Spyrers for N17
VAULT LINK: https://yaktribe.games/community/vault/n17-spyrers.955/
Introduction:
First I started a project for Spyrers on my own, but @Graushwein and @Ikiry0 suggested that we would team up to make these rules better.
Hopefully we can come up with decent rules that capture the essence of Spyrers and allow them to be used nicely with the N17 ruleset.
Desing Principles
Spyrers decent to underhive to prove apoint or simply to have fun. They don't care about territory or income in the hive. When they form their team they also make a wov and try to achieve some specific goal in the Underhive.
When Spyrer gang is formed choose one of the vows
Once the hunt has achieved its vow they return victoriously to the spire ready to start a new lives in the Noble House hierarchy. However, many of them develop a taste for excitement and bloodletting of the hunt that they often return to the Underhive as a part of new Hunt
When the Spyrers return to the spire all lasting injuries are removed due high tech medical attention. Spyrers can form a new team, replace their dead ones or retire old ones. You cannot choose same vow that any of the spyrers in your team has allready fullfill.
Power Boosts
Each spyrer has Power boosts that are listed on their entries. There is always three minor boost, two major boost and two ultimate boosts.
Everytime spyrer manages to fullfil half of the vow progress, during the next post-battle sequence you may pick one minor boost, for the spyrer. When Spyrer manages to fullfil their first vow and return to the spire, they can choose one major boost. And when they finish their second vow and return to the spire they can pick one ultimate boost. Each boost can only be chosen once
Gang Composition
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Power Suits
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Special Scenarios
Loot trap: Basic Idea is that Spyrers places a worthy loot somewhere in the hive, and the enemy gang will be ambushed. (some kind of surrounding + quick draw style first round), but if gang manage to win it it would reward lot of credits.
Tortured Captive: Basic idea is that spyrers place captured enemy fighter inside a device that slowly is killing them, while they wait for the gang to come to rescue -> ambushing them in a while. Basicly the device could be something like it does str x damage every turn to the captive where x is the turn number etc.
Change Log
VAULT LINK: https://yaktribe.games/community/vault/n17-spyrers.955/
Introduction:
First I started a project for Spyrers on my own, but @Graushwein and @Ikiry0 suggested that we would team up to make these rules better.
Hopefully we can come up with decent rules that capture the essence of Spyrers and allow them to be used nicely with the N17 ruleset.
Desing Principles
- High Tech Elite Force -> Small Gang with numerous gadgets
- Powerfull items and weaponry, cowardly user
- Permantently "Outlawed"
- Technically I haven't done any "outlaw" rules yet, but people perhaps get the point
- Technically I haven't done any "outlaw" rules yet, but people perhaps get the point
- We don't need bottle caps: Spyrers are sons and daughters of the Noble Houses that rule Hive Primus. They are stupendously rich and don’t have any need for scraps nor do business with traders in the underhive.
- Spyrers has no territory
- Spyrers don't collect income nor use credits
- Spyrers don't use trading post in anyway
- Spyrers dont' starve
- They don't use any hired guns or hangerson
- Independent: Spyrers are highly self-motivated and tend to rival against each other. They seldom follow anyone leadership or use team work to achieve their goals.
- Spyrers don't have Leader. They don't receive any leader bonuses etc. Any leadership test normally taken by leader will be made with Spyrer of the players choosing.
- Spyrers never attemp to rescue their teammates and they will never pay anykind of ransoms whatsoever. Captured Spyrer cannot be sold to slavery but they are instead always killed and their devices can be sold for 3d6x5 credits. Spyrer Equiptment cannot be used by anyone else.
- Spyrers don't have any Gang Tactic cards whatsoever. Not only they lack the teamwork they also are so novice in the underhive that they simply couln't resort any out of the box thinking.
- If spyrers play scenario that has limitation ammount the fighters deployed at the start of the game, they deploy half the usual ammount (rounding fractions up)
- When Bottle checks are made, substract 1 from the natural roll.
- Hard Target: Spyrers are especially elusive and deadly foe that require immense wit, skill, and some would say luck, to put down.
- Taking Spyrer out of action yields one extra experince point
- Inexperienced:
- Spyrers count as Juves for all rules and purposes
- Power Suits: Spyrers have access to most recent technology and uses all kind of gadgets available. The suit it self is an armor, wargear and weapons. It takes a time to learn all the possibilities of the suit, but once mastered spyrer will become a formidable foe.
- Every Spyrer suit has following items installed in it
- Bio-Scanner
- Respirator
- Photo-Goggles
- Skinblade
- Spyrer weapons cannot be disarmed.
- Spyrers trust their Power Suits unconditionally. Thus they will never be pinned by hit. They are pinned if they are wounded instead. (note: Compared to old rules where spyrers always could escape pinning + had rerollable initiative test, I think this is slightly better. I imagine Orrus armor simply stand in barrage of fire while the rich kid inside laughs when bullets are bouncing of the armor. Only when it penetraters even the most hardened fighter cannot control the urge to take cover)
- Spyrer suits contains advanced medical tools. If there were no enemies on the table at the end of the game, the spyrers suffers critical injury may make a medical escort at no cost and without another gang member. Additionally spyrers can only go into the recovery if they roll critical injury on the lasting injury chart.
- Every Spyrer suit has following items installed in it
- Gang Rating;
- Spyrer team has gang rating of 200 per spyrer + value from advancements + value of power boosts. Spyrers never receive underdog bonuses
- Rogue Spyrers
- If spyrer team is reduced to single member it gains Rogue Spyrer bonus. Double any experience gained and Rogue Spyrer may force reroll on scenario roll.
Spyrers decent to underhive to prove apoint or simply to have fun. They don't care about territory or income in the hive. When they form their team they also make a wov and try to achieve some specific goal in the Underhive.
When Spyrer gang is formed choose one of the vows
- Search and exterminate: Spyrers commit to kill sixenemy fighters. A kill os only counted if fighter dies for rolling death on lasting injury or spyrers capture a fighter that isn't rescued. In multiplayer game the death must be result of Spyrer action.
- Learn your lesson: Spyrers commit to gather total 40 Experience. Add experience from dead spyrers also to the total
- Winning is the Key: Spyrers commit to survive six fights on the underhive
Once the hunt has achieved its vow they return victoriously to the spire ready to start a new lives in the Noble House hierarchy. However, many of them develop a taste for excitement and bloodletting of the hunt that they often return to the Underhive as a part of new Hunt
When the Spyrers return to the spire all lasting injuries are removed due high tech medical attention. Spyrers can form a new team, replace their dead ones or retire old ones. You cannot choose same vow that any of the spyrers in your team has allready fullfill.
Power Boosts
Each spyrer has Power boosts that are listed on their entries. There is always three minor boost, two major boost and two ultimate boosts.
Everytime spyrer manages to fullfil half of the vow progress, during the next post-battle sequence you may pick one minor boost, for the spyrer. When Spyrer manages to fullfil their first vow and return to the spire, they can choose one major boost. And when they finish their second vow and return to the spire they can pick one ultimate boost. Each boost can only be chosen once
Gang Composition
- Spyrer team consist of five Spyrers, no more, no less. Choose a suit for each spyrer in your gang. Spyrer cannot change their suit once it is chosen, even if they fulfil their vow and return to Underhive on another hunt they must use the same suit.
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Power Suits
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Special Scenarios
Loot trap: Basic Idea is that Spyrers places a worthy loot somewhere in the hive, and the enemy gang will be ambushed. (some kind of surrounding + quick draw style first round), but if gang manage to win it it would reward lot of credits.
Tortured Captive: Basic idea is that spyrers place captured enemy fighter inside a device that slowly is killing them, while they wait for the gang to come to rescue -> ambushing them in a while. Basicly the device could be something like it does str x damage every turn to the captive where x is the turn number etc.
Change Log
- 17.9.2018 added link to Spyrer rules v0.1
- 4.9.2018 Made alot of changes,
- 24.8.2018 Minor adjustments, couple typo correction, made them all champions
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