Necromunda : Gang Delaque

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Necromunda : Gang Delaque

Necromunda : Gang Delaque

RRP: £99
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Description

The origins of House Delaque are muddled in rumor and hearsay. Some tales speculate they are xenos wearing human skin, while others argue they are the result of genetic experimentation. Perhaps strangest of all is the tale of the Drowned Empire, which claims they came to Necromunda in ages past when the world still possessed oceans. Living amongst the seas and aquatic gods for many years, these "fishy" men eventually found that the oceans were beginning to dry up. Being cleverer than most, Delaque built a new sea for themselves and their gods close to the center of the world. [4b]

Necromunda is a wargame that really concerns itself with the minutia of shooting people with sci-fi weaponry, and this is strongly reflected in the array and volume of wargear that comes in the box. Cloak of Whispers (Basic), continuous effect: 3” range. Friendly fighters within range cannot be the target of enemy gang tactics. Hyper-situational. Most gang tactics don’t even target the opposing gang, but instead add extra actions or invoke bonuses.Whatever the truth, House Delaque was not the first House known as Shadow on Necromunda. The rulers of Necromunda have always had a need for spies and intelligence-gatherers, and have designated the House of Shadow to those who best provide this service. Little is known of the holder of the title of the House of Shadows, though it is known that House Delaque assumed the title in the aftermath of the Drypus Incident. [4b] Income: When collecting income, the gang gains D6x10 credits for every fighter on either side that was deleted from their roster during the Update Roster step of the preceding battle. Whether you are aligned with the House of Shadow or not, you can hire the services of this infamous Rebel Lord from next Friday. Cacophony of Silence (Double), continuous effect: 5” range. All enemy fighters within range must re-roll successful ranged hit rolls. Can’t see this one getting a ton of return, especially with the double action. Avoid.

Special: Whilst it controls this Territory, the gang may infiltrate up to three fighters onto the battlefield ahead of any battle. Infiltrating fighters must be part of the crew for a battle, but instead of being set up on the battlefield, they are placed to one side. At the end of the first round, the controlling player nominates any spot on the ground surface of the battlefield and sets up each infiltrating fighter within 2’’ of that spot. I can see this being useful in the early part of a campaign when rosters are smaller. However, since most games of Necromunda use between 6 and 10 models, when gang rosters start to get bigger, the utility of the fighting pits decreases rather dramatically.

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While having a Rogue Doc can be a good thing, they’re among the lower-tier hangers on. The critically injured result can be nasty, but it only happens less than 1/6th of the time when a fighter gets injured. Also, while free, this Rogue Doc will take up a spot in your allotted hangers on, and there are more useful members of that group. Fixer (Savant): Extra credits is never unappreciated. Fixer will give you 10-30 credits for every battle, just cuz. An excellent way to gain some campaign momentum. Weak Basic Weapons: Don’t look to Delaque gangers to do much more than occasionally pin their enemies. Leaders, champs, and brutes do the heavy lifting in this gang.

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. Recommended equipment: Web gauntlet, mesh armor + armored undersuit, plasma pistol or gun, melta gun.

Special: Whilst it holds this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common, and halves the cost of these items (rounding up). Munitioneer (Savant): Delaque use some really good weapons with some really bad ammo rolls, so Munitioneer is perfect if you’ve chosen to walk that line. First up is the Battlezone: Mechanicus – Charadon. This box provides you with two double-sided, fold-out gaming boards and 13 pieces of accompanying terrain, so it’s perfect for playing Combat Patrol and Incursion missions. If even bigger battles are your thing, grab a second set to double the size of your battlefield and host Strike Force games. Digi Laser [Master of Shadow, Phantom, Nacht-Ghul, Psy-Gheist]: C’mon. This is a S1 weapon. At 5 credits, it’d be a waste, and at 25 it’s criminal. Use your credits elsewhere, these things are trash. Rating: F Not only are the Sisters of Battle getting their very own Combat Patrol set next Saturday, but some handy reinforcements in the form of the Castigator battle tank and new Characters are on the way to accompany it.

I hadn’t noticed the gun shroud either but you could save yourself an extra ten credits by taking the flechette pistol. Master of Shadows (Infiltrate): flechette pistol, web gauntlet, mesh armor, armored undersuit, grapnel launcher [230] Yes, the miniatures have lots of small, fiddly parts, but one of the best parts of Necromunda is the ridiculously detailed loadouts your fighters can have and having their miniatures represent that exactly. The rules have a complex, old school feel, but they were written with the idea of streamlining a 90s wargame without changing it too much. Special: Whilst it controls this Territory, the gang treats chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common. Eos 'Three-Nails' - Their symbol is a bloody three-fingered hand print. While many believe it to be a single infamous assassin who leaves behind his print as a calling card, others speculate it is in fact a cabal of elite killers. [4d]Autogun [Master of Shadow, Phantom, Ghost]: While a little pricey for what it does, the autogun won’t win games for you, but it’s still Rapid Fire and can take a bevy of special ammo. It has value, but not a ton. Rating: C+ Fowler: And that’s it! Dear readers… this could be you! If you have done a cool thing, or painted a rad gang, or maybe just have a nice story about Necro – it could be here. We enjoy writing manifestos about starting campaigns / always overcharging, but we also love being a platform for people who are passionate about the game and the hobby in general. Also, never stop sending ideas or asking for us to write about specific stuff! Lots of folks have asked about updates to Mini Munda as well as some of the gang focuses that have a bit more dust on them. I also owe you a third batch of MANWOLFS! Choke Gas [Master of Shadow, Phantom, Nacht-Ghul, Ghost]: Again, Toxin is nice for multi-wound characters, but this is a 50-credit grenade that doesn’t pin. Spend your credits elsewhere. Rating: D



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