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Delaque Tactics Cards

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 For scenario purposes, they have Escaped / Retreated / Withdrawn.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.

Legend

Tactics Cards vary in impact, and are categorized accordingly into three Tiers: Alpha, Beta, and Gamma. Additionally, some Tactics Cards are marked with a symbol indicating the card may only be taken in certain circumstances; these are described below:

Α : Alpha Tier

Some Tactics Cards are very situational but can have a major effect upon a battle when applicable, while others introduce something into play on the battlefield that can change the game state in a dramatic way, and still others affect many fighters simultaneously, and so on. Well timed usage of most Alpha Tier Tactics Cards has the potential to swing a battle. In some campaign types, how many Alpha Tier Tactics Cards a gang is permitted to take in their Tactics Cards decks is restricted.

Β : Beta Tier

Some Tactics Cards are specialized, strong but narrow in their application, or simply in between the power level of Alpha Tier and Gamma Tier cards. In particular, Beta Tier Tactics Cards often help specific gang fighters push their speciality or fulfill a role for their gang. Other Beta Tier Tactics Cards can help a gang cover a gap in their tactical capabilities, or grant some form of action advantage, or mitigate particularly bad outcomes. In some campaign types, how many Beta Tier Tactics Cards a gang is permitted to take in their Tactics Cards decks is restricted.

Γ : Gamma Tier

Some Tactics Cards are generally applicable, easy to play, consistent in what they offer; the majority of Tactics Cards fall into this category. While not as dramatic as Alpha Tier cards, or as specialized as Beta Tier cards, these Tactics Cards are reliable and flexible.

Ω : Zone Mortalis Only

Some Tactics Cards are only applicable for the twisting tunnels, locked doors, ductways, and pitfalls of Zone Mortalis battlefields or hybrid battlefields that include such features.

≠ : Sector Mechanicus Only

Some Tactics Cards are only applicable for the multi-leveled verticality of Sector Mechanicus battlefields or hybrid battlefields that include such features.

Φ : Skirmish Only

Some Tactics Cards are not appropriate for campaign play, and should only be used for skirmishes.

Ψ : Campaign Only

Some Tactics Cards only make sense during campaign play where fighters and gangs evolve over multiple battles, and thus have no relevance to skirmish battles.