Nacht-Ghul
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Nacht-Ghuls are House Delaque close combat assassins, who are armed with either a Shiver Blade or a Serpent's Fang and wear Imperial Mesh Armour underneath their greatcoat.
Overview[edit | edit source]
Nacht-Ghuls are like the unholy fusion of an Eversor Assassin and a Callidus Assassin of House Delaque and one of the few members of Delaque that actually looks somewhat distinct. Born out of the gestalt consciousness of the Delaque and sophisticated House Escher elixirs, Nacht-Ghuls were originally known as The Faceless. They travel the world of Necromunda gathering the most sensitive pieces of information and uncovering the deepest secrets of their enemies.
They are also skilled hunters and saboteurs, often sent to alter the course of history with a well-timed assassination or destruction of a vital component. Part of the great ability of the Nacht-Ghuls comes from the Escher chems they use to change their physical appearance and blend in with the rest of the population like a Callidus. Although not as sophisticated as drugs such as the polymorphine used by the specialist agents of the Imperium, these elixirs can still change the facial shape and skin tone of a Delaque to an extant, which, when combined with their own talents at deception, allowing them to pass as allies or random nobodies.
Nacht-Ghuls often travel with Delaque gangs as they execute their missions, and some may even fight under the command of a Master of Shadow for years, either as an able lieutenant or in disguise as just another ganger.
Crunch[edit | edit source]
On Necromunda, a Nacht-Ghul's playstyle is pretty simple. You point at a target, the Nacht-Ghul appears, the target disappears. They are kind of like Necromunda's answer to Mandrakes in that respect. They have upgraded Movement, WS, Strength and Initiative over the Delaque Phantoms but with and downgraded Intelligence, along with access to powerful melee weapons, and a special deployment option which lets them prey on your opponent’s most vulnerable points.
Due to the way the Nacht-Ghul operates and how absurdly fast they are, most players treat them like budget Eversor Assassins to RIP AND TEAR their way through hive gangers. They also retain Group Activation (unlike the elite melee specialist champs of Houses Escher & Goliath), although that may not always be useful if they use their special deployment to pop up away from the rest of your gang. However, there is a catch, Nacht-Ghuls are no tougher than any normal members of Delaque's lesser troops despite being elites, so they are quite the glass cannons all things considered. So it is best to upgrade them with more protective gear to last a bit longer.
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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 |