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Necromunda : Gang Delaque

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My friend has often said that the further you get away from the conflict of the Space Marines in Warhammer 40,000, the more interesting a setting it becomes. For me, there is nowhere this is more apparent than in Necromunda. The web pistol champion with hip shooting won’t need smoke grenades as he will be shooting his web pistol if he’s ever close enough to throw a grenade. Also he needs mesh armour. 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. 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]

While Delaque have lost access to the Shooting skill table, there is still some decent long range firepower to be found. An infiltrating Long Rifle champ is nothing to sniff at (especially when they get Overwatch), and the new Faceless skill is pretty choice for keeping your Plasma Phantom safe until they activate. Add a couple of Ghosts with humble autoguns for squeezing off a few rounds at distance. Meanwhile the Master of Shadow advances under the cover of Smoke with his Shadow friends and one particularly nasty Ghost with a Web Gun. Not really all that useful for a non-Escher gang, but extremely useful for an Escher gang, especially one that specs into gas and toxin. Think about buying a bunch of chem synths if you’re Escher and really going to town with choke grenades and needle rifles. Mercifully, the assembly instructions that come in the set feature suggested builds for all of the ganger models. So whilst there is absolutely space for you to go as off piste as you like, Necromunda: Hive War is not a completely ruthless introduction to in-depth skirmish wargaming.Although they’re recruited as Hangers-on , a Spyker is always ready for a fight – they’re treated like a regular Ganger when you select your crew. Of course, as non-sanctioned psykers, anyone who takes them Out of Action can collect quite a bounty on their oversized heads… These powers are a game changer, bringing in an almost Tactics-Card-level of potency and utility that can be utilized repeatedly by multiple Delaque fighters. Leaders and traditional champions can elect to become psykers at a gang’s founding, or can advance into a single discipline of their choice by spending XP mid-campaign. 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. 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.

While this might seem excessive given that they’re all D6s and could all – theoretically – be regular, old pip dice, I can tell you for a fact that having to consult tables constantly makes for very slow, painful gaming. Having custom dice for a game with as many moving parts at Necromunda speeds this up massively. Convenience is king here. But what if the enemy hides out of range when you’re trying to shoot them with mind bullets? Well, the Psy-Gheists can take an exotic beast called a Psychoteric Wyrm, which you can use as a node for your powers. We’ve seen Necromunda expand out into the wide open spaces of the ash wastes , but that doesn’t mean there aren’t still plenty of horrors lurking in the underhive, just waiting to be revealed – such as the big-brained behemoth known as the Delaque Spyker . Soon enough the Delaque came into conflict against the proud House Averest in Hive Primus. However by M38 the Delaque had already infiltrated the house and turned it against itself. More and more, they were seen in apparent alliance with House Averest and it became clear Delaque was slowly taking over. Averest changed its main industry from heavy industry and trade to that of the production of Ghast, which suited Delaque better. The Delaque themselves had also begun to change, becoming paler, hairless, and favoring heavy concealing clothing. The situation came to a head in late M38 when the last free lord of Averest, Vortus Heffrujm, called in every favor to bring down the full force of the Imperial House and Adeptus Terra upon Delaque. Delaque RisesUnremarkable Utterance (Simple), continuous effect: 3” range. While in effect, all enemy fighters within range can only perform 1 action during their activation. This power could be extremely powerful, especially when combined with a psychoteric wyrm, to shut down several enemy fighters. Especially since the wyrm is expendable! Even 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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