Necromunda Gangs: Delaque
Common Abilities and Options
Psychoteric Whispers:
Whenever a DELAQUE operative (excluding a PISCEAN SPEKTOR and SPYKER) is wholly within an area of smoke (i.e of a Smoke Grenade Marker) or is injured for its first time, it can use this rule, if it does, remove it from the killzone and put it back where it can be placed within 6 inches from its original location. That operative cannot use this rule while within control range of an enemy operative
PSYCHIC. Enemy operatives within 6 inches of a DELAQUE operative (excluding a SHADOW) cannot be obscured.
Treacherous Bastards:
Whenever a DELAQUE operative (excluding a HIRED ARM) is incapacitated and before it is removed from the killzone, roll a 1D6 for each friendly operative (except for a LEADER or HIRED ARM) within 2 inches of that operative: if the result is 1, your opponent can roll a 1D6, if the result is higher than that friendly operative’s APL stat, that friendly operative is incapicitated for the purposes of your opponent’s kill grade and it is an enemy operative inlcuded in your opponent’s killteam for the battle to be activated (it cannot be used for the purposes of your kill grade and your opponent cannot use it for the puposes of tac op). If the result is 6, it’s incapacitated. Remove it from the killzone.
*Grav:
Whenever this operative performs a shooting attack with this weapon, if the target has an unmodified Save stat of 3+ or better, this weapon has the Lethal 4+ special rule for that attack.
Psychoteric Choirs (1AP):
PSYCHIC. Until this operative performs a Shoot action with its ranged weapons, all profiles of its ranged weapons have the Saturate and Heavy weapon rules. This operative cannot perform this action while within control range of an enemy operative.
Rigged Doors:
Whenever this operative goes through an accessible terrain, ignore the 1 inch required to move through it and it can immediately perform an Operate Hatchway action (if possible) for 1 less AP right after it moves through that accessible terrain, then it can continue its move afterward.
*Sweep:
Whenever this operative is performing a Fight action against an enemy operative using this weapon, in the Roll Attack Dice step, you can roll a number of its Atk dice (not all of it) for this action. After this action has ended, this operative can immediately perform a free Fight action against another enemy operative (if any) but must use this weapon for it. In the Roll Attack Dice step of that action, this operative can only roll the remaining Atk dice. This operative cannot perform the free Fight action if it rolled all the Atk dice of this weapon.
Deadly Backstabber:
Whenever this operative performs a Charge action; after it ends its move, select a ready enemy operative with a Conceal order to inflict 1D3 damage on it if this operative model’s front side is facing that operative model’s back side.
*Toxic:
Whenever this operative is using this weapon against an enemy operative; if you retained a critical success, add 1 to both Dmg stats of this weapon until the end of that sequence.
Alienoid:
This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight and Reposition or use any weapons that is not on its datacard. It can perform the Fall Back action for 1 less AP. This operative cannot contest markers or areas of the killzone. Operatives can move through this operative, and enemy operatives can move within control range of it. Having only this operative within their control range does not prevent enemy operatives from performing a Charge or Dash or Reposition actions and enemy operatives can leave this operative’s control range when performing a Charge action.
Creep:
Whenever this operative performs a Reposition action, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Gallowdark, this distance can be measured over or through Wall terrain).
Psy-Vision:
PSYCHIC. Whenever an enemy operative is within 3 inches of this operative, that operative cannot use heavy and/or light terrain as cover. While this can allow such operatives to be targeted (assuming they are visible), it does not remove their cover save (if any).
Operatives
1. Cxauth
A 2
M 7"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Shiver Sword (Lethal 5+, Severe) | 4 | 3+ | 4/6 |
Abilities
Psychometric DisciplinePsychoteric WhispersHorror In The ShadowsTreacherous Bastards2. Yoth
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Plasma Gun | |||
| Standard (Prc1) | 4 | 4+ | 4/6 |
| Supercharge (Prc1, Lethal 5+, Hot) | 4 | 4+ | 5/6 |
| Shock Stave (Shock) | 3 | 4+ | 2/3 |
Abilities
Treacherous Bastards*Grav1AP: Psychoteric ChoirsRigged DoorsPsychoteric Whispers3. Azoth
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Stub Gun (Rng 6", Acc1) | 4 | 5+ | 2/3 |
| Psychomantic Claws (Shock) | 4 | 3+ | 3/5 |
Abilities
*SweepTreacherous BastardsPsychoteric WhispersPsychomancer's Harness1AP: Psychoteric Mastery4. Argon
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Web Gun (Rng 8", Severe, Stun) | 4 | 4+ | 3/5 |
| Shock Stave (Shock) | 3 | 4+ | 2/3 |
Abilities
Treacherous Bastards*Grav1AP: Psychoteric ChoirsRigged DoorsPsychoteric Whispers5. Cyclelos
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Las Gun | 4 | 4+ | 2/3 |
| Shock Stave (Shock) | 3 | 4+ | 2/3 |
Abilities
Treacherous Bastards*Grav1AP: Psychoteric ChoirsRigged DoorsPsychoteric Whispers6. Mithrha
A 2
M 7"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 5+ | 2/3 |
| Stiletto Knife (*Toxic) | 3 | 4+ | 2/3 |
Abilities
Deadly BackstabberPsychoteric WhispersTreacherous Bastards*Toxic7. Cthepa
A 2
M 7"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 5+ | 2/3 |
| Stiletto Knife (*Toxic) | 3 | 4+ | 2/3 |
Abilities
Deadly BackstabberPsychoteric WhispersTreacherous Bastards*Toxic8. The Forgotten
A 3
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psychomantic Claws (Psychic, Shock, *Sweep) | 6 | 3+ | 3/5 |
Abilities
FlyPsychoteric Whispers*SweepHouse Brute9. Theta
A 2
M 8"
S 6+
W 2
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psychoteric Bite (Psychic, Shock) | 2 | 5+ | 1/3 |
Abilities
AlienoidPsychoteric WhispersCreepPsy-Vision10. Rhou
A 2
M 8"
S 6+
W 2
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Psychoteric Bite (Psychic, Shock) | 2 | 5+ | 1/3 |
Abilities
AlienoidPsychoteric WhispersCreepPsy-VisionEquipment
SECRET CACHE
Before the battle. Select one universal equipment (excluding Heavy and Light barricades, Ladders, Razor Wire, Comms Device and Mines) and don’t reveal it. During a friendly DELAQUE LEADER operative’s activation, you can reveal that selection and set it up (if possible) within control range of that operative (in addition to the normal set-up restrictions from the UNIVERSAL EQUIPMENT rules).
PHOTON FLASH
Once per battle. When an enemy operative within 6 inches of a friendly DELAQUE operative (excluding SHADOW and HIRED ARM) is to be activated, you can roll a 1D6, If the result is higher than that enemy operative’s APL stat, that enemy operative is expended until the end of the turning point
VALUABLE SECRETS
Once per battle, after rolling off to decide the initiative, you can add a 1D3 to, or subtract a 1D3 from your result.
SCARE GAS CANISTERS
A friendly DELAQUE operative (excluding HIRED ARM) can perform a Scare Gas Canister action up to 2 times per battle.
SCARE GAS CANISTER (1 AP): Select one enemy operative visible to and within 6 inches of a friendly DELAQUE operative (excluding HIRED ARM). That enemy operative and each other operative within its control range takes a Rout test. For an operative to take a Rout test, roll a 1D6. On 5+, that operative is considered injured until the end of its next activation. That friendly operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it. Treat this action as a Shoot action.
Ploys
PSYCHIC SCREAM
Firefight PloyUse this firefight ploy when a friendly DELAQUE operative (excluding PSYCHOTERIC WYRM) is incapacitated. Before that operative is removed from the killzone, inflict 1D3 damage on one enemy operative within its control range.
DOPPELGANGER
Firefight PloyUse this firefight ploy when an enemy operative is performing a Shoot or Fight action against a friendly DELAQUE operative (excluding PISCEAN SPEKTOR and PSYCHOTERIC WYRM). Ignore the damage inflicted from the first success.
POOF!
Firefight PloyUse this firefight ploy during a friendly DELAQUE operative’s (excluding HIRED ARM) activation. When that operative is with a Conceal order and most of its base is under a vantage terrain or within 1 inch of a Wall terrain feature (i.e. killzone: Gallowdark), remove it from the killzone then put it back within 1 inch of where it was removed from at the start of its next activation. That operative cannot use this ploy if it’s within 3 inches of an enemy operative.
GARROTE
Firefight PloyUse this firefight ploy when a friendly DELAQUE operative (excluding GHOST and HIRED ARM) performs a Shoot action while within cover. That operative’s ranged weapon has the Silent weapon rule.
RUMOR-MONGER
Strategy PloySelect up to 3 enemy operatives with Conceal orders and invisble to all friendly DELAQUE operatives. Change their orders to Engage.
FADE AWAY
Strategy PloySelect up to 3 friendly DELAQUE operatives (excluding HIRED ARM) which are not within 3 inches of an enemy operative and within cover to change their orders to Conceal.
STEALTHY SWIFTNESS
Strategy PloyWhenever a friendly DELAQUE operative (excluding PISCEAN SPEKTOR) is with a Conceal order and within 1 inch of heavy terrain, add 1 to its Move stat.
PSI-TOUCHED
Strategy PloyRanged and melee weapons of friendly DELAQUE operatives have the PSYCHIC and Balanced weapon rule.
Tac Ops
Track Enemy
InfiltrationReveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Plant Devices
InfiltrationReveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Steal Intelligence
InfiltrationReveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Flank
ReconReveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Retrieval
ReconReveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
ReconReveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.
Victory Points:
At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.