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.
Fighters
A starting Delaque gang is made up of the following types of fighters.
150 credits
Delaque Cellboss have risen to their position through scheming, plotting, backstabbery, and ruthlessness.
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.
100 credits
Delaque Cellchiefs are cunning operators and important lieutenants for their gang's leader.
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.
75 credits
Delaque Ambushers are sneaky bushwackers, 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
Gangers are the backbone of most gangs, who do the often unglamorous but necessary work to advance their leader's schemes.
15 credits
Juves are young House members struggling to find acceptance and make a name for themselves.
75 credits
Delaque Cephalopods are advanced servo-skulls, containing human brain matter upgraded with various augmetics and enslaved to servitude.
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
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.
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.
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.
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.