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Campaign Play

RAW ✔️ The Book of Desolation, p25

During a campaign, Spyre Hunting Party gangs function differently to other gangs in several ways, as described below.

Income, Equipment And Recruitment

A Spyre Hunting Party gang only gains credits or equipment during Downtime. Any credits or equipment gained at any other time that would be added to their Stash are instead discarded.

In addition, the only way a Spyre Hunting Party gang may recruit additional fighters is through the Terror Level.

Downtime: During the Fresh Recruitment step of Downtime, Spyre Hunting Party gangs gain credits the same as all other gangs. These credits may only be used to perform the following actions:

  • Exchange weapons and Wargear on any of their fighters.
    • Any weapon augmentations are lost if a weapon is swapped out.
  • Purchase additional Wargear from their Equipment options.
  • Remove all Suit Glitches from a fighter for 100 credits.
  • Hire one or more Caryatid Primes. Any unspent credits are discarded at the end of Downtime.

Captives

Spyrers have no interest in selling Captives to Guilders or claiming bounties – as far as they are concerned, the only use for a Captive is as bait to lure more prey in. Spyre Hunting Parties cannot trade, sell or dispose of Captives.

Territories

Spyre Hunting Party gangs contest and control Territories in the same manner as other gangs. However, as they have no interest in working a Territory and extorting credits or services from the local populace there are some key differences.

Boons

The only Territory a Spyre Hunting Party gang gains Boons from is the Spyrer Base Camp, all other Territories grant no Boons to a Spyre Hunting Party gang.

Terror Purge

Whenever a Spyre Hunting Party gang wins a battle as part of a campaign, they perform a Terror Purge during the Wrap-up step of the post-battle sequence.

  • When a gang performs a Terror Purge, every fighter in the gang earns 2 XP.

Base Of Operation

In addition to any other Territory a Spyre Hunting Party gang controls, they always have a Spyrer Base Camp Territory which they can never lose.

note

Unique Territory – Spyrer Base Camp

A stronghold from which the Spyrers can operate, a Spyrer Base Camp is heavily fortified and highly mobile, moving with the Spyre Hunting Party gang so they always have a safe place to recover from battle and hone their skills.

Territory Boon

Recovery Systems: During the Wrap-up of each battle the Spyre Hunting Party gang takes part in, one Spyrer may perform post-battle actions even if they are in Convalescence. A Spyre Hunting Party gang may never lose control of their Spyrer Base Camp Territory.