Spyrers

Provided below are the House rules we use for Spyrers gangs.

Decadent aristocracy have enjoyed punctuating their indolent existence with the adrenaline stirring excitement of the hunt since the earliest days of humanity. This remains true even in the lofty heights of the Necromundan spires.

Spyrers are scions of the unimaginably wealthy Noble Houses that claim the highest reaches of the spires of Necromunda as their domain, who have decided to alleviate their pampered boredom by descending into the dark depths of the hive for the thrill of the hunt. But while boar and fox were sufficient to slake the bloodthirst of ancient man, these noble spawn stalk fiercer prey...the dangerous sentient denizens of the underhive.

If that's all it was, pampered ponces slumming and pretending at being dangerous, there'd be little to worry of. But, no. These aristocratic sociopaths come armed with bizarre and deadly Hunting Rigs, incredibly advanced suits of powered armor with integrated weapons, secondary systems...even field generators in some cases. Their wealthy Houses can afford the very best of everything, and fighting gear is no exception.

The Hunting Rigs are a hybrid of Archeotech and likely Xenotech, that rival and even exceed the capabilities of other armor suits used within the Imperium, by the Tau, and even those of the Eldar. In addition to being equipped with amazing weapons and secondary systems, the Hunting Rigs are hermetically sealed, providing life support, waste disposal, and protection from even the most serious of injuries. They are cybernetically calibrated to their specific pilot, and once donned are taken off only with great difficulty; Spyrers live in them until they return home or die trying.

Where the armor is purchased from is a secret closely held by the aristos. It is known that the Tau are familiar with these kinds of powersuits, as their language includes several words almost certainly derived from the names of each type of rig; but these suits have been known on Necromunda for centuries and their technology exceeds what the Tau are generally thought capable of producing. More credible rumors abound that they may be Jokaero in origin, made available to the ultrarich of Necromunda (and perhaps elsewhere) by one or more Rogue Traders who secretly trade with the apelike aliens for these and other technological marvels.

In a practice that has passed into cultural ritual, the most aggressive and hawkish aristos of the up-spire Noble Houses will sometimes form into small hunting parties, get fitted with Hunting Rigs, swear to a Hunters Pact, and enter into temporary exile in the underhive to fulfill their vow. Spyrers who complete a Hunters Pact and return are lionized and gain status and influence for themselves amongst the aristocracy.

While on their hunt, by tradition the hunting party is incommunicado and will receive no assistance or reinforcement from outsiders, and cannot return from the underhive until they have fulfilled their Hunters Pact. No new members can join the hunting party once the Hunters Pact has been sworn, and if one of the members of a hunting party dies they cannot be replaced. They are on their own, kill or be killed, succeed at their Hunters Pact or remain exiled from the stately spires and pleasure domes that their noble birth priveleges them to reside within.


Gang Composition

A Spyrers gang (aka a hunting party) must follow these rules when it is founded.

  • A Spyrer hunting party is comprised entirely of Spyrers, and must have at least three Spyrer fighters on its roster when founded.
  • Spyrers are not Leaders or Champions or Juves or Gangers; "Spyrer" is its own distinct type of fighter.
  • Each Spyrer hired on comes equipped with a specific type of Hunting Rig which they cannot sell off, change, or swap. The cost of the Hunting Rigs are included in the hiring costs of the Spyrers.
  • A Spyrer cannot have and will not use equipment that is not part of their own Hunting Rig.
  • A Spyrer can be referred to by the type of Hunting Rig they wear; thus a Spyrer wearing a Yeld Hunting Rig can be referred to as a Yeld, a Spyrer wearing a Jakara Hunting Rig can be referred to as a Jakara, and so on.
  • A Spyrers hunting party cannot hire Hired Guns of any kind.
  • Any starting credits that are not spent when a hunting party is founded are lost.
  • Spyrers cannot Group Activate by any means; they have no Leaders and Champions, and do not gain Tactics cards that would permit it. If some scenario specific game element would allow two or more Spyrers to Group Activate, they cannot.

Fighters

A starting Spyrers hunting party is founded by hiring Spyrers chosen from the following fighter types. The classic and optimal arrangement for a Spyrer hunting party is still held to be four hunters with one of each kind of the four most common types of Hunting Rig: the brutal Orrus, the spidery Malcadon, the glittering Jakara, and the winged Yeld, but any arrangement is allowed; a hunting party might consist of all Malcadon or a mixed pair, or whatever.

Jakara

The Jakara Hunting Rig pairs a fierce Monomolecular Sword and a Mirror Shield with amazing energy redirection capabilities. They are the melee specialist of a hunting party, nimble and lethal in close combat. They are best vs opponents who rely heavily on energy weapons such as the Van Saar and Escher, and at their worst vs those who prefer more pragmatic weaponry such as the Orlock and Cawdor.

Jakara

Spyrer
250
M
WS
BS
 S 
 T 
W
I
A
6"
3+
4+
3
3
2
3+
3
Ld
Cl
Wil
Int
7+
4+
4+
6+
Save
5+/5+U*
Iron Will: This fighter's gang subtracts 1 from the result of any Bottle rolls while this fighter is on the battlefield and not Seriously Injured.
Spring Up: If this fighter is Pinned when they are activated, make an Initiative check for them. If the check is passed the fighter can make a free Stand Up action.

Jakara Hunting Rig

Primary Weapon
Monomolecular Sword
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slice & Slash
E
+1
S+1
-2
1
-
Melee, Parry
Secondary Weapon
Mirror Shield
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Reflector
-
Parry, Reflector
Reflected
var
var
var
var
var
var
var
4+
Pistol, Reflected

Reflector: This shield provides a 5+ unmodified save against attacks that hit from the fighter's front arc. If an energy attack (las, melta, plasma, etc) is successfully saved against and this fighter's Reflected weapon profile is not Out of Ammo, this fighter may make an immedate attack with the Reflected weapon profile against any allowed target within their vision arc and line of sight. This ability does not work against attacks that have the Blast or Template traits.

Reflected: All variable values of this weapon profile are set to equal the equivalent values of the attack that is being reflected. Additionally, if the reflected attack's weapon profile has any traits, the controlling player of this fighter may choose which of those traits to apply to this attack. For instance, when reflecting a Plasma Gun attack the controlling player of this fighter might choose to apply Rapid Fire (1) and not apply Scarce to their attack.

Integrated Systems
Shield Glimmer
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Blinding Glimmer
0''
6''
+1
-
Flash, Versatile

Flash: As the Blinding trait, but Flash attacks do not cause hits on fighters, do not cause Pinning, and cannot inflict Wounds

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.

Malcadon

The spidery Malcadon is sneaky, using integrated web spinners both to maneuver around the battlefield as well as to disrupt and eliminate prey. They are the stealthy assassin of a hunting party. Though they prefer to strike an enemy by surprise from behind, they are capable in close combat thanks to gauntlet mounted blades, and their web spinners offer the potential of disabling multiple opponents at once. They are at their worst vs extra strong and durable opponents such as the Goliath.

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+
4+
6+
Save
5+
Iron Will: This fighter's gang subtracts 1 from the result of any Bottle rolls while this fighter is on the battlefield and not Seriously Injured.
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
-
Melee, Backstab, Parry
Secondary Weapon
Web Spinner
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Webbing
T
0
4+
Web, Template

Web: After an attack with the Web trait has been resolved, roll a D6 if the target was hit but not taken Out of Action. On a 4, 5 or 6 they are trapped in webbing; place a Webbed marker on their fighter card and treat the fighter as being Seriously Injured while they remain Webbed.

A Webbed fighter may make the Escape Webbing (Double) action; if they do roll a D6 and add to the result the fighter's Strength and an additional +1 for each friendly Active fighter within 1''. On a 7+ remove the Webbed token as the fighter breaks free and becomes Pinned; otherwise the fighter remains Webbed.

Friendly fighters within 1'' of a fighter with a Webbed marker on their fighter card may make the Cut Loose (Basic) action; if they do roll a D6 and add the friendly fighter's Strength. If a 1 is rolled the friendly fighter gets themselves stuck; place a Webbed token on the friendly fighter's card and thier activation ends. On a 7+ the Webbed fighter is set free and becomes Pinned; remove the Webbed token from the Webbed fighter.

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.

Orrus

The Orrus combine extra durable armor and an Invulnerability Field generator similar to that found in suits of Terminator armor with twin-linked bolt launchers mounted on the backs of oversized crushing gauntlets. They are the heavy of a hunting party, able to absorb and dish out significant punishment. However the Orrus armor is very slow compared to the other Hunting Rigs and they are at their worst when mobility is wanted.

Orrus

Spyrer
250
M
WS
BS
 S 
 T 
W
I
A
4"
3+
3+
4
4
3
6+
2
Ld
Cl
Wil
Int
7+
4+
4+
6+
Save
4+/5+U
Iron Will: This fighter's gang subtracts 1 from the result of any Bottle rolls while this fighter is on the battlefield and not Seriously Injured.
True Grit: When making an Injury roll for the fighter, roll one less Injury dice (for example, a Damage 2 weapon would roll one dice). Against attacks with Damage 1 roll two dice and the player controlling the fighter with True Grit then chooses one to discard before resolving the dice effects.

Orrus Hunting Rig

Primary Weapon
Twin Linked Bolt Launchers
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolts
6''
12''
+1
4
-1
1
4+
Pistol, Rapid Fire (1)
Secondary Weapon
Gauntlets
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend & Punch
E
+1
S
-1
1
-
Melee, Knockback
Integrated Systems
Invulnerability Field

This item grants a 5+ unmodified save. This has been applied directly to profile.

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.

Yeld

The Yeld combines the unparalleled mobility of a flight pack with a powerful laser lance and a chameleonic armor coating that makes them difficult to see or target. They are both the snipers and the scouts of a hunting party, able to sneakily surveil and to take up ideal positions in snipers nests. They are at their worst in Zone Mortalis battles and other similar claustrophobic conditions that deny them of their aerial advantage.

Yeld

Spyrer
250
M
WS
BS
 S 
 T 
W
I
A
7"
5+
3+
3
3
2
3+
2
Ld
Cl
Wil
Int
7+
4+
4+
6+
Save
5+
Iron Will: This fighter's gang subtracts 1 from the result of any Bottle rolls while this fighter is on the battlefield and not Seriously Injured.
Evade: If this fighter is not Seriously Injured, other fighters suffer an additional -1 modifier to their hit rolls for all attacks (ranged and close combat) that target this fighter. Additionally, sentries suffer a -1 penalty when trying to detect this fighter.

Yeld Hunting Rig

Primary Weapon
Laser Lance
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Zap
15''
30''
+1
4
-1
1
4+
Silent
Secondary Weapon
Talons
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Grasp & Pierce
E
+1
S
-1
1
-
Melee, Backstab
Integrated Systems
Wing Pack

When this fighter moves voluntarily by any means, they may fly between raised platforms, up or down to different levels, and over terrain and pitfalls without harm, so long as the fighter does not move through any terrain and ends their movement with their base not overlapping anything else. Additionally, if this fighter falls to a lower level they simply move down without any rolls being made and do not suffer any damage; place the fighter at the nearest possible point on the battlefield near where they would have fallen that their base does not overlap anything else, and they are at least 1'' away from any enemy fighters.

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.

Campaign

The following changes to the standard Gang War rules are in effect when using Spyrers in campaign mode. Sections not mentioned follow the standard rules.

Hunters Pact

When making a Spyrers gang to play in campaign mode, a player must pick one (and only one) Hunters Pact. The Hunters Pact chosen is possibly the most important decision about the gang the player will make and it should be made carefully. The Hunters Pact must be selected from the following options:

  1. Hero-sworn: each Spyrer in the hunting party has vowed to slay a worthy foe. Once each Spyrer remaining in the hunting party has killed (i.e. the fighter is dead) at least one Leader, Champion, Merc, Bounty Hunter, or equivalent elite fighter, the gang returns uphive and disbands.
  2. Battle-sworn: each Spyrer in the hunting party has vowed to prove their mettle in the crucible of battle. Once each Spyrer remaining in the hunting party has participated in at least 10 battles, the gang returns uphive and disbands.
  3. Caste-sworn: each Spyrer in the hunting party has vowed to wreak as much havok upon the dirty underhivers as possible, reminding the low born of their place. Once each Spyrer remaining in the hunting party has taken at least 10 fighters Out of Action in battle, the gang returns uphive and disbands.
  4. Glory-sworn: each Spyrer in the hunting party has vowed to prove their individual worth. Once each Spyrer remaining in the hunting party has gained at least 5 Advancements, the gang returns uphive and disbands.
  5. Death-sworn: each Spyrer in the hunting party has vowed to outlast the others. When there is only one fighter in the hunting party who is still alive, that fighter gains 10 XP; after Advancements are chosen for the survivor they return uphive and the gang disbands.

A player of a Spyrer gang and their opponents should keep track of whenever a fighter in the hunting party makes progress towards their goal during the course of a battle. For instance if a Spyrer on a Caste-sworn hunting party takes an enemy fighter Out of Action, in addition to the normal tracking of XP, the controlling player should also add 1 to a running tally on the Spyrer's fighter card keeping track of how many enemy Out of Action results that fighter has gotten over the course of the campaign.

Hunters Pact Acheived

At the end of the Post-Battle Sequence after the battle in which a Spyrer gang acheived the goal of their Hunters Pact, the gang disbands. This occurs even if the campaign is still ongoing.

The player of the disbanding gang has the option to start a new Spyrer gang and continue to play in the ongoing campaign with the new gang. If they do so, the new gang is made using the standard 1000 starting credits, plus an additional 250 credits for each consecutive time the player has successfully completed a Hunters Pact since the beginning of the campaign. For instance, if a player who had successfully completed two Hunters Pacts were starting their third Spyrer gang during a long running campaign, that player would have 1500 credits to make their new Spyrer gang with.

When making a new Spyrer gang after successfully completing a Hunters Pact, the player may hire new Spyrers in the normal fashion, and they may also hire experienced Spyrer fighters from any of their own previous Spyrer gangs that successfully completed their Hunters Pact, paying the current credit value of the experienced Spyrer(s) they opt to hire. For instance, if a Spyrer from a previous hunting party had earned 7 Advancements and had risen to a 315 rating, they could be hired on to the new Spyrer gang for 315 credits.

Additionally, the player's new Spyrer gang starts with Repuation equal to half of the disbanding hunting party's Reputation rounded up. For instance, if the hunting party that is disbanding had 15 Reputation, the new Spyrer hunting party would start with 8 Reputation instead of 1 Reputation.

The new Spyrer gang must choose a new Hunters Pact to attempt; this can be the same Hunters Pact as the disbanding hunting party, or a different one as the controlling player prefers.

All Spyrers Dead

If all of the members of a hunting party die, the gang disbands. The player may choose to make a new Spyrer gang with 1000 credits to continue with in the campaign; they may not hire on experienced Spyrers from past gangs and do not carry over any Reputation from their previous gang.

Campaign End

If a campaign ends and a Spyrer gang has not completed their Hunters Pact yet, if Offshoot gangs are being allowed in the next campaign the Spyrer gang may keep going in that campaign in their current state and continue to work towards completing their Hunters Pact. If only new gangs are being allowed in the next campaign, the Spyrer gang should be set aside in its current state; perhaps they can be played in a later campaign that allows experienced gangs.

Stash and Credits

A Spyrer gang has no Stash. Anything that would go to the gang's Stash, including credits, are instead lost. After gang creation a Spyrer gang loses any credits not spent, and will never gain any credits after the campaign begins.

Equipment

A Spyrer gang doesn't use equipment of any kind, other than their Hunting Rig's integrated weapons and systems. If a Spyrer gang would gain equipment it is instead lost. Spyrers also cannot use Tactics cards that give a fighter an item such as the Frag Trap or Trusty Backup Tactics cards.

Turf Size and Special Territories

Spyrers have a Turf Size of 0 and never gain or lose Turf. At the start of each Cycle after the first when gangs draw income from their Turf, Spyrers gain no credits.

Injury

The Injury rules are slightly modified for a Spyrer gang; when a Lasting Injury roll is made for a Spyrer use the Spyrer Lasting Injury table instead of the normal Lasting Injury table.

Spyrer Lasting Injury Table

D6
Outcome
1-3
Out Cold: The fighter misses the rest of the battle, but avoids any long-term injuries.
4-5
Grievous Injury: The fighter goes into recovery.
6
Potentially Fatal Injury: The fighter suffers a potentially fatal injury and may die. Roll again on the Spyrer Fatal Injury table.
Spyrer Fatal Injury Table
D6
Outcome
1-5
Near-Death Injury: The fighter goes into recovery, even if they have the Resilient skill.
6
Death of a Hunter: The fighter is killed instantly. If the injury was caused by an attack, the attacker gains an additional D3 XP.

Bottle Tests

Spyrers take bottle tests normally, but each Spyrer has the Iron Will skill by default which stack with one another. This helps to mitigate the small roster size of a Spyrer hunting party.

Out of Action

When a fighter takes a Spyrer Out of Action, that fighter gains 2 XP plus 1 XP for every 5 Advancements the Spyrer has, rounded up. For instance a Spyrer with 3 Advancements is worth 3 XP when taken Out of Action by an enemy.

Capture

If a Spyrer is captured, even if the capturing gang somehow managed to get the Spyrer's Hunting Rig off of them, the technology is encoded to only work for its owner.

The Guilders have no official position on Spyrers as a group, to avoid potentially angering the ultrarich and powerful Noble Houses. Unofficially however, the scourge of a Spyrer hunting party upon a sector is nearly always bad for business, and thus the Guilders will pay 250 credits under the table to any non-outlaw who hands over a captured Spyrer and Hunting Rig via the Sell to the Guilders Post-Battle Action...no questions asked. Spyrers sold to the Guilders are never heard from again.

Any gang, outlaw or not, can simply kill a captured Spyrer after their hunting party has been given the opportunity to mount a Rescue mission to free them. Gangs that do this gain D3 Reputation immediately. The Spyrer's Hunting Rig self destructs; remnants can be salvaged and sold for (D3 x D3) x 10 credits.

If they fail to rescue the captive, the Spyrer's gang must delete the fighter from their roster.

Bounties

If using the Bounty system defined in our house rules, Spyrers cannot take out Bounties on other gangs, and the Guilders are not foolish enough to cross the Noble Houses openly which prevents other gangs from officially posting Bounties on members of a Spyrers gang. However, since the Guilders will secretly pay credits under the table for captured Spyrers, all Spyrer fighters are considered to have a Bounty on them for the purposes of hiring Bounty Hunters.

Experience and Advancement

As incredibly capable as the Hunting Rigs are when newly activated, the truly amazing thing is that they get even better, enhancing existing capabilities and developing entirely new ones.

Spyrers do not gain Advancements via the standard Experience rules used by normal gangs. Instead, each time a Spyrer's accrued XP is evenly divisible by 5 (5, 10, 15, 20, 25, etc), that Spyrer gains an Advancement selected from either the General Spyrer Advancements table, or a specialized table specific to their fighter type (Jakara Advancements table, Orrus Advancements table, etc), per the controlling player's preference. In total, each Spyrer has 36 Advancements available to them; 24 General Advancements and 12 Hunter Rig specific Advancements. These are the only Advancements that a Spyrer may ever gain.

Some of these Advancements are like those gained by normal fighters, improving a characteristic or gaining a new skill. However, others improve a Spyrer's weapons or armor, or even unlock new integrated systems.

A Spyrer fighter may only select each distinct Advancement line item in the Advancement tables available to them one time each. For instance, the "improve Strength of primary weapon by one step" Advancement on the General Spyrer Advancements table may only be selected by the same fighter once ever.

If a fighter type specific table offers an Advancement that is also on the General Spyrer Advancements table, a fighter of that type can take that Advancement once from each table. For instance, the "improve Strength by 1 step" Advancement is available on both the General Spyrer Advancements table and the Orrus Spyrer Advancements table; thus an Orrus fighter may take that Advancement up to two times after they have earned enough XP.

Though Spyrers don't have a formal Characteristics Maxima, since the Advancements available to them are not open ended, each type of Hunting Rig effectively has its own Characteristics Maxima determined by which Advancements can be taken by a Spyrer who wears that type of armor.

General Spyrer Advancements

All types of Spyrers can choose from among the following Advancements.

Advancement
Rating
improve Movement by 1''
+5
improve Weapon Skill by 1 step
+5
improve Ballistic Skill by 1 step
+5
improve Strength by 1 step
+5
improve Toughness by 1 step
+5
improve Wounds by 1 step
+5
improve Attacks by 1 step
+5
improve Initiative by 1 step
+5
improve Leadership, Cool, Willpower, and Intelligence by 1 step
+10
improve Armor save by 1 step
+10
improve Ammo check of Ranged weapon by one step
+10
improve AP of primary weapon by one step
+5
improve Strength of primary weapon by one step
+10
improve Damage of primary weapon by one step
+10
add Intimidating Trait to Melee weapon
+10
add Power Trait to Melee weapon
+25
gain new Integrated System: Enviro Support
+10
gain new Integrated System: Ultrasonic Disperser
+20
gain Captivater skill
+10
gain Fast Learner skill
+10
gain Fearsome skill
+10
gain Resilient skill
+10
gain Tactician skill
+10
gain Unstoppable skill
+10
Jakara Advancements

In addition to the Advancements any Spyrer can take, Jakara may also choose from among the following Advancements.

Advancement
Rating
improve Movement by 1''
+5
improve AP of Monomolecular Sword by one step
+5
improve Mirror Shield unmodified save by one step
+10
add Blaze Trait to Monomolecular Sword
+10
add Rending Trait to Monomolecular Sword
+5
gain new Integrated System: Thermal Shielding
+10
gain Escape Artist skill
+10
gain Impetuous skill
+10
gain Mighty Leap skill
+10
gain Parry skill
+10
gain Sprint skill
+10
gain Step Aside skill
+10
Malcadon Advancements

In addition to the Advancements any Spyrer can take, Malcadon may also choose from among the following Advancements.

Advancement
Rating
improve WS by 1
+5
improve AP of Claws by one step
+5
improve Armor save by 1 step
+10
add Entangle Trait to Claws
+5
add Toxin Trait to Claws
+10
gain new Integrated System: Lariat
+10
gain Backstab skill
+10
gain Dodge skill
+10
gain Escape Artist skill
+10
gain Evade skill
+10
gain Infiltrate skill
+10
gain Nerves of Steel skill
+10
Orrus Advancements

In addition to the Advancements any Spyrer can take, Orrus may also choose from among the following Advancements.

Advancement
Rating
improve Ballistic Skill by 1 step
+5
improve Strength by 1 step
+5
improve Toughness by 1 step
+5
improve Armor save by 1 step
+10
improve long range of Twin Linked Bolt Launchers by 6'' and short range by 3''
+10
gain new Integrated System: Autoloaders
+10
gain Combat Master skill
+10
gain Crushing Blow skill
+10
gain Fast Shot skill
+10
gain Hip Shooting skill
+10
gain Iron Jaw skill
+10
gain Nerves of Steel skill
+10
Yeld Advancements

In addition to the Advancements any Spyrer can take, Yeld may also choose from among the following Advancements.

Advancement
Rating
improve Movement by 1''
+5
improve Weapon Skill by 1 step
+5
add Knockback Trait to Talons
+5
improve Strength of Laser Lance by one step
+10
improve long range of Laser Lance by 6'' and short range by 3''
+10
gain new Integrated System: Cameleoline Mesh
+10
gain Backstab skill
+10
gain Escape Artist skill
+10
gain Infiltrate skill
+10
gain Nerves of Steel skill
+10
gain Overwatch skill
+10
gain Trick Shot skill
+10
Unlockable Integrated Systems

The following integrated systems are unlockable as Advancements.

General

Enviro Support

This fighter's Toughness is increased by 1 when defending against Toxin, Gas, Radiation, 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
-
Fear, Template

Fear: When the target of an attack with this trait is hit, they must make a Nerve test with a -2 modifier to their result. If the test is failed the target immediately becomes Broken and must make a Running for Cover roll to determine how far away they run from the source of this attack. A Pinned fighter who fails their Nerve test will stand up before Running for Cover. This trait has no effect on Seriously Injured fighters or targets that do not make Nerve tests.

Jakara

Thermal Shielding

This fighter cannot be harmed by attacks that have the Blaze trait.

Malcadon

Lariat
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Roping
4''
8''
+2
+1
-
Drag

Drag: If a fighter is hit by a Drag weapon but not taken Out of Action, the attacker can attempt to drag the target closer after the attack has been resolved. If they do roll a d6; if the result is equal to or higher than the target's Strength the target is dragged D3'' straight towards the attacker, stopping if they hit any terrain. If the target moves into another fighter (other than the attacker), both fighters are moved the remaining distance towards the attacker. If the weapon also has the Impale special rule and hits more than one fighter, only the last fighter to be hit can be dragged.

Orrus

Autoloaders

When this fighter makes a ranged attack with Twin Linked Bolt Launchers, they may roll an additional Firepower dice. However if two or more Ammo checks are failed on the same attack, the Twin Linked Bolt Launchers have jammed and cannot be used for the remainder of the battle.

Yeld

Cameleoline Mesh

If this fighter is in Partial cover versus a ranged attack, they are treated as being in Full cover versus that attack. Additionally, sentries suffer a -1 penalty when trying to spot this fighter.

Pre-battle Sequence

The controlling player of a Spyrer gang follows the standard Pre-Battle Sequence step by step in the normal fashion, but with the following alterations applied where noted.

1) Buy Advancements and Recruit Hired Guns

A Spyrer gang skips this step (Spyrers only gain Advancements during the Gain Advancements step of the Post-Battle Sequence).

2) Determine Scenario

In scenarios with an attacker and a defender, Spyrers are never the defender.

3) Set-up Battlefield

There are no changes to this step.

4) Choose Crews

A Spyrer gang ignores scenario specific directions for how to choose their crew, and always uses the Custom Selection (X) method where X is equal to the number of Spyrers in the gang who are not in Recovery.

Choose Leader

A Spyrer gang does not have a Leader per se, being a collection of equals. However, at the start of each battle after the crew has been selected, randomly select one of the Spyrers in the crew; that fighter is considered to be the Leader for any scenario specific text that refers to or requires a Leader, such as tallying Victory Points or gaining an additional XP at the end of the battle in which the crew was victorious.

Note that the selected fighter doesn't gain Leader abilities such as Group Activation or Lead by Example; their Leader status is only for purposes of resolving any scenario specific rules text that refers to a Leader.

5) Draw Tactics Cards

A Spyrers hunting party should assemble a deck of 20 cards, chosen only from among the following Tactics Cards:

Acrobatic Charge ( ≠ )

You may play this card when one of your gang's fighters declares a Charge.

This fighter may treat difficult terrain, obstacles that are up to 3'' tall, pitfalls, and other fighters as if they were clear terrain while moving during this Charge. The fighter must end their move with their base not overlapping anything.

Adrenaline Surge

You may play this card when activating a fighter.

The currently activating fighter can make one additional action this turn.

Auto-Healer

You may play this card at the start of any End phase.

Choose one of your gang's Seriously Injured fighters. That fighter becomes Pinned.

Blackout

You may play this card at the start of any round.

For the duration of this round ranged attacks have an additional -1 modifier if made at short range, or a -2 modifier if made at long range. Attackers using a bionic eye, infra-scope, photo-goggles or similar item, or if targeting a fighter with a Blaze marker, ignore these modifiers.

Bond of Brotherhood

You may play this card when one of your gang's fighters ends their activation within 3'' of another fighter in your gang who is Seriously Injured.

The Seriously Injured fighter may immediately make a recovery test, and are considered to be assisted. If the Seriously Injured fighter recovers they may stand up rather than become Pinned.

Chain Attacks

You may play this card when one of your gang's fighters moves into base contact with another enemy fighter in the Consolidate step of the close combat sequence.

This fighter may make a Fight (Basic) action targeting an enemy fighter they are Engaged with as if they successfully Charged that fighter.

...Click

You may play this card after an enemy fighter completes an attack with a ranged weapon.

The enemy fighter's ranged weapon that they just completed their attack with is considered to have failed it's Ammo check.

Crossfire

You may play this card when a fighter makes a ranged attack against a target who has already been shot at by a friendly fighter, instead of rolling to hit.

Do not roll to hit for this fighter's ranged attack, but do roll Firepower dice as normal. The ranged attack automatically hits.

Desperate Effort

You may play this card if it is your turn to activate a fighter, but none of your fighters have Ready markers.

Pick one of your fighters and activate them as though they had a Ready marker. If the fighter is still Active at the end of their activation they become Pinned.

Die Trying

You may play this card at the start of any round.

For the remainder of the battle, if any of your fighters are killed (66 on the Lasting Injury table, or similar dead result), before being removed from the battlefield the dying fighter may first stand up if prone, then make any two actions available to them as if they were Readied, and then be removed from the battlefield.

Diving Charge ( ≠ )

You may play this card when one of your gang's fighters declares a Charge.

If this fighter jumps down to a lower level as part of their Charge they may add +2 to their Initiative check and may Charge an extra D3'' if they succeed. If they move into base contact with an enemy as part of this Charge, an extra Attack dice is gained in the ensuing close combat sequence. This extra Attack dice is resolved as a Strength 5, AP -, 1 Damage attack with the Knockback and Melee traits.

Escape Hatch

You may play this card at the start of any round.

You may set up an escape hatch on the ground level, within 6'' of the center of the battlefield, and no closer than 1'' to any fighter. Any fighter in base contact with the escape hatch may take the Escape Via Hatch (Basic) action to be removed from the battlefield. Removed fighters are considered to be Out of Action for the remainder of the battle.

Fearsome Reputation

You may play this card when activating a fighter. Tuck this card under that fighter's card.

This fighter gains the benefits of the Fearsome skill for the remainder of this battle.

Fire Discipline

You may play this card at the start of the battle after setting up your gang.

For the duration of the battle ranged attacks made by your fighters only trigger an Ammo check if the Firepower dice rolls an Ammo symbol and the hit roll is a success.

For The Lost!

You may play this card when one of your gang's fighters is taken Out of Action.

Each of your gang's Engaged fighters may select one of their weapons that has the Melee trait and make a single attack with it against an enemy fighter they are Engaged with; enemy fighter(s) attacked in this way do not make Reaction attacks.

Inhuman Resilience

You may play this card instead of activating a fighter.

Any of your gang's fighters who are Seriously Injured may make a Recovery roll now, treating Out of Action results as Seriously Injured. Next, any of your gang's fighters who are Pinned may immediately stand up.

Lucky Save

You may play this card when one of your gang's fighters fails a save.

The fighter can re-roll the failed save, ignoring any negative modifiers (including Armour Penetration).

Reaction Fire

You may play this card to interrupt an enemy fighter's action as soon as it is declared but before it is carried out.

Select one of your gang's fighters who has line of sight to and can see the interrupted enemy fighter to immediately make a Shoot action targeting that enemy fighter. If the enemy fighter is Pinned or Seriously Injured by this attack, their action is not made and their turn ends immediately.

Return To Sender

You may play this card to interrupt another fighter's action when a Grenade with the Blast or Smoke traits lands within 1'' of one of your fighters.

Your fighter manages to catch the Grenade and throw it away. The fighter must immediately make a ranged attack using the Grenade's profile. After this ranged attack is resolved, the interrupted fighter resumes their activation.

Second Wind

You may play this card instead of activating a fighter.

You may remove a Flesh Wound from one of your gang's fighters, and if they are Pinned they may immediately stand up.

Seize the Initiative

You may play this card at the beginning of any round, before rolling for Priority.

You immediately take Priority this turn without any dice being rolled. If another player has a similar effect that would allow them to take Priority instead, roll off with that player to determine Priority.

Sterner Stuff

You may play this card instead of activating a fighter.

Each of your gang's fighters who is Broken may make a Rally check immediately with a +2 bonus.

Suppressing Fire

You may play this card when activating an Active fighter with a Rapid Fire ranged weapon.

Select one of the fighter's ranged weapons with the Rapid Fire trait that is not Out of Ammo and roll the weapon's Firepower dice to determine a number of hits; ignore the Ammo symbol if it is rolled. You may then target up to that many Active enemy fighters within line of sight and in range of the weapon. Each of the targeted enemy fighters becomes Pinned, and this fighter's activation ends.

They're Everywhere!

You may play this card instead of activating a fighter.

Select up to D3+1 fighters on the battlefield (belonging to any gang). For each selected fighter, you may change that fighter's facing to any direction you prefer.

Thundering Charge

You may play this card when one of your gang's fighters declares a Charge action.

The fighter may Charge up to double their Move Characteristic in inches instead of Move + D3''.

Tunnel Runners ( Ω )

You may play this card at the start of any round.

For the duration of this round all of your gang's fighters may move through pitfalls and ductways as though they were clear terrain. They cannot end their turn on them.

Quick Time

You may play this card when activating a fighter. Tuck this card under that fighter's card.

This fighter's Move is increased by 1'' and their Initiative is improved by 1 step. At the end of each of this fighter's activations roll a D6; if a 1 is rolled this card is discarded.

Unstoppable Behemoth

You may play this card after an attack has been made against one of your gang's fighters before any Injury rolls are made (if any).

The attack against this fighter has no further effect; no Injury roll(s) are made. Additionally, if this fighter is Pinned, they may immediately stand up.

Violent-Minded

You may play this card when activating one of your gang's fighters.

For the duration of this activation, this fighter adds a +1 modifier when they roll to hit and also when they roll to wound, with either ranged or close combat attacks.

You're Coming With Me!

You may play this card when a fighter attempts to Coup d' Grace one of your gang's fighters.

Before your gang's fighter is removed from play, they stand up and move into base contact with the enemy that Coup d' Graced them, and makes a Fight action targeting that enemy fighter. After the Resolve Hits step of the close combat sequence for this attack is completed, before the Enemies Make Reaction Attacks step, this fighter is taken Out of Action.

6) Deploy

There are no changes to this step.

7) Begin the battle

There are no changes to this step.


Post-battle Sequence

The controlling player of a Spyrer gang follows the standard Post-Battle Sequence step by step in the normal fashion, but with the following alterations applied where noted.

1) Wrap Up

There are no changes to this step for a Spyrer gang.

2) Receive Rewards

Spyrers do not gain credits during the Receive Rewards step after battles. Any credits they may have gained are discarded. They gain Reputation normally.

Gaining, Losing and Stealing Turf

Spyrers never gain or lose Turf. If a reward lets a Spyrer gang steal Turf from another gang, the latter gang's Turf Size is decreased, but the Spyrer's Turf Size remains 0. Roll a D6 and subtract the amount by which the other gang’s Turf Size decreased. On a result of 0 or less, they lose one of their Special Territories chosen randomly as normal, but the Spyrers do not gain this Special Territory.

3) Post-Battle Actions

Work the Turf

This action is not available to Spyrers.

Trade

This action is not available to Spyrers.

Sell to the Guilders

This action is not available to Spyrers.

Post Bounty

This action is not available to Spyrers.

Remove Bounty

This action is not available to Spyrers.

Medical Escort

This action is not available to Spyrers.

Duel to the Death!

Any Spyrer may take this action if the gang has a captive even if that captive's gang has not been given the opportunity to mount a Rescue mission to free the captive.

The captive is challenged to a duel. The captive's player can refuse, in which case the captive loses the duel automatically and is killed.

If the challenge is accepted, a special one-off Duel Scenario between the Spyrer taking this action and the captive is held. Place a 5" blast template on the tabletop to represent a dueling circle and place the captive and the Spyrer fighter at opposite sides, directly across from each other. The players roll off for priority, and each fighter is then Readied. Combat begins starting with the player who has priority. The fighters must remain in the area defined by the blast template; if a fighter leaves the area and are Seriously Injured then they are taken Out of Action, otherwise they are thrown back in to the dueling circle and become Pinned. Combat is to the death; a fighter taken Out of Action is killed.

The winner of the duel gains 5 XP and their gang gains D3 Reputation. If the captive wins the duel, they are set free with all of their equipment and may rejoin their gang; they will be available for their gang's next battle.

4) Use Special Territories

A Spyrer gang skips this step.

5) Update Roster

The following simplified guidelines replace the standard Update Roster step of the Post-Battle Sequence for a Spyrer gang.

At this step permanent changes can be made to a gang's roster and fighter cards. It is important that these steps be followed in exact order, otherwise unintended outcomes can occur.

  1. Delete Dead Fighters
  2. Gain Advancements
  3. Update Gang Rating
  4. Check Hunters Pact Progress

A) Delete Dead Fighters

All dead fighters are removed from the gang's roster now, and their fighter cards (along with any lost equipment listed upon them) are removed from the gang's deck of fighter cards. A dead Spyrer's equipment is not recovered.

The fighter cards of dead fighters can be erased and reused or kept as a keepsake if prefered. Dead fighters cannot be rehired or reused as they are dead and gone. However, the models used to represent dead fighters can be repurposed and brought back to represent a new fighter.

B) Gain Advancements

Any Spyrers that have gained enough XP during this battle to gain Advancements gain their Advancements now.

C) Update Gang Rating

Recalculate the gang's Gang Rating by adding up the individual Ratings of all the fighters on the roster, and update the roster accordingly.

D) Check Hunters Pact Progress

Check each remaining Spyrer's progress towards completing the gang's Hunters Pact. If all of the remaining gang members have met the completion goal of the Hunters Pact, the gang has succeeded and disbands immediately. In the case of a Death-sworn gang, the sole survivor of the gang receives 10 XP and the player must select and apply 2 Advancements to that fighter immediately; the gang then disbands immediately after that has been done.

6) Report Results

There are no changes to this step.