Spyrer-Huntrtf - Anthony-Casemeuk

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					// Spyrer Hunt - revised official rules by Anthony Case
These rules are based on the original Outlander Spyrers rules written by Andy Chambers
since Jervis Johnson's update didn't solve too much and instead created some more issues
(the introduction of Mar and Par springs to mind). The two biggest problems with Spyrers is
that a crippling injury or death can spell the doom of the whole hunt and their advance
chart means they are powerful very early on but soon enough their advances are
outwheighed by the evergrowing rival gangs. There's also issues of balance between the
spyrer types and their rules following odd conventions (e.g. a Malcadon has two big claws
yet only rolls 1 Attack die). Note the new Kronarc Spyrer is based on the Patriarch mini
(might as well use it for something). The Matriach doesn't even look like a Spyrer so I
decided not to use the mini.

Hired Guns - Cannot hire any.

Upkeep - Spyrers are are immune from the effects of starvation so never pay upkeep,
cannot trade and can never gain credits.

Territory - Spyrer Hunts have no use for territories and are constantly on the move
seeking fresh prey. Spyrer Hunts cannot capture territories from enemy gangs and since
they don't start with a territory they have nothing to capture.

Vow - A Spyrer Hunt must commit itself to achieving a vow before they can make their
honourable return to the Spire.

1. To kill 5 enemy gang fighters. A kill counts if an enemy fighter rolls a Dead result or if a
captive is not rescued.
2. Each surviving spyrer must earn 50 Experience points.
3. The hunt must survive for 10 games.

Once the hunt has achieved its vow they return victorious to the Spire. All serious injuries
are removed. You can also replace any dead spyrers or any spyrers you wish to retire with a
fresh spyrer of your choosing, though the normal recruitment rules apply. Any Spyrers that
enter the Spire with at least 200 Experience or a Leadership of 10 must retire as his
outstanding qualities earns him a place in a respected house position. You must then choose
a different vow and the hunt heads back to the Underhive.

You can return early from a hunt without fulfilling the vow. If you do this then the normal
rules listed above apply, except that each spyrer must take a Leadership test. If the test is
failed then they are removed from the hunt. You must choose the same vow and the hunt
heads back down to the Underhive.

Capture - If a Spyrer is captured or the Hunt capture an enemy fighter then the usual rules
apply except they cannot be ransomed. If an enemy gang fail to rescue their captured
fighter then the prisoner is killed by the Hunt. If the Hunt fail to rescue a Spyrer then he is
killed by the gang. However, the spyrer suit can be sold on either for the stripped
sohphisticated devices or as interesting ornaments for 3D6x5 credits.

Leadership - Spyrers don't have a specific leader so never challenge for leadership of the
Hunt. For the purposes of Bottle tests the highest Leadership is always used out of those
Spyrers that aren't down or out of action. In scenarios where the gang leader gains
additional Experience, the Spyrer with the highest Leadership that fought in the game gains
the xp, or the spyrer with the most Experience in case of a tie. Spyrer Hunts have to start
taking Bottle tests as soon as one Spyrer has been taken down or out of action.
Independant - Spyrers can always test to escape pinning.

Underdogs - The spyrer hunt's low gang rating is a reflection of their skulking behaviour
making them difficult to track and predict by other gangs, however, even a lone spyrer is a
dangerous prospect for most gangs. To reflect this, spyrers never gain any bonus
Experience points through being an underdog.

Killer Reputation - Spyrers start with the Killer Reputation skill.

Power Boosts - Follow all of the normal skill rules (i.e. you can choose the boost if you roll
a duplicate result).

Scenarios - Spyrer Hunts roll on the regular Scenario Table. Spyrer Hunts count as outlaws
for the purposes of scenarios (i.e. they cannot be the defenders in a Caravan). Spyrers can
still pick up loot counters (for luring greedy hivers), but the Hunt won't gain any credits if
they finish the scenario in a spyrer's possession. However, Spyrers can still inflict a negative
income result by winning scenarios such as the Stick Up mission in a Hit & Run scenario or
The Hit and Loot & Pillage scenarios.

Equipment - All Spyrers count as having a Bio-booster, Skull Chip, Respirator, Photo-visor
and Infra-red Goggles. Spyrer weapons cannot be disarmed and have an Ammo Roll of 2+.

Serious Injuries - Spyrers roll on the following serious injuries chart instead of the normal
one. After each game, roll a D6 for each injury roll of 21-26 as there is a chance the spyrer
suit will self-repair the damage. On a roll of 5+ the injury is struck from the roster.

11-13: Dead
14-15: Crippled - The spyrer is too injured to continue and must return uphive. The spyrer
can no longer participate in any scenarios until the rest of the hunt returns uphive in which
case the spyrer can rejoin them. However, since the spyrer returned uphive early he must
pass a Leadership test otherwise he retires from the hunt.
16: Multiple Injuries
21: All weapons are assumed to have an 'auto' Ammo Roll.
22: Suffers a -1 WS/BS/I penalty
23: Armour save is reduced by -2.
24: Photo-visor, Infra-red Goggles and Respirator no longer work.
25: Bio-booster and Skull Chip no longer work.
26: All power boosts no longer have an affect.
31: Horrific Scars - Once the spyrer returns uphive he must pass a Leadership test
otherwise he retires from the hunt. Note this is in addition to the test required if the spyrer
returns uphive early.
32: roll a D6 (1-3: Chest Wound), (4-6: Leg Wound)
33: roll a D6 (1-3: Arm Wound), (4-6: Head Wound)
34: roll a D6 (1-3: Blinded In One Eye), (4-6: Partially Deafened)
35: roll a D6 (1-3: Shell Shock), (4-6: Hand Injury)
36: Old Battle Wound
41-53: Full Recovery
54-56: Bitter Enmity
61-63: Captured
64-65: Impressive Scars
66: Survives Against The Odds
// Spyrer Hunt Recruitment
A Spyrer Hunt must be comprised of 5 Spyrers of your choosing. However, at the start of
the campaign you must select which Noble House the hunt comes from which can have an
effect on the type and amount of Spyrer types you can choose. Once selected you cannot
change the Noble House. Spyrer Hunts have a gang rating of 1000 plus any Experience
points.

Greim - A Greim Hunt must contain at least 2 Orrus. A Spyrer's ranged weapons from a
Greim Hunt receive a +2" bonus to their Short Range and +4" bonus to their Long Range.
Ran Lo - A Ran Lo Hunt must contain at least 2 Jakara. Spyrers from a Ran Lo Hunt receive
a +1 Movement characteristic bonus.
Ulanti - A Ulanti Hunt must contain at least 2 Malcadons. Spyrers from a Ulanti Hunt inflict
a -1 to-hit penalty when targeted by a ranged attack at Long Range as long as they ran in
the previous turn.
Cattalus - A Cattalus Hunt must contain at least 2 Yeld. A Spyrer's ranged weapons from a
Cattalus Hunt receive a +1 Strength bonus to their ranged weapons (Malcadon webbing
recieves +1).
Ty - A Ty Hunt must contain at least 4 different Spyrer types. Spyrers from a Ty Hunt start
their campaign with +D6 Exp and a free Advance.
Ko'iron - A Ko'iron Hunt must contain at least 2 Kronarc. Spryrers from a Ko'iron Hunt
receive a +1 Armour Save bonus.
Helmawr - Choose from any Spyrer types but a Helmawr Hunt can only ever include 4
Spyrers. Spyrers from a Helmawr Hunt start their campaign with two random Power Boosts
(note for these initial boosts any duplicate results are re-rolled instead of being chosen).


// Spyrer Types
Orrus
M:4 WS:3 BS:3 S:4 T:3 W:1 I:3 A:2 LD:7
4+ Armour Save and a 6+ Special Save against all ranged attacks.
An orrus fist confers a +1 Strength bonus with any hits inflicted in hth combat.
Plasma Caster: Before firing the plasma caster you must elect to fire it either with a
charged shot or a salvo shot.
Charged: RS:0-8 - RL:8-16 -1 S:5 D:1 SM:-1 Special:Blast
Salvo: RS:0-8 +2 RL:8-16 +1 S:3 D:1 SM:-

Malcadon
M:6 WS:3 BS:3 S:3 T:3 W:1 I:4 A:2 LD:7
5+ Armour Save
The Malcadon's claws confer a parry.
A Malcadon's extra sensory sight allows him to ignore all rules that negatively affect vision
range and associated shooting penalties. For example, a Malcadon can freely move and
shoot through smoke or darkness and is unaffected by any toxic fog treacherous conditions.
Webber: RS:0-6 +1 RL:6-12 -1 S:- D:- SM:-
Fighters hit by a webber follow the usual rules for web pistols. In additon, as long as the
webber has not ran out of ammo then the Malcadon can use his webbing threads to help
him move as long as he does not make a ranged attack. The Malcadon can climb up and
down sloping or vertical terrain as well as up to or down from ledges as if it was open
ground. The Malcadon cannot end the turn in mid-air.

Yeld
M:5 WS:3 BS:4 S:3 T:3 W:1 I:4 A:1 LD:7
5+ Armour Save
Laser Lance: RS:0-12 +1 RL:12-24 - S:3 D:1 SM:-
Chamelonic Wings: Yeld can fly. In addition, if the model remained stationary that turn
then he can hide even if he is not behind cover. As long as the Yeld didn't run that turn then
all ranged attacks made against the Yeld over long range suffer a -1 to-hit penalty.

Jakara
M:5 WS:3 BS:3 S:3 T:3 W:1 I:4 A:2 LD:7
5+ Armour Save
A Jakara's monomolecular sword confers a +1 Strength bonus with any hits inflicted in hth
combat and confers a parry.
Energy Gauntlet: RS:0-8 +1 RL: 8-16 - S:3 D:1 SM:-
The energy gauntlet can be used to either produce a force shield or fire an energy pulse. If
the energy gauntlet does not make a ranged attack then that turn the gauntlet confers a
parry in hth combat and a 5+ special save in hth combat or from any ranged attacks that
originate from the Jakara's vision arc. Note if the Jakara is hit from overwatch fire before he
has had a chance to fire that turn then he will still benefit from the gauntlet's special save
even if he later fires the gauntlet. The energy gauntlet cannot be fired in hand-to-hand
combat.

Kronarc
M:4 WS:3 BS:3 S:3 T:3 W:1 I:3 A:3 LD:7
3+ Armour Save
The Kronarc can move up and down sloping and vertical terrain without the need for
ladders.
Any hits inflicted in hth combat must be devided between the electro beamer and the
kronarc's claws. The claws confer a +1 Strength bonus.
Electo Beamer: RS:0-6 +3 RL:6-9 -1 S:3 D:1 SM:-
No Armour Saves allowed and counts as high impact. Strength is doubled against robotic
models and inflicts D3 wounds (e.g. cyber-mastiffs).


// Spyrer Advance Tables
Orrus
2: Power Boost
3: Shooting Skill (cannot take Gunfighter)
4: Combat Skill
5: Roll again (1-2:Initiative 3-6:Leadership)
6: Roll again (1-2:Attacks 4-6:Strength)
7: Roll again (1-2:Ballistic Skill 3-6:Weapon Skill)
8: Roll again (1-3:Wounds 4-6:Toughness)
9: Muscle Skill (cannot take Bulging Biceps)
10-12: Power Boost

Malcadon
2:   Power Boost
3:   Agility (cannot take Quick Draw)
4:   Combat Skill
5:   Roll again (1-3:Wounds 4-6:Toughness)
6:   Roll again (1-2:Strength 3-6:Attacks)
7:   Roll again (1-2:Ballistic Skill 3-6:Weapon Skill)
8: Roll again (1-3:Initiative 4-6:Leadership)
9: Stealth Skill
10-12: Power Boost

Yeld
2: Power Boost
3: Agility (cannot take Quick Draw)
4: Shooting Skill (cannot take Gunfighter)
5: Roll again (1-3:Attacks 4-6:Strength)
6: Roll again (1-3:Wounds 4-6:Toughness)
7: Roll again (1-2:Weapon Skill 3-6:Ballistic Skill)
8: Roll again (1-3:Initiative 4-6:Leadership)
9: Stealth Skill
10-12: Power Boost

Jakara
2: Power Boost
3: Ferocity Skill (cannot take Iron Will)
4: Combat Skill
5: Roll again (1-3:Wounds 4-6:Toughness)
6: Roll again (1-2:Strength 3-6:Attacks)
7: Roll again (1-2:Ballistic Skill 3-6:Weapon Skill)
8: Roll again (1-2:Leadership 3-6:Initiative)
9: Agility (cannot take Quick Draw)
10-12: Power Boost

Kronarc
2: Power Boost
3: Ferocity Skill (cannot take Iron Will)
4: Combat Skill
5: Roll again (1-3:Initiative 4-6:Leadership)
6: Roll again (1-3:Wounds 4-6:Toughness)
7: Roll again (1-2:Ballistic Skill 3-6:Weapon Skill)
8: Roll again (1-3:Attacks 4-6:Strength)
9: Muscle Skill (cannot take Bulging Biceps)
10-12: Power Boost



// Spyrer Power Boosts
Orrus
1: Plasma Burst - A charged caster shot no longer suffers the -1 to-hit over Long Range
and gains 1 sustained fire with a salvo shot
2: Superheated Plasma - +1 Strength/Save Mod for caster and inflicts D3 Damage with a
charged shot
3: Stabilised Plasma - +4" to Short Range and +2" to Long Range
4: Thermite Armour - Re-roll any failed armour saves
5: Refractor Field - +1 to field's special save
6: Combat Neuroware - Choose any skill or increase one characteristic by 1 point (can go
above max)

Malcadon
1: Web Burst - Webber receives Blast special rule and a +1 to-hit bonus at Short Range
2: Web Thruster - +2" to Short Range and +4" to Long Range
3: Claw Growth - +1 Strength in hth combat from hits and an extra parry
4: Shade Scales - -1 to-hit penalty when targeted by a ranged attack at Long Range.
5: Power Motion - +2 Movement
6: Combat Neuroware - Choose any skill or increase one characteristic by 1 point (can go
above max)

Yeld
1: Laser Booster - +1 Strength/Save Mod
2: Laser Magnifier - +2" to Short Range and +4" to Long Range
3: Wing Thruster - Flying upwards costs 1" per 1" moved instead of 2".
4: Manifold Pinions - The chamelonic wings to-hit penalty is increased to -2
5: Power Motion - +2 Movement
6: Combat Neuroware - Choose any skill or increase one characteristic by 1 point (can go
above max)

Jakara
1: Enhanced Molecular - +1 Strength for hth hits and ignores Armour Saves
2: Energy Thrust - Increases Gauntlet's Strength/Save Mod by +1 and increases Short
Range by +4".
3: Refractor Shield - Increases Gauntlet's special save from 5+ to 4+
4: Envelop Field - Gauntlet's save arc is increased from 90 degree vision arc to 180
degrees
5: Power Motion - +2 Movement
6: Combat Neuroware - Choose any skill or increase one characteristic by 1 point (can go
above max)

Kronarc
1: Sustained Electro - 1SF dice
2: Electro Conduits - +1 Strength/Save Mod for beamer
3: Stabilised Beam - +2" to Short Range and +4" to Long Range
4: Claw Growth - +1 Strength in hth combat from hits and confers a parry
5: Thickened Armour - +1 to Armour Save
6: Combat Neuroware - Choose any skill or increase one characteristic by 1 point (can go
above max)

// Spyrer Experience Advances
0-10
11-20
21-30
31-40
41-50
51-60
61-70
71-80
81-90
91-100
101-120
121-140
141-160
161-180
181-200+
Credits: Tristan McKerracher

				
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