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Necromunda : Gang Delaque

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Penumbral Mirror (Basic): 5” range. Choose one friendly fighter and one enemy fighter within range. Move the friendly fighter to any point within 5” of the enemy fighter, including base-to-base. It’s a good way to get a fighter into or out of combat, I guess. Seems low-utility. House Goliath and it’s domains are situated unfavourably in the Hice City, occupying the lowest and harshest areas, close to the Underhive. As a result, most Goliaths are notoriously tough and robust by necessity, and they view everybody else as soft and weak. Pistols: Autopistols (6), Stubguns (4), Laspistols (2), Grav-pistols (2), Flechette pistols (2), Hand flamers (2).

House of Shadow also includes rules for Delaque-exclusive Hangers-on and Brutes, extra Dramatis Personae, and new alliances for your gang to form. For example, join up with the noble House Ty and you can use their Onmyodo Nulls to help shut down enemy Pskyers. These multiple choice histories are explored in House of Shadow, along with a timeline for the Delaque, which features some of their most infamous acts of assassination and sabotage. There’s also a look at the house structure, including the mysterious Star Chamber, which is said to rule the House, and information on legendary House Delaque gangs. But, of course, how much of it is a rumour, lies, or misdirection, you will have to decide for yourself. Ruling the Shadows Good income, and it only gets better the more fighters you capture. Also, an Ambot can work in the mines as well, further sweetening the deal for this territory. If you plan on getting an Ambot, targeting this territory early is a very good idea. As Psykers, the benefit of Psy-Gheists is their ability to take Psychoteric Wyrms, which are the best way to extend some very powerful Whisper effects to a usable range (if a power can cripple an enemy fighter, but has a 1” range, there’s a clear issue using it – how come the caster or the target isn’t down already?), but those do cost 70 credits a pop. The problem with Psy-Gheists as Psykers is their starting Willpower of 8+. So you can invest a lot of credits into the ability to attempt a Whisper where you want it, but the effect will not actually manifest reliably until you’ve gained a few Advances. Get ready to fight immersive battles among the ancient machinery of the Charadon sector with these imposing terrain pieces.Recommended equipment: Web gauntlet, mesh armor + armored undersuit, plasma pistol or gun, melta gun, web gun. 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. Given the absence of such special weapon templates from Games Workshop mainstay games Warhammer 40,000 and Warhammer Age of Sigmar for several years now, it may initially come as a surprise to many fans a bit longer in the tooth to see such tools again. After all, weren’t they removed with the aim of streamlining and speeding up play? Necromunda: Hive War is the complete parcel for the dyed-in-the-wool wargaming to dive into the seedy world of the underhive. It’s every bit as unforgiving and nostalgic as it should be. Necromunda: Hive War Review – Unboxing

Eternal Slumber (Double): 3” range. All Seriously Injured enemy fighters immediately go out of action. Why don’t you just do a Coup de Grace? It’s not like Seriously Injured fighters are doing anything, anyways. Now you can keep your Psy-Gheists out of harm’s way while still merrily casting your psychic powers. Piscean Spektor I pretty much agree with Dosjetka's post regarding Escher except for one thing. I'd go for one champion and a Death Maiden rather than two champions. I'm not a fan of the Nightshade Chem-thrower and prefer to give the champion a Boltgun or a cheap pistol and wait until after the first game when they can buy a Long-Las for 20 creds. 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. House Delaque benefits from a special understanding with House Helmawr, providing not just materials but also information to the rulers of Necromunda. Delaque spies are said to operate throughout the hive, observing the activities of the other Houses. It is rumoured that some of the ruling family members of the Houses, and even some Noble Houses are in the pay of the Delaque. [1] The history and hierarchy of House Delaque are all muddled in secrecy, with few knowing the truth. [4a]In an interesting corollary, nearby Delaque fighters can help supercharge psychometric whispers. For every standing and active friendly Delaque fighter within 3” the whisperer, the whisperer adds 1” to the range of the power they are using, up to a maximum of 3”. Additionally, those same nearby friendly fighters will cause the target of the psychometric to subtract 1 from their Intelligence rolls to attempt to resist the power, up to a maximum of -3. Be open-minded and patient in approaching the rules for the game. There is a steeper learning curve to Necromunda than other Games Workshop games so it may take you a bit more adjustment to get to a place where you can confidently play the game without constantly referring to the rulebook. You’re in the deep end of the wargaming pool with this one so don’t worry if you feel a bit lost at times.

For either gang, skills I would seriously consider for the leader/phantoms are infiltrate (especially on the web pistol or grav pistol/web gauntlet), overwatch (good on the long rifle or plasmagun) and faceless (good on the plasmagun or shotgun). However, Delaque have really solid options in their skill options because Cunning is such a good skill set, and they have solid other options. 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. The House of Shadow is the definitive guide to the mysterious House Delaque. And while it doesn’t answer all the mysteries, it does point you in the right direction. Maybe.Gav Thorpe takes up the baton to bring you one of the most explosive stages of Horus’ invasion as the Traitor forces gather to launch their assault upon the indomitable outer walls of the Emperor’s palace. Primarchs, god-engines, apocalyptic war machines, and more face off against one another in a battle that will echo through the ages. Psy-Gheists are the new Prospects for a Delaque gang, and they are rare in Necromunda as they start as psykers. These fighters can choose from three new disciplines – Madness, Delusion, and Darkness – and they can even learn extra powers as your campaign progresses.

Several types of goods are exempt from being returned. Perishable goods such as newspapers or magazines cannot be returned. We also do not accept products that are intimate or sanitary goods, hazardous materials, or flammable liquids or gases. Here we see some of those shadowy Delaque combatants closing in on their prey. Is that a flying brain with tentacles? We’ll get around to that in a moment, first let’s meet the new Delaque Champions. Nacht-Ghuls Web Gauntlet [Master of Shadow, Phantom, Ghost, Shadow]: S3 web is swingy, as it will mostly be wounding on a 4+, but when it does work, it will work very well . +1 to hit is nice, too, and remember, Web bypasses both Wounds and Armor saves. Web gauntlets are probably the best CCW that non-Nacht-Ghul fighters can take. Because Seriously Injured (the guaranteed result of a successful Wound roll) will usually result in an instant Coup de Grace for a model in melee, this is a great way to apply Webbed. Rating: B+ Special: Whist it controls this Territory, the gang may choose to have up to three fighters deploy via tunnels ahead of any battle. These 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. During the deployment phase, the player sets up two 2’’ wide tunnel entrance markers on any table edge on the ground surface of the battlefield. During the Priority phase of each turn, roll a D6. On a 4+, the group of fighters arrive on the battlefield. That turn they may be activated as a single group, and must move onto the battlefield from one of the tunnel entrances. If the battle ends before the fighters arrive, they take no part in the battle.

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). Income: The gang earns D6x10 credits from this Territory when collecting income. If the gang also controls an Archaeotech Device, this is increased to 2D6x10.

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