Pddrijver

Ganger
Jan 11, 2016
90
127
33
Netherlands
www.masque-obscura.nl
Our group is currently testing the Nobilist hunter rig in Necromunda. They of course follow the Necromunda Spyrer rules, which are a lot of fun.

So far we've come across some things, and we'd appreciate the input:

We have the feeling that the weapon meta in necromunda is different than Imunda, with more heavy weapons being used in the latter, which leaves the Spyrers a bit underwhelming. Supposedly they walk around in these ancient and awesome power armour rigs, but in practise this is only a 5+ or 4+ armour save, which is easily negated by a lot of weapons.

Our ideas where to tinker with it a bit, and maybe changing the 5+ to 4+, and the 4+ to 3+.
What are your ideas? It's only a small change, but it might just help them out a little bit.
 
I'd agree that Spyre huunters are stronger in a setting that downplays heavy weapons, but spyre hunter suits aren't "ancient and awesome power armour rigs". They are more like kick ass rich kid sports gear / cars (with the Orus being the rick kids jacked up Jeep with a spiked brush bar).

Point being, their key strength should be they are hard to hit, and / or have multiple wounds (which granted, heavy weapons also do away with). I'd give them some free XP & advances, before just flat bumping the save. If you do bump the save, how would you handle carapace armor, or pit slave plates - why should it be weaker than the equivalent spyrer armor?

Anyhow, what kind of idiot spyre hunter would risk his family roasting his ass for messing with an Inquisitor's crew?