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Spyre Hunting Party

RAW ✔️ The Book of Desolation, p24

Spyre Hunting Party List

Why Play A Spyre Hunting Party Gang?

Spyrers are hunters without peer, merciless killers who stalk their prey before bringing them down. They are noble scions of House Helmawr, sent out into the depths of Hive Secundus in order to prove themselves worthy of taking up positions of authority in the Imperial House's domain, and as such they are very different to the normal gangs you will come up against.

When it comes to playing a Spyre Hunting Party gang in campaigns, every Spyre Hunter is a skilled individual equipped with an advanced hunting rig that has the potential to outshine anything used by the other denizens of the underhive. However, despite this potential they start out as a group of three or four fighters who will be constantly outnumbered and vulnerable to being overwhelmed. Caring little for the wealth sought by most gangs, Spyrers only care about increasing their kill count and so each battle the Spyrer player needs to focus on isolating enemy fighters and taking them down. Spyre Hunters excel in one-on-one encounters and hit and run tactics, but they can be taken down by a combined assault or careless positioning.

So if you enjoy stalking your prey and playing for different priorities than your opponents, all the while running a small elite gang which must rely upon cunning tactics to triumph then give the Spyre Hunting Party a try!

Gang Composition

A Spyre Hunting Party is created using the standard rules for gang creation (see the Necromunda Core Rulebook) with the following exceptions:

  • A Spyre Hunting Party gang ignores the usual restriction on at least half of the models needing to have the Gang Fighter (X) special rule.
  • After founding the gang any unspent credits are discarded, they do not go into the gang's Stash.

Alliances

A Spyre Hunting Party gang can never form an alliance.

Hired Guns

Hired Guns will not sign on to work with Spyre Hunting Party gangs unless their rules explicitly state they will.

Hangers On

Hangers-on will not sign on to work with Spyre Hunting Party gangs unless their rules explicitly state they will.

Additional Rules

Fighters

Spyre Hunt Master (Leader)

MWSBSSTWIALdClWilInt
6"2+3+3333+37+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
In options:
Malcadon slashing claw-E--S-21-Melee
Web incisors4"8"--3--4+Silent, Web
Malcadon toxin whipE2"--1--2--Entangle, Melee, Toxin
Mirror shield4"8"-13+Energy Shield, Flash
Monomolecular sword-E--S+1-21-Melee, Parry, Power
Naga bladeE2"--S+2-12-Disarm, Melee, Parry, Versatile
Yeld laser gauntlet10"20"+1-3-113+Plentiful
Yeld missile gauntlet15"30"--5-14+Knockback

Skills: 1 Primary skill (chosen) Special Rules: Gang Leader, Spyre Hunter, Experienced Hunter

Special Rules

Gang Leader: A Spyre Hunting Party gang must always include a single fighter with this special rule:

  • A fighter with this special rule may not retire during Campaign play. For a gang leader, the only way out is death.
  • Should this fighter die during the course of a campaign, or otherwise be removed from the gang, another fighter must be promoted to replace them (see Death of a Leader in the Necromunda Core Rulebook).

Spyre Hunter: This fighter is subject to the Reflex Enhancers, Master of the Hunt, Kill Count and Spyrer Hunting Rig Glitches special rules (see pages 28 and 29).

Experienced Hunter: Pick one weapon or piece of Wargear carried by the Spyrer and increase its Augmentation level by one.

Skills: When recruited, a Spyre Hunt Master may choose one skill from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

A Spyre Hunt Master has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
Secondary-PrimarySecondary-Primary-Primary
Equipment

A Spyre Hunt Master is equipped with a Sovereign hunting rig (included in their starting cost). A Spyre Hunt Master may select any of the options from the Spyre Hunt Master Wargear options.

  • During the course of a campaign, a Spyre Hunt Master may only be given additional weapons or Wargear during Downtime.

Spyre Hunt Master Wargear Options

Wargear
  • A Spyre Hunt Master may take up to two of the following options:
ItemCredits
Malcadon slashing claw with web incisors, grapnel launcher and drop rig60
Malcadon toxin whip with web incisors, grapnel launcher and drop rig60
Mirror shield60
Monomolecular sword50
Naga blade50
Yeld laser gauntlet30
Yeld missile gauntlet30
  • A Spyre Hunt Master may be equipped with:
ItemCredits
Bio-booster35
Chem-synth15
Photo-goggles35
Photo-lumen20
Respirator15
Web solvent25
0-1 Caryatid Prime90

RAW ✔️ The Book of Desolation, p30

Orrus Spyre Hunter (Champion)

MWSBSSTWIALdClWilInt
5"3+3+3433+27+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Orrus power talons-E--S+1-31-Melee, Paired
or
Orrus power fists-E--S+2-12-Melee, Paired, Power
 
Bolt launcher (x2)8"20"+1-4-114+Rapid Fire (1), Sidearm
or either of the following
Volkite discharger (x2)5"10"--5-16+Deflagrate, Sidearm
Disintegration matrix (x2)3"12"--15-226+Scarce, Sever, Sidearm, Unstable

Skills: 1 Primary skill (chosen) Special Rules: Spyre Hunter

Special Rules

Spyre Hunter: This fighter is subject to the Reflex Enhancers, Master of the Hunt, Kill Count and Spyrer Hunting Rig Glitches special rules (see pages 28 and 29).

Skills: When recruited, an Orrus Spyre Hunter may choose one skill from their primary skill sets (as described in the necromunda core Rulebook). This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

An Orrus Spyre Hunter has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
SecondaryPrimaryPrimary-Secondary--Primary
Equipment

An Orrus Spyre Hunter is equipped with an Orrus hunting rig, Orrus power talons and two bolt launchers (included in their starting cost). An Orrus Spyre Hunter may select any of the options from the Orrus Spyre Hunter Wargear options:

  • During the course of a campaign, an Orrus Spyre Hunter may only be given additional weapons or Wargear during Downtime.

Orrus Spyre Hunter Wargear Options

Wargear
  • An Orrus Spyre Hunter may replace its Orrus power talons with
ItemCredits
Orrus power fists50
  • An Orrus Spyre Hunter may replace its two bolt launchers with:
ItemCredits
Two volkite dischargersFree
Two disintegration matrix60
  • An Orrus Spyre Hunter may be equipped with:
ItemCredits
Bio-booster35
Photo-goggles35
Photo-lumen20
Respirator15
Web solvent25
0-1 Caryatid Prime90

RAW ✔️ The Book of Desolation, p33

Yeld Spyre Hunter (Champion)

MWSBSSTWIALdClWilInt
7"4+2+3323+27+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Yeld wings-E--S+1-11-Melee
 
Paired Yeld laser gauntlets10"20"+1-3-113+Plentiful, Rapid Fire (1)
or
Paired Yeld missile gauntlets15"30"--5-14+Knockback, Rapid Fire (1)

Skills: 1 Primary skill (chosen) Special Rules: Spyre Hunter

Special Rules

Spyre Hunter: This fighter is subject to the Reflex Enhancers, Master of the Hunt, Kill Count and Spyrer Hunting Rig Glitches special rules (see pages 28 and 29).

Skills: When recruited, a Yeld Spyre Hunter may choose one skill from their primary skill sets (as described in the necromunda core Rulebook). This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

A Yeld Spyre Hunter has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
Primary-SecondaryPrimarySecondary--Primary
Equipment

A Yeld Spyre Hunter is equipped with a Yeld hunting rig, paired Yeld laser gauntlets and Yeld wings (included in their starting cost). A Yeld Spyre Hunter may select any of the options from the Yeld Spyre Hunter Wargear options.

  • During the course of a campaign, a Yeld Spyre Hunter may only be given additional weapons or Wargear during Downtime.

Yeld Spyre Hunter Wargear Options

Wargear
  • A Yeld Spyre Hunter may replace its paired Yeld laser gauntlets with
ItemCredits
Paired Yeld missile gauntletsFree
  • A Yeld Spyre Hunter may be equipped with:
ItemCredits
Bio-booster35
Photo-goggles35
Photo-lumen20
Respirator15
Web solvent25
0-1 Caryatid Prime90

RAW ✔️ The Book of Desolation, p35

Jakara Spyre Hunter (Champion)

MWSBSSTWIALdClWilInt
6"2+4+3323+37+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Mirror shield4"8"-13+Energy Shield, Flash
 
Monomolecular sword-E--S+1-21-Melee, Parry, Power
or
Naga bladeE2"--S+2-12-Disarm, Melee, Parry, Versatile

Skills: 1 Primary skill (chosen) Special Rules: Spyre Hunter

Special Rules

Spyre Hunter: This fighter is subject to the Reflex Enhancers, Master of the Hunt, Kill Count and Spyrer Hunting Rig Glitches special rules (see pages 28 and 29).

Skills: When recruited, a Jakara Spyre Hunter may choose one skill from their primary skill sets (as described in the necromunda core Rulebook). This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

A Jakara Spyre Hunter has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
SecondaryPrimaryPrimaryPrimarySecondary---
Equipment

A Jakara Spyre Hunter is equipped with a Jakara hunting rig, mirror shield and monomolecular sword (included in their starting cost). A Jakara Spyre Hunter may select any of the options from the Jakara Spyre Hunter Wargear options.

  • During the course of a campaign, a Jakara Spyre Hunter may only be given additional weapons or Wargear during Downtime.

Jakara Spyre Hunter Wargear Options

Wargear
  • A Jakara Spyre Hunter may replace its monomolecular sword with
ItemCredits
Naga bladeFree
  • A Jakara Spyre Hunter may be equipped with:
ItemCredits
Bio-booster35
Photo-goggles35
Photo-lumen20
Respirator15
Web solvent25
0-1 Caryatid Prime90

RAW ✔️ The Book of Desolation, p37

Malcadon Spyre Hunter (Champion)

MWSBSSTWIALdClWilInt
7"3+3+3323+27+5+6+6+
WeaponRg SRg LAc SAc LSAPDAmTraits
Paired web incisors4"8"--3--4+Rapid Fire (1), Silent, Web
 
Paired Malcadon slashing claws-E--S-21-Melee, Paired
or
Paired Malcadon toxin whipsE2"--1--2--Entangle, Melee, Paired, Toxin

Skills: 1 Primary skill (chosen) Special Rules: Spyre Hunter

Special Rules

Spyre Hunter: This fighter is subject to the Reflex Enhancers, Master of the Hunt, Kill Count and Spyrer Hunting Rig Glitches special rules (see pages 28 and 29).

Skills: When recruited, a Malcadon Spyre Hunter may choose one skill from their Primary skill sets (as described in the Necromunda Core Rulebook). This skill does not cost any XP and does not increase the fighter's credits value.

Skill Access

A Malcadon Spyre Hunter has access to the following skill sets:

AgilityBrawnCombatCunningFerocityLeadershipSavantShooting
Secondary-PrimaryPrimarySecondary--Primary
Equipment

A Malcadon Spyre Hunter is equipped with a Malcadon hunting rig, drop rig, grapnel launcher, paired web incisors and paired Malcadon slashing claws (included in their starting cost). A Malcadon Spyre Hunter may select any of the options from the Malcadon Spyre Hunter Wargear options.

  • During the course of a campaign, a Malcadon Spyre Hunter may only be given additional weapons or Wargear during Downtime.

Malcadon Spyre Hunter Wargear Options

Wargear
  • A Malcadon Spyre Hunter may replace its paired Malcadon slashing claws with
ItemCredits
Paired Malcadon toxin whipsFree
  • A Malcadon Spyre Hunter may be equipped with:
ItemCredits
Bio-booster35
Chem-synth15
Photo-goggles35
Photo-lumen20
Respirator15
Web solvent25
0-1 Caryatid Prime90

RAW ✔️ The Book of Desolation, p38

Exotic Beasts

Caryatid Prime (Exotic Beast)

MWSBSSTWIALdClWilInt
6"5+-2212+17+6+7+8+
WeaponRg SRg LAc SAc LSAPDAmTraits
Unarmed AttackE---S-1--

Special Rules: Spyrer Companion, Charmed Companion, Precognition, Flight

Special Rules

Spyrer Companion: This fighter is subject to the Reflex Enhancers special rule (see page 28).

Charmed Companion: A Caryatid Prime is able to help their chosen companion avoid damage. Whilst the Caryatid Prime is within 3" of its companion, that fighter may re-roll one failed armour save and one failed Ammo test per round.

Precognition: The gift of foresight possessed by the Caryatid Prime enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants the Caryatid Prime a 3+ save roll, which cannot be modified by Armour Piercing.

Additionally, a Caryatid Prime may avoid being caught by a Blast marker or Flame template. If a Caryatid Prime is caught under a Blast marker or Flame template, the attacker should roll a D6. On a 4-6, the Caryatid Prime is hit by the attack. On a 1-3, the Caryatid Prime is able to fly clear of the area of the attack. Leave the model where it is and assume that it has fluttered around to avoid the attack and returned to where it was.

Flight: A Caryatid Prime ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter's base.

Skill Access

Should a Caryatid Prime become a Specialist, it has access to the following skill sets:

AgilityBrawnCombatCunningFerocity
Primary--Secondary-
Equipment

A Caryatid Prime may not purchase weapons or Wargear. A Caryatid Prime carries no weapons and will always make unarmed attacks.

RAW ✔️ The Book of Desolation, p39