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Delaque

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

Delaque

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.

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.


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.
  • 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 gang is founded (and only then), up to one Specialist can be hired. During campaign play, Gangers and Juves may become Specialists via promotion.
  • A fighter may be equipped with a maximum of three weapons. Weapons with the Unwieldy trait take up the space of two weapons.
  • Armor is not included in fighter profiles or cost, but can be purchased separately and equipped on a fighter if their Equipment Access allows it.
  • 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.
  • Hired Guns : there are various types of Hired Guns available, if the campaign format being used allows them on a case by case basis.
    • Bounty Hunter: up to one per battle (if certain criteria are met).
    • Hangers-on: up to one, plus one for every full 5 points of Reputation the gang has.
    • Hive Scum: up to 5 per battle.
    • Mercs: no limit

Fighters

A 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 Cellbosses 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 Bully (0-1); + 1 per 5 Draws or Losses
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.

Delaque Sharpshooter (0-1); + 1 per 5 Ganger equivalents
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.

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

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

Henchmen

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 caters to different play styles and strategies.

Delaque Ambusher (0-1); + 1 per 1 Cellchief
75 credits

Delaque Ambushers are sneaky bushwhackers, 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

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.

Special

A Delaque gang can hire up to one (1) Cephalopod, an advanced and creepy floating tentacular menace. It counts as a Ganger for purposes of Gang Composition and can fill a support or utility role for a gang, but it does not gain experience, and thus never gets any better.

Delaque Cephalopod (0-1); + 1 per 25 Reputation
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.

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 gang's 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 Krakow Tactics Card to use in the battle in addition to any other Tactics Cards available to them.

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.

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.

Dome Runner (0-2)
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.

Informant (0-1)
75 credits

Informants are snitches who dig up and sell information to interested parties. They blend in with the general populace or use 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 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.

Rogue Doc (0-3)
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.

Outcast Hangers-on

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.


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.

Special Territory

In campaigns that use Territories, Delaque gangs start with Secret Passageways.

Secret Passageways: In scenarios that allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to infiltrate the battlefield as if they have the Infiltration Skill. In scenarios that do not allow infiltration, each Secret Passageways controlled by the gang allows one fighter in the gang's Crew to make a free Standard Move at the very end of the Deploy step before the battle begins.
Secret Passageways: Per Secret Passageway: Infiltration scenario: 1 fighter gains Infiltration. Non-Infiltration scenario: 1 fighter makes free Standard Move after Deploy.

Delaque Gang Equipment List

The following list shows all of the items available to this kind of gang, organized by category, and with columns for each of this kind of gang's Hero and Henchmen types. An item from this list can be purchased as a Common item for a given type of fighter at the cost listed in the corresponding column. These costs can differ from the Trading Post costs.

If no cost is listed in a fighter type column for a given item, that kind of fighter does not have Common access to that kind of item. They might still be able to use that kind of item if one is acquired by other means, but only if that type of fighter has no restrictions on Equipment Access.

Armor
ItemCellboss / CellchiefBullySharpshooterAmbusherSpecialistOperatorGoon
Cuirass2520-30---
Flak Armor10101010101010
Mesh Armor20202020202020
Weapons (CCWs)
ItemCellboss / CellchiefBullySharpshooterAmbusherSpecialistOperatorGoon
Brute Cleaver-20-----
Cestus-15-----
Club55-5555
Fighting Knife55-5555
Hammer-15-----
Impaling Sword25--25252525
Knife5-5---5
Knuckleduster10101010101010
Maul-25-----
Monoedged Knife-15-----
Power Axe-50-----
Power Hammer-50-----
Power Knife20---202020
Power Sword5055--505050
Shockbaton4545-45---
Spudjacker-10-----
Stiletto Knife25252525252525
Stiletto Sword35--35---
Sword15--15151515
Two-handed Power Hammer-55-----
Two-handed Weapon-20-----
Venomous Odachi50--50---
Viper Fangs25252525---
Weapons (Pistols)
ItemCellboss / CellchiefBullySharpshooterAmbusherSpecialistOperatorGoon
Autopistol10101010101010
Suppressed Autopistol15151515151515
Bolt Pistol (Umbra Pattern)2020--202020
Combi-Pistol (Bolt / Bolt)-50-----
Combi-Pistol (Plasma / Stubber)-65-----
Flechette Pistol20202020202020
Graper-10-----
Hand Bow5--5555
Hand Flamer6060-----
Hurly55--555
Laspistol10101010101010
Melta Pistol-55-----
Needle Pistol20202020---
Pistol555---5
Plasma Pistol-55-----
Stub Pistol10101010101010
Bolt Pistol (Master Crafted)-60-----
Needle Pistol (Master Crafted)50-50-505050
Stub Pistol (Master Crafted)-40-----
Weapons (Basic)
ItemCellboss / CellchiefBullySharpshooterAmbusherSpecialistOperatorGoon
Autogun151515-1515-
Bolter (Umbra Pattern)4545--4545-
Crossbow10---1010-
Lasgun151515-1515-
Needle Rifle404040-4040-
Rifle101010----
Sawn-off Shotgun1010-----
Scattergun-15-----
Shotgun [No Ammo]3030--3030-
Stub Rifle151515-1515-
Bolter (Master Crafted)-115-----
Stub Rifle (Master Crafted)--80----
Weapons (Specials)
ItemCellboss / CellchiefBullySharpshooterAmbusherSpecialistOperatorGoon
Assault Rifle4545--45--
Combi (Bolter / Bolter)-110-----
Combi (Bolter / Melta)-120-----
Combi (Bolter / Needler)100100--100--
Combi (Bolter / Plasma)-120-----
Flamer100100--100--
Flechettegun5560605555--
Grenade Launcher [No Ammo]-60-----
Meltagun-105-----
Plasma Gun-105-----
Sniper Rifle (Long-las)--60----
Sniper Rifle (Needler)70-60-70--
Sniper Rifle (Stub)60-60-60--
Light Sniper Rifle (Stub)30-253030--
Throwing Daggers1010101010--
Throwing Daggers (Poisoned)1515151515--
Weapons (Heavies)
ItemCellboss / CellchiefBullySharpshooterAmbusherSpecialistOperatorGoon
Heavy Bolter-150-----
Heavy Flamer-150-----
Heavy Plasma Cannon-205-----
Heavy Stubber-125-----
Mining Laser-155-----
Multimelta-205-----
Grenades
ItemCellboss / CellchiefBullySharpshooterAmbusherSpecialistOperatorGoon
Choke Gas Grenades4550-45454545
Fire Bottle-30-----
Photon Flash Grenades15151515151515
Frag Grenades3535--353535
Krak Grenades4545-45454545
Satchel Charge-25-----
Scare Gas Grenades-50-----
Smoke Bombs15151515151515
Stick Bombs-30-----
Toxic Goo Grenades-20-----
Bionics
ItemCellboss / CellchiefBullySharpshooterAmbusherSpecialistOperatorGoon
Biobooster-30-----
Bionic Actuators30303030303030
Bionic Arm45454545454545
Bionic Cogitator60-6060606060
Bionic Eye50505050505050
Bionic Leg60606060606060
Bionic Ruggedization3030-30---
Bionic Upgrades40404040404040
Hacker Interface25302525252525
Skinblade10151010101010
Skullchip30303030303030
Steel Skull-35-----
Suspensor Arm (Heavy weapons)-20-----
Extra Suspensor Arm (Heavy weapons)-40-----
Wargear
ItemCellboss / CellchiefBullySharpshooterAmbusherSpecialistOperatorGoon
Ammo Cache-20-----
Armored Undersuit-15-----
Auspex35353535353535
Bio Scanner30-3030303030
Biostim101010-101010
Drop Rig101010----
Extra Ammo10101010101010
Filter Plugs5555555
Frag Trap1010-10101010
Frenzon stash-10-----
Grapnel-Launcher30303030---
Grav-chute404040-404040
Hands-free Lumens10101010101010
Impressive Headgear-20-----
Medicae Kit3030--303030
Meds stash5555555
Melta Trap2020-20202020
Monocle2020--202020
Photo-goggles15151515151515
Respirator15151515151515
Scary Mask-10-----
Second Best5555555
Shades5555555
Stimm-slug stash-15-----
Strip Kit15151515151515
Tactical Trenchcoat10101010101010
Timed Explosive1010-10---
Cameleoline Cloak303025----
Cameleoline Trenchcoat40403540---

Delaque Tactics Cards

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

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.