Delaque Shadow: Difference between revisions

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==Overview==
==Overview==


When the Delaque inducts new members, they are brought into contact with the Psychoterica. Upon doing so, the ancient [[Xenos]] psychic devices wash away their previous lives. When its finished, the new members become known as Shadows, perhaps as a reference to what they have become.  
When the Delaque inducts new members, they are brought into contact with the Psychoterica. Upon doing so, the ancient [[Xenos]] psychic devices wash away their previous lives. When its finished, the new members become known as Shadows, perhaps as a reference to what they have become.


Given that Shadows are the lowest ranked malders in an army of malders that all look the same, trying to pick apart between a inexperienced Shadow to the ''far more dangerous'' [[Delaque Master of Shadow|Master of Shadow]] is a risk not worth saving.
Given that Shadows are the lowest ranked malders in an army of malders that all look the same, trying to pick apart between a inexperienced Shadow to the ''far more dangerous'' [[Delaque Master of Shadow|Master of Shadow]] is a risk not worth saving.
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==Crunch==
==Crunch==
On Necromunda, Shadows have a reduced BS & WS, as well as the mental stats, in return for increased Movement and Initiative like the Juves from [[House Orlock]]. You might consider the Juves as meatshields, to run ahead and Coup de Grace injured enemy fighters, or to chuck smoke grenades, but there’s not much reason to take them unless you simply can’t bear to roll random advances.  
On Necromunda, Shadows have a reduced BS & WS, as well as the mental stats, in return for increased Movement and Initiative like the Juves from [[House Orlock]]. You might consider the Juves as meatshields, to run ahead and Coup de Grace injured enemy fighters, or to chuck smoke grenades, but there’s not much reason to take them unless you simply can’t bear to roll random advances.


Note that Shadows have a Skills table which states they can take Cunning Skills as their only Primary skill set, but also that [[Wat|"a Delaque Shadow may not gain additional skills".]] [[Skub|Opinion is split]] as to [[Derp|what on earth the rules mean,]] most groups in our experience do allow Shadows to take Cunning skills, but it’s worth discussing with your Arbitrator before a campaign starts.  
Note that Shadows have a Skills table which states they can take Cunning Skills as their only Primary skill set, but also that [[Wat|"a Delaque Shadow may not gain additional skills".]] [[Skub|Opinion is split]] as to [[Derp|what on earth the rules mean,]] most groups in our experience do allow Shadows to take Cunning skills, but it’s worth discussing with your Arbitrator before a campaign starts.


{{House Delaque}}
{{House Delaque}}

Revision as of 11:46, 4 June 2023

To overcompensate in being given small sidearms, go full akimbo.
Double pistols. This is the way.

Delaque Shadows are the Juves of Necromunda's House Delaque and the lowest ranked Astartes-pattern baldness you will ever see in 40k.

Overview

When the Delaque inducts new members, they are brought into contact with the Psychoterica. Upon doing so, the ancient Xenos psychic devices wash away their previous lives. When its finished, the new members become known as Shadows, perhaps as a reference to what they have become.

Given that Shadows are the lowest ranked malders in an army of malders that all look the same, trying to pick apart between a inexperienced Shadow to the far more dangerous Master of Shadow is a risk not worth saving.

The only way one can even try to identify a Shadow is in their armaments. As the youngest and noobiest of the lot, a Shadow is only armed with sidearms. This range from a Web Pistol, Autopistol or a Flechette Pistol. They also carry a range of grenades, from Frag, Krak and Smoke Grenades. Sometimes, they will go akimbo to look badass.

Crunch

On Necromunda, Shadows have a reduced BS & WS, as well as the mental stats, in return for increased Movement and Initiative like the Juves from House Orlock. You might consider the Juves as meatshields, to run ahead and Coup de Grace injured enemy fighters, or to chuck smoke grenades, but there’s not much reason to take them unless you simply can’t bear to roll random advances.

Note that Shadows have a Skills table which states they can take Cunning Skills as their only Primary skill set, but also that "a Delaque Shadow may not gain additional skills". Opinion is split as to what on earth the rules mean, most groups in our experience do allow Shadows to take Cunning skills, but it’s worth discussing with your Arbitrator before a campaign starts.

Necromunda: House Delaque
Command: Delaque Master of Shadow - Delaque Phantom
Troops: Delaque Ghost - Delaque Shadow
Nacht-Ghul - Psy-Gheist - Spyker
Psychoteric Thrall
Beasts: Psychoteric Wyrm
Constructs: Cephalopod Spekter - Piscean Spektor
Vehicles: Cargo-8 Ridgehauler - Chronos Pattern Ironcrawler
Hired Guns
& Neutrals:
Agitator - Ammo-Jack - Beastwrangler - Bone Scrivener
Brute-Handler - Chem Dealer - Corpse Grinder - Dome Runner
Gang Lookout - Gun-smyth - Hive Scum - Jagerkin
Outland Beastmaster - Krieg Mester - Master Nautican
Pale Consort - Relicmonger - Rogue Doc - Scabber - Scalies
Slopper - Servitor-Ogryn - Subnautican - Syphonite - Pit Slave
Propagandist - Spyrer - Bounty Hunter