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Outlanders Rulebook (1996), p205-207 — Spyre Hunters

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 gown 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.

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 no help, no money, no resources: they have only the equipment they bring with them and their own native wits to help them survive. Of course a Spyrer's hunting rig is no ordinary set of armour. Spyrers use ritualised combinations of weapons and armour which favour different combat styles. Each rig is meticulously crafted offworld, 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.

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.

[...]

Jakara

Cost to recruit: 190 credits

Jakara weapons are the mono sword and adamantium 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.

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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 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.

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 or respirator and photo contacts or a photovisor.

Yeld

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 victims 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.

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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 New Equipment section.

Equipment. A Yeld Spyrer is equipped with a bio-booster, filter plugs or respirator and photo contacts or a photovisor.

Malcadon

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 spinners 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.

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Weapons. The Malcadon suit 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 or respirator and photo contacts or a photovisor.

Orrus

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 their 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.

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Weapons. The Orrus suit is armed with two crushing fists, each with a bolt launcher mounted in it.

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 or respirator and photo contacts or a photovisor.