Full gang rules transcribed from the scanned rulebook pages, kept here for quick reference at the table. Switch to Source to view the original scans.
In the darkest, most hellish depths of Necromunda, mechanical hunters stalk shattered domes in search of worthy prey. These are no automata but scions of the Imperial House, kitted out in the finest hunting rigs the Imperial House has to offer. They fight for sport rather than necessity and find glee in the spilling of blood, be it human or monstrous creature. Whether alone or in loosely co-ordinated packs, Spyrers traverse even the harshest of environments in order to claim trophies and elevate their standing in high society. Though they care not for the squabbling over turf of the Clan Houses, they are fickle and will think nothing of attacking a gang that demonstrates weakness. With their suits tracking a kill count that rewards the Spyrers for their murderous efforts, gangs should take care to never appear like prey to these hunters — lest they become targets on the path of the Spyrers’ bloody hunt…
For most subjects of a hive, the Spyrers are a horror story used to scare children. Yet these remorseless killers are no fable. Noble scions of House Helmawr all, each Spyrer is selected in youth for their cruelty and tenaciousness before being granted a Spyrer hunting rig as a rite of passage. They are sent into the deadliest environments on the planet and set one simple challenge: slaughter the most powerful enemies they can find. Even a lone Spyrer is capable of taking on throngs of foes with ease, their suits thrumming with energy and constructed from the finest off-world technology available to the Spire. When faced with particularly vicious opponents or dangerous locales, Spyrers will even set aside the rivalry sparked by their noble blood to hunt as a pack — and it is within these formations that they are at their most deadly.
Though every suit is different, Spyrers have come to be recognised by four main patterns. The Orrus-pattern suit is the strongest in terms of raw power thanks to its sheer size and the huge pair of power claws mounted on its frame. It also comes with close-range artillery built into its arms, though this is mostly to distract lesser enemies whilst the Spyrer rips apart their main prey with wild abandon. Many nobles consider the Orrus-pattern suit brutish in its fighting style, which some would say more resembles that of a wild sump beast than a high-born hunter. These scions often opt for the Jakara-pattern suit, which favours a mirror shield and monomolecular blade for unparalleled cleaving and parrying, prioritising speed over strength.
Many Spyrers that form parties opt to have at least one stealthy attacker in a Malcadon-pattern suit. These long-taloned rigs allow their wearers to climb vertical surfaces and strike out from the shadows, while drop rigs and grapnel launchers allow them to attack from under the cover of shadow at any height. Yeld-pattern suits also favour attacking from stealth, though these winged killers are best at range, their wearers able to glide short distances whilst picking off their opponents from afar with bespoke laser gauntlets.
Becoming a Spyrer is a gruelling task, though a necessary one should a young Helmawr wish to earn the respect of their peers. The suits are either inherited or custom-made, the exact process of their creation a closely kept house secret, and their wearers must be modified to inhabit them. This can involve the elongation or amputation of limbs, the addition of countless neural ports, or the reshaping of the torso. Should they survive their tenure as a Spyrer and return to take their place in high society, their limbs are regrown in custom limb farms and their neural ports closed up — though the remaining scars are often purposefully left untouched as a badge of honour.
Spyre Hunting Parties do not follow the usual gang composition rules in the Necromunda Skirmish: Core Rulebook and instead have the following rule:
If the Leader is ever deleted from the Gang Roster, follow the rules for Death of a Leader in the Necromunda Skirmish: Core Rulebook.
Income, Equipment & Recruitment: A Spyre Hunting Party gang gains control of Territories in the same way as a regular gang; they do not, however, gain the standard Boons from non-Spyrer Base Camp Territories they control, instead each non-Spyrer Base Camp Territory grants them the following Boon:
Spyre Hunter Fighters may freely put any weapons they are equipped with into the gang’s Stash and be equipped with new weapons during the Redistribute Equipment sub-step of the Post-cycle Sequence. Whenever a weapon is placed into the gang’s Stash, any Augmentations it may have gained are lost.
Additionally, Spyre Hunting Parties may not recruit any model that is not included in this list unless explicitly stated they will join Spyre Hunting Parties.
Scions of the Imperial House: Spyrers have a wide variety of rules that apply to them, covered below.
Starting Skills: When added to a Gang Roster, all Spyre Hunting Party Leaders and Champions may select one skill from one of their Primary Skill Sets.
Base of Operation: Instead of starting with a Settlement Territory, a Spyre Hunting Party starts with a Spyrer Base Camp Territory which they can never lose.
| Fighter | ||||||
|---|---|---|---|---|---|---|
| Spyre Hunt Master | Secondary | – | Primary | – | Primary | Primary |
| Jakara Spyre Hunter | Primary | – | Primary | – | Secondary | – |
| Malcadon Spyre Hunter | Primary | – | – | Primary | Secondary | – |
| Orrus Spyre Hunter | – | Primary | Primary | – | Secondary | – |
| Yeld Spyre Hunter | Primary | – | – | – | Secondary | Primary |
| Caryatid Prime | Primary | – | – | Secondary | – | – |
A Spyrer is a noble of the Imperial House equipped with the most advanced technology that can be found on Necromunda, making them capable of taking on the deadliest of opponents and winning. As such, there are a number of special rules that apply to a Spyrer.
Kill Count: Each Spyrer hunting rig records all that happens to the Spyrer, verifying their kills and unlocking functions of the hunting rig and its weaponry as their Kill Count ticks up, making them an ever more dangerous foe. In addition to gaining XP, each time a Spyrer takes an enemy Fighter Out of Action, increase the Spyrer’s Kill Count by 1.
Threat Assessment: When selecting starting Crews or Reinforcements, divide the number of models allowed by two, rounding up, to determine the number of Spyrers that may be selected. For example, if 3 Reinforcements would arrive, only two Spyrers arrive.
Master of the Hunt: All Spyrers have a suite of special rules granted to them by their hunting rigs:
Reflex Enhancers: During the Ready Gang step of the Priority Phase, all Spyrers gain one extra Ready marker; if an effect would prevent them from gaining a Ready marker, they gain one fewer Ready marker. Each time a Spyrer activates, they only remove one Ready marker — this means they will be able to activate twice each round. Any effect that removes Ready markers or prevents them from being added only affects one Ready marker.
When a Spyrer is taken Out of Action, instead of rolling on the Lasting Injury table in the Necromunda Skirmish: Core Rulebook, roll on the Spyrer Hunting Rig Glitches table below.
If, during the Clean House step of the Post-battle Sequence, a Spyrer’s Glitch Count is higher than their Toughness characteristic, the hunting rig shuts down. Delete the Spyre Hunter and all of their equipment from the Gang Roster.
| D66 | Lasting Damage |
|---|---|
| 11 | Lesson Learnt: The Spyrer earns D3 XP. |
| 12 | Eternal Enmity: The Spyrer gains the Hatred (X) Condition where X is the type of gang that took them Out of Action. |
| 13 | Bitter Enmity: The Spyrer gains the Hatred (X) Condition where X is the gang that took them Out of Action. |
| 14 | Personal Enmity: The Spyrer gains the Hatred (X) Condition where X is the model that took them Out of Action. If they were not taken Out of Action as a result of a model’s action, treat this result as Bitter Enmity. |
| 15 | Horrid Scars: The Spyrer gains the Fearsome skill. |
| 16 | Impressive Scars: The Spyrer increases their Leadership characteristic by 1. |
| 21–26 | Superficial Damage: Despite being incapacitated, the Spyrer’s hunting rig successfully maintains all systems and preserves the Fighter inside. The Spyrer misses the rest of the battle, but suffers no long-term effects. |
| 31–46 | Grievous Wound: The Spyrer goes into Recovery. |
| 51 | Anxiety Suppression Damaged: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Cool characteristic by 1. |
| 52 | Neural Feedback: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Intelligence characteristic by 1. |
| 53 | Humbled: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Leadership characteristic by 1. |
| 54 | Vox Ghosts: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Willpower characteristic by 1. |
| 55 | Gyroscopic Destabilisation: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Initiative characteristic by 1. |
| 56 | Seized Locomotors: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Movement characteristic by 1. |
| 61 | Targeting Uplink Disruption: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Ballistic Skill characteristic by 1. |
| 62 | Stuttering Servos: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Weapon Skill characteristic by 1. |
| 63 | Damaged Musculature: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Strength characteristic by 1. |
| 64 | Reduced Plate Density: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Toughness characteristic by 1. |
| 65 | Multiple Glitches: Roll D3 times on this table, re-rolling any results of Multiple Glitches or Critical Overload. |
| 66 | Critical Overload: The Spyrer is killed instantly — not even their hunting rig can save them. If the injury was caused by an enemy model, that model gains 1 extra XP. |
Suit Evolution (Spyrer only): If a Spyrer’s Kill Count is at least 4, reduce their Kill Count by 4, and either clear all Spyrer Hunting Rig Glitches (resetting their Glitch Count to zero and removing all negative effects caused by the Glitches), or gain a Hunting Rig Augmentation as follows. If the Spyrer’s Kill Count is still at least 4, they may perform this action again for free.
Hunting Rig Augmentation: The hunting rig improves the power supply to one of its systems and brings additional functions online. Pick one weapon or piece of wargear carried by the Spyrer and increase its Augmentation tier by 1. If the new Augmentation would increase a characteristic beyond its maximum, increase the Augmentation tier by an additional 1.
Suit Maintenance (Spyrer only): The Fighter repairs and maintains their hunting rig. The gang can remove 100 credits from their Stash in order to clear all Spyrer Hunting Rig Glitches (resetting their Glitch Count to zero and removing all negative effects caused by the glitches).
Terrorise Territory (Spyrer only — max five Fighters): The Spyrer goes out into a Territory, subduing the local populace and flushing out any Aranthian sympathisers. Add 10 credits to the gang’s Stash for each Spyrer that performs this action.
Train (Spyrer only): The Spyrer practises their skills ready for the upcoming battles. Each Spyrer that performs this action earns 2 XP.
// p.71–73
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 3+ | 3+ | 3 | 3 | 3 | 4 | 3 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 8 | 9 | 8 | 8 | Fighter (Leader, Spyrer) | 61 |
Experienced Hunter: When added to a Gang Roster, pick one weapon or piece of wargear carried by a Spyre Hunt Master and increase its Augmentation level by 1.
Bonded to the Rig: A Spyre Hunt Master may never have their Sovereign hunting rig unequipped from them, and if they are removed from the Gang Roster this item is also removed instead of being placed into the gang’s Stash.
Fixed Loadouts: A Spyre Hunt Master may be equipped with up to two options from the Hunt Master Weapons section of the Spyre Hunter Equipment List.
Equipment: A Spyre Hunt Master is equipped with a Sovereign hunting rig (included in their starting cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Spyre Hunter Equipment List.
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 3+ | 4+ | 3 | 3 | 2 | 4 | 3 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 8 | 7 | 7 | Fighter (Champion, Spyrer) | 37 |
Bonded to the Rig: A Jakara Spyre Hunter may never have their Jakara hunting rig or mirror shield unequipped from them, and if they are removed from the Gang Roster these items are also removed instead of being placed into the gang’s Stash.
Fixed Loadouts: A Jakara Spyre Hunter must always be equipped with exactly one option from the Jakara Weapons section of the Spyre Hunter Equipment List.
Equipment: A Jakara Spyre Hunter is equipped with a Jakara hunting rig and a mirror shield (included in their starting cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Spyre Hunter Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 7″ | 3+ | 3+ | 3 | 3 | 2 | 4 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 8 | 7 | 7 | Fighter (Champion, Spyrer) | 37 |
Bonded to the Rig: A Malcadon Spyre Hunter may never have their Malcadon hunting rig, drop rig, grapnel launcher or paired web incisors unequipped from them, and if they are removed from the Gang Roster these items are also removed instead of being placed into the gang’s Stash.
Fixed Loadouts: A Malcadon Spyre Hunter must always be equipped with exactly one option from the Malcadon Weapons section of the Spyre Hunter Equipment List.
Equipment: A Malcadon Spyre Hunter is equipped with a Malcadon hunting rig, drop rig, grapnel launcher and paired web incisors (included in their starting cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Spyre Hunter Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 5″ | 3+ | 3+ | 3 | 4 | 2 | 4 | 2 | 4+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 8 | 7 | 7 | Fighter (Champion, Spyrer) | 37 |
Bonded to the Rig: An Orrus Spyre Hunter may never have their Orrus hunting rig unequipped from them, and if they are removed from the Gang Roster this item is also removed instead of being placed into the gang’s Stash.
Fixed Loadouts: An Orrus Spyre Hunter must always be equipped with exactly one option from the Orrus Ranged Weapons section and exactly one option from the Orrus Close Combat section of the Spyre Hunter Equipment List.
Equipment: An Orrus Spyre Hunter is equipped with an Orrus hunting rig (included in their starting cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Spyre Hunter Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 7″ | 4+ | 3+ | 3 | 3 | 2 | 5 | 2 | 5+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 7 | 8 | 7 | 7 | Fighter (Champion, Flying, Spyrer) | 37 |
Bonded to the Rig: A Yeld Spyre Hunter may never have their Yeld hunting rig or Yeld wings unequipped from them, and if they are removed from the Gang Roster these items are also removed instead of being placed into the gang’s Stash.
Fixed Loadouts: A Yeld Spyre Hunter must always be equipped with exactly one option from the Yeld Weapons section of the Spyre Hunter Equipment List.
Equipment: A Yeld Spyre Hunter is equipped with a Yeld hunting rig and Yeld wings (included in their starting cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Spyre Hunter Equipment List:
| M | WS | BS | S | T | W | I | A | Sv |
|---|---|---|---|---|---|---|---|---|
| 6″ | 5+ | 6+ | 2 | 2 | 1 | 5 | 1 | 6+ |
| Ld | Cl | Wil | Int | Type | Starting XP |
|---|---|---|---|---|---|
| 5 | 7 | 7 | 7 | Fighter (Beast, Flying, Pet) | 13 |
Leash Range: A Caryatid Prime has a 3″ Leash range.
Spyrer Companion: A Caryatid Prime is subject to the Reflex Enhancers special rule (see the New Subtype: Spyrer section above).
Charmed Companion: A Caryatid Prime is able to help their chosen companion avoid damage. While they are within Leash range of their owner, that Fighter may re-roll one failed save each round.
Precognition: The gift of foresight possessed by a Caryatid Prime enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants them a 3+ Invulnerable save.
Equipment: A Caryatid Prime is armed with a bite. They may not purchase or be equipped with additional weapons or wargear.
// p.74 — every item on the Spyre Hunter Equipment List is exclusive to specific Spyrer patterns; see each Fighter card's Fixed Loadouts
// p.75 — every weapon on the Spyre Hunter Equipment List is exclusive to this gang (TP: E, Creds: –); Bio-booster, Grav chute, Photo-goggles, Photo-lumens and Respirator are standard Trading Post wargear, see the Trading Post & Equipment page for full rules text.
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Malcadon slashing claw | E | – | S | -2 | 1 | Melee |
| Malcadon toxin whip | E | – | – | -2 | 1 | Melee, Toxin (3+) |
| Mirror shield | 4″ | 8″ | – | – | – | Flash, Shield |
| Monomolecular sword | E | – | S+1 | -2 | 1 | Breaching (5+), Melee, Parry |
| Naga blade | E | – | S+2 | -1 | 2 | Melee, Parry |
| Web incisor | 4″ | 8″ | 3 | – | – | Web |
| Yeld laser gauntlet | 10″ | 20″ | 3 | -1 | 1 | – |
| Yeld missile gauntlet | 15″ | 30″ | 5 | – | 1 | Knockback (5+) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Mirror shield | 4″ | 8″ | – | – | – | Flash, Shield |
| Monomolecular sword | E | – | S+1 | -2 | 1 | Breaching (5+), Melee, Parry |
| Naga blade | E | – | S+2 | -1 | 2 | Melee, Parry |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Paired Malcadon slashing claws | E | – | S | -2 | 1 | Melee, Paired (2) |
| Paired Malcadon toxin whips | E | – | – | -2 | 1 | Melee, Toxin (3+), Paired (2) |
| Paired web incisors | 4″ | 8″ | 3 | – | – | Rapid Fire (1), Web |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Paired bolt launchers | 8″ | 20″ | 4 | -1 | 1 | Rapid Fire (2) |
| Paired disintegration matrix | 3″ | 12″ | 5 | -2 | 2 | Damage (2), Rapid Fire (1), Ammo (5+), Unstable |
| Paired volkite dischargers | 5″ | 10″ | 5 | – | 1 | Blaze (4+), Rapid Fire (1) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Orrus power fists | E | – | S+2 | -1 | 2 | Breaching (5+), Melee, Paired (2) |
| Orrus power talons | E | – | S+1 | -2 | 1 | Breaching (6+), Melee, Paired (2) |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Paired Yeld laser gauntlets | 10″ | 20″ | 3 | -1 | 1 | Rapid Fire (1) |
| Paired Yeld missile gauntlets | 15″ | 30″ | 5 | – | 1 | Knockback (5+), Rapid Fire (1) |
| Yeld wings | E | – | S+1 | -1 | 1 | Melee |
| Weapon | SR | LR | Str | AP | L | Traits |
|---|---|---|---|---|---|---|
| Bite | E | – | S | – | 1 | Melee |
Every weapon above has a baseline Lethality characteristic of 1 (determining the number of Injury dice rolled when it takes a Fighter Out of Action) unless a Hunting Rig Augmentation below improves it — see the Necromunda Skirmish: Core Rulebook Injuries sequence for how Lethality is used.
Paired bolt launchers — the classic armament of the Orrus-pattern of Spyrer suit, bolt launchers unleash a devastating salvo of firepower. Tier 1: improve the Lethality characteristic to 2. Tier 2: improve the AP characteristic to -2. Tier 3: replace the Rapid Fire (2) trait with the Rapid Fire (3) trait.
Paired disintegration matrix — only faintly understood and dangerous in the extreme to use, the disintegration matrix affords unparalleled destructive power to the Spyrer brave (or foolish) enough to equip their hunting rig with them. Tier 1: improve the AP characteristic to -3. Tier 2: replace the Ammo (5+) trait with the Ammo (4+) trait. Tier 3: improve the Lethality characteristic to 3.
Jakara hunting rig — the lightest of the Spyrer hunting rigs, favouring speed and agility over heavy armour, the Jakara hunting rig is fashioned from materials designed to minimise any restrictions upon the wearer’s movements. Tier 1: improve the wearer’s Strength characteristic by 1. Tier 2: improve the wearer’s Attacks characteristic by 1.
Malcadon hunting rig — with added support around the upper torso, the Malcadon hunting rig is adapted to absorb the extra strain placed upon the wearer by constantly moving themselves using the inbuilt grapnel launcher. Tier 1: improve either the wearer’s Ballistic Skill or Weapon Skill characteristic by 1. Tier 2: improve the wearer’s Save characteristic by 1.
Malcadon slashing claw & Paired Malcadon slashing claws — the primary armament of the Malcadon Spyre Hunter, Malcadon slashing claws are often the last thing their prey sees as the Spyrer sweeps down to finish off enemies trapped within the webs they launch. Tier 1: improve the AP characteristic to -3. Tier 2: improve the Lethality characteristic to 2. Tier 3: improve the Strength characteristic to S+1.
Malcadon toxin whip & Paired Malcadon toxin whips — occasionally used as an alternative loadout by Malcadon Spyre Hunters, Malcadon toxic whips deliver deadly chems, incapacitating the target for later elimination. Tier 1: improve the Lethality characteristic to 2. Tier 2: replace the Paired (2) trait with the Paired (3) trait. Tier 3: replace the Toxin (3+) trait with the Toxin (2+) trait.
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 that bleeds off the power it absorbs into one of several containment devices which stud the shield’s surface. This stored energy can be channelled back to its source as a brilliant bolt of heat and light. Tier 1: the bearer gains a 6+ Invulnerable save. Tier 2: improve the Long Range characteristic to 12″. Tier 3: the bearer gains a 5+ Invulnerable save.
Monomolecular sword — the monomolecular sword carried by the Jakara is a marvel of engineering. The blade is a living crystalline structure with an edge only one molecule thick. This edge constantly renews itself as it is blunted, allowing the blade to slice through all 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 ever sharper. Tier 1: improve the Lethality characteristic to 2. Tier 2: improve the AP characteristic to -3. Tier 3: improve the Strength characteristic to S+2.
Naga blade — an alternative armament to the monomolecular sword for the Jakara, the naga blade lacks the ability to slice through armour as easily, but its serrated blade maximises its damage. Tier 1: add the Shock (6+) trait. Tier 2: improve the AP characteristic to -2. Tier 3: improve the Lethality characteristic to 3.
Orrus hunting rig — constructed of many overlapping layers of armoured plating with a built-in force field projector, an Orrus hunting rig grants the wearer a large degree of protection. It grants its wearer a 6+ Invulnerable save. Tier 1: improve the Invulnerable save to 5+. Tier 2: improve the Invulnerable save to 4+.
Orrus power fists — the power fists of the standard Orrus Spyre Hunter loadout are capable of pulverising any opposition to a pulp. Tier 1: add the Damage (2) trait. Tier 2: improve the AP characteristic to -2. Tier 3: improve the Lethality characteristic to 3.
Orrus power talons — an alternative loadout for the Orrus hunting rig, power talons are adept at punching through armour and crushing the body beneath, making them ideally suited to killing Malstrain Genestealers. Tier 1: improve the Lethality characteristic to 2. Tier 2: improve the Strength characteristic to S+2. Tier 3: replace the Paired (2) trait with the Paired (3) trait.
Sovereign hunting rig — only worn by the most favoured scions of the Helmawr line, the Sovereign hunting rig is able to mount the armaments of the Jakara, Malcadon and Yeld hunting rigs, allowing loadouts unavailable to other Spyre Hunters. It grants its wearer a 6+ Invulnerable save. Tier 1: improve the Invulnerable save to 5+. Tier 2: improve the wearer’s Strength characteristic by 1.
Paired volkite discharger — utilising ancient Martian technology, volkite dischargers are rare on Necromunda and only the wealthiest scions of House Helmawr can afford to have them fitted to their Spyrer hunting rigs. Tier 1: improve the Lethality characteristic to 2. Tier 2: improve the AP characteristic to -1. Tier 3: improve the Long Range characteristic to 12″.
Web incisor & Paired web incisors — able to shoot out silky threads of gossamer which then harden to the strength of steel wires, the Malcadon’s Embiopteran-pattern web incisors leave their opponents bound and helpless. Tier 1: improve the Long Range characteristic to 10″. Tier 2: improve the Strength characteristic to 4. Tier 3: improve the Long Range characteristic to 12″.
Yeld hunting rig — the Yeld hunting rig is crafted from amazingly light yet strong metallic compounds, allowing its wearer to glide through the air when combined with the wings built into the rig. If the wearer does not move then the armour takes on chameleonic properties, hiding the Yeld’s position. Tier 1: improve the wearer’s Movement characteristic by 1″. Tier 2: the wearer adds an additional +1 to their Save rolls against shooting attacks while in cover.
Yeld laser gauntlet & Paired Yeld laser gauntlets — the Yeld hunting rig is fitted with heavy gauntlets which mount multiple laser barrels. The gauntlets fire a storm of laser bolts, a deadly attack that only becomes more so as the suit routes more power to the gauntlets, allowing them to maintain a longer burst of fire. Tier 1: improve the AP characteristic to -2. Tier 2: improve the Long Range characteristic to 24″. Tier 3: improve the Strength characteristic to 4.
Yeld missile gauntlet & Paired Yeld missile gauntlets — an alternative loadout to the Yeld laser gauntlets, the Yeld missile gauntlets fire a cluster of high-yield munitions at the enemy and grant the Yeld one of the longest ranges of all Spyrer weapons. Tier 1: improve the AP characteristic to -1. Tier 2: improve the Strength characteristic to 6. Tier 3: add the Blast (3″) trait.
Yeld wings — made from hundreds of individual plates of metal connected together by micro-fibre bundles on an articulated frame, a Yeld’s wings allow the wearer to glide gracefully down and, with effort, even gain height. During combat, a series of conductive filaments from the wearer’s cortex allows the Yeld to attack with its razor-sharp edges and deflect enemy strikes. Tier 1: add the Parry trait. Tier 2: improve the Lethality characteristic to 2. Tier 3: add the Knockback (6+) trait.
Page 64 is full-page character art and pages 80–81 are studio model photography and diorama art; see the Source tab to view them — no rules text is printed on those pages.