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Necromunda : Gang Delaque

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The Delaque Leaders are versatile models with 3+ in both WS and BS. Their House weapons don’t include any truly powerful Basic weapons, but good Special choices and one good melee option (the Web Gauntlet). With Agility, Cunning and Leadership as skill options, the Master of Shadow is really the same thing as any of the Phantoms. Agility skills might open up some options (Spring Up is fairly reliable with a base 3+ Initiative, but a Nacht-Ghul will outdo a Master as a melee specialist), but most players would probably build theirs to take advantage of a special weapon. Building yours as a credit-saving option with Overseer is therefore understandable (and quite in-character for the Delaque). The other unique selling point is their facility for using Psychoteric Whispers with their Willpower of 5+.

While House of Shadow might feature rules for the last of the six “classic” gangs, this is by no means the end of the excitement in the underhive. We’ve got plenty more coming up for Necromunda this year – take a look at our new road map to see a selection of the releases that are heading your way. Other: Some grenades, including one being thrown, and pistol holsters that can be used for any pistol.Despite its status as one of Necromunda’s most powerful clans, House Delaque has existed in the shadows for as long as any can remember. The greatest asset of House Delaque is the iron grip it has on the flow of information throughout the hive. If their alleged degree of control is to be believed, Delaque’s influence would reach all the way to the upper spire. What is certain, however, is that the agents of House Delaque will pay almost any price in blood – be it their own or (more commonly) that of others – to ensure they maintain a monopoly on such intelligence. Bad Prospects: Psy-Gheists are a big swing and a miss. They’re supposed to be “the psychic character” but they have willpower 8+, meaning they will fail to get their powers off more than they will succeed. Additionally, their cool wargear upgrade nearly triples the cost of a 1-Wound character, and is unfortunately a waste of credits. Also, their weapon options stink.

Overseer (Leadership): Essentially, your leader skips their activation to allow a friendly target to activate twice. If you do a group activation with both your leader and the targeted model, they’ll be able to activate twice consecutively before the enemy can respond. It’s Overseer. It’s the strongest skill in the game. Whee. ( Note: We’re openly salty about Overseer, and have toned it down in our campaigns in an attempt to foster skill diversit y.) The battle mat included in the set is poor. Featuring a different floorscape from the Underhive on each side, printed on gloss paper. It’s a similar sort of mat that was given in Mortal Realms and the Warhammer 40,000 Recruit and Elite starter sets.Neither of these fighter types can take Psychoteric Whispers, but remember they will increase the potency of your actual Psykers just by being positioned nearby!

The Necromunda: Hive War box has a nice heft to it that really serves to hammer home the value contained within. Special: A Delaque gang that controls this Territory may infiltrate two groups of up to three fighters using the method detailed above. The fighters in each group must be specified before the battle. Pistols: Autopistols (6), Stubguns (4), Laspistols (2), Grav-pistols (2), Flechette pistols (2), Hand flamers (2).A Perfect Void (Basic), continuous effect: 10” range. While maintained, the fighter counts as being in full cover to any enemies within range. 10” isn’t a ton of range, and generally well within short range of any ranged weapons the enemy might have, potentially negating this effect. The members of the house are often seen as barbaric by everybody else in the Hive, the members of House Escher being the most vocal in this belief. Indeed, many of the Goliath’s traditions, like the fighting pits and the Feast of the Fallen do very little to disprove these beliefs, giving the impression of a violent and brutal people inimical to their neighbours and rivals alike. Now that that’s out of the way, let’s get down to it and rank these territories. I will 1 st rank them generally with commentary, and at the end of the article, I will provide house-specific priority lists. I'm not familiar enough with Delaque to offer advice about them but I've used my Escher gang enough to know what can work so I'll focus on them. :)

Laspistol [anyone]: In a gang where autopistols are only 5 credits, the humble laspistol seems even more humble. The nice accuracy and reliable ammo roll is always good, though, so it’s not like a laspistol is a bad choice, but it’s not the best. Rating: C I run my Death Maiden armed with a Power Sword and a Needle pistol. She started with Mesh armour and the skill Spring up. This little lot comes to 200 creds (so you can see why I avoid the Chem-Thrower) and as soon as I could afford it she was given an Armoured Undersuit to increase her save to 4+. She isn't optimised by any means but she's fun to use and she always represents a threat to her opponents. Next, we’ve got some example gangs written by our newest Necromunday contributor and all-around Delaque fanatic, Cody “Lucynth” Mann. We’re very excited to see what he’s got in store for us. Faceful of Faceless Spatial Psychosis (Simple): 12” range. Choose a standing enemy who is not Engaged. The fighter immediately becomes pinned. The go-to power to shut down enemy melee fighters. The excellent range and unopposed nature of the power add to its utility. You don’t even need a line of sight! Excellent! Stub Gun [Master of Shadow, Phantom, Psy-Gheist, Ghost, Shadow]: We generally prefer the stub gun to the autopistol when the autopistol is twice as expensive, but when they cost the same, the autopistol edges the humble stubber out. Rating: CEven the rulership of House Delaque remains a mystery. Their senior nobles meet in closed session, but the court has no permanent chair, obscuring the House’s true leader in yet another layer of darkness.

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