Malcadon

Spyrer
250
M
WS
BS
 S 
 T 
W
I
A
7"
4+
6+
3
3
3
3+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
5+

Skill Access

Starting: Iron Will and Clamber

Equipment

Starting: Equipped with a Malcadon Hunting Rig (a suit of powered armor with integrated weapons and systems).

Special

Iron Will: This fighter counts as two (2) fighters for the purposes of Bottle tests while they are on the battlefield and not Seriously Injured or Broken.
Clamber: 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. Additionally, when this fighter moves across a barricade, it does not cost 2'' of their move.

Malcadon Hunting Rig

Primary Weapon
Claws
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash & Stab
E
+1
S
-1
1
-
Secondary Weapon
Web Spinner
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Webbing
T
0
4+
Integrated Systems
Spinner Rigging

If this fighter is Active they may make the following action:

Web Slinging (Double): The fighter can move up to 12'' in a straight line, in any direction. This move can take them to a different level, as long as they do not move through any terrain.
Optics

A fighter with integrated optics can attack through smoke clouds and is unaffected by low-light conditions. Additionally, the fighter adds 1 to the result of any check to resist being blinded.

Experience and Advancement

Spyrers gain an Advancement for every 5 XP they have accrued. For each Advancement a Spyrer fighter has earned, the controlling player rolls a D6 on the Spyrer Advancement Table, and then rolls again on the indicated secondary table to determine what Advancement is gained.

General Spyrer Advancements

All types of Spyrers use this chart to determine what kind of Advancement they gain.

Roll
Outcome
1-2
Roll on the General Spyrer Advancements Table
3
Roll on the General Spyrer Skills Table
4-5
Roll on the relevant Hunting Rig Advancements Table
6
Roll on the relevant Hunting Rig Skills Table
General Spyrer Advancements Table

All types of Spyrers can gain the following Advancements. Roll D66 on the following table to determine which Advancement a Spyrer gains. Each slot may only be gained by an individual once; re-roll any Advancements that a Spyrer has previously gained. In the unlikely event that a Spyrer already has all of the General Spyrer Advancements, the Spyrer may choose any other Advancement that they do not already have available to them from another table.

Roll D66
Advancement
Rating
11-12
improve Movement by 1''
+10
13-14
improve Weapon Skill by 1 step
+10
15-16
improve Ballistic Skill by 1 step
+10
21-22
improve Strength by 1 step
+10
23-24
improve Toughness by 1 step
+10
25-26
improve Wounds by 1 step
+10
31-32
improve Attacks by 1 step
+10
33-34
improve Initiative by 1 step
+10
35-36
improve Leadership, Cool, Willpower, and Intelligence by 1 step
+20
41-42
improve Armor save by 1 step
+10
43-44
improve Ammo check of Ranged weapon by one step
+10
45-46
improve AP of primary weapon by one step
+5
51-52
improve Strength of primary weapon by one step
+10
53-54
improve Damage of primary weapon by one step
+10
55-56
add Intimidating Trait to Melee weapon
+10
61-62
add Power Trait to Melee weapon
+25
63-64
gain new Integrated System: Enviro Support
+10
65-66
gain new Integrated System: Ultrasonic Disperser
+20
General Spyrer Skills Table

All types of Spyrers can gain the following Advancements. Roll D6 on the following table to determine which Advancement a Spyrer gains. Each slot may only be gained by an individual once; re-roll any Advancements that a Spyrer has previously gained. If a Spyrer already has all of the General Spyrer Skills Advancements, the Spyrer may choose any other Advancement that they do not already have available to them from another table.

Roll D6
Advancement
Rating
1
gain Combat Focus skill
+10
2
gain Determined skill
+10
3
gain Fast Learner skill
+10
4
gain Fearsome skill
+10
5
gain Tactician skill
+10
6
gain Unstoppable skill
+10
Malcadon Hunting Rig Advancements Table

Only Malcadon Spyrers can gain the following Advancements. Roll D6 on the following table to determine which Advancement a Malcadon gains. Each slot may only be gained by an individual once; re-roll any Advancements that a Malcadon has previously gained. If a Malcadon already has all of the Malcadon Hunting Rig Advancements, the Malcadon may choose any other Advancement that they do not already have available to them from another table.

Roll D6
Advancement
Rating
1
improve WS by 1
+10
2
improve AP of Claws by one step
+5
3
improve Armor save by 1 step
+10
4
add Entangle Trait to Claws
+5
5
add Toxin Trait to Claws
+10
6
gain new Integrated System: Lariat
+10
Malcadon Hunting Rig Skills Table

Only Malcadon Spyrers can gain the following Advancements. Roll D6 on the following table to determine which Advancement a Malcadon gains. Each slot may only be gained by an individual once; re-roll any Advancements that a Malcadon has previously gained. If a Malcadon already has all of the Malcadon Hunting Rig Skills, the Malcadon may choose any other Advancement that they do not already have available to them from another table.

Roll D6
Advancement
Rating
1
gain Backstab skill
+10
2
gain Bushwacker skill
+10
3
gain Escape Artist skill
+10
4
gain Evade skill
+10
5
gain Infiltrate skill
+10
6
gain Nerves of Steel skill
+10
Unlockable Integrated Systems

The following integrated systems are unlockable as Advancements.

General

Enviro Support

This fighter's Toughness is increased by 2 when defending against Gas, Radiation, Shock, Toxin and similar effects that test against their Toughness.

Ultrasonic Disperser
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Ultrasonics
T
-

Malcadon

Lariat
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Roping
4''
+2
2
+1
1
3+

Roped: A target hit by this attack must make an Initiative check with a -1 penalty (if able). If this check succeeds, the target escapes the lariat and this attack has no further effect. It his check fails or cannot be made, the target is ensnared, and the attacker rolls to wound. If the target is not taken Out of Action or destroyed, the attacker can attempt to drag the target towards themselves. If they do, roll a d6; if the result is equal to or higher than the target's Strength (or in the case that the target is a carryable object, equal to or higher than 3) the target is dragged D3'' straight towards the attacker, stopping if they hit any obstruction; the 1'' rule does not apply during this movement. This can cause the target to fall, if pulled off the edge of an elevated surface. Additionally, an ensnared target is also affected by the Web trait.