Spyre Hunting Party
RAW ✔️ The Book of Desolation, p24
Spyre Hunting Party List
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)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 2+ | 3+ | 3 | 3 | 3 | 3+ | 3 | 7+ | 5+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| In options: | |||||||||
| Malcadon slashing claw | - | E | - | - | S | -2 | 1 | - | Melee |
| Web incisors | 4" | 8" | - | - | 3 | - | - | 4+ | Silent, Web |
| Malcadon toxin whip | E | 2" | - | -1 | - | -2 | - | - | Entangle, Melee, Toxin |
| Mirror shield | 4" | 8" | -1 | 3+ | Energy Shield, Flash | ||||
| Monomolecular sword | - | E | - | - | S+1 | -2 | 1 | - | Melee, Parry, Power |
| Naga blade | E | 2" | - | - | S+2 | -1 | 2 | - | Disarm, Melee, Parry, Versatile |
| Yeld laser gauntlet | 10" | 20" | +1 | - | 3 | -1 | 1 | 3+ | Plentiful |
| Yeld missile gauntlet | 15" | 30" | - | - | 5 | - | 1 | 4+ | Knockback |
Skills: 1 Primary skill (chosen)
Special Rules: Gang Leader, Spyre Hunter, Experienced Hunter Gang Leader: A Spyre Hunting Party gang must always include a single fighter with this special rule: 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. 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.Special Rules
Skill Access
Equipment
Spyre Hunt Master Wargear Options
Wargear
Item Credits Malcadon slashing claw with web incisors, grapnel launcher and drop rig 60 Malcadon toxin whip with web incisors, grapnel launcher and drop rig 60 Mirror shield 60 Monomolecular sword 50 Naga blade 50 Yeld laser gauntlet 30 Yeld missile gauntlet 30
Item Credits Bio-booster 35 Chem-synth 15 Photo-goggles 35 Photo-lumen 20 Respirator 15 Web solvent 25 0-1 Caryatid Prime 90
RAW ✔️ The Book of Desolation, p30
Orrus Spyre Hunter (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3+ | 3+ | 3 | 4 | 3 | 3+ | 2 | 7+ | 5+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Orrus power talons | - | E | - | - | S+1 | -3 | 1 | - | Melee, Paired |
| or | |||||||||
| Orrus power fists | - | E | - | - | S+2 | -1 | 2 | - | Melee, Paired, Power |
| Bolt launcher (x2) | 8" | 20" | +1 | - | 4 | -1 | 1 | 4+ | Rapid Fire (1), Sidearm |
| or either of the following | |||||||||
| Volkite discharger (x2) | 5" | 10" | - | - | 5 | - | 1 | 6+ | Deflagrate, Sidearm |
| Disintegration matrix (x2) | 3" | 12" | - | -1 | 5 | -2 | 2 | 6+ | Scarce, Sever, Sidearm, Unstable |
Skills: 1 Primary skill (chosen)
Special Rules: Spyre Hunter 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. 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:Special Rules
Skill Access
Equipment
Orrus Spyre Hunter Wargear Options
Wargear
Item Credits Orrus power fists 50
Item Credits Two volkite dischargers Free Two disintegration matrix 60
Item Credits Bio-booster 35 Photo-goggles 35 Photo-lumen 20 Respirator 15 Web solvent 25 0-1 Caryatid Prime 90
RAW ✔️ The Book of Desolation, p33
Yeld Spyre Hunter (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 7" | 4+ | 2+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 5+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Yeld wings | - | E | - | - | S+1 | -1 | 1 | - | Melee |
| Paired Yeld laser gauntlets | 10" | 20" | +1 | - | 3 | -1 | 1 | 3+ | Plentiful, Rapid Fire (1) |
| or | |||||||||
| Paired Yeld missile gauntlets | 15" | 30" | - | - | 5 | - | 1 | 4+ | Knockback, Rapid Fire (1) |
Skills: 1 Primary skill (chosen)
Special Rules: Spyre Hunter 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. 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.Special Rules
Skill Access
Equipment
Yeld Spyre Hunter Wargear Options
Wargear
Item Credits Paired Yeld missile gauntlets Free
Item Credits Bio-booster 35 Photo-goggles 35 Photo-lumen 20 Respirator 15 Web solvent 25 0-1 Caryatid Prime 90
RAW ✔️ The Book of Desolation, p35
Jakara Spyre Hunter (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 2+ | 4+ | 3 | 3 | 2 | 3+ | 3 | 7+ | 5+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Mirror shield | 4" | 8" | -1 | 3+ | Energy Shield, Flash | ||||
| Monomolecular sword | - | E | - | - | S+1 | -2 | 1 | - | Melee, Parry, Power |
| or | |||||||||
| Naga blade | E | 2" | - | - | S+2 | -1 | 2 | - | Disarm, Melee, Parry, Versatile |
Skills: 1 Primary skill (chosen)
Special Rules: Spyre Hunter 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. 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.Special Rules
Skill Access
Equipment
Jakara Spyre Hunter Wargear Options
Wargear
Item Credits Naga blade Free
Item Credits Bio-booster 35 Photo-goggles 35 Photo-lumen 20 Respirator 15 Web solvent 25 0-1 Caryatid Prime 90
RAW ✔️ The Book of Desolation, p37
Malcadon Spyre Hunter (Champion)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 7" | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 5+ | 6+ | 6+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Paired web incisors | 4" | 8" | - | - | 3 | - | - | 4+ | Rapid Fire (1), Silent, Web |
| Paired Malcadon slashing claws | - | E | - | - | S | -2 | 1 | - | Melee, Paired |
| or | |||||||||
| Paired Malcadon toxin whips | E | 2" | - | -1 | - | -2 | - | - | Entangle, Melee, Paired, Toxin |
Skills: 1 Primary skill (chosen)
Special Rules: Spyre Hunter 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. 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.Special Rules
Skill Access
Equipment
Malcadon Spyre Hunter Wargear Options
Wargear
Item Credits Paired Malcadon toxin whips Free
Item Credits Bio-booster 35 Chem-synth 15 Photo-goggles 35 Photo-lumen 20 Respirator 15 Web solvent 25 0-1 Caryatid Prime 90
RAW ✔️ The Book of Desolation, p38
Exotic Beasts
Caryatid Prime (Exotic Beast)
| M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5+ | - | 2 | 2 | 1 | 2+ | 1 | 7+ | 6+ | 7+ | 8+ |
| Weapon | Rg S | Rg L | Ac S | Ac L | S | AP | D | Am | Traits |
|---|---|---|---|---|---|---|---|---|---|
| Unarmed Attack | E | - | - | - | S | - | 1 | - | - |
Special Rules: Spyrer Companion, Charmed Companion, Precognition, Flight 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. A Caryatid Prime may not purchase weapons or Wargear. A Caryatid Prime carries no weapons and will always make unarmed attacks.Special Rules
Skill Access
Equipment
RAW ✔️ The Book of Desolation, p39