ( Ω ) ~Gamma~
You may play this card when one of your fighters moves through a Ductway.
Remove the fighter from the battlefield. At the start of the End Phase before Bottle Tests are made, set the fighter up onto the battlefield at any valid position, observing the 1'' rule.
Wishen ~Gamma~
You may play this card when you activate one of your gang's fighters. Tuck this 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.