N18 Secundan incursion gangs

Lunarcruiser

Gang Hero
Jun 12, 2022
842
785
103
New campaign season is beckoning (with even our juves are becoming superhuman in our last campaign time to change).

Since I managed to magnetise my Spyrers I have been toying with a incursion gangs or two for my next campaign. (All the none Orrus Spyrers actually share the same forearm/weapon hand joints if anyone is interested in similar projects. A future weapons pack for the weapons not in the box will almost certainly share said joints when it turns up. Probably under the cover of a Warcry release in two years...).

I will be running at least a Van Saar gang and maybe a Delaque gang
Any suggestions on which Spyrer to pick for each?
Some combat focused one for Van Saar to give them some actual melee power (which would basically be any of them in comparison to any Van Saar "melee" fighter).

I was thinking Malcadon to be sneaky and Webby for Delaque or a Jakara to engage in "friendly" competition with the awesome sword Naght ghul model.

Any thoughts?
 
I m a big fan of the yield. Can you have a hunt master with custom equipment or it has to be spyrer like a macaldon?

I don't have the book with me and I don't remember at the moment.
 
Old school, my personal favourites were Malcadon and Yeld, principally because of their high mobility. That aspect has been retained in the new game, so I suspect that would still be my thinking. High mobility is useful in combat, but is ALSO useful in almost every set of scenario objectives. And that is worth its weight in credits.
 
  • Like
Reactions: Beebopalulla
The Yeld movement is a plus but for the Van Saars that would leave them quite exposed (unless accompany with a clutch of Neoteks) with relatively weak armour and guns that eventually become a hot shot.
They may be nippy but are basically another shooter which I am trying to avoid for Van Saar ( although a Yeld leading a flock of Wreckers in a Orlock gang might be fun...).
 
  • Like
Reactions: Beebopalulla
Old school, my personal favourites were Malcadon and Yeld, principally because of their high mobility. That aspect has been retained in the new game, so I suspect that would still be my thinking. High mobility is useful in combat, but is ALSO useful in almost every set of scenario objectives. And that is worth its weight in credits.
The Malcadon with it's mobility, webs and claws would mesh with Delaque shenanigans well I think. Also it might distract opponents from the Naght ghul and phantom mwahaha.
 
My son tried them for the first time last night. Did not like the Malcadon. Something about its Webber rules not being as good (no template, low strength?).
True in the web incisors but it can improve to S4 eventually which is adequate for most normal ganger level fighters. They seem to be a adjunct weapon for the Malcadon.
The slashing claws however are pretty good and you get a in built grapnel launcher and drop rig to swing all over the place like a murderous Spider-Man (wait that's Carnage...).