Spyre hunter

Homebrew by TrenteSix

Coming from the Higher level of hive world, like Necromunda, the Spyre hunter are the of many hive citizen. For these rich psychopath, killing is a hobby. but for some of them, the hunt is a lifestyle, and these predator are looking for the bigger prey...

Note this Killeam is first write in french, I've doing my best to make a good traduction but but I may have made mistakes.

Feel free to give me your feedback on discord at .trentesix :)

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Composition

If you wish to use the Alternative Rig equipment, you must declare it before selecting your operative and apply the associated restrictions. The same applies to the Hunt master agent equipment described below.

• 1 Hunt master SPYRE HUNTER with two option in the following list :

  • Slashing claw with web incisors, grapnel launcher and drop rig
  • Toxin whip with web incisors, grapnel launcher and drop rig
  • Monomolecular sword
  • Naga blade
  • Mirror shield²
  • Laser gauntlet
  • Missile gauntlet

• 1 Caryatide Prime SPYRE HUNTER operative

• 5 SPYRE HUNTER operative, in the following list :

◦ 0-2 Panthera equipped with one of the following options

  • Mirror shield and Monomolecular sword
  • Mirror shield and Naga blade

◦ 0-2 Arachne equipped with one of the following options :

  • Paired Slashing claw with web incisors, grapnel launcher and drop rig
  • Paired Toxin whip with web incisors, grapnel launcher and drop rig

◦ 0-2 Corvus equipped with one of the following options :

  • Yeld wing and Laser gauntlets
  • Yeld wing and Missile gauntlets

◦ 0-2 Ursus equipped with one option from each of the following lines:

  • Power fists or Power talons
  • Bolt launcher, Volkite discharger or Disintegration matrix.

Your Panthera, Arachne, and Corvus agents must each have different options. A Master Hunter equipped with a Mirror Shield gains the JAKKARA keyword; you can only choose 0-1 Panthera operative. A Master Hunter equipped with two Slashing Webs gains the MALCADON keyword; you can only choose 0-1 Arachne Operative.

²You cannot select this equipment twice on the same agent, nor use it with the alternative harness equipment.

Common Abilities and Options

Dazzled:
Some weapons in these kill team rules have the special Dazzled rule below: Dazzled : An enemy agent wounded by this weapon degrades the T characteristic of all their weapons by 1, up to a maximum of 6+, and changes their critical successes into normal successes.

Reflex Enhancers:
At the start of the Preparation phase, 1d3 SPYRER agents gain one Reflex token.

Once all friendly agents have been activated, you can prepare again each friendly agent with at least one Reflex token. Then remove one Reflex token from each friendly agent thus prepared. At the end of the turn, remove all Reflex tokens from your agents.

Fly:
An operator with the FLY keyword can fly while moving. In this case, do not move them; remove them from the killzone and reposition them entirely at a distance equal to their Movement stat (or 3" if it was a Sprint action) from their original position, measuring only the horizontal distance. In a killzone that uses close-quarters combat rules, you cannot measure the distance over or through walled terrain, and the operator cannot be placed on the other side of an access point (they cannot fly through an open hatch). Note that they do not gain additional distance when performing the Charge action. They must be placed where they can be positioned, and unless it is the Charge action, they cannot be placed within the control range of an enemy operator.

Hunt master
A 2
M 6"
S 4+
W 15
Weapons
ATK
HIT
DMG
Miror Shield (Rng 6", Saturate, Dazzled)
1
5+
0/0
Laser gauntlet (Piercing 1, Saturate)
3
3+
3/4
Missile gauntlet (Piercing 1, Stun)
3
3+
3/4
Web incisor (Rng 10", Severe, Stun)
4
3+
4/5
Yeld Wing (Brutal, Severe)
4
4+
4/5
Toxic Whip (Brutal, Stun)
4
3+
4/5
Slashing Claw (Lethal 5+, Severe)
4
3+
4/6
Monomolécular sword (Lethal 5+, Shock)
4
3+
4/6
Naga blade (Brutal, Shock)
4
3+
4/5
Abilities
Adaptative predatorDazzledReflex EnhancersWeapon Pair

Adaptative predator: If this agent has the MALCADON keyword, he had Drop rig and Grapnel launcher rule : when climbing, count the vertical distance as 2" (regardless of the actual vertical distance traveled). When this agent drops, ignore the vertical distance.

If this agent has the JAKKARA keyword, he had Mirror Shield rule : when fighting or retaliating, transform the enemy agent's critical Strike into normal Strike.

Weapon Pair: If this agent is equipped with two identical weapons during agent selection, keep only one profile. They gain +1 Attack.

SPYRE HUNTER, LEADER, SPYRER, SOVEREIGN
Caryatide prime
A 2
M 6"
S 3+
W 5
Weapons
ATK
HIT
DMG
Little fist
3
4+
2/3
Abilities
Charmed CompanionFamiliarFlyPrecognition

Charmed Companion: Support: Each SPYRER agent within 3" of this agent can reroll 1 additional save die and 1 additional hit die once per turn. (e.g., if they can reroll two hit dice, they can reroll three instead. If they cannot reroll any, they can reroll one.)

Familiar: This agent cannot use a weapon that is not on their profile sheet nor perform the Pick up a marker action and must immediately perform the Place a marker action for free if they happen to receive one.

Precognition: This agent cannot lose saving dice with the Piercing rule. Furthermore, if this agent is hit by a weapon with the Blast or Torrent rule, roll 1d6: on a 4+, negate the hits on this agent.

SPYRE HUNTER, FLY
Panthera
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Miror Shield (Rng 6", Saturate, Dazzled)
1
5+
0/0
Monomolécular sword (Lethal 5+, Shock)
4
3+
4/5
Naga blade (Brutal, Shock)
4
3+
4/5
Abilities
DazzledMirror shieldReflex Enhancers

Mirror shield: when this operator fighting or retaliating, transform the enemy agent's critical Strike into normal Strike.

SPYRE HUNTER, SPYRER, JAKKARA
Arachne
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Web incisor (Rng 10", Severe, Stun)
5
3+
4/5
Toxic Whip (Brutal, Stun)
5
3+
4/5
Slashing Claw (Lethal 5+, Severe)
5
3+
4/6
Abilities
Drop rig and Grapnel launcherReflex Enhancers

Drop rig and Grapnel launcher: when climbing, count the vertical distance as 2" (regardless of the actual vertical distance traveled). When this agent drops, ignore the vertical distance.

SPYRE HUNTER, SPYRER, MALCADON
Ursus
A 2
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt launcher (Piercing 1)
4
4+
3/4
Volkite discharger (Rng 10", Piercing 1)
4
3+
3/4
Disintegration matrix (Rng 12", Piercing 2, Hot)
3
4+
5/7
Power fists (Brutal, Rending)
4
4+
5/7
Power talons (Brutal, Lethal 5+)
4
3+
4/6
Abilities
Reflex EnhancersSidearm

Sidearm: If this agent is within control range of one or more enemy agents, it can perform the action Shoot one of those enemy agents.

SPYRE HUNTER, SPYRER, ORRUS
Corvus
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Laser gauntle (Piercing 1, Saturate)
4
3+
3/4
Missile gauntlet (Piercing 1, Stun)
4
3+
3/4
Yeld wing (Brutal, Severe)
4
4+
4/5
Abilities
Cameleoline CoatingFlyReflex EnhancersSensitive eyes

Cameleoline Coating: If this agent did not move during its previous activation, degrades the T characteristic of agents that target it during a Shoot action by 1.

Sensitive eyes: This agent ignores cover from any enemy agent within 4" of them (instead of 2").

SPYRE HUNTER, SPYRER, YELD, FLY
Hunt master in Orrus rig
A 2
M 5"
S 3+
W 15
Weapons
ATK
HIT
DMG
Bolt launcher (Piercing 1)
5
3+
3/4
Volkite discharger (Rng 10", Piercing 1)
5
3+
3/4
Disintegration matrix (Rng 12", Piercing 2, Hot)
4
4+
5/7
Power fists (Brutal, Rending)
4
3+
5/7
Power talons (Brutal, Lethal 5+)
5
3+
4/6
Abilities
Reflex EnhancersSidearm.

Sidearm.: If this agent is within control range of one or more enemy agents, it can perform the action Shoot one of those enemy agents.

SPYRE HUNTER, SPYRER, ORRUS
Hunt master in Sthenian rig
A 3
M 6"
S 3+
W 21
Weapons
ATK
HIT
DMG
Power spear (Rng 8", Rending, Stun, Lim 1D6)
4
2+
4/6
Phase sword (Brutal, Shock)
5
2+
4/5
Power spear (Lethal 5+)
5
2+
4/6
Sthenian claw (Brutal, Lethal 5+, You can only use this weapon with the Sthenian Claws action)
3
4+
4/6
Medusian projectors (Rng 8", Dazzled)
2
4+
0/0
Abilities
DazzledReflex EnhancersSensitive Servo-Skull0AP: Sthenian ClawsSthenian predator

Sensitive Servo-Skull: This agent considers any enemy agent within 4" of it to have an engagement order.

Sthenian Claws (0AP): You can only use this action after having a Fight action. Perform another free Fight action with the Sthenian Claws. The enemy agent resolves the first attack dice (i.e., the defender first) but cannot Strike , only parry.

Sthenian predator: this agent counts as two

SPYRE HUNTER, LEADER, SPYRER, STHENIAN, JAKKARA, ORRUS, MALCADON, YELD
Equipment

Alternative rig:
If you wish to use this equipment, you must declare it during the Operator Selection step. Hunter Master Operator only.

You can use one of the following profiles for your Hunter Master Operator:

  • Yeld rig: Add Yeld Wings to your Hunter Master Operator's equipment, along with the keywords **FLY **and YELD.

You can only select 0-1 **Corvus **Operators during Operator Selection.

You must choose at least one gauntlet (laser or missile).

  • Orrus rig: Use the Hunter Master in Orrus rig profile , and select their equipment as you would for an Ursus Operator.

You can only select 0-1 **Ursus **Operators during Operator Selection.

  • Sthenian rig: Use the Hunter Master in Sthenian rig profile. When selecting agents, you can only choose 4 agents from the following: 0-1 **Panthera **agent, 0-1 **Arachne **agent, 0-1 **Corvus **agent, 0-1 **Ursus **agent

Rejuvenating Injector:
Add the following line to the Reflex Enhancers rule:

  • Before its first action, you can spend 1 *reflex *token from your active operative and restore 1D3 missing HP to it.

Stimulating Cocktail:
At the preparation stage of each turn after the first, 1 additional **SPYRER **agent gains a *Reflex *token (for a total of 1d3+1)


Living Armor:
Once per turn, when an ennemy operative performe a SHOOT at a friendly **SPYRER **operative, at the start of the Roll Defense Dice step, you may use this rule. In this case, reduce the x value of the Piercingrule or Critical piercing (if any) by 1 until the end of that sequence. Note that the **Piercing 1 **rule would therefore be ignored.


Ploys

Firefight - Neuroactive Stimulant:
Use this subterfuge during the activation of a friendly SPYRE HUNTER operative, before or after they perform an action. One of your operative with at least 1 *Reflex *token loses 1D6 HP and can be prepared again immediately. Remove 1 *Reflex *token from them. You may only use this subterfuge once per game.


Firefight - Hunt and Run:
Use this subterfuge when a **SPYRER **operative performs a **Reposition **action. During this action, they can interrupt their movement to perform a **Shoot **or **Fight **action before completing the movement. They can move within the control range of only one enemy operative and cannot end their movement there. Degrade the T characteristic of both operatives by 1 for this action.


Firefight - Predator of the Heights:
Use this tactic when an operative with the keyword **YELD **or **MALCADON **performs the **Charge **action. Once within control range, you can continue moving up to the maximum range of your Charge by "pulling" a single enemy agent. In this case, remove the enemy operative from the Kill Zone, continue moving, and then reposition the enemy operative as close as possible to their initial position in contact with your agent. If, at the start of the action, the enemy agent was located below your Charging operative, the enemy operative loses 1 HP for every floor (3") difference, up to a maximum of 3 HP.


Firefight - Ground Predator:
Use this subterfuge when a **JAKKARA **or **ORRUS **operative performs the **Charge **action. Once within control range, you can continue moving up to the maximum range of your charge by "pushing" a single enemy operative . In this case, remove the enemy operative from the Kill Zone, continue moving, and then reposition the enemy operative as far from their initial position as possible in contact with your operative. If, at the end of the action, the enemy agent is between a heavy or light terrain feature and your agent, he lose 1d3 wounds.


Strategic - Cruel Hunter:
For this turning point, improve the T characteristic of friendly **SPYRER **agents who target an injured enemy agent by 1, up to a maximum of 2+


Strategic - Alpha Predator:
You can only use this subterfuge if a friendly **STHENIAN **agent is present in the Kill Zone. For this turn, any agent within 4" of a friendly **STHENIAN **agent is treated as having an engagement order by all friendly **SPYRER **agents. You cannot use this subterfuge two turns in a row; each use of this subterfuge costs 1 additional PC.


Strategic - Hunt Pack:
Choose two friendly **SPYRER **operatives (excluding **STHENIAN ** operative ) prepared and with a *Reflex *token. For this turn, when one of these two operative becomes unavailable, you must activate the second friendly operative prepared before your opponent activates one of their agents. Remove one *Reflex *token from these operatives at the end of their activation. Once the other operative becomes unavailable, your opponent activates as usual. You cannot use the Rejuvenating Injector equipment on the chosen operatives.


Strategic - Projection of Terror:
Designate an enemy operative visible to your **LEADER **agent but not within the control range of a friendly **SPYRER **operative. The enemy operative gains a *Prey *token until the end of the turn. While an enemy operative has a *Prey *token, your opponent must spend 1 additional AP for the enemy operative with a Prey token to perform the Pick Up a Marker action and mission actions. Furthermore, treat the LPA of an enemy operative with a *Prey *token as 1 point lower while they are more than 6" away from any other enemy agent. Note that this is not a modifier to the LPA characteristic, so any modification stacks with this rule. At the end of the turn, remove the *Prey *token.

If an enemy operative with a *Prey *token is incapacited, you can instead leave them at 1 HP and give them an *Agony *token, which they keep until the end of the game. Treat them as injured even if they regain more than half of their HP. While an agent with an *Agony *token has only 1 HP, reduce their LPA characteristic to 0; they can do nothing but must perform a free **Sprint **action to the nearest cover or their nearest ally. Your opponent must spend 1 additional AP for Pick Up Marker actions and mission actions for all Enemy operative within 3" of an operative with an *Agony *token. Also treat the sum of the LPA characteristics of enemy agents contesting a marker as 1 point lower if at least one enemy operative is within 3" of an enemy operative with an *Agony *token and 1 WP. Note that this is not a modifier to the LPA characteristic, so any modification stacks with this rule.

Your opponent can perform a **SHOOT **action on an enemy operative with 1 HP and an *Agony *token for 2 AP.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.