N18 Spyrers in Campaigns

so using that as a point. would you say the increased stat is basically a backup in case you get hurt and lose the stat due to an injury role?
kind of like a WS 2+ character charging from behind a wall would get a -1, but if they had a chain sword, it would bring them back to the 2+ roll again?
Hunting Rig Augmentation Power Boost Table page 28 Book of Desolation
" If the new Augmentation would increase a characteristic beyond it's maximum, increase the Augmentation level by an additional one". So if you max the Yelds move with XP first then get a power boost for the hunting rig it jumps to Tier 2 instead gaining it's ranged attack protection.
trying to figure out why some of these suites give stat boosts instead of unique features in areas that can already be increased with normal advancements. And if what you say is the way, then i'd like to think the suite would act as a form of temporary performance insurance policy until you can fix the glitch.
See my above quote, it would bump you up an extra Augmentation level instead. (Just on the hunting rigs for this point but it applies to weapons too), jumping straight to Tier 2 for the rig tends to unlock a unique or otherwise expensive feature. The Jakara will gain +1 A, a 12 xp upgrade otherwise. The Malcadon rig gives Carapace armour saves. The Orrus rig gets top shelf Field saves.
All for a measly credit increase of 20 credits and taking out 4 juves. You can quite easily unlock the special bits.
 
The malcadon is annoyingly written there. The tier 2 rig evolution makes the Armour Save 4+. Arguably if you get an increase via a quickened armour upgrade first (making the Sv 4+) then the suit evolution wont actually do anything.

Their is a common sense solution here as well, I just wish the wording did not require players and arbitrators to solve it themselves, but that's Necromunda for you.
 
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On the Yeld specifically, it is M7-8 and has 4 activations and flight (near enough) that is 28-32" ignoring most terrain. With Sprint that's 42-48 inches a turn. How much more speed does it really need anyway?
And why aren't they subject to the same kinetic damage effects if pinned as people who come off their bikes in "I Get Knocked Down"? Those suits look heavy...
 
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The malcadon is annoyingly written there. The tier 2 rig evolution makes the Armour Save 4+. Arguably if you get an increase via a quickened armour upgrade first (making the Sv 4+) then the suit evolution wont actually do anything.
The thicken armour power boost states "increase the Spyrers armour save by 1 to a maximum of 2+"
"A Malcadon Hunting Rig grants it's wearer a 5+ armour save". It is a piece of equipment that the Spyrer uses not the Spyrer themselves.
The augmentation chances the armour to 4+.
The rig is a piece of equipment that contributes to the Spyrers armour save.
The Thicken armour power boost acts on the total armour save for the model not a piece of equipment it uses.
It's exactly the same as a Armoured Undersuit or ablative armour changing the models Armour save. Neither item changes the fighters Mesh armour they all contribute to the total armour save.

You can absolutely add the Augmentation and Thicken Armour Power boost together for a 3+ save. Or a 2+ with two Thickens.
 
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I have a question about Glitches removal.
In the "Suit Evolution" paragraph it is specifically written that it's possible to "clear all Spyrer Hunting Rig Glitches (resetting their Glitch Count to zero and removing all negatives caused by the glitches)"

In the previous paragraph, regarding the action that can be performed during Downtime it is written as: "Remove all Suit Glitches from a fighter for 100 credits".

I assume that the 100 credits reset the Glitch Count to zero and also remove all negatives caused by the glitches.
is this correct?

Sorry, I'm not native english so I prefer to ask to avoid misinterpreting the way in whitch the two rules are written.
 
Something for campaign arbitrators to watch out for. The terror level mechanic can result in the Spyrer players quite easily getting to it's max in 5 to 6 games meaning they will have their 2 extra recruits very early on
 
Something for campaign arbitrators to watch out for. The terror level mechanic can result in the Spyrer players quite easily getting to it's max in 5 to 6 games meaning they will have their 2 extra recruits very early on
True but said recruits will be behind the others on kill count and suit upgrades so will be more vulnerable to attacks by the point other players will have the big guns to deal with them.
 
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Played our first game with spyrers recently to try out spyrers and the campaign from the box.
I read here about the advantage of double activation, but I don't get how. From their special rule they get 2 activation markers, but either I overread the part where they can use both at the same time or I don't know. We played spyrer/intrusion gang player taking 1 token away from Orrus, doing 2 actions, stealers activation, spyrer players turn again, can take the other token off the Orrus doing 2 actions... was that wrong?
Also... The Orrus and some Van Saar seemed really... outgunned, overrun and quite quickly cornered in most of the missions vs the mailstrain stealers and their scummers. Is it just the campaign running so hard, also depending on the small ZM board?
 
No, that sounds right: Two Ready markers. Activate, using one Ready marker, take two actions. Then opponent's turn to Activate someone. Then Activate again, which can be the same Spyrer now using their second Ready marker.

Remember also that the Spyrer isn't pinned by any hit that doesn't actually wound them (that is, cause an unsaved Wound damage, or cause an Injury dice roll).

Double activations isn't an ADVANTAGE, as much as it is a COMPENSATION. To prevent them being completely screwed in the Action Economy. But they can definitely still be focus fired down, so will want to make really good use of cover and line of sight to avoid being shot or charged, just like any melee Champion.