// Rulebook Scan Reference · Necromunda: Book of the Outlands, Pages 64–81

Spyre Hunters

Full gang rules transcribed from the scanned rulebook pages, kept here for quick reference at the table. Switch to Source to view the original scans.

“All scions of the Imperial House must prove their worth as Spyrers before taking on the mantle of power.”
— Proclamations of the Lord Helmawr – 413.M38
+ Background lore — Children of the Spire

In the darkest, most hellish depths of Necromunda, mechanical hunters stalk shattered domes in search of worthy prey. These are no automata but scions of the Imperial House, kitted out in the finest hunting rigs the Imperial House has to offer. They fight for sport rather than necessity and find glee in the spilling of blood, be it human or monstrous creature. Whether alone or in loosely co-ordinated packs, Spyrers traverse even the harshest of environments in order to claim trophies and elevate their standing in high society. Though they care not for the squabbling over turf of the Clan Houses, they are fickle and will think nothing of attacking a gang that demonstrates weakness. With their suits tracking a kill count that rewards the Spyrers for their murderous efforts, gangs should take care to never appear like prey to these hunters — lest they become targets on the path of the Spyrers’ bloody hunt…

Quinnelloia Helmawr, Last Daughter of the Onyx Flats, Jakara Spyre Hunter, House Helmawr

“It is not for you to berate me just because you were unable to protect yourselves. I am not here to help you, you are here to bait out foes worthy of my time! Now be quiet before I decide to continue alone.”

For most subjects of a hive, the Spyrers are a horror story used to scare children. Yet these remorseless killers are no fable. Noble scions of House Helmawr all, each Spyrer is selected in youth for their cruelty and tenaciousness before being granted a Spyrer hunting rig as a rite of passage. They are sent into the deadliest environments on the planet and set one simple challenge: slaughter the most powerful enemies they can find. Even a lone Spyrer is capable of taking on throngs of foes with ease, their suits thrumming with energy and constructed from the finest off-world technology available to the Spire. When faced with particularly vicious opponents or dangerous locales, Spyrers will even set aside the rivalry sparked by their noble blood to hunt as a pack — and it is within these formations that they are at their most deadly.

Though every suit is different, Spyrers have come to be recognised by four main patterns. The Orrus-pattern suit is the strongest in terms of raw power thanks to its sheer size and the huge pair of power claws mounted on its frame. It also comes with close-range artillery built into its arms, though this is mostly to distract lesser enemies whilst the Spyrer rips apart their main prey with wild abandon. Many nobles consider the Orrus-pattern suit brutish in its fighting style, which some would say more resembles that of a wild sump beast than a high-born hunter. These scions often opt for the Jakara-pattern suit, which favours a mirror shield and monomolecular blade for unparalleled cleaving and parrying, prioritising speed over strength.

Many Spyrers that form parties opt to have at least one stealthy attacker in a Malcadon-pattern suit. These long-taloned rigs allow their wearers to climb vertical surfaces and strike out from the shadows, while drop rigs and grapnel launchers allow them to attack from under the cover of shadow at any height. Yeld-pattern suits also favour attacking from stealth, though these winged killers are best at range, their wearers able to glide short distances whilst picking off their opponents from afar with bespoke laser gauntlets.

Becoming a Spyrer is a gruelling task, though a necessary one should a young Helmawr wish to earn the respect of their peers. The suits are either inherited or custom-made, the exact process of their creation a closely kept house secret, and their wearers must be modified to inhabit them. This can involve the elongation or amputation of limbs, the addition of countless neural ports, or the reshaping of the torso. Should they survive their tenure as a Spyrer and return to take their place in high society, their limbs are regrown in custom limb farms and their neural ports closed up — though the remaining scars are often purposefully left untouched as a badge of honour.

Gang Special Rules

// p.67 — Spyre Hunting Party Gang Composition

Spyre Hunting Parties do not follow the usual gang composition rules in the Necromunda Skirmish: Core Rulebook and instead have the following rule:

  • There must be one Fighter with the Leader Subtype.

If the Leader is ever deleted from the Gang Roster, follow the rules for Death of a Leader in the Necromunda Skirmish: Core Rulebook.

Income, Equipment & Recruitment: A Spyre Hunting Party gang gains control of Territories in the same way as a regular gang; they do not, however, gain the standard Boons from non-Spyrer Base Camp Territories they control, instead each non-Spyrer Base Camp Territory grants them the following Boon:

  • Income: The gang earns 15 credits from the Territory when collecting income.

Spyre Hunter Fighters may freely put any weapons they are equipped with into the gang’s Stash and be equipped with new weapons during the Redistribute Equipment sub-step of the Post-cycle Sequence. Whenever a weapon is placed into the gang’s Stash, any Augmentations it may have gained are lost.

Additionally, Spyre Hunting Parties may not recruit any model that is not included in this list unless explicitly stated they will join Spyre Hunting Parties.

Scions of the Imperial House: Spyrers have a wide variety of rules that apply to them, covered below.

Starting Skills: When added to a Gang Roster, all Spyre Hunting Party Leaders and Champions may select one skill from one of their Primary Skill Sets.

Base of Operation: Instead of starting with a Settlement Territory, a Spyre Hunting Party starts with a Spyrer Base Camp Territory which they can never lose.

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 so they always have a safe place to recover from battle and to hone their skills.

Territory Boon: This Territory grants the following Boons:

Income: The gang earns 15 credits from this Territory when collecting income.

Special: At the start of each Post-cycle Sequence, one Spyrer may clear their In Recovery box before declaring Post-cycle Actions.

Skill Access

// This gang's Fighters have access to the following Skill Sets — click one to see its skills
Fighter
Spyre Hunt MasterSecondaryPrimaryPrimaryPrimary
Jakara Spyre HunterPrimaryPrimarySecondary
Malcadon Spyre HunterPrimaryPrimarySecondary
Orrus Spyre HunterPrimaryPrimarySecondary
Yeld Spyre HunterPrimarySecondaryPrimary
Caryatid PrimePrimarySecondary

New Subtype: Spyrer

// p.68

A Spyrer is a noble of the Imperial House equipped with the most advanced technology that can be found on Necromunda, making them capable of taking on the deadliest of opponents and winning. As such, there are a number of special rules that apply to a Spyrer.

Kill Count: Each Spyrer hunting rig records all that happens to the Spyrer, verifying their kills and unlocking functions of the hunting rig and its weaponry as their Kill Count ticks up, making them an ever more dangerous foe. In addition to gaining XP, each time a Spyrer takes an enemy Fighter Out of Action, increase the Spyrer’s Kill Count by 1.

Threat Assessment: When selecting starting Crews or Reinforcements, divide the number of models allowed by two, rounding up, to determine the number of Spyrers that may be selected. For example, if 3 Reinforcements would arrive, only two Spyrers arrive.

Master of the Hunt: All Spyrers have a suite of special rules granted to them by their hunting rigs:

  • All Spyrers have the Juggernaut skill.
  • A Spyrer may never be Captured for any reason, rather they are considered to have suffered Superficial Damage (see the Spyrer Hunting Rig Glitches table below).
  • Spyrers do not suffer side effects from chems and can never become addicted to them.
  • A Spyrer never needs to make Nerve checks.

Reflex Enhancers: During the Ready Gang step of the Priority Phase, all Spyrers gain one extra Ready marker; if an effect would prevent them from gaining a Ready marker, they gain one fewer Ready marker. Each time a Spyrer activates, they only remove one Ready marker — this means they will be able to activate twice each round. Any effect that removes Ready markers or prevents them from being added only affects one Ready marker.

Spyrers & Lasting Injuries

// p.69

When a Spyrer is taken Out of Action, instead of rolling on the Lasting Injury table in the Necromunda Skirmish: Core Rulebook, roll on the Spyrer Hunting Rig Glitches table below.

If, during the Clean House step of the Post-battle Sequence, a Spyrer’s Glitch Count is higher than their Toughness characteristic, the hunting rig shuts down. Delete the Spyre Hunter and all of their equipment from the Gang Roster.

Spyrer Hunting Rig Glitches

D66Lasting Damage
11Lesson Learnt: The Spyrer earns D3 XP.
12Eternal Enmity: The Spyrer gains the Hatred (X) Condition where X is the type of gang that took them Out of Action.
13Bitter Enmity: The Spyrer gains the Hatred (X) Condition where X is the gang that took them Out of Action.
14Personal Enmity: The Spyrer gains the Hatred (X) Condition where X is the model that took them Out of Action. If they were not taken Out of Action as a result of a model’s action, treat this result as Bitter Enmity.
15Horrid Scars: The Spyrer gains the Fearsome skill.
16Impressive Scars: The Spyrer increases their Leadership characteristic by 1.
21–26Superficial Damage: Despite being incapacitated, the Spyrer’s hunting rig successfully maintains all systems and preserves the Fighter inside. The Spyrer misses the rest of the battle, but suffers no long-term effects.
31–46Grievous Wound: The Spyrer goes into Recovery.
51Anxiety Suppression Damaged: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Cool characteristic by 1.
52Neural Feedback: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Intelligence characteristic by 1.
53Humbled: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Leadership characteristic by 1.
54Vox Ghosts: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Willpower characteristic by 1.
55Gyroscopic Destabilisation: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Initiative characteristic by 1.
56Seized Locomotors: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Movement characteristic by 1.
61Targeting Uplink Disruption: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Ballistic Skill characteristic by 1.
62Stuttering Servos: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Weapon Skill characteristic by 1.
63Damaged Musculature: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Strength characteristic by 1.
64Reduced Plate Density: The Spyrer goes into Recovery, increases their Glitch Count by 1 and reduces their Toughness characteristic by 1.
65Multiple Glitches: Roll D3 times on this table, re-rolling any results of Multiple Glitches or Critical Overload.
66Critical Overload: The Spyrer is killed instantly — not even their hunting rig can save them. If the injury was caused by an enemy model, that model gains 1 extra XP.

Spyrer Post-cycle Actions

// p.70 — Spyrers do not have access to the standard Post-cycle Actions, instead they may only perform the following

Suit Evolution (Spyrer only): If a Spyrer’s Kill Count is at least 4, reduce their Kill Count by 4, and either clear all Spyrer Hunting Rig Glitches (resetting their Glitch Count to zero and removing all negative effects caused by the Glitches), or gain a Hunting Rig Augmentation as follows. If the Spyrer’s Kill Count is still at least 4, they may perform this action again for free.

Hunting Rig Augmentation: The hunting rig improves the power supply to one of its systems and brings additional functions online. Pick one weapon or piece of wargear carried by the Spyrer and increase its Augmentation tier by 1. If the new Augmentation would increase a characteristic beyond its maximum, increase the Augmentation tier by an additional 1.

Suit Maintenance (Spyrer only): The Fighter repairs and maintains their hunting rig. The gang can remove 100 credits from their Stash in order to clear all Spyrer Hunting Rig Glitches (resetting their Glitch Count to zero and removing all negative effects caused by the glitches).

Terrorise Territory (Spyrer only — max five Fighters): The Spyrer goes out into a Territory, subduing the local populace and flushing out any Aranthian sympathisers. Add 10 credits to the gang’s Stash for each Spyrer that performs this action.

Train (Spyrer only): The Spyrer practises their skills ready for the upcoming battles. Each Spyrer that performs this action earns 2 XP.

Fighter Cards

// p.71–73

Spyre Hunt Master

190 Credits
MWSBSSTWIASv
6″3+3+333435+
LdClWilIntTypeStarting XP
8988Fighter (Leader, Spyrer)61

Experienced Hunter: When added to a Gang Roster, pick one weapon or piece of wargear carried by a Spyre Hunt Master and increase its Augmentation level by 1.

Bonded to the Rig: A Spyre Hunt Master may never have their Sovereign hunting rig unequipped from them, and if they are removed from the Gang Roster this item is also removed instead of being placed into the gang’s Stash.

Fixed Loadouts: A Spyre Hunt Master may be equipped with up to two options from the Hunt Master Weapons section of the Spyre Hunter Equipment List.

Equipment: A Spyre Hunt Master is equipped with a Sovereign hunting rig (included in their starting cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Spyre Hunter Equipment List.

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Spyre Hunter Equipment List.
    • They may only choose weapons from the Hunt Master Weapons section of the Spyre Hunter Equipment List.

Jakara Spyre Hunter

185 Credits
MWSBSSTWIASv
6″3+4+332435+
LdClWilIntTypeStarting XP
7877Fighter (Champion, Spyrer)37

Bonded to the Rig: A Jakara Spyre Hunter may never have their Jakara hunting rig or mirror shield unequipped from them, and if they are removed from the Gang Roster these items are also removed instead of being placed into the gang’s Stash.

Fixed Loadouts: A Jakara Spyre Hunter must always be equipped with exactly one option from the Jakara Weapons section of the Spyre Hunter Equipment List.

Equipment: A Jakara Spyre Hunter is equipped with a Jakara hunting rig and a mirror shield (included in their starting cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Spyre Hunter Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Spyre Hunter Equipment List.
    • They may only choose weapons from the Jakara Weapons section of the Spyre Hunter Equipment List.

Malcadon Spyre Hunter

185 Credits
MWSBSSTWIASv
7″3+3+332425+
LdClWilIntTypeStarting XP
7877Fighter (Champion, Spyrer)37

Bonded to the Rig: A Malcadon Spyre Hunter may never have their Malcadon hunting rig, drop rig, grapnel launcher or paired web incisors unequipped from them, and if they are removed from the Gang Roster these items are also removed instead of being placed into the gang’s Stash.

Fixed Loadouts: A Malcadon Spyre Hunter must always be equipped with exactly one option from the Malcadon Weapons section of the Spyre Hunter Equipment List.

Equipment: A Malcadon Spyre Hunter is equipped with a Malcadon hunting rig, drop rig, grapnel launcher and paired web incisors (included in their starting cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Spyre Hunter Equipment List:

  • During the course of a campaign, a Malcadon Spyre Hunter may be given additional weapons and wargear purchased from the Spyre Hunter Equipment List.
    • They may only choose weapons from the Malcadon Weapons section of the Spyre Hunter Equipment List.

Orrus Spyre Hunter

180 Credits
MWSBSSTWIASv
5″3+3+342424+
LdClWilIntTypeStarting XP
7877Fighter (Champion, Spyrer)37

Bonded to the Rig: An Orrus Spyre Hunter may never have their Orrus hunting rig unequipped from them, and if they are removed from the Gang Roster this item is also removed instead of being placed into the gang’s Stash.

Fixed Loadouts: An Orrus Spyre Hunter must always be equipped with exactly one option from the Orrus Ranged Weapons section and exactly one option from the Orrus Close Combat section of the Spyre Hunter Equipment List.

Equipment: An Orrus Spyre Hunter is equipped with an Orrus hunting rig (included in their starting cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Spyre Hunter Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Spyre Hunter Equipment List.
    • They may only choose weapons from the Orrus Ranged Weapons and the Orrus Close Combat Weapons section of the Spyre Hunter Equipment List.

Yeld Spyre Hunter

180 Credits
MWSBSSTWIASv
7″4+3+332525+
LdClWilIntTypeStarting XP
7877Fighter (Champion, Flying, Spyrer)37

Bonded to the Rig: A Yeld Spyre Hunter may never have their Yeld hunting rig or Yeld wings unequipped from them, and if they are removed from the Gang Roster these items are also removed instead of being placed into the gang’s Stash.

Fixed Loadouts: A Yeld Spyre Hunter must always be equipped with exactly one option from the Yeld Weapons section of the Spyre Hunter Equipment List.

Equipment: A Yeld Spyre Hunter is equipped with a Yeld hunting rig and Yeld wings (included in their starting cost) and, when added to a Gang Roster, may purchase weapons and wargear from the Spyre Hunter Equipment List:

  • During the course of a campaign, they may be given additional weapons and wargear purchased from the Spyre Hunter Equipment List.
    • They may only choose weapons from the Yeld Weapons section of the Spyre Hunter Equipment List.

Caryatid Prime

70 Credits
MWSBSSTWIASv
6″5+6+221516+
LdClWilIntTypeStarting XP
5777Fighter (Beast, Flying, Pet)13

Leash Range: A Caryatid Prime has a 3″ Leash range.

Spyrer Companion: A Caryatid Prime is subject to the Reflex Enhancers special rule (see the New Subtype: Spyrer section above).

Charmed Companion: A Caryatid Prime is able to help their chosen companion avoid damage. While they are within Leash range of their owner, that Fighter may re-roll one failed save each round.

Precognition: The gift of foresight possessed by a Caryatid Prime enables it to dodge and evade all but the most unexpected of attacks. This tremendous precognition grants them a 3+ Invulnerable save.

Equipment: A Caryatid Prime is armed with a bite. They may not purchase or be equipped with additional weapons or wargear.

Equipment List

// p.74 — every item on the Spyre Hunter Equipment List is exclusive to specific Spyrer patterns; see each Fighter card's Fixed Loadouts

Spyrer Weapons — Hunt Master Weapons

  • Malcadon slashing claw with web incisor, grapnel launcher and drop rig45 credits
  • Malcadon toxin whip with web incisor, grapnel launcher and drop rig60 credits
  • Mirror shield35 credits
  • Monomolecular sword50 credits
  • Naga blade65 credits
  • Yeld laser gauntlet25 credits
  • Yeld missile gauntlet60 credits

Spyrer Weapons — Jakara Weapons

  • Monomolecular sword50 credits
  • Naga blade65 credits

Spyrer Weapons — Malcadon Weapons

  • Paired Malcadon slashing claws35 credits
  • Paired Malcadon toxin whips50 credits

Spyrer Weapons — Orrus Ranged Weapons

  • Paired bolt launchers40 credits
  • Paired disintegration matrix75 credits
  • Paired volkite dischargers45 credits

Spyrer Weapons — Orrus Close Combat Weapons

  • Orrus power fists65 credits
  • Orrus power talons45 credits

Spyrer Weapons — Yeld Weapons

  • Paired Yeld laser gauntlets35 credits
  • Paired Yeld missile gauntlets65 credits

Wargear — Personal Equipment

  • Bio-booster25 credits
  • Grav chute30 credits
  • Photo-goggles35 credits
  • Photo-lumen15 credits
  • Respirator15 credits

Wargear — Pets

  • Caryatid Prime70 credits

Equipment Reference

// p.75 — every weapon on the Spyre Hunter Equipment List is exclusive to this gang (TP: E, Creds: –); Bio-booster, Grav chute, Photo-goggles, Photo-lumens and Respirator are standard Trading Post wargear, see the Trading Post & Equipment page for full rules text.

Hunt Master Weapons
WeaponSRLRStrAPLTraits
Malcadon slashing clawES-21Melee
Malcadon toxin whipE-21Melee, Toxin (3+)
Mirror shield4″8″Flash, Shield
Monomolecular swordES+1-21Breaching (5+), Melee, Parry
Naga bladeES+2-12Melee, Parry
Web incisor4″8″3Web
Yeld laser gauntlet10″20″3-11
Yeld missile gauntlet15″30″51Knockback (5+)
Jakara Weapons
WeaponSRLRStrAPLTraits
Mirror shield4″8″Flash, Shield
Monomolecular swordES+1-21Breaching (5+), Melee, Parry
Naga bladeES+2-12Melee, Parry
Malcadon Weapons
WeaponSRLRStrAPLTraits
Paired Malcadon slashing clawsES-21Melee, Paired (2)
Paired Malcadon toxin whipsE-21Melee, Toxin (3+), Paired (2)
Paired web incisors4″8″3Rapid Fire (1), Web
Orrus Ranged Weapons
WeaponSRLRStrAPLTraits
Paired bolt launchers8″20″4-11Rapid Fire (2)
Paired disintegration matrix3″12″5-22Damage (2), Rapid Fire (1), Ammo (5+), Unstable
Paired volkite dischargers5″10″51Blaze (4+), Rapid Fire (1)
Orrus Close Combat Weapons
WeaponSRLRStrAPLTraits
Orrus power fistsES+2-12Breaching (5+), Melee, Paired (2)
Orrus power talonsES+1-21Breaching (6+), Melee, Paired (2)
Yeld Weapons
WeaponSRLRStrAPLTraits
Paired Yeld laser gauntlets10″20″3-11Rapid Fire (1)
Paired Yeld missile gauntlets15″30″51Knockback (5+), Rapid Fire (1)
Yeld wingsES+1-11Melee
Natural Weapons
WeaponSRLRStrAPLTraits
BiteES1Melee

Every weapon above has a baseline Lethality characteristic of 1 (determining the number of Injury dice rolled when it takes a Fighter Out of Action) unless a Hunting Rig Augmentation below improves it — see the Necromunda Skirmish: Core Rulebook Injuries sequence for how Lethality is used.

Hunting Rig Augmentations

// p.76–79 — gained via the Suit Evolution Post-cycle Action; each entry below lists what Tier 1, Tier 2 and (where applicable) Tier 3 unlock for that weapon or rig

Spyrer Weapons

Paired bolt launchers — the classic armament of the Orrus-pattern of Spyrer suit, bolt launchers unleash a devastating salvo of firepower. Tier 1: improve the Lethality characteristic to 2. Tier 2: improve the AP characteristic to -2. Tier 3: replace the Rapid Fire (2) trait with the Rapid Fire (3) trait.

Paired disintegration matrix — only faintly understood and dangerous in the extreme to use, the disintegration matrix affords unparalleled destructive power to the Spyrer brave (or foolish) enough to equip their hunting rig with them. Tier 1: improve the AP characteristic to -3. Tier 2: replace the Ammo (5+) trait with the Ammo (4+) trait. Tier 3: improve the Lethality characteristic to 3.

Jakara hunting rig — the lightest of the Spyrer hunting rigs, favouring speed and agility over heavy armour, the Jakara hunting rig is fashioned from materials designed to minimise any restrictions upon the wearer’s movements. Tier 1: improve the wearer’s Strength characteristic by 1. Tier 2: improve the wearer’s Attacks characteristic by 1.

Malcadon hunting rig — with added support around the upper torso, the Malcadon hunting rig is adapted to absorb the extra strain placed upon the wearer by constantly moving themselves using the inbuilt grapnel launcher. Tier 1: improve either the wearer’s Ballistic Skill or Weapon Skill characteristic by 1. Tier 2: improve the wearer’s Save characteristic by 1.

Malcadon slashing claw & Paired Malcadon slashing claws — the primary armament of the Malcadon Spyre Hunter, Malcadon slashing claws are often the last thing their prey sees as the Spyrer sweeps down to finish off enemies trapped within the webs they launch. Tier 1: improve the AP characteristic to -3. Tier 2: improve the Lethality characteristic to 2. Tier 3: improve the Strength characteristic to S+1.

Malcadon toxin whip & Paired Malcadon toxin whips — occasionally used as an alternative loadout by Malcadon Spyre Hunters, Malcadon toxic whips deliver deadly chems, incapacitating the target for later elimination. Tier 1: improve the Lethality characteristic to 2. Tier 2: replace the Paired (2) trait with the Paired (3) trait. Tier 3: replace the Toxin (3+) trait with the Toxin (2+) trait.

Mirror shield — the Jakara mirror shield is a complex device that contains an unusual force field generator. The generator sets up a resonant energy vortex across the shield that bleeds off the power it absorbs into one of several containment devices which stud the shield’s surface. This stored energy can be channelled back to its source as a brilliant bolt of heat and light. Tier 1: the bearer gains a 6+ Invulnerable save. Tier 2: improve the Long Range characteristic to 12″. Tier 3: the bearer gains a 5+ Invulnerable save.

Monomolecular sword — the monomolecular sword carried by the Jakara is a marvel of engineering. The blade is a living crystalline structure with an edge only one molecule thick. This edge constantly renews itself as it is blunted, allowing the blade to slice through all but the densest of matter. As the Jakara’s power boosts kick in, the sword’s edge renews itself more regularly and evenly to make it ever sharper. Tier 1: improve the Lethality characteristic to 2. Tier 2: improve the AP characteristic to -3. Tier 3: improve the Strength characteristic to S+2.

Naga blade — an alternative armament to the monomolecular sword for the Jakara, the naga blade lacks the ability to slice through armour as easily, but its serrated blade maximises its damage. Tier 1: add the Shock (6+) trait. Tier 2: improve the AP characteristic to -2. Tier 3: improve the Lethality characteristic to 3.

Orrus hunting rig — constructed of many overlapping layers of armoured plating with a built-in force field projector, an Orrus hunting rig grants the wearer a large degree of protection. It grants its wearer a 6+ Invulnerable save. Tier 1: improve the Invulnerable save to 5+. Tier 2: improve the Invulnerable save to 4+.

Orrus power fists — the power fists of the standard Orrus Spyre Hunter loadout are capable of pulverising any opposition to a pulp. Tier 1: add the Damage (2) trait. Tier 2: improve the AP characteristic to -2. Tier 3: improve the Lethality characteristic to 3.

Orrus power talons — an alternative loadout for the Orrus hunting rig, power talons are adept at punching through armour and crushing the body beneath, making them ideally suited to killing Malstrain Genestealers. Tier 1: improve the Lethality characteristic to 2. Tier 2: improve the Strength characteristic to S+2. Tier 3: replace the Paired (2) trait with the Paired (3) trait.

Sovereign hunting rig — only worn by the most favoured scions of the Helmawr line, the Sovereign hunting rig is able to mount the armaments of the Jakara, Malcadon and Yeld hunting rigs, allowing loadouts unavailable to other Spyre Hunters. It grants its wearer a 6+ Invulnerable save. Tier 1: improve the Invulnerable save to 5+. Tier 2: improve the wearer’s Strength characteristic by 1.

Paired volkite discharger — utilising ancient Martian technology, volkite dischargers are rare on Necromunda and only the wealthiest scions of House Helmawr can afford to have them fitted to their Spyrer hunting rigs. Tier 1: improve the Lethality characteristic to 2. Tier 2: improve the AP characteristic to -1. Tier 3: improve the Long Range characteristic to 12″.

Web incisor & Paired web incisors — able to shoot out silky threads of gossamer which then harden to the strength of steel wires, the Malcadon’s Embiopteran-pattern web incisors leave their opponents bound and helpless. Tier 1: improve the Long Range characteristic to 10″. Tier 2: improve the Strength characteristic to 4. Tier 3: improve the Long Range characteristic to 12″.

Yeld hunting rig — the Yeld hunting rig is crafted from amazingly light yet strong metallic compounds, allowing its wearer to glide through the air when combined with the wings built into the rig. If the wearer does not move then the armour takes on chameleonic properties, hiding the Yeld’s position. Tier 1: improve the wearer’s Movement characteristic by 1″. Tier 2: the wearer adds an additional +1 to their Save rolls against shooting attacks while in cover.

Yeld laser gauntlet & Paired Yeld laser gauntlets — the Yeld hunting rig is fitted with heavy gauntlets which mount multiple laser barrels. The gauntlets fire a storm of laser bolts, a deadly attack that only becomes more so as the suit routes more power to the gauntlets, allowing them to maintain a longer burst of fire. Tier 1: improve the AP characteristic to -2. Tier 2: improve the Long Range characteristic to 24″. Tier 3: improve the Strength characteristic to 4.

Yeld missile gauntlet & Paired Yeld missile gauntlets — an alternative loadout to the Yeld laser gauntlets, the Yeld missile gauntlets fire a cluster of high-yield munitions at the enemy and grant the Yeld one of the longest ranges of all Spyrer weapons. Tier 1: improve the AP characteristic to -1. Tier 2: improve the Strength characteristic to 6. Tier 3: add the Blast (3″) trait.

Yeld wings — made from hundreds of individual plates of metal connected together by micro-fibre bundles on an articulated frame, a Yeld’s wings allow the wearer to glide gracefully down and, with effort, even gain height. During combat, a series of conductive filaments from the wearer’s cortex allows the Yeld to attack with its razor-sharp edges and deflect enemy strikes. Tier 1: add the Parry trait. Tier 2: improve the Lethality characteristic to 2. Tier 3: add the Knockback (6+) trait.

Page 64 is full-page character art and pages 80–81 are studio model photography and diorama art; see the Source tab to view them — no rules text is printed on those pages.

Skill Set

// Necromunda Core Rulebook, p.150–153