House Delaque
House Delaque Gang List
A House Delaque gang follows all the usual restrictions and guidelines for creating a gang.
Additional Rules
Fighters
Delaque Master of Shadow (Leader)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 6+ | 5+ | 6+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Psychoteric Whispers Gang Leader: A House Delaque gang must always include a single fighter with this special rule: Gang Hierarchy (Leader): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Delaque fighters that are within 12" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Group Activation (2): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Delaque fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. Psychoteric Whispers: When added to the gang, a Delaque Master of Shadow may be upgraded to have both the Psychoteric Mastery and Non-sanctioned Psyker special rules, for +30 credits (note that, alternatively, this fighter may gain these special rules as Advancements by spending XP). Skills: When recruited, a Delaque Master of Shadow may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. A Delaque Master of Shadow has access to the following skill sets: A Delaque Master of Shadow may purchase weapons and Wargear from the Delaque Master of Shadow equipment list:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation Primary - - Primary - Primary Secondary Secondary Secondary Equipment
Delaque Master of Shadow Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 - Master-crafted +5 Lasgun 15 - Master-crafted +5 Shotgun with solid & scatter ammo 30 - Executioner ammo +20 Throwing knives 10 PISTOLS Autopistol 5 - Master-crafted +5 Flechette pistol with solid & fleshbane ammo 30 - Master-crafted +10 Grav pistol 90 - Master-crafted +20 Hand flamer 75 Laspistol 10 - Master-crafted +5 Plasma pistol 50 Stub gun 5 - Dumdum rounds +5 Web pistol 80 SPECIAL WEAPONS Flamer 140 Grav gun 120 - Master-crafted +25 Long rifle 30 - Master-crafted +5 Meltagun 135 Plasma gun 100 Web gun 115 HEAVY WEAPONS Heavy flamer* 195 CLOSE COMBAT WEAPONS Digi laser 25 Shock stave 25 - Master-crafted +5 Stiletto knife 20 - Master-crafted +5 Web gauntlet 35 Wargear
Item Credits GRENADES Choke gas grenades 50 Photon flash grenades 15 Scare gas grenades 40 Smoke grenades 15 Stun grenades 10 ARMOUR Carapace armour - Light 80 Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-scanner 30 Cameleoline cloak 35 Filter plugs 10 Grapnel launcher 25 Photo-goggles 20 Respirator 15 Skinblade 10 Web solvent 20 WEAPON ACCESSORIES Gunshroud (Basic Weapons and Pistols only) 10 Infra-sight† (Pistols, Basic, Special and Heavy Weapons) 35 Mono-sight† (Basic, Special and Heavy Weapons) 35 Suspensor (Heavy Weapons only) 60 STATUS ITEMS: EXOTIC BEASTS 0-3 Cephalopod Spektor 100
RAW ✔️ House of Shadow, p34
Delaque Phantom (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 6+ | 6+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Psychoteric Whispers Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Delaque fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play, this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Delaque fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. Psychoteric Whispers: When added to the gang, a Delaque Phantom may be upgraded to have both the Psychoteric Mastery and Non-sanctioned Psyker special rules, for +30 credits (note that, alternatively, this fighter may gain these special rules as Advancements by spending XP). Skills: When recruited, a Delaque Phantom may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. A Delaque Phantom has access to the following skill sets: A Delaque Phantom may purchase weapons and Wargear from the Delaque Phantom equipment list:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation Secondary - - Primary - Secondary Primary Secondary Primary Equipment
Delaque Phantom Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Lasgun 15 - Master-crafted +5 Shotgun with solid & scatter ammo 30 - Executioner ammo +20 Throwing knives 10 PISTOLS Autopistol 5 Flechette pistol with solid & fleshbane ammo 30 - Master-crafted +10 Grav pistol 90 Hand flamer 75 Laspistol 10 - Master-crafted +5 Plasma pistol 50 Stub gun 5 - Dumdum rounds +5 Web pistol 80 SPECIAL WEAPONS Flamer 140 Grav gun 120 Long rifle 30 - Master-crafted +5 Meltagun 135 Plasma gun 100 Web gun 115 HEAVY WEAPONS Heavy flamer* 195 CLOSE COMBAT WEAPONS Digi laser 25 Shock stave 25 Stiletto knife 20 - Master-crafted +5 Web gauntlet 35 Wargear
Item Credits GRENADES Choke gas grenades 50 Photon flash grenades 15 Scare gas grenades 40 Smoke grenades 15 Stun grenades 10 ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-scanner 30 Cameleoline cloak 35 Filter plugs 10 Grapnel launcher 25 Photo-goggles 20 Respirator 15 Skinblade 10 Web solvent 20 WEAPON ACCESSORIES Gunshroud (Basic Weapons and Pistols only) 10 Infra-sight† (Pistols, Basic, Special and Heavy Weapons) 35 Mono-sight† (Basic, Special and Heavy Weapons) 35 Suspensor (Heavy Weapons only) 60 STATUS ITEMS: EXOTIC BEASTS 0-3 Cephalopod Spektor 100
RAW ✔️ House of Shadow, p36
Delaque Nacht-Ghul (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 2+ | 3+ | 4 | 3 | 2 | 2+ | 2 | 7+ | 6+ | 6+ | 7+ |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), From the Shadows, Psychoteric Whispers Gang Hierarchy (Champion): During a battle, once this fighter's gang has failed a Bottle test, during any End phase in which this fighter passes its Cool check and does not flee the battlefield, any friendly Delaque fighters that are within 6" of this fighter will automatically pass their Cool check and will not flee the battlefield. Additionally, during Campaign play, this fighter may perform post-battle actions. Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Group Activation (1): When a fighter with this special rule is activated, their controlling player can choose to activate a number of additional Ready friendly Delaque fighters equal to the number shown in brackets that are within 3" of this fighter as part of a 'Group Activation': Additional fighters with this special rule activated in this way may not themselves use this special rule during this activation. From the Shadows: If this fighter should be set up at the start of a battle, they may instead be placed to one side. Then, at the start of any round after the first, immediately before rolling for Priority, their controlling player may set them up anywhere on the battlefield that is not visible to any enemy fighters, and not within 6" of any enemy fighters. If both players have fighter(s) with this special rule that they wish to deploy at the start of the same round, the winner of a roll-off may decide which player places their fighter(s) first. Psychoteric Whispers: When added to the gang, a Delaque Nacht-Ghul may be upgraded to have both the Psychoteric Mastery and Non-sanctioned Psyker special rules, for +30 credits (note that, alternatively, this fighter may gain these special rules as Advancements by spending XP). Skills: When recruited, a Delaque Nacht-Ghul may choose one skill from their Primary skill sets (as described in the Necromunda Rulebook). This skill does not cost any XP and does not increase the fighter's credits value. A Delaque Phantom has access to the following skill sets: A Delaque Nacht-Ghul may purchase weapons and Wargear from the Delaque Nacht-Ghul equipment list:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation Primary - - Primary - Secondary - Secondary Secondary Equipment
Delaque Nacht-Ghul Equipment List
Weapons
Item Credits BASIC WEAPONS Throwing knives 10 PISTOLS Autopistol 5 Flechette pistol with solid & fleshbane ammo 30 - Master-crafted 10 Laspistol 10 - Master-crafted 5 CLOSE COMBAT WEAPONS Digi laser 25 Serpent's fangs* 90 Shivver sword 70 Stiletto knife 20 - Master-crafted 5 Wargear
Item Credits GRENADES Choke gas grenades 50 Photon flash grenades 15 Scare gas grenades 40 Smoke grenades 15 Stun grenades 10 ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Armoured undersuit 25 Bio-scanner 30 Cameleoline cloak 35 Filter plugs 10 Grapnel launcher 25 Photo-goggles 20 Respirator 15 Skinblade 10 Web solvent 20 WEAPON ACCESSORIES Gunshroud (Basic Weapons and Pistols only) 10 Infra-sight† (Pistols, Basic, Special and Heavy Weapons) 35 STATUS ITEMS: EXOTIC BEASTS 0-3 Cephalopod Spektor 100
RAW ✔️ House of Shadow, p38
Delaque Psy-Gheist (Prospect)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 8+ | 8+ |
Special Rules: Gang Fighter (Prospect), Tools of the Trade, Promotion (Delaque Phantom or Delaque Nacht-Ghul), Psychoteric Mastery, Non-sanctioned Psyker, Hot-headed, Fast Learner Tools of the Trade: This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. Gang Fighter (Prospect): Fighters with this special rule form the backbone of House Delaque gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Delaque Phantom or Delaque Nacht-Ghul): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become either a Delaque Phantom or a Delaque Nacht-Ghul as the controlling player wishes. When a fighter is promoted in this way, they will from now on count as either a Delaque Phantom or a Delaque Nacht-Ghul for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Promotion (Delaque Phantom or Delaque Nacht-Ghul), Hot-headed, Fast Learner and Gang Fighter (Prospect) special rules and gain all the special rules associated with either a Delaque Phantom or a Delaque Nacht-Ghul, as appropriate. Note that when a fighter is promoted in this way an appropriate model should be used to represent their new category and type. Psychoteric Whispers: A fighter with this special rule is a Psyker, as described in the Necromunda Rulebook, and is able to use Psychoteric Whispers. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline to know. During Campaign play, this fighter may gain additional Wyrd Powers from their chosen discipline in exactly the same way as they might gain a Primary Skill (i.e., by spending 6 XP to gain a random Wyrd Power, or by spending 9 XP to choose a Wyrd Power). Non-sanctioned Psyker: Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value. Hot-headed: Fighters with this special rule have much to prove and often act on impulse alone, hoping to impress their superiors. Consequently, older and wiser fighters expect them to be short-lived. Should a fighter with this special rule be Seriously Injured or be taken Out of Action, friendly fighters that are within 3" do not have to take a Nerve test, unless they also have this special rule. Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. A Delaque Psy-Gheist has access to the following skill sets: A Delaque Psy-Gheist may purchase weapons and Wargear from the Delaque Psy-Gheist equipment list: A Delaque Psy-Gheist may also purchase additional Wyrd Powers from their chosen Psychoteric discipline when they are added to the gang. Additional powers can only be purchased in this way when the fighter is added to the gang. During Campaign play, the fighter must spend XP to learn new Wyrd Powers.Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation Secondary - - Primary - - Secondary - - Equipment
Wyrd Powers
Delaque Psy-Gheist Equipment List
Weapons
Item Credits BASIC WEAPONS Throwing knives 10 PISTOLS Autopistol 5 Laspistol 10 Stub gun 5 - Dumdum rounds +5 CLOSE COMBAT WEAPONS Digi laser 25 Stiletto knife 20 Wargear
Item Credits GRENADES Scare gas grenades 40 Smoke grenades 15 Stun grenades 10 ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Filter plugs 10 Photo-goggles 20 Psychomancer's harness 110 Respirator 15 Skinblade 10 WEAPON ACCESSORIES Gunshroud (Basic Weapons and Pistols only) 10 Infra-sight† (Pistols, Basic, Special and Heavy Weapons) 35 STATUS ITEMS: EXOTIC BEASTS 0-3 Cephalopod Spektor 100 0-2 Psychoteric Wyrm 70
RAW ✔️ House of Shadow, p40
Delaque Ghost (Ganger)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 4+ | 3 | 3 | 1 | 4+ | 1 | 7+ | 6+ | 7+ | 7+ |
Special Rules: Gang Fighter (Ganger), Promotion (Delaque Specialist), Tools of the Trade (Delaque Specialist only) Gang Fighter (Ganger): Fighters with this special rule form the backbone of House Delaque gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Delaque Specialist): When the gang is founded, a single Delaque Ghost can be promoted to become a Delaque Specialist. During Campaign play, additional Delaque Ghosts may become Delaque Specialists. A Delaque Specialist gains the Tools of the Trade special rule, may purchase Special weapons, and may spend XP to gain additional skills. Tools of the Trade (Delaque Specialist only): This fighter enjoys access to a wide variety of weapons. A fighter with this special rule may take multiple equipment sets. A Delaque Specialist has access to the following skill sets (note however that a Delaque Ghost may not gain additional skills): Delaque Ghosts and Delaque Specialists may purchase weapons and Wargear from the Delaque Ghost equipment list:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation Secondary - Secondary Primary - - Primary - - Equipment
Delaque Ghost Equipment List
Weapons
Item Credits BASIC WEAPONS Autogun 15 Lasgun 15 Shotgun with solid & scatter ammo 30 Throwing knives 10 PISTOLS Autopistol 5 Flechette pistol with solid & fleshbane ammo 30 Grav pistol 90 Hand flamer 75 Laspistol 10 Plasma pistol 50 Stub gun 5 Web pistol 80 SPECIAL WEAPONS Flamer 140 Grav gun 120 Long rifle 30 Meltagun 135 Plasma gun 100 Web gun 115 CLOSE COMBAT WEAPONS Shock stave 25 Stiletto knife 20 Web gauntlet 35 Wargear
Item Credits GRENADES Choke gas grenades 50 Photon flash grenades 15 Scare gas grenades 40 Smoke grenades 15 Stun grenades 10 ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Bio-scanner 30 Filter plugs 10 Grapnel launcher 25 Photo-goggles 20 Respirator 15 Skinblade 10 Web solvent 20 WEAPON ACCESSORIES Gunshroud (Basic Weapons and Pistols only) 10 Infra-sight† (Pistols, Basic, Special and Heavy Weapons) 35 Mono-sight† (Basic, Special and Heavy Weapons) 35
RAW ✔️ House of Shadow, p42
Delaque Shadow (Juve)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 9+ | 7+ | 8+ | 8+ |
Special Rules: Gang Fighter (Juve), Promotion (Delaque Specialist), Fast Learner Gang Fighter (Juve): Fighters with this special rule form the backbone of House Delaque gangs. The total number of fighters with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of fighters without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Promotion (Delaque Specialist): If, during the Downtime phase of a campaign, this fighter has gained five or more Advancements, this fighter may be promoted to become a Delaque Specialist. When a fighter is promoted in this way, they will from now on count as a Delaque Specialist for the purposes of determining which equipment and skill sets they can access. Their existing characteristics do not change, but they will lose the Gang Fighter (Juve), Promotion (Delaque Specialist) and Fast Learner special rules and gain all the special rules associated with a Delaque Specialist. Fast Learner: During Campaign play, when this fighter gains a characteristic Advancement, they do not need to spend an additional 2 XP if the characteristic being improved has already been improved. In other words, this fighter may improve a characteristic any number of times (up to the maximum) for the basic XP cost shown each time. A Delaque Shadow may purchase weapons and Wargear from the Delaque Shadow equipment list:Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation Secondary - - Primary - - Secondary - - Equipment
Delaque Shadow Equipment List
Weapons
Item Credits BASIC WEAPONS Throwing knives 10 PISTOLS Autopistol 5 Flechette pistol with solid & fleshbane ammo 30 Hand flamer 75 Laspistol 10 Stub gun 5 Web pistol 80 CLOSE COMBAT WEAPONS Shock stave 25 Stiletto knife 20 Web gauntlet 35 Wargear
Item Credits GRENADES Scare gas grenades 40 Smoke grenades 15 Stun grenades 10 ARMOUR Flak armour 10 Mesh armour 15 PERSONAL EQUIPMENT Filter plugs 10 Photo-goggles 20 Respirator 15 Skinblade 10 WEAPON ACCESSORIES Gunshroud (Basic Weapons and Pistols only) 10 Infra-sight† (Pistols, Basic, Special and Heavy Weapons) 35
RAW ✔️ House of Shadow, p44
Exotic Beasts
Cephalopod Spekter (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4+ | 5+ | 3 | 3 | 1 | 3+ | 1 | 7+ | 5+ | 6+ | 4+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Shock tendrils | E | 2" | - | - | S+1 | - | 1 | - | Melee, Shock, Versatile |
Special Rules: Flight, Sensor Array, Threat Response, Watchdog Flight: A Cephalopod Spektor ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base. Sensor Array: If a Cephalopod Spektor is within 3" of its owner when the owner is required to make an Intelligence check for any reason, roll an extra D6, then pick one of the dice to discard. Threat Response: If the Cephalopod Spektor's owner is taken Out of Action whilst within 3" of the Cephalopod Spektor, immediately before the Cephalopod Spektor itself is removed from play, all enemy fighters within D6" of the Cephalopod Spektor suffer a Strength 1 automatic hit, as if from a weapon with the Seismic trait. Watchdog: If the Cephalopod Spektor's owner is a sentry in a scenario that uses the Sentries special rule, they can attempt to spot attackers even if they are not within their vision arc. In addition, the D6 roll to see whether a fighter is spotted has a +1 modifier (a natural 1 still fails). Should a Cephalopod Spektor become a Specialist, it has access to the following skill sets: A Cephalopod Spektor may not purchase weapons or Wargear. A Cephalopod Spektor is armed with Shock Tendrils.Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation Secondary - - Primary - - - - - Equipment
RAW ✔️ House of Shadow, p48
Psychoteric Wyrm (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4+ | 6+ | 3 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Ferocious jaws | - | E | - | - | S | -1 | 1 | - | Melee, Rending |
Special Rules: Long Leash, Psychoteric Node, Burrowing Long Leash: Unlike other Exotic Pets, a Psychoteric Wyrm must always try to remain within 12" of its owner rather than the usual 3". Psychoteric Node: When the owner of a Psychoteric Wyrm uses a Wyrd Power, they may nominate one of their Psychoteric Wyrms that is within 12" of the fighter, not Engaged and not Seriously Injured through which to channel that power. The fighter makes a Willpower check as normal and, if a double 1 is rolled, it is the fighter that will suffer the effects of Perils of the Warp. However, the effect of the Wyrd Power is worked out from the model representing the Psychoteric Wyrm, rather than from the model representing the fighter. In other words, line of sight, distance, range and so forth are all measured from the Psychoteric Wyrm, not from the fighter it belongs to. Burrowing: A Psychoteric Wyrm is able to burrow beneath and through the metal and rockcrete floors of the underhive, passing quickly through hidden crawl spaces and buried vents, before emerging elsewhere. A Psychoteric Wyrm may move freely under impassable terrain if it has sufficient movement to do so, but may not end its movement on or within impassable terrain. Should a Psychoteric Wyrm become a Specialist, it has access to the following skill sets: A Psychoteric Wyrm may not purchase weapons or Wargear. A Psychoteric Wyrm is armed with Ferocious Jaws.Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation Secondary - - Primary - - - - - Equipment
RAW ✔️ House of Shadow, p49
Brutes
0-2 Piscean Spektor (Brute)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 5+ | 4 | 4 | 3 | 3+ | 4 | 7+ | 6+ | 6+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Paired psychomantic claws | E | 3" | - | - | S+1 | * | 1 | - | Melee, Paired, Phase, Shock, Versatile*** |
Skills: Fearsome
Weapons: A Piscean Spektor is armed with paired psychomantic claws
Wargear: All Piscean Spektors are equipped with light carapace armour
Special Rules: Flight, Psychoteric Mastery, Non-sanctioned Psyker A Piscean Spektor may also purchase additional Wyrd Powers from their chosen Psychoteric discipline when they are added to the gang. Additional powers can only be purchased in this way when the fighter is added to the gang. During Campaign play, the fighter must spend XP to learn new Wyrd Powers. Flight: A Piscean Spektor ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base. Psychoteric Mastery: A fighter with this special rule is a Psyker, as described in the Necromunda Rulebook, and is able to use Psychoteric Whispers. The fighter must choose one discipline (Madness, Delusion or Darkness) to specialise in and may immediately select a single Wyrd Power from that discipline to know. During Campaign play, this fighter may gain additional Wyrd Powers from their chosen discipline in exactly the same way as they might gain a Primary Skill (i.e., by spending 6 XP to gain a random Wyrd Power, or by spending 9 XP to choose a Wyrd Power). Non-sanctioned Psyker: Should a fighter with this special rule be taken Out of Action, the enemy gang is rewarded a bounty of D3x10 credits at the end of the battle. Should a fighter with this special rule be captured and sold to the Guilders, they are worth their full value. Note that when a Hired Gun is captured, they can be sold immediately without the need to attempt a Rescue mission. A Piscean Spektor has access to the following skill sets:Wyrd Powers
Special Rules
Skill Access
Agility Brawn Combat Cunning Ferocity Leadership Savant Shooting Obfuscation - Secondary Secondary - Primary - - - -
RAW ✔️ House of Shadow, p62
Wasteland Additional Rules
A House Delaque gang follows the standard rules for Wasteland Gang Composition.
All fighters (except crew) have access to the Wasteland Gang Equipment List.
Delaque Wraith (Crew)
| M | Front | Side | Rear | HP | Hnd | Sv | BS | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| * | * | * | * | * | * | * | 4+ | 7+ | 6+ | 7+ | 7+ |
Special Rules: Gang Fighter (Crew), Vehicle Crew Gang Fighter (Crew): Models with this special rule form the backbone of House Delaque gangs. The total number of models with the Gang Fighter (X) special rule in the gang must always be equal to, or higher than, the total number of models without the Gang Fighter (X) special rule combined, not counting Hangers-on or Hired Guns. Vehicle Crew: A Delaque Wraith must always be equipped with a vehicle. A Delaque Wraith must be equipped with a vehicle and they may purchase Wargear and weapons from the Delaque Wraith equipment list.Special Rules
Skill Access
Equipment
Delaque Wraith Equipment List
Vehicles
Item Credits Custom vehicle variable Ridgerunner 95 Rockgrinder 145 Wolfquad 70 Weapons
Item Credits PISTOLS Autopistol 5 Flechette pistol with solid & fleshbane ammo 30 Laspistol 10 Stub gun 5 - Dumdum rounds +5 Wargear
Item Credits PERSONAL EQUIPMENT Filter plugs 10 Photo-goggles 35 Respirator 15
RAW ✔️ Necromunda: Apocrypha Necromunda (2024), p125
Delaque Vehicle Equipment
RAW ✔️ Necromunda: Apocrypha Necromunda (2024), p124
All vehicles in a Delaque gang add the following to their equipment lists:
Delaque Vehicle Equipment List
Weapons
| Item | Credits |
|---|---|
| SPECIAL WEAPONS | |
| Grav gun | 120 |
| Meltagun | 135 |
| Plasma gun | 100 |
| Web gun | 115 |
| HEAVY WEAPONS | |
| Heavy flamer | 195 |
Wargear
| Item | Credits |
|---|---|
| WEAPON ACCESSORIES | |
| Infra-sight† (Pistols, Basic and Special Weapons only) | 25 |
| Mono-sight† (Basic, Special and Heavy Weapons only) | 35 |