House Delaque

Printed pages 24–30 · PDF pages 28–34

From Gangs of the Underhive. Read this book’s lore. Readable tables and original source diagrams.

PDF page 28 Printed page 24

HOUSE DELAQUE GANG LIST

The following pages contain the Delaque gang list.

GANG SPECIAL RULES

Psychoteric Choir: While a Delaque Fighter is within 3" of two or more other friendly Delaque Fighters, their Leadership and Willpower characteristics are improved by 1.

Starting Skills: When added to a Gang Roster, all Delaque Leaders and Champions may select one skill from one of their Primary Skill Sets.

Skill Access: This gang’s Fighters have access to the following Skill Sets:

Fighter Agility Brawn Combat Cunning Savant Shooting
Master of Shadow Secondary - - Primary Primary Secondary
Phantom Secondary - - Primary Primary -
Nacht-Ghul Primary - Primary Secondary - -
Ghost Secondary - - Primary Secondary -
Psy-Gheist Secondary - - Primary - -
Shadow Secondary - - Primary - -
Piscean Spektor - Primary Secondary - - -
Cephalopod Spektor Secondary - - Primary - -
Psychoteric Wyrm Primary - - Secondary - -
PDF page 29 Printed page 25

Delaque Master of Shadow

Cost: 140 credits.

M WS BS S T W I A Sv
5" 3+ 3+ 3 3 3 4 3 5+
Ld Cl Wil Int Type Starting XP
8 8 9 8 Fighter (Leader) 61

Master of Whispers: When added to a Gang Roster, this Fighter may gain the Wyrd Subtype and select a Psychoteric Whispers Wyrd Power for +35 credits.

Equipment: When added to a Gang Roster, a Delaque Master of Shadow may purchase weapons and wargear from the House Delaque Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Delaque Equipment List and from the Trading Post.

Delaque Phantom

Cost: 100 credits.

M WS BS S T W I A Sv
5" 3+ 3+ 3 3 2 4 2 5+
Ld Cl Wil Int Type Starting XP
7 7 8 7 Fighter (Champion) 37

Master of Whispers: When added to a Gang Roster, this Fighter may gain the Wyrd Subtype and select a Psychoteric Whispers Wyrd Power for +35 credits.

Equipment: When added to a Gang Roster, a Delaque Phantom may purchase weapons and wargear from the House Delaque Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Delaque Equipment List and from the Trading Post.

Delaque Nacht-Ghul

Cost: 120 credits.

M WS BS S T W I A Sv
6" 3+ 4+ 4 3 2 5 3 5+
Ld Cl Wil Int Type Starting XP
6 8 8 7 Fighter (Champion, Loner) 49

From the Shadows: Instead of deploying this Fighter normally, they may instead be placed to one side. At the start of any round after the first, before rolling for Priority, their controlling player may set them up anywhere on the battlefield that is not in Line of Sight of any enemy models, and not within 9" 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.

Equipment: When added to a Gang Roster, a Delaque Nacht-Ghul may purchase weapons and wargear from the House Delaque Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Delaque Equipment List and from the Trading Post.
PDF page 30 Printed page 26

Delaque Ghost

Cost: 45 credits.

M WS BS S T W I A Sv
5" 4+ 4+ 3 3 1 4 1 6+
Ld Cl Wil Int Type Starting XP
6 6 7 6 Fighter (Ganger, Specialist) 13

Equipment: When added to a Gang Roster, a Delaque Ghost may purchase weapons and wargear from the House Delaque Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Delaque Equipment List and from the Trading Post.

Delaque Psy-Gheist

Cost: 30 credits.

M WS BS S T W I A Sv
6" 5+ 5+ 3 3 1 4 1 6+
Ld Cl Wil Int Type Starting XP
5 6 7 5 Fighter (Prospect, Wyrd) 4

Whispers in the Dark: When added to a Gang Roster, this Fighter selects a Psychoteric Whispers Wyrd Power.

Equipment: When added to a Gang Roster, a Delaque Psy-Gheist may purchase weapons and wargear from the House Delaque Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Delaque Equipment List and from the Trading Post.

Delaque Shadow

Cost: 25 credits.

M WS BS S T W I A Sv
6" 5+ 5+ 3 3 1 4 1 6+
Ld Cl Wil Int Type Starting XP
5 5 6 5 Fighter (Prospect) 1

Equipment: When added to a Gang Roster, a Delaque Shadow may purchase weapons and wargear from the House Delaque Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the House Delaque Equipment List and from the Trading Post.
PDF page 31 Printed page 27

Piscean Spektor

Cost: 250 credits.

M WS BS S T W I A Sv
5" 3+ 5+ 4 4 4 4 2 5+
Ld Cl Wil Int Type Starting XP
6 7 7 5 Fighter (Beast, Brute, Flying, Wyrd) 25

Whispers in the Dark: When added to a Gang Roster, this Fighter selects a Psychoteric Whispers Wyrd Power.

Equipment: A Piscean Spektor is armed with psychomantic claws. They may not purchase or be equipped with additional weapons or wargear.

Cephalopod Spektor

Cost: 75 credits.

M WS BS S T W I A Sv
5" 4+ 5+ 2 3 1 4 1 6+
Ld Cl Wil Int Type Starting XP
6 7 7 7 Fighter (Beast, Flying, Pet) 13

Leash Range: A Cephalopod Spektor has a 3" Leash range.

Sensor Array: If a Cephalopod Spektor is within Leash range of its owner when the owner is required to make an Intelligence check for any reason, roll an extra D6, picking one of the dice to discard.

Equipment: A Cephalopod Spektor is armed with shock tendrils. They may not purchase or be equipped with additional weapons or wargear.

Psychoteric Wyrm

Cost: 50 credits.

M WS BS S T W I A Sv
6" 4+ 6+ 2 3 1 3 1 6+
Ld Cl Wil Int Type Starting XP
5 6 7 5 Fighter (Beast, Pet) 13

Leash Range: A Psychoteric Wyrm has a 12" Leash range.

Psychoteric Node: When a Delaque Wyrd uses a Psychoteric Power, they may nominate an Active Psychoteric Wyrm they own that is within Leash range through which to channel that Power. The effect of the Psychoteric 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.

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.

Equipment: A Psychoteric Wyrm is armed with ferocious jaws. They may not purchase or be equipped with additional weapons or wargear.

PDF page 32 Printed page 28

House Delaque Equipment List

Category Equipment Credits
Ranged weapons / Auto/Stub Weapons Autogun 20
Ranged weapons / Auto/Stub Weapons Autopistol 10
Ranged weapons / Auto/Stub Weapons Long rifle 55
Ranged weapons / Auto/Stub Weapons Stub gun 5
Ranged weapons / Esoteric Weapons Flechette pistol 35
Ranged weapons / Flamers Flamer 70
Ranged weapons / Flamers Hand flamer 45
Ranged weapons / Flamers Heavy flamer* 95
Ranged weapons / Grav Weapons Grav gun 50
Ranged weapons / Grav Weapons Grav pistol 40
Ranged weapons / Las Weapons • Lasgun 15
Ranged weapons / Las Weapons Laspistol 5
Ranged weapons / Melta Weapons Meltagun 140
Ranged weapons / Plasma Weapons Plasma gun 85
Ranged weapons / Plasma Weapons Plasma pistol 70
Ranged weapons / Primitive Weapons Throwing knives 10
Ranged weapons / Shotguns Shotgun with solid & scatter ammo 35
Ranged weapons / Web Weapons Web gun 65
Ranged weapons / Web Weapons Web pistol 50
Category Equipment Credits
Close combat weapons / Esoteric Weapons Psychomantic claws* (Psy-Gheist only) 65
Close combat weapons / Esoteric Weapons Serpent's fangs* (Nacht-Ghul only) 70
Close combat weapons / Esoteric Weapons Shiver sword (Nacht-Ghul only) 50
Close combat weapons / Shock Weapons Shock stave 25
Close combat weapons / Toxin Weapons Stiletto knife 25
Close combat weapons / Web Weapons Web gauntlet 10
Wargear / Grenades Smoke grenades 15
Wargear / Armour & Field Armour Mesh armour 40
Wargear / Armour & Field Armour Refractor field 50
Wargear / Personal Equipment Grapnel launcher 25
Wargear / Personal Equipment Medicae kit 20
Wargear / Personal Equipment Photo-goggles 35
Wargear / Personal Equipment Psychomancer's harness (Psy-Gheist only) 35
Wargear / Personal Equipment Respirator 15
Wargear / Weapon Accessories Telescopic sight 20
Wargear / Mounts Dirt bike 35
Wargear / Pets Cephalopod Spektor 75
Wargear / Pets Psychoteric Wyrm 50
PDF page 33 Printed page 29

Ranged weapons / Esoteric weapons

Weapon SR LR Str AP L Traits Creds TP
Flechette pistol 4" 12" - - 1 Light, Rapid Fire (1), Toxin (3+) - E
Flechette pistol
SR
4"
LR
12"
Str
-
AP
-
L
1
Cr
-
TP
E
Traits Light, Rapid Fire (1), Toxin (3+)

Close combat weapons / Esoteric weapons

Weapon SR LR Str AP L Traits Creds TP
Psychomantic claws* E - S+1 -3 1 Melee, Paired (2) - E
Serpent's fangs* E - - -3 1 Melee, Paired (2), Toxin (3+) - E
Shiver sword E - S+1 -1 2 Melee, Parry - E
Psychomantic claws*
SR
E
LR
-
Str
S+1
AP
-3
L
1
Cr
-
TP
E
Traits Melee, Paired (2)
Serpent's fangs*
SR
E
LR
-
Str
-
AP
-3
L
1
Cr
-
TP
E
Traits Melee, Paired (2), Toxin (3+)
Shiver sword
SR
E
LR
-
Str
S+1
AP
-1
L
2
Cr
-
TP
E
Traits Melee, Parry

Close combat weapons / Natural weapons

Weapon SR LR Str AP L Traits Creds TP
Ferocious jaws E - S+1 -1 1 Melee, Rending (6+) - E
Shock tendrils E - S+1 - 1 Melee, Shock (6+) - E
Ferocious jaws
SR
E
LR
-
Str
S+1
AP
-1
L
1
Cr
-
TP
E
Traits Melee, Rending (6+)
Shock tendrils
SR
E
LR
-
Str
S+1
AP
-
L
1
Cr
-
TP
E
Traits Melee, Shock (6+)

Close combat weapons / Web weapons

Weapon SR LR Str AP L Traits Creds TP
Web gauntlet E - 3 - - Backstab, Melee, Web - E
Web gauntlet
SR
E
LR
-
Str
3
AP
-
L
-
Cr
-
TP
E
Traits Backstab, Melee, Web

PERSONAL EQUIPMENT

PSYCHOMANCER’S HARNESS

35 credits - Exclusive A Fighter wearing a psychomancer’s harness increases their Movement characteristic by 2", this may take the Fighter’s Movement characteristic above the maximum. Additionally, when this Fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. A Fighter may not be equipped with both a psychomancer’s harness and a servo-harness.

PDF page 34 Printed page 30

PSYCHOTERIC WHISPERS

The following are Wyrd Powers available to Delaque Fighters. Any Delaque Fighter with the Wyrd Subtype may select Psychoteric Whispers Wyrd Powers as an Advancement as if they were a Primary Skill Set.

  1. Terrible Truths (Single): Choose a single enemy Fighter that is within 6" and Line of Sight of the Wyrd. That Fighter must make a Willpower check. If this check is failed, they gain the Insanity Condition.

  2. Psychotic Lure (Single): Choose a single enemy Fighter that currently has a Ready marker and is within 6" and Line of Sight of the Wyrd. The opposing player must activate that Fighter next. The chosen Fighter cannot perform the Group Activation action when next activated.

  3. Deceitful Thoughts (Double): Choose a single enemy Fighter that is within 6" and Line of Sight of the Wyrd. That Fighter immediately makes a Willpower check. If this check is failed, the Wyrd’s controlling player may immediately move that Fighter up to their Movement characteristic in any direction (note: this move may not be used to move enemy Fighters off ledges, into dangerous terrain or any other part of the battlefield harmful to them).

  4. Cacophony of Silence (Single), Continuous Effect: While this power is maintained, all enemy Fighters within 6" and Line of Sight of the Wyrd must re-roll successful Hit rolls when making a ranged attack.

  5. A Perfect Void (Free), Continuous Effect: While this power is maintained, the Wyrd counts as always being in cover and within a weapon’s Long Range to all enemy Fighters within 10".

  6. Eternal Slumber (Single): Choose a Seriously Injured enemy Fighter within 3" and Line of Sight of the Wyrd, they immediately go Out of Action.