// Rulebook Scan Reference · Pages 20–31

House Delaque

Full gang rules transcribed from the scanned rulebook pages, kept here for quick reference at the table. Switch to Source to view the original scans.

“House Delaque is hereby granted the sum of 1,000,000 credits, to be paid on the first cycle of each season for services rendered during the Rothgul incident.”
— Proclamations of the Lord Helmawr – 719.M41
+ Background lore — The House of Shadow

A whisper in the pipes, the flash of a blade in the dark: these are the only warnings received by enemies of the House of Shadow before their throats are opened. These shadowy assassins are unique amongst the Clan Houses for trading in secrets. As befitting of such a clandestine house, their gangs are seldom seen — except when they want to be, and by then it is often too late for their targets. The reluctance of the Delaque to speak with outsiders has shrouded their house in rumours and legends, with many claiming they are xenos, mutants or a race of wyrds. All of their members are emaciated and as pale as Necromunda's moons, their eyes shaded even in dim light due to a strange photosensitivity. Whatever the truth of their origins, the Delaque fight in an eerie silence, and move with uncanny unity, as if they share the very same consciousness…

Rarely do the Delaque fight in the open, rather they materialise from the shadows with supernatural stealth to turn the fight in their favour. They prefer blades and silenced weapons over flashy shows of strength, getting the results they want by any means necessary. Many of their number are also sensitive to the wyrd, able to surround themselves with invisible shields and hurl their foes from great heights. Each of the Delaque is connected by a gestalt shared consciousness known as the Psychoterica, allowing them to organise themselves without the need for verbal commands or signals. These are the agents in the dark, the masters of whispers — the House of Shadow.

When surveying Necromunda's industries, each Clan House has a clearly defined role to play. Not so the Delaque, who can loosely be described as traders of information — and even that is not readily for sale. They have been present at every major event since their inception, almost 3,000 years ago, and have often manipulated their outcome in their favour. Contrary to popular belief, House Delaque also hold contracts, granting them ownership of factoria and holdings like every other house — yet their workers often do not realise that the Delaque are their true employers. Many rumours of the Delaque connect them closely with Lord Helmawr. The title ‘House of Shadow’ is a ceremonial one as much as it is an earned reputation, for it is bestowed upon the official Imperial spymasters. It is true enough that Lord Helmawr would not have remained in power for so long without the whispers of the Delaque in his ear.

House Delaque has been the subject of much speculation over the centuries. They are hairless and often opt for heavy, concealing clothing, marking them out amongst the other houses. Their pupils are so sensitive to light that they must implant optic filters over their eyes, even within the darkness of the underhive. Their house heads and gang fighters look similar enough to the uninitiated that targeting their leadership is impossible — and were an enemy to succeed, the Delaque would simply replace them with another of their subjects wearing the same mantle.

Some believe that they have no leadership at all, though this is not true; they are led by a council body known as the Star Chamber that directs the will of the house. Those who preside over the Star Chamber are known as Masters of Shadow, chosen based on the strength of their connection to the Psychoterica. These clan masters can most accurately discern the will of those they call the Silent Ones, the dark masters the clan is beholden to; from here are cells of agents directed and dispatched to fulfil the Silent Ones' desires.

To understand the Silent Ones, masters of the Delaque, one must first look at the history of the House of Shadow. It was formed abruptly — some believe almost overnight — when the dark planet Somnus passed close to Necromunda 3,000 years ago. People in every hive from Primus to Mynerva wandered from their habs as if summoned by a mysterious force, making their way to a singular location in the dark, unheeding of the pleas of their friends and family. Gangs began emerging across the planet, pale as death and moving as though by one will. Many bore an uncanny likeness to those who went missing in the night. One popular claim holds that xenos took these people and stole their skin to infiltrate society, whilst others believe that the dreamers were infected by parasites that now puppeteer them to their will. Stranger still is the theory that the Silent Ones who allegedly lead the Delaque are neither parasites nor aliens but ancient gods, unknowable and unfathomable in size. This legend tells of a Necromunda covered entirely by oceans, its rulers dwelling at the bottom of the endless seas. When these seas receded and the climate altered, these creatures were forced to retreat into deep underground bodies of water close to the planet's core, until the day they might reclaim their home. Whatever the case may be, it is true enough that the Delaque are connected to a shared consciousness through which their orders are received and the closer the connection, the more respected the subject.

Despite their abrupt appearance upon Necromunda, House Delaque has accrued power at terrifying speed. Their apparent favour with Lord Helmawr makes their rivals reluctant to touch them, as does their inhuman nature and gaunt appearance. The Delaque do nothing to discourage the legends and accusations, revelling in the obfuscation born of such confusion — after all, the truth may be stranger still.

The Psychoterica

The name given to the shared consciousness of the Delaque is known as the Psychoterica. It is this shared communication that grants the Delaque their uncanny ability to understand one another without the need for speech or signals. Even within the Clan House, where this ability originated from is a mystery; some believe its resonance summoned the first of the Delaque, whilst others theorise it to be the echo of a cataclysmic psychic event. Whatever the case, it conveys the will of the Silent Ones to the Delaque and establishes a hierarchy amongst the house based on the strength of their mental connection. For reasons unknown to the house, Delaque subjects are born with varying levels of sensitivity to the Psychoterica; those who rise to become Masters of Shadow often boast a stronger natural connection, though others nurture their weaker bond by closely adhering to the Silent Ones' will, which seems to increase their aptitude for understanding it.

Gang Special Rules

// p.24

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 — click one to see its skills
Fighter
Master of ShadowSecondaryPrimaryPrimarySecondary
PhantomSecondaryPrimaryPrimary
Nacht-GhulPrimaryPrimarySecondary
GhostSecondaryPrimarySecondary
Psy-GheistSecondaryPrimary
ShadowSecondaryPrimary
Piscean SpektorPrimarySecondary
Cephalopod SpektorSecondaryPrimary
Psychoteric WyrmPrimarySecondary

Fighter Cards

// p.25–27

Delaque Master of Shadow

140 Credits
MWSBSSTWIASv
5″3+3+333435+
LdClWilIntTypeStarting XP
8898Fighter (Leader)61

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

From the Shadows: Instead of deploying this Fighter normally, they may instead be placed to one side of any round after the first, before rolling for Priority. At the start of any round, 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 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

100 Credits
MWSBSSTWIASv
5″3+3+332425+
LdClWilIntTypeStarting XP
7787Fighter (Champion)37

Master of Whispers: When added to a Gang Roster, a Delaque Phantom 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

120 Credits
MWSBSSTWIASv
6″3+4+342535+
LdClWilIntTypeStarting XP
6887Fighter (Champion, Loner)49

From the Shadows: Instead of deploying this Fighter normally, they may instead be placed to one side of any round after the first, before rolling for Priority. At the start of any round, 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.

Delaque Ghost

45 Credits
MWSBSSTWIASv
5″4+4+331416+
LdClWilIntTypeStarting XP
6676Fighter (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

30 Credits
MWSBSSTWIASv
6″5+5+331416+
LdClWilIntTypeStarting XP
5675Fighter (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

25 Credits
MWSBSSTWIASv
6″5+5+331416+
LdClWilIntTypeStarting XP
5565Fighter (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.

Piscean Spektor

250 Credits
MWSBSSTWIASv
5″3+5+444425+
LdClWilIntTypeStarting XP
6775Fighter (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

75 Credits
MWSBSSTWIASv
5″4+5+231416+
LdClWilIntTypeStarting XP
6777Fighter (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

50 Credits
MWSBSSTWIASv
6″4+6+231316+
LdClWilIntTypeStarting XP
5675Fighter (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.

Equipment List

// p.28 — prices for weapons and wargear available to this gang

Ranged Weapons — Auto/Stub Weapons

  • Autogun20 credits
  • Autopistol10 credits
  • Long rifle55 credits
  • Stub gun5 credits

Ranged Weapons — Esoteric Weapons

  • Flechette pistol35 credits

Ranged Weapons — Flamers

  • Flamer70 credits
  • Hand flamer45 credits
  • Heavy flamer*95 credits

Ranged Weapons — Grav Weapons

  • Grav gun50 credits
  • Grav pistol40 credits

Ranged Weapons — Las Weapons

  • Lasgun15 credits
  • Laspistol5 credits

Ranged Weapons — Melta Weapons

  • Meltagun140 credits

Ranged Weapons — Plasma Weapons

  • Plasma gun85 credits
  • Plasma pistol70 credits

Ranged Weapons — Primitive Weapons

  • Throwing knives10 credits

Ranged Weapons — Shotguns

  • Shotgun w/ solid & scatter ammo35 credits

Ranged Weapons — Web Weapons

  • Web gun65 credits
  • Web pistol50 credits

Close Combat — Esoteric Weapons

  • Psychomantic claws* (Psy-Gheist only)65 credits
  • Serpent's fangs* (Nacht-Ghul only)70 credits
  • Shivver sword (Nacht-Ghul only)50 credits

Close Combat — Shock Weapons

  • Shock stave25 credits

Close Combat — Toxin Weapons

  • Stiletto knife25 credits

Close Combat — Web Weapons

  • Web gauntlet10 credits

Wargear

  • Smoke grenades15 credits
  • Mesh armour40 credits
  • Refractor field50 credits
  • Grapnel launcher25 credits
  • Medicae kit20 credits
  • Photo-goggles35 credits
  • Psychomancer's harness (Psy-Gheist only)35 credits
  • Respirator15 credits
  • Telescopic sight20 credits
  • Dirt bike35 credits
  • Cephalopod Spektor (pet)75 credits
  • Psychoteric Wyrm (pet)50 credits

* Denotes a weapon that takes up 2 weapon slots (effectively two-handed), rather than the usual 1.

Equipment Reference

// p.29 for Delaque's gang-specific weapons (Flechette pistol, Psychomantic claws, Serpent's fangs, Shivver sword, natural/beast weapons, Web gauntlet), plus standard Trading Post profiles for everything else on this gang's Equipment List. See the Trading Post & Equipment page for the full weapon list.

Ranged — Auto/Stub Weapons
WeaponSRLRStrAPLTraits
Autogun8″24″31Rapid Fire (1)
Autopistol4″12″31Light, Rapid Fire (1)
Long rifle24″48″4-11Knockback (6+)
Stub gun6″12″31Light
Ranged — Esoteric Weapons
WeaponSRLRStrAPLTraits
Flechette pistol4″12″1Light, Rapid Fire (1), Toxin (3+)
Ranged — Flamers
WeaponSRLRStrAPLTraits
FlamerT4-11Ammo (6+), Blaze (5+), Template
Hand flamerT31Ammo (6+), Blaze (5+), Light, Template
Heavy flamer*T5-21Ammo (6+), Blaze (5+), Template
Ranged — Grav Weapons
WeaponSRLRStrAPLTraits
Grav gun9″18″2Ammo (5+), Blast (3″), Graviton Pulse
Grav pistol4″9″2Ammo (5+), Blast (3″), Graviton Pulse
Ranged — Las Weapons
WeaponSRLRStrAPLTraits
Lasgun16″24″31
Laspistol8″12″31Light
Ranged — Melta Weapons
WeaponSRLRStrAPLTraits
Meltagun6″12″8-43Ammo (6+), Damage (3)
Ranged — Plasma Weapons
WeaponSRLRStrAPLTraits
Plasma gun12″24″5-22Ammo (6+), Damage (2), Rapid Fire (1), Unstable
Plasma pistol6″12″5-22Ammo (6+), Damage (2), Light, Unstable
Ranged — Primitive Weapons
WeaponSRLRStrAPLTraits
Throwing knives6″12″1Ammo (3+), Toxin (4+)
Ranged — Shotguns
WeaponSRLRStrAPLTraits
Shotgun — scatter ammo4″8″31Rapid Fire (2)
Shotgun — solid ammo8″16″41Knockback (5+)
Ranged — Web Weapons
WeaponSRLRStrAPLTraits
Web gunT5Ammo (6+), Template, Web
Web pistolT4Ammo (6+), Light, Template, Web
Close Combat — Esoteric Weapons
WeaponSRLRStrAPLTraits
Psychomantic claws*ES+1-31Melee, Paired (2)
Serpent's fangs*E-31Melee, Paired (2), Toxin (3+)
Shivver swordES+1-12Melee, Parry
Close Combat — Shock Weapons
WeaponSRLRStrAPLTraits
Shock staveES+11Melee, Shock (5+)
Close Combat — Toxin Weapons
WeaponSRLRStrAPLTraits
Stiletto knifeE1Melee, Toxin (3+)
Close Combat — Web Weapons
WeaponSRLRStrAPLTraits
Web gauntletE3Backstab, Melee, Web
Natural Weapons
WeaponSRLRStrAPLTraits
Ferocious jawsES+1-11Melee, Rending (6+)
Shock tendrilsES+11Melee, Shock (6+)

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.

Wyrd Powers — Psychoteric Whispers

// p.30 — 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.

Page 31 is studio model photography (painted showcase models & a diorama) — see the Source tab to view it; no rules text is printed on that page.

Skill Set

// Necromunda Core Rulebook, p.150–153