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House Delaque

House Delaque Gang List

NecroRAW: Gang Composition

Additional Rules

Fighters

Delaque Master of Shadow (Leader)

MWSBSSTWIALdClWilInt
5"3+3+3323+26+6+5+6+

Skills: 1 Primary skill (chosen) Special Rules: Gang Leader, Gang Hierarchy (Leader), Tools of the Trade, Group Activation (2), Psychoteric Whispers

Special Rules

Gang Leader: A House Delaque gang must always include a single fighter with this special rule:

  • A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang (for example, if a captured Leader is Sold to the Guilders), another fighter must be promoted to replace them (see 'Death of a Leader').

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':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

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.

Skill Access

A Delaque Master of Shadow has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingObfuscation
Primary--Primary-PrimarySecondarySecondarySecondary
Equipment

A Delaque Master of Shadow may purchase weapons and Wargear from the Delaque Master of Shadow equipment list:

  • During the course of a campaign, a Delaque Master of Shadow may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Delaque Master of Shadow has no restrictions upon the types of weapon they can take; all weapon types are available.

Delaque Master of Shadow Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
- Master-crafted+5
Lasgun15
- Master-crafted+5
Shotgun with solid & scatter ammo30
- Executioner ammo+20
Throwing knives10
PISTOLS
Autopistol5
- Master-crafted+5
Flechette pistol with solid & fleshbane ammo30
- Master-crafted+10
Grav pistol90
- Master-crafted+20
Hand flamer75
Laspistol10
- Master-crafted+5
Plasma pistol50
Stub gun5
- Dumdum rounds+5
Web pistol80
SPECIAL WEAPONS
Flamer140
Grav gun120
- Master-crafted+25
Long rifle30
- Master-crafted+5
Meltagun135
Plasma gun100
Web gun115
HEAVY WEAPONS
Heavy flamer*195
CLOSE COMBAT WEAPONS
Digi laser25
Shock stave25
- Master-crafted+5
Stiletto knife20
- Master-crafted+5
Web gauntlet35
Wargear
ItemCredits
GRENADES
Choke gas grenades50
Photon flash grenades15
Scare gas grenades40
Smoke grenades15
Stun grenades10
ARMOUR
Carapace armour
- Light80
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-scanner30
Cameleoline cloak35
Filter plugs10
Grapnel launcher25
Photo-goggles20
Respirator15
Skinblade10
Web solvent20
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 Spektor100

RAW ✔️ House of Shadow, p34

Delaque Phantom (Champion)

MWSBSSTWIALdClWilInt
5"3+3+3324+27+6+6+6+

Skills: 1 Primary skill (chosen) Special Rules: Gang Hierarchy (Champion), Tools of the Trade, Group Activation (1), Psychoteric Whispers

Special Rules

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':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

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.

Skill Access

A Delaque Phantom has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingObfuscation
Secondary--Primary-SecondaryPrimarySecondaryPrimary
Equipment

A Delaque Phantom may purchase weapons and Wargear from the Delaque Phantom equipment list:

  • During the course of a campaign, a Delaque Phantom may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Delaque Phantom has no restrictions upon the types of weapon they can take; all weapon types are available.

Delaque Phantom Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Lasgun15
- Master-crafted+5
Shotgun with solid & scatter ammo30
- Executioner ammo+20
Throwing knives10
PISTOLS
Autopistol5
Flechette pistol with solid & fleshbane ammo30
- Master-crafted+10
Grav pistol90
Hand flamer75
Laspistol10
- Master-crafted+5
Plasma pistol50
Stub gun5
- Dumdum rounds+5
Web pistol80
SPECIAL WEAPONS
Flamer140
Grav gun120
Long rifle30
- Master-crafted+5
Meltagun135
Plasma gun100
Web gun115
HEAVY WEAPONS
Heavy flamer*195
CLOSE COMBAT WEAPONS
Digi laser25
Shock stave25
Stiletto knife20
- Master-crafted+5
Web gauntlet35
Wargear
ItemCredits
GRENADES
Choke gas grenades50
Photon flash grenades15
Scare gas grenades40
Smoke grenades15
Stun grenades10
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-scanner30
Cameleoline cloak35
Filter plugs10
Grapnel launcher25
Photo-goggles20
Respirator15
Skinblade10
Web solvent20
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 Spektor100

RAW ✔️ House of Shadow, p36

Delaque Nacht-Ghul (Champion)

MWSBSSTWIALdClWilInt
6"2+3+4322+27+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

Special Rules

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':

  • The controlling player must nominate all of the fighters who will be activated in this way before any of them is activated.
  • Once all participants of the Group Activation have been nominated, the controlling player selects one and activates them as normal, fully resolving their activation before selecting and activating the next. Each fighter activates individually; groups do not activate simultaneously.

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.

Skill Access

A Delaque Phantom has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingObfuscation
Primary--Primary-Secondary-SecondarySecondary
Equipment

A Delaque Nacht-Ghul may purchase weapons and Wargear from the Delaque Nacht-Ghul equipment list:

  • During the course of a campaign, a Delaque Nacht-Ghul may be given additional weapons and Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Delaque Nacht-Ghul may only be equipped with weapons chosen from this list, or from the Basic, Pistols, and Close Combat Weapons sections of the Trading Post or the Black Market.

Delaque Nacht-Ghul Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Throwing knives10
PISTOLS
Autopistol5
Flechette pistol with solid & fleshbane ammo30
- Master-crafted10
Laspistol10
- Master-crafted5
CLOSE COMBAT WEAPONS
Digi laser25
Serpent's fangs*90
Shivver sword70
Stiletto knife20
- Master-crafted5
Wargear
ItemCredits
GRENADES
Choke gas grenades50
Photon flash grenades15
Scare gas grenades40
Smoke grenades15
Stun grenades10
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Armoured undersuit25
Bio-scanner30
Cameleoline cloak35
Filter plugs10
Grapnel launcher25
Photo-goggles20
Respirator15
Skinblade10
Web solvent20
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 Spektor100

RAW ✔️ House of Shadow, p38

Delaque Psy-Gheist (Prospect)

MWSBSSTWIALdClWilInt
6"4+5+3313+19+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

Special Rules

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.

Skill Access

A Delaque Psy-Gheist has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingObfuscation
Secondary--Primary--Secondary--
Equipment

A Delaque Psy-Gheist may purchase weapons and Wargear from the Delaque Psy-Gheist equipment list:

  • During the course of a campaign, a Delaque Psy-Gheist may be given additional weapons and Wargear purchased from this list, from the Trading post and from the Black Market.
  • A Delaque Psy-Gheist may only be equipped with weapons chosen from this list, or from the Pistols and Close Combat Weapons sections of the Trading post or the Black Market.

Wyrd Powers

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.

  • Each additional Wyrd Power purchased in this way costs: 30 credits

Delaque Psy-Gheist Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Throwing knives10
PISTOLS
Autopistol5
Laspistol10
Stub gun5
- Dumdum rounds+5
CLOSE COMBAT WEAPONS
Digi laser25
Stiletto knife20
Wargear
ItemCredits
GRENADES
Scare gas grenades40
Smoke grenades15
Stun grenades10
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Filter plugs10
Photo-goggles20
Psychomancer's harness110
Respirator15
Skinblade10
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 Spektor100
0-2 Psychoteric Wyrm70

RAW ✔️ House of Shadow, p40

Delaque Ghost (Ganger)

MWSBSSTWIALdClWilInt
5"4+4+3314+17+6+7+7+

Special Rules: Gang Fighter (Ganger), Promotion (Delaque Specialist), Tools of the Trade (Delaque Specialist only)

Special Rules

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.

Skill Access

A Delaque Specialist has access to the following skill sets (note however that a Delaque Ghost may not gain additional skills):

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingObfuscation
Secondary-SecondaryPrimary--Primary--
Equipment

Delaque Ghosts and Delaque Specialists may purchase weapons and Wargear from the Delaque Ghost equipment list:

  • During the course of a campaign, both Delaque Ghosts and Delaque Specialists may be given additional weapons purchased from this list.
  • In addition, during a campaign both Delaque Ghosts and Delaque Specialists may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.
  • A Delaque Ghost may only be equipped with weapons chosen from the Basic Weapons, Pistols and Close Combat Weapons sections of this list.
  • Once promoted, a Delaque Specialist has no restrictions upon the types of weapon they can take from this list; all weapon types within this list become available.

Delaque Ghost Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Autogun15
Lasgun15
Shotgun with solid & scatter ammo30
Throwing knives10
PISTOLS
Autopistol5
Flechette pistol with solid & fleshbane ammo30
Grav pistol90
Hand flamer75
Laspistol10
Plasma pistol50
Stub gun5
Web pistol80
SPECIAL WEAPONS
Flamer140
Grav gun120
Long rifle30
Meltagun135
Plasma gun100
Web gun115
CLOSE COMBAT WEAPONS
Shock stave25
Stiletto knife20
Web gauntlet35
Wargear
ItemCredits
GRENADES
Choke gas grenades50
Photon flash grenades15
Scare gas grenades40
Smoke grenades15
Stun grenades10
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Bio-scanner30
Filter plugs10
Grapnel launcher25
Photo-goggles20
Respirator15
Skinblade10
Web solvent20
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)

MWSBSSTWIALdClWilInt
6"5+5+3313+19+7+8+8+

Special Rules: Gang Fighter (Juve), Promotion (Delaque Specialist), Fast Learner

Special Rules

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.

Skill Access
Equipment

A Delaque Shadow may purchase weapons and Wargear from the Delaque Shadow equipment list:

  • During the course of a campaign, a Delaque Shadow may be given additional weapons purchased from this list.
  • In addition, during a campaign a Delaque Shadow may be given additional Wargear purchased from this list, from the Trading Post and from the Black Market.

Delaque Shadow Equipment List

Weapons
ItemCredits
BASIC WEAPONS
Throwing knives10
PISTOLS
Autopistol5
Flechette pistol with solid & fleshbane ammo30
Hand flamer75
Laspistol10
Stub gun5
Web pistol80
CLOSE COMBAT WEAPONS
Shock stave25
Stiletto knife20
Web gauntlet35
Wargear
ItemCredits
GRENADES
Scare gas grenades40
Smoke grenades15
Stun grenades10
ARMOUR
Flak armour10
Mesh armour15
PERSONAL EQUIPMENT
Filter plugs10
Photo-goggles20
Respirator15
Skinblade10
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)

MWSBSSTWIALdClWilInt
5"4+5+3313+17+5+6+4+
WeaponRg SRg LAc SAc LSAPDAmTraits
Shock tendrilsE2"--S+1-1-Melee, Shock, Versatile

Special Rules: Flight, Sensor Array, Threat Response, Watchdog

Special Rules

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).

Skill Access

Should a Cephalopod Spektor become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingObfuscation
Secondary--Primary-----
Equipment

A Cephalopod Spektor may not purchase weapons or Wargear. A Cephalopod Spektor is armed with Shock Tendrils.

RAW ✔️ House of Shadow, p48

Psychoteric Wyrm (Exotic Beast)

MWSBSSTWIALdClWilInt
6"4+6+3314+18+5+6+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Ferocious jaws-E--S-11-Melee, Rending

Special Rules: Long Leash, Psychoteric Node, Burrowing

Special Rules

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.

Skill Access

Should a Psychoteric Wyrm become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingObfuscation
Secondary--Primary-----
Equipment

A Psychoteric Wyrm may not purchase weapons or Wargear. A Psychoteric Wyrm is armed with Ferocious Jaws.

RAW ✔️ House of Shadow, p49

Brutes

0-2 Piscean Spektor (Brute)

MWSBSSTWIALdClWilInt
5"3+5+4433+47+6+6+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Paired psychomantic clawsE3"--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

Wyrd Powers

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.

  • Each additional Wyrd Power purchased in this way costs: 30 credits
Special Rules

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.

Skill Access

A Piscean Spektor has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingObfuscation
-SecondarySecondary-Primary----

RAW ✔️ House of Shadow, p62

Wasteland Additional Rules

Wasteland Gang Composition

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)

MFrontSideRearHPHndSvBSLdClWilInt
*******4+7+6+7+7+

Special Rules: Gang Fighter (Crew), Vehicle Crew

Special Rules

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.

Skill Access

A Delaque Wraith has access to the following Skill Sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShootingDriving
-----SecondarySecondaryPrimaryPrimary
Equipment

A Delaque Wraith must be equipped with a vehicle and they may purchase Wargear and weapons from the Delaque Wraith equipment list.

  • During the course of a campaign, a Delaque Wraith may be given additional Wargear from this list and the Trading Post.
  • During the course of a campaign, a Delaque Wraith may be given additional weapons from this list and the Pistols section of the Trading Post.
  • A Delaque Wraith may be given a replacement vehicle from either this list or the Trading Post, in which case their existing vehicle (if present) is placed into the gang's Stash.

Delaque Wraith Equipment List


Vehicles
ItemCredits
Custom vehiclevariable
Ridgerunner95
Rockgrinder145
Wolfquad70
Weapons
ItemCredits
PISTOLS
Autopistol5
Flechette pistol with solid & fleshbane ammo30
Laspistol10
Stub gun5
- Dumdum rounds+5
Wargear
ItemCredits
PERSONAL EQUIPMENT
Filter plugs10
Photo-goggles35
Respirator15

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
ItemCredits
SPECIAL WEAPONS
Grav gun120
Meltagun135
Plasma gun100
Web gun115
HEAVY WEAPONS
Heavy flamer195
Wargear
ItemCredits
WEAPON ACCESSORIES
Infra-sight† (Pistols, Basic and Special Weapons only)25
Mono-sight† (Basic, Special and Heavy Weapons only)35