Hi all, first post in here with an idea for a new Spyrer in mind.
This is now draft 3 of the Alucinari, feedback is as ever most appreciated
Terriculum added as a drug.
With that said here is the Alucinari
The Alucinari is piloted by those that find straight up murder to kind and quick ad instead prefer to prolong the suffering of their victims before they cruelly end their lives. These nobles look to rule though fear as well as might when they ascend. That is if the can bear to lose the power that comes with the suit...
The Alucinari is devoted to the spread of abject paranoia and chaos throughout the underhive through the use of experimental hallucinogenic compounds. It is not enough for these Spyrers to simply hunt and kill, to them there is more thrill in watching their victims jump at every shadow and noise...even to watch them succumb to the drug fever, driving them into a drug fuelled rage.
Even with this the Alucinari wearers still seek to heighten their stimulation through the use of drug injectors within the suit ensuring that the hunt never becomes boring.....
Suit comes with the equipment standard to all Spyrers
Boosts : Suit gives a +1 Characteristic increase to Ballistic Skill and Toughness
Weapons : Dart Gauntlet (follows the same rules for being treated as a pistol as the Orrus bolt launchers and Malcadon web spinners do).
Dart Gauntlet
Short range 0-8 (To hit +1)
Long range 8-16
Ammo roll 2+
Silent
Hallucinogenic compounds: After a successful hit no roll to wound is made, if the target has an armour save it may take it. If the dart penetrates the armour the victim suffers a wound and must roll on the following table
1 - Flesh wound no further adverse effects
2 - 3 Victim is subject to stupidity
4 - 5 Victim is subject to scare
6 Victim is subject to frenzy
Scared fighters test to recover their nerve as normal for scare gas, fighters subject to stupidity and frenzy are subject to this state for the rest of the game.
Drug injectors - Can be loaded with 1 dose of Terriculum. This dose can be injected at any point within the Alucinaris own turn.
Terriculum adds D3 to WS and A until the Alucinari recovers from the drug at which point he suffers a flesh wound.
If another dose is taken whilst the Alucinari is under the effects of the previous dose then +D3 is added to his M as well.
Long term effects - if a double 1 is rolled for recovery then the Alucinari becomes addicted and must be under the effect of one dose before he can gain the benefits of the drug.
If an addicted Alucinari does not take a dose of drug he is treated as suffering D3 flesh wounds.
If a double 6 is rolled for recovery whilst under the effects of multiple doses then the Alucinari is immediately taken Out Of Action as though by a high impact weapon as the strain on his system becomes too much.
Advance result of 7
1-2 +1 Initiative
3-4 +1 Wound
5-6 +1Toughness
Power Boosts
1: Combat Neuroware
2: Flechette Gauntlets, Gain Sustained fire 1
3: Multi Dose Injector, can be loaded with D3+1 doses in any combination following the usual rules.
4: Thickened armour
5: Envenomed claws, Hth hits are resolved using blade venom
6: Refined Compounds, the Alucinari can now modify the injury table +/- 1 if they wish.
Skills to choose from
Shooting
Stealth
Muscle
Ferocity
Any and all feedback welcome
Like I said feedback welcome i'll be looking to fine tune this so it's properly powered
This is now draft 3 of the Alucinari, feedback is as ever most appreciated
Terriculum added as a drug.
With that said here is the Alucinari
The Alucinari is piloted by those that find straight up murder to kind and quick ad instead prefer to prolong the suffering of their victims before they cruelly end their lives. These nobles look to rule though fear as well as might when they ascend. That is if the can bear to lose the power that comes with the suit...
The Alucinari is devoted to the spread of abject paranoia and chaos throughout the underhive through the use of experimental hallucinogenic compounds. It is not enough for these Spyrers to simply hunt and kill, to them there is more thrill in watching their victims jump at every shadow and noise...even to watch them succumb to the drug fever, driving them into a drug fuelled rage.
Even with this the Alucinari wearers still seek to heighten their stimulation through the use of drug injectors within the suit ensuring that the hunt never becomes boring.....
Suit comes with the equipment standard to all Spyrers
Boosts : Suit gives a +1 Characteristic increase to Ballistic Skill and Toughness
Weapons : Dart Gauntlet (follows the same rules for being treated as a pistol as the Orrus bolt launchers and Malcadon web spinners do).
Dart Gauntlet
Short range 0-8 (To hit +1)
Long range 8-16
Ammo roll 2+
Silent
Hallucinogenic compounds: After a successful hit no roll to wound is made, if the target has an armour save it may take it. If the dart penetrates the armour the victim suffers a wound and must roll on the following table
1 - Flesh wound no further adverse effects
2 - 3 Victim is subject to stupidity
4 - 5 Victim is subject to scare
6 Victim is subject to frenzy
Scared fighters test to recover their nerve as normal for scare gas, fighters subject to stupidity and frenzy are subject to this state for the rest of the game.
Drug injectors - Can be loaded with 1 dose of Terriculum. This dose can be injected at any point within the Alucinaris own turn.
Terriculum adds D3 to WS and A until the Alucinari recovers from the drug at which point he suffers a flesh wound.
If another dose is taken whilst the Alucinari is under the effects of the previous dose then +D3 is added to his M as well.
Long term effects - if a double 1 is rolled for recovery then the Alucinari becomes addicted and must be under the effect of one dose before he can gain the benefits of the drug.
If an addicted Alucinari does not take a dose of drug he is treated as suffering D3 flesh wounds.
If a double 6 is rolled for recovery whilst under the effects of multiple doses then the Alucinari is immediately taken Out Of Action as though by a high impact weapon as the strain on his system becomes too much.
Advance result of 7
1-2 +1 Initiative
3-4 +1 Wound
5-6 +1Toughness
Power Boosts
1: Combat Neuroware
2: Flechette Gauntlets, Gain Sustained fire 1
3: Multi Dose Injector, can be loaded with D3+1 doses in any combination following the usual rules.
4: Thickened armour
5: Envenomed claws, Hth hits are resolved using blade venom
6: Refined Compounds, the Alucinari can now modify the injury table +/- 1 if they wish.
Skills to choose from
Shooting
Stealth
Muscle
Ferocity
Any and all feedback welcome
Like I said feedback welcome i'll be looking to fine tune this so it's properly powered
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