Spyre hunter
Common Abilities and Options
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.
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.
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.
Operatives
1. Hunt master in Sthenian rig
A 3
M 4"
S 3+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Phase sword (Brutal, Shock) | 5 | 3+ | 4/5 |
| Power spear (Lethal 5+) | 5 | 3+ | 4/6 |
| Sthenian claw (Brutal, Lethal 5+, You can only use this weapon with the Sthenian Claws action) | 3 | 5+ | 4/6 |
| Power spear (Rng 8", Rending, Stun, Lim 1D6) | 4 | 3+ | 4/6 |
| Medusian projectors (Rng 8", Dazzled) | 2 | 5+ | 0/0 |
Abilities
Sthenian predatorReflex EnhancersDazzledSensitive Servo-Skull0AP: Sthenian Claws2. Caryatide prime
A 2
M 6"
S 3+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Little fist | 3 | 4+ | 2/3 |
Abilities
FlyPrecognitionFamiliarCharmed Companion3. Panthera
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Monomolécular sword (Lethal 5+, Shock) | 4 | 3+ | 4/5 |
| Miror Shield (Rng 6", Saturate, Dazzled) | 1 | 5+ | 0/0 |
Abilities
DazzledMirror shieldReflex Enhancers4. Arachne
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Slashing Claw (Lethal 5+, Severe) | 5 | 3+ | 4/6 |
| Web incisor (Rng 10", Severe, Stun) | 5 | 3+ | 4/5 |
Abilities
Reflex EnhancersDrop rig and Grapnel launcher5. Ursus
A 2
M 5"
S 3+
W 15
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Power talons (Brutal, Lethal 5+) | 4 | 3+ | 4/6 |
| Bolt launcher (Piercing 1) | 4 | 4+ | 3/4 |
Abilities
Reflex EnhancersSidearm6. Corvus
A 2
M 6"
S 4+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Yeld wing (Brutal, Severe) | 4 | 4+ | 4/5 |
| Laser gauntle (Piercing 1, Saturate) | 4 | 3+ | 3/4 |
Abilities
Cameleoline CoatingReflex EnhancersFlySensitive eyesEquipment
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
Neuroactive Stimulant
Firefight PloyUse 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.
Hunt and Run
Firefight PloyUse 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.
Predator of the Heights
Firefight PloyUse 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.
Ground Predator
Firefight PloyUse 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.
Cruel Hunter
Strategy PloyFor 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+
Alpha Predator
Strategy PloyYou 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.
Hunt Pack
Strategy PloyChoose 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.
Projection of Terror
Strategy PloyDesignate 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.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.