TEXT: Death Stalks 
  the underhive
  Spyrer gangs in necromunda
  By Jervis Johnson, based on original material by Andy Chambers
  Even in the living nightmare of the Underhive, the Spyrers are spoken of with a shudder. Parents scare small children
  into obedience with a mention of their name and grown men fall silent at tales of their attacks. To Underhive dwellers
  they are demons of the darkness, blood-soaked fiends who prey upon the warring gangs without compunction or pity.
  6
  that has sponsored the team, either or both of whom will
  occasionally venture into the Underhive to see at first
  hand how their charges are doing, and maybe lend them
  a hand against especially dangerous opponents.
  Of course, a Spyrer’s hunting rig is no ordinary set of
  armour. Spyrers use ritualised combinations of weapons
  and armour that favour different combat styles. Each rig is
  meticulously crafted off-world, a wondrous device of half-
  forgotten technologies worth its own weight in credits.
  The rig is self-sustaining and self-repairing, with integral
  weaponry and, most importantly of all, built-in power
  boosters which activate as the wearer gradually masters
  the suit’s functions. These power boosters make each
  Spyrer evolve in a subtly different way, creating a diverse
  and powerful group of individuals in each hunt.
  These creatures are not devils or ghosts, as the
  Underhivers know all too well. They are the sons and
  daughters of the Noble Houses that rule Hive Primus and
  the whole of Necromunda from the fastness of the Spire.
  These siblings of noble blood are cast down into
  purgatory to prove themselves tough and resourceful
  enough to take their place amid the ruling families. In a
  hive containing so many billions of souls, only the most
  dynamic and merciless individuals can expect to rule, or
  indeed to survive.
  Spyrers are sent below the wall in teams. Once in the
  Underhive they can expect little help, no money and no
  resources: they have only the equipment they bring with
  them and their own native wits to help them survive. The
  only assistance they can expect to receive is the occasional
  appearance of the Noble House Matriarch or Patriarch
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  The Spyrer family
  Top from left to right: Jakara Spyrer, Spyrer Patriarch, Spyrer Matriarch.
  Bottom from left to right: Orrus Spyrer, Malcadon Spyrer, Yeld Spyrer.
  A Spyrer team can only cross back above the wall when it
  has achieved its stated objective, which might be to slay a
  half-dozen Underhive warriors or to survive in the wastes
  for a certain period of time or some similar vow. Their
  fighting suits record all that occurs in the depths and
  verifies their kills, so no duplicity is possible; the Spyrers
  must succeed in their quest or die trying. In the Underhive
  itself they are hated and feared, but in the Spire they will
  be lionised on their return and the survivors of the team
  will take their place among the powerful ruling elite of
  Necromunda. In time they may become a Matriarch or
  Patriarch in their own right, and return to the Underhive
  to feel the thrill of the chase once again. Many hunting
  teams find it impossible to wait that long, and will be
  drawn back to the Underhive by an adrenalin-fuelled
  desire for blood and death that life in the Spire simply
  cannot fulfil.
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  The following special rules apply to Spyrer Hunting teams.
  Vow
  A Spyrer team must commit itself to achieving a specific
  aim during its time in the Underhive. The Spyrers’ vow
  must be made when the team is started and may be
  chosen from the following:
  A. To kill a total of one gang fighter for each starting
  member of the team. Eg, if the team had six members they
  would have to kill (as in result 11 to 16 on the Serious
  Injury table) six enemy gang fighters before they returned
  above the wall.
  Or
  B. To earn a total of 200 Experience Points for each starting
  member of the team. Eg, if the team had five members they
  would have to earn a combined total of 1,000 Experience
  Points before they returned above the wall.
  Or
  C. To survive a total of two games for each starting
  member of the team. Eg, if the team had four members
  they would have to survive eight games before they
  returned above the wall.
  Once a Spyrer team returns above the wall it splits up and
  the hunters start their new lives in the Noble Houses.
  However, many aspirants develop such a taste for the
  excitement and bloodletting of the hunt that they will
  return to the Underhive. To represent this, you are
  allowed to replace any members of the team that have
  been killed or you wish to retire with new recruits. These
  new recruits must have the same total cost, including
  Experience cost bonuses, as that of the members of the
  team that they are replacing. The new Hunting team may
  then return to the Underhive with a new set of vows (you
  may not choose the same set of vows two times in a row).
  A Hunting team may keep on returning to the Underhive
  in this fashion as many times as the player controlling
  them wishes to.
  For example, a Hunting team completes its vows and
  returns above the wall. One member of the team (a
  Jakara) was killed, and one (an Orrus) has suffered serious
  injuries that so affect his capabilities that he is retired.
  Both had received 5 extra Experience Points when
  recruited to the team, adding +25 credits to the cost for
  each one (see the rules for Spyrer Experience below). The
  cost of these two members of the team was therefore
  190+185+25+25=425 credits, so they can be replaced
  with new starting team members of that value. A new set
  of vows is chosen for the team, and they return to the
  Undervive as if they were a starting Hunting team.
  Starting Territory, Income & Starvation
  Spyrers start with one piece of territory generated on the
  Territory table. This forms their base camp and they may
  move their camp to another piece of territory if they
  capture it, but they cannot hold more than a single piece
  of territory at a time. If the Spyrers lose their current base
  camp generate another on the Territory table.
  Spyrers never collect any income, never trade and can
  never buy extra
  gang
  members after their initial
  recruitment. They are committed into the Underhive until
  they complete their vow. Once they have completed a vow
  they are allowed to recruit new members as described
  above.
  Spyrers gain synthesised sustenance from protein packs
  wired into their suits, so they are immune to the effects of
  starvation.
  Capture
  Gang fighters captured by Spyrers are liable to be turned
  into interesting suit ornaments as the Spyrers have no
  interest in ransoms or exchanges. The only way a gang can
  get back captured members is by playing a Rescue
  scenario against the Spyrers. The Spyrers just love using
  captured prey as bait to get more. Spyrers captured by
  gangers can expect only a slow and horrible death. Their
  companions will make no attempt to rescue them and
  they can expect no ransom from the Spire.
  A Spyrer who is captured is automatically killed. Spyrer
  weapons and equipment cannot be used by non-Spyrers,
  and cannot be sold to Guilders for extra credits.
  Power Boosts
  The power boosts for Spyrer suits begin to kick in once
  the hunter starts making kills and earning Experience
  Points in combat. They work by increasing the energy feed
  into weapon systems and making them more powerful,
  improving cybernetic enhancements to make the wearer
  stronger or faster, thickening armour cells to increase
  their protection, and so on. Power boosts, like skills and
  characteristic
  increases,
  can
  only be
  earned with
  Experience Points, and are included on the Spyrer
  Advance table (see below)
  No boost may be taken more than once. If a boost is rolled
  a second time then pick a boost from the list that the
  Spyrer does not already have. Once all boosts have been
  taken, re-roll boost results on the Advance table.
  Special rules
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  9
  If the Matriarch or Patriarch give their assistance then they
  are treated as being part of the Hunting team for all rules
  purposes for the rest of this battle. The Matriarch or
  Patriarch counts as the Hunting team’s gang leader and
  adds 1000 points to the Hunting team’s Gang Rating for
  this battle.
  Matriarchs and Patriarchs may not gain Experience. If they
  are taken out of action, they will either fully recover or be
  replaced, so don’t roll on the Serious Injury table for them
  if they are taken out of action.
  These changes aside, all of the rules that apply to Spyrers
  also apply to Matriarchs and Patriarchs.
  Scenarios
  Spyrers roll on the normal Scenario table. If the Spyrers
  get to pick the scenario, they can only choose one of the
  following: Gang Fight, Ambush, Hit and Run, The Raid.
  Alternatively, if both the Matriarch and Patriarch are still
  available then the Spyrers can choose the “Old Habits Die
  Hard” Scenario described later.
  Leaders, Bottle Rolls and Pinning
  A Spyrer team has no set leader: leadership devolves to
  whoever has the highest kill score at the time, or the best
  ideas. In game terms this means that any Bottle rolls are
  taken using the best Leadership characteristic in the team
  (assuming that that member is present and not down or
  out at the time). In some scenarios, an Experience Point
  bonus goes to the leader of the winning gang: in a Spyrer
  team this will go to the Spyrer with the best Leadership
  who fought in the game.
  Spyrers are in constant communication with each other
  and are highly self-motivated. This means that a Spyrer
  who is pinned is always allowed to roll to try and escape
  from pinning at the start of their turn even if there are no
  other Spyrers within 2" of them.
  Very Important: Spyrer gangs are easily disheartened if
  things start to go against them. Because of this they must
  start taking Bottle rolls once one member of the team is
  down or out of action, rather than a quarter of the team
  as would normally be the case.
  Matriarchs & Patriarchs
  Spyrer Matriarchs and Patriarchs are not purchased as part
  of the team. Instead, the Hunting team may ask for their
  assistance once each during the period of time they are in
  the Underhive fulfilling their vows. Once they have each
  given their assistance in a battle they may not be used
  again until the Hunting team has fulfilled their vows. A
  Hunting team that returns to the Underhive after fulflilling
  its vows can once again call on the assistance of the
  Matriarch and Patriarch once each, and so on.
  The Matriarch and Patriarch must be called upon at the
  start of a scenario, between steps 2 and 3 of the pre-battle
  sequence (see page 117 of the Necromunda: Underhive
  rules). The following restrictions apply to calling on their
  aid:
  • They may not be called upon if the Spyrers have a
  higher Gang Rating than their opponents.
  • If the opposing gang have a Gang Rating that is up to
  1000 points higher than the Spyrers, then either the
  Matriarch or Patriarch (not both) will only help if the
  Spyrer player rolls a 4+ on 1D6. On a roll of 1-3 the
  Matriarch or Patriarch will not give their help.
  • If the opposing gang have a Gang Rating that is more
  than 1000 points higher than the Spyrers, then either
  the Matriarch or Patriach will freely give their assistance
  if called upon to do so. However, only one can be called
  upon for their help.
  The Stalker prepares to swoop down upon his next victims.
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  10
  plasma or melta) the Jakara can fire it back immediately.
  Roll to hit using the Jakara’s BS: if the blast hits, resolve it
  with the original weapon’s profile.
  Armour: The Jakara suit gives the wearer the following
  characteristic increases: Movement +1, Weapon Skill +1.
  These increases have been included in the Jakara Hunter
  profile above.
  The Jakara suit also gives an armour saving throw of 5 or
  6 on a D6. The mirror shield gives the Jakara an additional
  saving throw of 4, 5 or 6 on a D6 against attacks
  originating in the forward 90° arc of the user. The shield
  saving throw is not subject to saving throw modifiers so it
  will always save on a roll of 4, 5 or 6.
  Equipment:
  A
  Jakara
  Spyrer is equipped with
  a
  bio-booster, skull chip, filter plugs and photo contacts.
  Cost to recruit: 170 credits
  The Yeld is the most bizarre of the Spyre Hunters: a
  winged fiend with pinions of chameleonic metal and
  claws of laser energy. When not in use, the Yeld’s wings
  sweep back to form a pinioned cloak of steel and reveal
  the heavy forearm units bearing laser tubes that are its
  primary weapons. Its wings are jagged with edges sharp as
  razors so it can slice its victim as it swoops overhead.
  When stealth is needed, the Yeld’s wings curl around it
  and mimic the hues surrounding its body, concealing the
  Spyrer from view until it takes flight again.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  5
  3
  4
  3
  3
  1
  3
  1
  7
  Weapons: The Yeld suit is equipped with laser gauntlets.
  Armour: The Yeld suit gives the wearer the following
  characteristic increases: Movement +1, Ballistic Skill +1.
  These increases have been included in the Yeld Hunter
  profile above.
  The Yeld suit also gives an Armour saving throw of 5 or 6
  on a D6. It also mounts the Yeld’s wings, which are
  detailed in the Spyrer Equipment section.
  Equipment: A Yeld Spyrer is equipped with a bio-booster,
  filter plugs and photo contacts.
  Cost to recruit: 185 credits
  The Orrus embodies the most brutal aspects of the Spyre
  Hunters. Its distinctively oversized powered arms and
  hulking shoulders betray the Orrus’ fearsome combat
  style: that of crushing and battering its opponents to a
  bloody pulp. Ranks of armoured pistons power the arms
  and its blunt, claw-fingered hands, and each fist is backed
  by a rack of bolt launchers to blast apart opponents at a
  distance. Though the Orrus is the slowest of the Spyre
  Hunters it is also the most indomitable. Not only are the
  powered arms and shoulders heavily armoured but a
  force field protects the Spyrer as he lumbers forward.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  4
  4
  3
  4
  3
  1
  3
  2
  7
  Weapons: The Orrus suit is armed with two bolt
  launchers, mounted in each fist.
  Armour: The Orrus suit gives the wearer the following
  characteristic increases: Weapon Skill +1, Strength +1,
  Attacks +1. These increases have been included in the
  Orrus Hunter profile above.
  The Orrus suit also gives an Armour saving throw of 4, 5
  or 6 on a D6 and is protected by a force field which gives
  it a saving throw of 6 on a D6 against any shooting hits.
  The force field Armour saving throw is not subject to
  saving throw modifiers so it will always save on a roll of 6.
  Equipment: An Orrus Spyrer is equipped with a
  bio-booster, filter plugs and photo contacts.
  Cost to recruit: 190 credits
  Jakara weapons are the mono sword and mirror shield.
  The Jakara is the lightest of all the Spyre Hunters,
  emphasising agility and speed over heavy armour. The suit
  itself is armoured with flexible plates like snake scales
  which are overlaid with the tubes and cables that feed
  power to the Spyrer’s limbs. The Jakara buckler is inset
  with energy absorbing devices that look like faceted
  jewels, each one of which can drain the force from a shot
  or blow and hurl it back at the attacker.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  5
  4
  3
  3
  3
  1
  3
  1
  7
  Weapons: The Jakara suit is armed with a monomolecular
  sword and a mirror shield. The shield allows the user to
  parry in hand-to-hand combat. If the mirror shield saves
  against a shooting attack that is energy-based (laser,
  JAKARA
  yeld
  orrus
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  11
  Cost to recruit: 165 credits
  Malcadon are cunning and subtle in their hunting,
  trapping their victims in webs of iron-hard silk before
  tearing them apart with steely claws. Two bulbous
  spinarets for creating the web threads are mounted on the
  suit’s arms and connect to the Malcadon’s hunched back
  amidst a snake’s nest of tubes. The rest of the elongated
  limbs and back of the Malcadon are covered with
  downward pointing spines and overlapping plates of
  armour. Its arms and legs are boosted by pistons and
  hydraulics which permit it to climb swiftly and leap great
  distances so that it can move quickly among the mass of
  broken pipes and struts which form the dark canopy of
  the Underhive.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  6
  4
  3
  3
  3
  1
  4
  1
  7
  Weapons: The Malcadon is equipped with a web spinner.
  Armour: The Malcadon suit gives the wearer the
  following characteristic increases: Movement +2, Weapon
  Skill +1, Initiative +1. These increases have been
  included in the Malcadon Hunter profile above.
  The Malcadon suit also gives an Armour saving throw of 5
  or 6 on a D6.
  Equipment: A Malcadon Spyrer is equipped with a
  bio-booster, filter plugs and photo contacts.
  Cost to recruit: See special rules above
  Spyrer Matriarchs are feared throughout the Underhive as
  grim-faced reapers that slay from the shadows. The
  Matriarch wears a special ‘chameleon cloak’ that allows
  her to blend in with her surroundings. She will stalk her
  prey and then suddenly appear, her chainscythe in one
  hand, a deadly sharp monomolecular sword in the other.
  Matriarchs are hugely experienced fighters, and able to
  wield both weapons with deadly efficiency. Within
  moments their prey will be dead and the Matriarch will
  disappear back into the shadows.
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  6
  6
  5
  3
  4
  3
  7
  3
  8
  Weapons: The Matriarch is armed with a sharpened
  monomolecular sword and a chainscythe.
  Armour: The Matriarch suit gives the wearer the
  following characteristic increases: Movement +1, Weapon
  Skill +1, Initiative +1. These increases have been
  included in the Matriarch profile above.
  The Matriarch suit also gives an Armour saving throw of 4,
  5 or 6 on a D6 and includes a chameleon cloak. The
  chameleon cloak inflicts a -1 to hit modifier on all
  shooting attacks made on the Matriarch, and a -1 combat
  score
  modifier against any opponent fighting the
  Matriarch in hand-to-hand combat.
  Equipment: A Matriarch is equipped with a bio-booster,
  filter plugs and photo contacts.
  Skills: The Matriach has the following skills: Jump Back
  (agility),
  Combat Master (combat),
  Counter-Attack
  (combat), Killer Reputation (ferocity), Infiltration (stealth).
  Cost to recruit: See special rules above
  Spyrer Patriarchs are equipped with the finest combat
  armour that credits can buy. The suit’s heavily reinforced
  armour is capable of shrugging off all but the most powerful
  attacks, while its powerful servomotors allow the wearer to
  move and fight without hindrance. The suit has highly
  sophisticated in-built targeting systems that allow the wearer
  to detect and attack multiple targets simultaneously.
  However, most deadly of all are cybernetically controlled
  combat arms fixed to the suit’s back that can lash out to
  attack any opponent that is near by.
  M
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  BS
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  6
  5
  4
  4
  3
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  3
  8
  Weapons: The Patriarch is armed with two boosted pulse
  lasers, and two power claws. The Patriarch may use both
  pulse lasers when he shoots, and may engage different
  targets with each one if desired. Both power claws may be
  used in hand-to-hand combat.
  Armour: The Patriarch suit gives the wearer the following
  characteristic increases: Weapon Skill +1, Strength +1.
  These increases have been included in the Patriarch
  profile above.
  The Patriarch suit also gives an Armour saving throw of 2,
  3, 4, 5 or 6 on a D6.
  Equipment: A Patriarch is equipped with a bio-booster,
  bio-scanner, filter plugs and photo contacts.
  Skills: The Patriarch has the following skills: Iron Will
  (ferocity), Hurl Opponent (muscle), Marksman (shooting).
  malcadon
  matriarch
  Patriarch
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  Spyrer gangs can
  buy starting
  Experience
  Points,
  representing time spent in training arenas in the Spyre.
  Each Experience Point costs 5 credits. The cost of this
  training is added to the basic cost of the Spyrer. It is quite
  possible for a Spyrer to start his or her career with one or
  more advances from training. These should be rolled on
  the appropriate table below.
  Spyrer Starting Experience
  Type
  Starting Experience Points
  Orrus
  0+1 per 5 credits spent
  Malcadon
  0+1 per 5 credits spent
  Yeld
  0+1 per 5 credits spent
  Jakara
  0+1 per 5 credits spent
  Matriarch
  May not gain Experience
  Patriarch
  May not gain Experience
  Spyrer Experience Table
  Experience Points
  Title
  Green Hunter
  (Basic starting level for Spyrers)
  Green Hunter
  Hunter
  Hunter
  Stalker
  Stalker
  Stalker
  Stalker
  Stalker
  Killer
  Killer
  Killer
  Killer
  Great Killer
  (Anyone that reaches this level may
  not improve any further.)
  Maximum Value Table
  Orrus
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  4
  7
  6
  6
  5
  3
  5
  4
  9
  Malcadon
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  8
  7
  6
  5
  4
  3
  6
  3
  9
  Yeld
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  8
  6
  7
  4
  4
  3
  6
  3
  9
  Jakara
  M
  WS
  BS
  S
  T
  W
  I
  A
  Ld
  7
  7
  6
  4
  4
  3
  7
  3
  9
  spyrer Experience system
  0-5
  6-15
  16-30
  31-50
  51-75
  76-100
  101-125
  126-150
  151-175
  176-225
  226-275
  276-325
  326-400
  401+
  ORRUS ADVANCE &
  POWER BOOST TABLES
  Advance Table
  2D6
  Result
  2
  Orrus Power Boost.
  3
  Combat Skill.
  4
  Ferocity Skill (Re-roll if you get Iron
  Will).
  5
  Characteristic Increase.
  Roll again:
  1-2 = +1 Initiative; 
  3-6 = +1 Leadership.
  6
  Characteristic Increase.
  Roll again:
  1-2 = +1 Ballistic Skill; 
  3-6 = +1 Weapon Skill.
  7
  Characteristic Increase.
  Roll again:
  1-4 = +1 Strength; 
  5-6 = +1 Attacks.
  8
  Characteristic Increase.
  Roll again:
  1-3 = +1 Wounds; 
  4-6 = +1 Toughness.
  9
  Muscle
  Skill
  (Re-roll
  if you get
  Bulging Biceps).
  10-12 Orrus Power Boost.
  Power Boost Table
  D6
  Result
  6
  Sustained Fire Bolt Launchers.
  New ammo feeds come on line to make
  the suit weapons capable of sustained
  fire. The bolt launchers gain Sustained
  Fire 1 dice. Roll once for the number of
  shots, and roll once to hit with each
  one, but then roll two dice to wound
  as you would with a single shot.
  5
  Power Field Strengthened.
  The suit’s power field saving throw is
  improved by +1.
  4
  Combat Neuroware.
  The suit links up additional neuroware
  which sharpens the wearer’s fighting
  skills. You may roll for a new skill on
  any Skill table
  or increase
  one
  characteristic by 1 point.
  3
  Thickened Armour.
  The suit’s armour thickens and
  hardens, so
  its saving throw is
  improved by +1.
  2
  Heavy Bolt Ammo.
  The bolts fired by the suit’s launchers
  explode more fiercely on impact. The
  boost increases them to Strength 5.
  1
  Improved Bolt Launcher Range.
  The bolt launchers’ range is increased
  by 4".
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  13
  Power Boost Table
  D6
  Result
  6
  Heightened Reflexes.
  The suit’s reflexes sharpen incredibly so that the
  Jakara can swing its shield around to protect it
  from enemies appearing from any direction. The
  boost allows the model to turn up to 45° after the
  enemy’s Movement phase.
  5
  Sharpened Mono Sword.
  Molecules flake away from the edge of the mono
  sword to make it even sharper. The Jakara’s
  Strength in close combat is increased by +1.
  4
  Combat Neuroware.
  The suit links up new neuroware which sharpens
  the wearer’s fighting skills. You may roll for a
  new skill on any Skill table or increase one
  characteristic by 1 point.
  3
  Enhanced Mirror Shield.
  The mirror shield is improved and becomes
  capable of absorbing different kinds of energy.
  The boost allows the shield to deflect kinetic
  energy back at its target (such as bullets from
  autoweapons, missiles, etc) as well as energy
  weapons.
  2
  Improved Motive Power.
  The suit’s power output for movement is
  boosted, increasing its speed. Add +3 to the
  Jakara’s Movement.
  1
  Thickened Armour.
  The suit’s armour thickens and hardens, so its
  saving throw is improved by +1.
  JAKARA ADVANCE &
  POWER BOOST TABLES
  Advance Table
  2D6
  Result
  2
  Jakara Power Boost.
  3
  Stealth Skill.
  4
  Combat Skill.
  5
  Characteristic Increase.
  Roll again:
  1-4 = +1 Initiative; 
  5-6 = +1 Leadership.
  6
  Characteristic Increase.
  Roll again:
  1 = +1 Ballistic Skill; 
  2-6 = +1 Weapon Skill.
  7
  Characteristic Increase.
  Roll again:
  1 = +1 Strength; 
  2-6 = +1 Attacks.
  8
  Characteristic Increase.
  Roll again:
  1-3 = +1 Wounds; 
  4-6 = +1 Toughness.
  9
  Agility Skill (Re-roll if you get Quick Draw).
  10-12
  Jakara Power Boost.
  The prey fight each other, unaware that there are greater threats close by.
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  14
  MALCADON ADVANCE &
  POWER BOOST TABLES
  Advance Table
  2D6
  Result
  2
  Malcadon Power Boost.
  3
  Ferocity Skill (Re-roll if you get Iron
  Will).
  4
  Stealth Skill.
  5
  Characteristic Increase.
  Roll again:
  1-4 = +1 Initiative; 
  5-6 = +1 Leadership.
  6
  Characteristic Increase.
  Roll again:
  1-3 = +1 Ballistic Skill; 
  4-6 = +1 Weapon Skill.
  7
  Characteristic Increase.
  Roll again:
  1-3 = +1 Strength; 
  4-6 = +1 Attacks.
  8
  Characteristic Increase.
  Roll again:
  1-3 = +1 Wounds; 
  4-6 = +1 Toughness.
  9
  Agility Skill (Re-roll if you get Quick
  Draw).
  10-12
  Malcadon Power Boost.
  Power Boost Table
  D6
  Result
  6
  Weaving Spinners.
  The spinner muzzles change to allow it
  to cover an area. The boost gives the
  spinners a Blast marker.
  5
  Toxin Sacs.
  Insidious neurotoxins synthesised by
  the suit from pollutant waste coat its
  spines. The Malcadon’s Strength in
  close combat is increased by +1.
  4
  Combat Neuroware.
  The suit links up additional neuroware
  which sharpens the wearer’s fighting
  skills. You may roll for a new skill on
  any Skill table
  or increase
  one
  characteristic by 1 point.
  3
  Thickened Armour.
  The suit’s armour thickens and
  hardens so
  its saving throw is
  improved by +1.
  2
  Improved Motive Power.
  The suit’s power output for movement
  is boosted, increasing the Malcadon’s
  Movement by +3.
  1
  Improved Spinner Range.
  The suit’s spinner range is increased
  by 2".
  YELD ADVANCE &
  POWER BOOST TABLES
  Advance Table
  2D6 Result
  2
  Yeld Power Boost.
  3
  Combat Skill.
  4
  Stealth Skill.
  5
  Characteristic Increase.
  Roll again:
  1-4 = +1 Initiative; 
  5-6 = +1 Leadership.
  6
  Characteristic Increase.
  Roll again:
  1-2 = +1 Strength; 
  3-6 = +1 Attacks.
  7
  Characteristic Increase.
  Roll again:
  1-4 = +1 Ballistic Skill; 
  5-6 = +1 Weapon Skill.
  8
  Characteristic Increase.
  Roll again:
  1-4 = +1 Wounds; 
  5-6 = +1 Toughness.
  9
  Shooting Skill (Re-roll if you get 
  Gunfighter).
  10-12
  Yeld Power Boost.
  Power Boost Table
  D6
  Result
  6
  Pulse Lasers.
  New power feeds come on line to
  make the suit weapons capable of
  sustained fire. The Yeld’s lasers gain
  Sustained Fire 1 dice.
  5
  Sharpened Claws.
  Molecules flake away from the edge of
  the Yeld’s wings to make them even
  sharper. The Yeld’s Strength in close
  combat is increased by +1.
  4
  Combat Neuroware.
  The suit links up additional neuroware
  which sharpens the wearer’s fighting
  skills. You may roll for a new skill on
  any Skill table
  or increase
  one
  characteristic by 1 point.
  3
  Enhanced Chameleon Powers.
  The chameleon circuits in the Yeld’s
  wings become
  faster and
  more
  accurate. The boost inflicts a -1 to hit
  modifier at short range against all
  shooting attacks made on the Yeld.
  2
  Improved Wings.
  The suit’s power output to its wings is
  boosted, increasing its speed. Add +3 to
  the Yeld’s Movement.
  1
  Boosted Laser Power.
  The suit’s lasers become more focused
  and deadly. The boost increases them
  to Strength 4.
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  15
  The following special rules apply to the weapons used by
  Spyrers. Note: Spyrer weapons damaged by the Disarm
  skill, or anything else for that matter, will automatically
  repair themselves at the end of the game.
  ORRUS BOLT LAUNCHERS
  The bolt launchers on an Orrus suit are racks of small
  rockets mounted on the back of its crusher fists. The
  power boosts of an Orrus hunting rig can extend the
  power and burn duration of the rocket’s tiny engines,
  giving them a greater range. They can also increase the
  power of the warheads and improve the fire control so
  that salvoes of bolts can be fired.
  Special Rules
  Orrus bolt launchers are linked to fire together so they
  must be fired at the same target and only a single dice is
  rolled to hit. However, if a hit is scored make two separate
  rolls to wound.
  Range
  To Hit
  Save Ammo
  Short Long
  Short  Long Str. Damage
  Mod.
  Roll
  0-8
  8-18
  +1
  0
  4
  1
  -1
  2+
  MALCADON WEB SPINNER
  The spinarets of a Malcadon’s web spinner spew out silky
  threads of gossamer that harden with the strength of steel
  wires. A victim of the web is left hopelessly ensnared and at
  the mercy of the Malcadon’s ripping claws. The Malcadon
  can also use its spinner to create threads that it uses to
  climb vertical surfaces or lower itself down sheer drops.
  spyrer Weapons
  Special Rules
  If a Malcadon hits a model with its web spinner then the
  opposing player must roll a D6 while the Spyrer player
  rolls two D6 and picks the higher. Both players then add
  the Strength of their respective models to the score. If the
  Malcadon’s score is lower than the victim’s, the model is
  merely pinned by the attack and can attempt to escape
  pinning as normal if a friendly model is nearby.
  If the scores are equal or the Malcadon beats the target’s
  score, the model is entangled and effectively goes down.
  All the normal rules for being down apply, so the model
  can wriggle 2" in its Movement phase and roll for recovery
  in each Recovery phase, representing the model having a
  chance of breaking free or suffering serious injuries from
  the steely threads. If a model breaks free it still has its full
  complement of wounds, but it suffers the -1 to BS and WS
  penalty for taking a flesh wound.
  If the Malacadon is running, charging or simply not firing
  in its turn then it can use its threads to help it move. This
  means that it can move up or down walkways and
  platforms even if there is no ladder or lift available. The
  distance moved up or down is counted against the
  Malcadon’s total movement for the turn and the Malcadon
  must end its movement on a flat surface, not dangling
  between two platforms.
  Range
  To Hit
  Save Ammo
  Short Long
  Short  Long Str. Damage
  Mod.
  Roll
  0-4
  4-10
  +1
  +1
  special – see above
  2+
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  16
  YELD LASER GAUNTLETS
  The Yeld hunting rig is fitted with heavy gauntlets
  mounting multiple laser tubes. The gauntlets fire a storm
  of laser bolts from the Yeld’s fists, a deadly attack which
  has the longest range of any of the Spyrer hunting suits.
  The power boosts for the Yeld rig make its lasers even
  more potent, feeding more power to them so they can fire
  in a sustained mode and increasing their penetrating
  power.
  Range
  To Hit
  Save Ammo
  Short Long
  Short  Long Str. Damage
  Mod.
  Roll
  0-10
  10-20
  +1
  –
  3
  1
  -1
  2+
  PATRIARCH BOOSTED PULSE LASERS
  The Patriarch is armed with two laser weapons based on
  the same technology as the Yeld’s laser gauntlets. In the
  case of the Patriarch, the weapons are fitted to two of the
  cybernetically controlled arms of combat armour. Thanks
  to the armour’s sophisticated targeting systems, both
  weapons can be used simultaneously, and are capable of
  engaging separate targets if desired.
  Range
  To Hit
  Save Ammo
  Short Long
  Short  Long Str. Damage
  Mod.
  Roll
  0-10
  10-20
  +1
  –
  4
  1
  -1
  2+
  Special: Sustained Fire 1 dice.
  PATRIArCH POWER ClAWS
  Two of the arms that belong to the Patriarch’s combat
  armour are fitted with power claws. These deadly
  weapons can whip round to attack any enemy that moves
  close to the Patriarch. They are surrounded by a
  shimmering blue power field, and are perfectly capable of
  punching through solid steel if need be.
  Range
  Strength
  Damage
  Save Mod.
  Close Combat
  5
  1
  -3
  JAKARA MONOMOLECULAR SWORD
  The monomolecular sword carried by the Jakara is a
  marvel of molecular engineering. The blade is a living
  crystalline structure which constantly renews its edge as it
  is blunted. The sword’s edge is only one molecule thick
  and can slice through any but the densest of matter. As the
  Jakara’s power boosts kick in, the sword’s edge renews
  itself more regularly and evenly to make it even sharper
  still.
  Range
  Strength
  Damage
  Save Mod.
  Close Combat
  As user +1
  1
  -1
  Special: User may parry.
  MATRIARCH SHARPENED
  MONOMOLECULAR SWORD
  This is basically the same as the Jakara’s sword, but even
  sharper. Treat it as a monomolecular sword with an
  additional +1 Strength bonus.
  MATRIARCH CHAINSCYTHE
  A Spyrer Matriarch is armed with a chainscythe. When not
  in use, the chainscythe can be folded down into a small
  baton carried on the Matriarch’s hip or in her hand. At the
  touch of a button it quickly expands out into a deadly
  close combat weapon that is capable of slicing a man in
  two.
  Range
  Strength
  Damage
  Save Mod.
  Close Combat 
  5
  1
  -1
  The following special rules apply to the equipment used
  by Spyrers.
  JAKARA MIRROR SHIELD
  The Jakara mirror shield is a complex device that contains
  an unusual force field generator. The generator sets up a
  resonant energy vortex across the shield which bleeds off
  the power it absorbs into one of several containment
  devices which stud the shield’s surface. In turn this stored
  energy can be channeled back to its source as a brilliant
  bolt of heat and light.
  Special Rules
  The shield allows the user to parry in hand-to-hand combat.
  If the mirror shield saves against a shooting attack which is
  energy based (laser, plasma or melta), the Jakara can fire it
  back immediately. Roll to hit using the Jakara’s BS: if the
  blast hits, resolve it with the original weapon’s profile.
  The mirror shield gives the Jakara an additional saving
  throw of 4, 5 or 6 on a D6 against attacks originating in the
  forward 90° arc of the user. The shield’s saving throw is
  not subject to saving throw modifiers, so it will always
  save on a roll of 4 or more.
  YELD WINGS
  A Yeld’s wings are made out of hundreds of individual
  plates of metal connected together by micro fibre bundles
  on an articulated frame. The fibre bundles are activated by
  brainwaves read directly from the wearer’s cortex through
  a series of conductive filaments. With a little training the
  wearer can make the wings move and flap at will, enabling
  him to glide exceptionally well or climb upward
  somewhat more laboriously. Each of the metal plates is
  wired with crystalline circuitry so that they can change
  colour and meld into the wearer’s surroundings as part of
  the Yeld’s defences.
  spyrer EQUIPMENT
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  17
  Special Rules
  The Yeld’s wings allow its user to fly up to his normal
  Movement characteristic in a turn, or double that if he
  charges or runs (flaps). Since the Yeld’s wings allow it to
  glide well rather than truly fly the Yeld must land at the
  end of his move. Flying upwards counts as 2" for every 1"
  moved; flying downwards counts as 1/2" for every 1"moved.
  The chameleonic effect of its wings allows a Yeld to hide
  even if it is not behind cover; the Yeld simply remains
  stationary long enough for its outline to disappear
  completely. In addition to this, the chameleonic effect of
  the wings makes a Yeld difficult to track at long range. Any
  shooting attack against a Yeld suffers an additional -1 to hit
  penalty if the weapon firing is at long range.
  SPYRER SCENARIO ONE:
  OLD HABITS DIE HARD
  The following scenario may be played if the Spyrer player
  gets the choice of scenario. It recreates a battle between a
  Patriarch and Matriarch and an Underhive gang.
  Spyrer Matriarchs and Patriarchs don’t just visit the
  Underhive in order to find out what has happened to a
  Spyrer hunting team that they have sponsored. Sometimes
  they will travel over the wall on a hunting trip of their
  own, just to ‘keep their hands in’, as it were. They will
  stalk the Underhive, waiting until they come across an
  Underhive gang. Once they have found their prey, they
  will attack without mercy.
  Playing The Scenario
  Follow the rules for playing the Ambush scenario for this
  scenario, except where modified below (see page 123 of
  the Necromunda: Underhive rules). The Spyrer Matriarch
  and a Patriarch are the attackers, the opposing gang the
  defenders.
  If the opposing gang has a gang rating of up to 1500 then
  either the Matriarch or Patriarch will take them on
  (attacker’s choice). If the opposing gang has a rating of
  over 1500 points then both will take part.
  Special
  The Spyrer Matriarch and Patriarch may not gain
  Experience, and may not take over territory from the
  opposing gang if they win.
  Members of the opposing
  gang scores double points for surviving and for each
  wounding hit inflicted on the Patriarch and Matriarch.
  Taking part in this scenario does count as ‘lending
  assistance’ with regard to the Matriarch and Patriarch.
  spyrer SCENARIOS
  The Orrus and Jakara storm a Van Saar settlement.
  Fan02_006_019
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  18
  SPYRER SCENARIO TWO: HOME DEFENCE
  “I once knew a whole bunch of young braves, just like
  you they was: proud, honourable, courageous. Not too
  smart. One day, as ah recalls it, they all heard tell of a
  bad place in the Underhive, where wicked spirits had
  come to live. This place was a big old ruin and it was on
  the outskirts of their territory. Somethin’ made that place
  its home, somethin’ real evil like, and folks out by the
  border of the territory started windin’ up missin’. So
  these youngbloods gets all hot-headed, and tool up to go
  out there. An you know what? Those bad ol’ Hive spirits
  just swallowed them right up. Never seen those boys
  again.”
  The following scenario may be played if the Spyrer’s
  opponent gets choice of scenario. It represents an assault
  on a feared and hated Spyrer den by an Underhive gang.
  As any Hiver will tell you, Spyrers are something more
  than human. They don’t eat like us, they don’t sleep like
  us, and their world revolves around an arcane and
  immensely powerful battle suit whose origins are
  shrouded in the mists of time. Let those who have
  understanding of such things not forget that these devices
  seem to
  learn
  by themselves,
  and
  increase their
  destructive potential with the passing of the days spent on
  the hunt. And when the blood craving is briefly satisfied?
  Then is the time for the very armour itself to become
  dormant and assimilate its experiences. During this time
  the Spyrers enter a state of sleep of sorts, becoming limp
  and immobile for about a day. Do not be fooled, though,
  for they are far from vulnerable...
  Contained within a Spyre Hunter’s suit is a miraculous set
  of devices which are fully capable of preventing serious
  harm befalling the occupant of the armour as it lies in its
  unnatural slumber. It is known that when the Spyrer shuts
  down to absorb its recent experiences, certain functions
  of the suit remain active: life support obviously, but there
  is also another system that is only ever seen when the
  Spyrer is in this state. Millions of microscopic machines,
  tiny enough to be able to manipulate the very molecules
  of substances they come into contact with, flood from
  vents in the armour to pour across the floor of the
  Underhive. The refuse and scrap in the general area is
  rapidly transmuted into a nest of wires and conduits
  linking the recumbent Spyre Hunter to a number of small
  silver globes. Each of these devices contain a single
  defence system to be activated when an unwelcome
  visitor strays too close. These range from powerful guns to
  routine alarms triggering the awakening of a highly irate
  Spyrer itching to have a word with the unfortunate
  individual responsible. The following set of rules details
  their uses in a scenario depicting a raid on a Spyrer home
  base as they sleep.
  Terrain
  The Spyrer player sets up the scenery and deploys his
  forces in hiding within a 6" radius of the exact centre of
  the board. He then places defence counters (see below).
  The attacking player then chooses which side of the board
  he wishes to approach from and deploys along that table
  edge. Since the terrain here represents the nerve centre of
  the Spyrers’ territory, security is thorough and the
  attackers may not use any means of infiltration.
  Attackers
  Since this scenario requires a great deal of stealth and
  subterfuge on behalf of the attacker to actually follow the
  Spyrers all the way to their hideout without being spotted,
  only a small assault force can carry out the job. Therefore,
  The Scarlet Widows locate a Spyrer cell and attack.
  Fan02_006_019  20/3/04  7:52 am
  Page 18
  
  19
  the attackers are limited to 1D6 gang members on this
  mission. The attackers may not use any special detection
  equipment to spot the Spyrers in their hiding places, since
  the anti-surveillance devices of the Spyrers put anything
  the Underhive has on offer to shame. Sleeping Spyrers can
  only be spotted by models within a range equal to their
  Initiative in inches. Shooting but failing to injure a
  sleeping Spyrer will automatically wake it up! The Spyrer
  may be used normally from the next turn onwards. This is
  the only way Spyrers can become active, aside from the
  triggering of an alarm.
  Defenders
  By the point at which the attackers strike, the Spyrers have
  entered temporary shutdown to
  assimilate
  new
  information regarding their suit’s running. They may do
  absolutely nothing until specifically awakened by either
  getting shot at, as detailed above, or by an alarm defence
  function as detailed in the following section.
  Each Spyre Hunter suit may run up to 1D3 defence
  routines. The defence routines are chosen randomly by
  the suit every time it is used in this way, and are rarely the
  same twice. These defences are represented in the game
  by defence counters, which are placed within a 12" radius
  of the Spyrer at the beginning of the scenario. The
  counters are activated if an enemy model moves within 6"
  of them. They can be shot at, counting as small targets 
  (-1 to hit) and have a Toughness of 5 with 2 Wounds. A
  defence counter that is hit but not destroyed will be
  activated automatically. The destruction of a counter will
  awaken the Spyrer it is linked to, in the same way as an
  alarm, if the Spyrer player can roll a 5 or a 6 on a D6.
  You can use pretty much anything you feel is appropriate
  to represent defence counters – pennies, pieces of card,
  bits of
  coloured
  plastic,
  or whatever.
  The
  more
  adventurous amongst you might even consider modelling
  your own!
  When you place the counters, you must keep track of
  which defence belongs to which Spyrer. Then, as they
  become activated, roll for their effect on the defence
  system table opposite.
  Spyrer Defence System Table
  2D6
  Result
  2
  Piggy-Back System:
  Make two rolls on this table, ignoring further rolls
  of a 2. If two sentry guns are rolled both will fire at
  the same target each turn.
  3-5
  Sentry Gun:
  A turret armed with a sentry gun pops up and fires
  as if on overwatch. The sentry gun has the same
  characteristics as a boltgun and counts as having a
  BS of 4. It may shoot as if on overwatch every turn
  until it runs out of ammo. It will shoot at the first
  target to move within range and line of fire.
  6
  Alarm:
  The Spyrer awakens and may be used from the
  next turn onwards.
  7
  Malformed Construct:
  The globe contains nothing more than a puddle of
  unresolved goo and wires. No effect!
  8
  Alarm:
  The Spyrer awakens and may be used from the
  next turn onwards.
  9-11
  Sentry Gun:
  A turret armed with a sentry gun pops up and fires
  as if on overwatch. The sentry gun has the same
  characteristics as a boltgun and counts as having a
  BS of 4. It may shoot as if on overwatch every turn
  until it runs out of ammo. It will shoot at the first
  target to move within range and line of fire.
  12
  Improved Alarm:
  The Spyrer awakens and may be used from the
  next turn onwards. In addition a second Spyrer of
  your choice is awakened.
  Ending The Game
  The game continues until either one side bottles out, or
  has no remaining gang members who can fight. The
  Spyrers will not bottle whilst any of their number remain
  asleep, and therefore do not have to make tests until they
  have all been awakened.
  Experience
  +10
  Winning gang leader
  +5
  Per wounding hit
  +1D6/+2D6* For each surviving gang member
  *Special: If the Spyrers lose this battle, they gain no
  Experience and must generate a new territory due to the
  capture of their base camp. However, winning the battle
  gains them an additional +lD6 each.
  Jervis is the head Fanatic and in
  charge of the Fanatic studio and all
  who sail in her.
  He is currently working on the
  second part of the Pit Fighter article
  which will be featured in issue 3.
  The
  Spyrers including the
  new
  Patriarch and Matriarch figures are available to
  order from your nearest Games Workshop or you
  can visit the website for details. (See the How to
  Order pages on page 94).
  Over the page for “My Dad’s Bigger Than Yours”.
  www.Necromunda.com
  Further
  Information
  Author
  More Necro
  Website
  Fan02_006_019
  11/3/04
  11:22 am
  Page 19
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/03 Necromunda - 2nd Edition (2003)/Gangs/Spyrer_Gangs.pdf