Skip Navigation Links
Necromunda (2017)Expand Necromunda (2017)
Widening Gyre
Killer Shrike
Reputation
Turf
Credits
Rating
36
0
0
2430

Glory-sworn Hunting Party   [ACHEIVED]

Name
Type
Cost/Rating
Battles
Xp
Next
Adv
Rec
Captured By
Spyrer
300
9
25
30
5
Spyrer
305
9
31
35
6
Spyrer
310
9
28
30
5
Spyrer
300
10
27
30
5
Spyrer
310
9
30
35
6
Spyrer
300
10
28
30
5
Spyrer
295
9
25
30
5
Spyrer
310
10
32
35
6

Creepy Crawler ~Beta~

If a Malcadon fighter is part of your Crew and this card is in your Tactics Cards deck, you may select and play it at the start of the Tactics Cards step of the Pre-Battle Sequence.

A Malcadon fighter in your Crew gains the Infiltrate skill for the duration of this battle.

Energetic Charge ~Beta~

You may play this card during the activation of a Jakara fighter.

Until the end of this activation, this fighter treats the Charge action as Simple rather than Double.

Bullet Barrage ~Beta~

You may play this card when activating an Orrus fighter.

If this fighter's Twin Linked Bolt Launchers are Out of Ammo or Jammed, they are immediately reloaded. Until the end of the round, when this fighter makes an attack with their Twin Linked Bolt Launchers it is resolved as if they hit and rolled the maximum number of shots on their Rapid Fire dice.

Wing Barrier ~Beta~

You may play this card on one of your Yeld fighters after an attack has been declared against them.

This fighter interposes their metallic wings to protect themselves. Until this fighter next activates, they temporarily gain +2 Toughness, their Armor save is improved by 1, and they cannot be Pinned.

Adrenaline Surge ~Beta~

You may play this card when activating a fighter.

The currently activating fighter can make one additional action this turn.

Inhuman Resilience ~Alpha~

You may play this card instead of activating a fighter.

Any of your gang's fighters who are Seriously Injured may make a Recovery roll now, treating Out of Action results as Seriously Injured. Next, any of your gang's fighters who are Pinned may immediately stand up.


Osamu Anu

Spyrer
Cost & Rating: 300
M
WS
BS
 S 
 T 
W
I
A
4"
3+
4+
4
5/6Un
3
6+
2
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
3+/5+U

New Skills: 3, T: +1, Gauntlets (+DMG)

True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
Iron Jaw: If this fighter would be taken Out of Action by a close combat attack with an Out Cold result, they may roll a D6 and add their current modified Toughness to the result; on a 8+ this fighter instead suffers a Flesh Wound and remains in play. Additionally, this fighter has +1 Toughness vs Unarmed attacks.
Iron Jaw: +1 Toughness vs Unarmed attacks, and if would be Out Cold via close combat stay in play on 7+ roll of (D6 + modified T).
Nerves of Steel: When this fighter is hit by a ranged attack they may choose to make a Cool check. If they do and the check is passed, this fighter is not Pinned.
Nerves of Steel: When hit by Ranged attack: Can make Cool check to not be Pinned.
Robust: When this fighter makes a Recovery Test for themselves, they may reroll a single dice once before resolving the outcome. Additionally, if this fighter is Pinned at the end of the End Phase, they may immediately stand up.

Orrus Hunting Rig

Primary Weapon (Melee)

Gauntlets

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend & Punch
-
E
-0
+1
S+1
-0
2
-
Secondary Weapon (Ranged)

Twin Linked Bolt Launchers

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolts
9''
18''
+1
-0
4
-1
1
4+
Integrated Systems
Orrus Armor
This item grants a 3+ Armor save and an unmodifiable Field Save, which is usually 5+ U (noted on profile). This fighter uses their Armor Save when it is better than their Field Save, otherwise they use their Field Save. Armor & unmodifiable Field Save (applied to profile).
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Orobas Dau

Spyrer
Cost & Rating: 305
M
WS
BS
 S 
 T 
W
I
A
4"
2+
4+
4
4/5Un
3
6+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
3+/5+U

New Skills: 3, WS: +1, A: +1, Twin Linked Bolt Launchers (Short Range: 18'')

True Grit: Remove one dice before making an Injury roll for this fighter. If no dice remain, this fighter suffers a Flesh Wound.
True Grit: Injury roll vs this fighter: roll 1 fewer dice; Flesh Wound if 0 remain.
Fast Shot: This fighter treats the Shoot action as Simple rather than Basic. This skill cannot be used with weapons that have the Unwieldy trait.
Iron Jaw: If this fighter would be taken Out of Action by a close combat attack with an Out Cold result, they may roll a D6 and add their current modified Toughness to the result; on a 8+ this fighter instead suffers a Flesh Wound and remains in play. Additionally, this fighter has +1 Toughness vs Unarmed attacks.
Iron Jaw: +1 Toughness vs Unarmed attacks, and if would be Out Cold via close combat stay in play on 7+ roll of (D6 + modified T).
Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.

Orrus Hunting Rig

Primary Weapon (Melee)

Gauntlets

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Rend & Punch
-
E
-0
+1
S+1
-0
1
-
Secondary Weapon (Ranged)

Twin Linked Bolt Launchers

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Bolts
18''
-
+1
-0
4
-1
1
4+
Integrated Systems
Orrus Armor
This item grants a 3+ Armor save and an unmodifiable Field Save, which is usually 5+ U (noted on profile). This fighter uses their Armor Save when it is better than their Field Save, otherwise they use their Field Save. Armor & unmodifiable Field Save (applied to profile).
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Jahi Anu

Spyrer
Cost & Rating: 310
M
WS
BS
 S 
 T 
W
I
A
6"
3+
5+
3
4/5En
2
3+
3
Ld
Cl
Wil
Int
6+
3+
4+
4+
Save
5+/Glimmershield

New Skills: 2, All Secondaries +1, Monomolecular Sword (+Rending), Linear Accelerator

Glimmering Aura: This fighter has an energy aura that sheds bright light and is targeted as if having a Burn marker. Low-light conditions are cancelled within a 5'' radius of this fighter (use 5'' Blast template). Cancel low-light w/i Blast 5'' template. Targeted as per Burn marker.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Combat Focus: When this fighter must make a Leadership, Cool, Willpower, or Intelligence check, they may roll an extra dice and discard a dice of their choice from their result before determining the outcome. Additionally, this fighter gains a +1 bonus to Detect enemy fighters.Roll extra dice & discard one on Ld, Cl, Wil, Int checks. +1 bonus to Detect enemy fighters.
Unstoppable: At the end of the Recovery Tests step in the End Phase, discard one Flesh Wound this fighter has suffered (if any).
Unstoppable: End Phase: after Recovery tests, discard 1 Flesh Wound.

Jakara Hunting Rig

Primary Weapon (Melee)

Monomolecular Sword

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slice & Slash
-
E
-0
+1
S+1
-1
1
-
Secondary Weapon (Ranged)

This item grants an unmodifiable 6+U Field save against non-energy attacks from the fighter's vision arc. Against energy attacks (las, plasma, melta, heat, flamer, radiation, shock, power, or similar) this improves to an unmodifiable 3+U Field save.

Glimmerbeam: This item can also project a blinding beam of energy but doing so discharges its power, causing it to go out of ammo after each shot. However, successfully saving vs an energy attack with this shield automatically reloads the Glimmerbeam attack profile if it is out of ammo.

6+U vs non-energy attack (shown in profile). 3+U vs energy from w/i vision arc, reload Glimmerbeam on success.

Glimmershield

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Glimmershield
-
E
-0
-0
0
-0
0
-
Glimmerbeam
6''
12''
+1
-0
3
-1
1
6+
Glimmering: Can be used to Parry close combat attacks including attacks that have the Power trait. It can also be used to gain the Dual Weapons bonus dice in close combat, representing an attempt to blind an engaged opponent with the shield's glimmering surface. No damage is dealt on a successful hit with this additional attack, but the Blinding trait is resolved. Glimmering: Can Parry Power trait. In close combat, grants Dual Weapons bonus dice (0 DMG, but has Blinding trait)
Integrated Systems
Energy Shielding
This fighter gains +1 Toughness to resist being wounded by an energy attack (from a las, plasma, melta, heat, flamer, radiation, shock, or power based weapon). This fighter is immune to the effects of the Blaze, Radiation, and Shock traits. Immune to Blaze, Radiation, Shock effects; +1 Toughness vs energy attacks.
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.

Linear Accelerator
Once per battle, while moving voluntarily or involuntarily, this fighter's controlling player may move this fighter up to 6 additional inches in any direction, up or down levels, across gaps, over obstacles, and / or across Difficult Terrain without penalty or need for Initiative checks.
This additional movement must be taken in a straight line with no bends, cannot pass through impassable terrain, and must end with this fighter's base resting on flat terrain not overlapping anything else; this ability cannot be used if this is not possible.
If used successfully during involuntary movement such as from Knockback or falling, this fighter is not Pinned and does not take damage. If not used during a Charge or a Consolidation, the 1'' rule applies.
1/battle, when moving can skip over up to 6'' of gaps and / or passable terrain, no Initiative checks; no Pinned or damage.

Jiaku Dau

Spyrer
Cost & Rating: 300
M
WS
BS
 S 
 T 
W
I
A
6"
3+
4+
3
4/5En
2
3+
4
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
5+/Glimmershield

New Skills: 1, BS: +1, A: +1, Monomolecular Sword (+Rending), Glimmershield (+Smash)

Glimmering Aura: This fighter has an energy aura that sheds bright light and is targeted as if having a Burn marker. Low-light conditions are cancelled within a 5'' radius of this fighter (use 5'' Blast template). Cancel low-light w/i Blast 5'' template. Targeted as per Burn marker.
Spring Up: If this fighter is Pinned when they are activated, they may make an Initiative check. If the check is passed the fighter can make a free Stand Up action. Activated: If Pinned: Stand Up for free on successful Initiative check.
Skirmisher: When this fighter makes a Disengage action, opposing fighters they are engaged with cannot attempt to take a free close combat attack against them. Additionally, while this fighter is Standing and Readied, if they are Engaged by an enemy fighter making a Charge action, after that action is complete and before the enemy fighter may use the free Fight action granted by a successful Charge, this fighter may choose to lose their Ready marker to make a Disengage action.
Skirmisher: Deny enemies free hits on Disengage. If Engaged while Active & Ready may lose Ready marker to Disengage.

Jakara Hunting Rig

Primary Weapon (Melee)

Monomolecular Sword

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slice & Slash
-
E
-0
+1
S+1
-1
1
-
Secondary Weapon (Ranged)

This item grants an unmodifiable 6+U Field save against non-energy attacks from the fighter's vision arc. Against energy attacks (las, plasma, melta, heat, flamer, radiation, shock, power, or similar) this improves to an unmodifiable 3+U Field save.

Glimmerbeam: This item can also project a blinding beam of energy but doing so discharges its power, causing it to go out of ammo after each shot. However, successfully saving vs an energy attack with this shield automatically reloads the Glimmerbeam attack profile if it is out of ammo.

6+U vs non-energy attack (shown in profile). 3+U vs energy from w/i vision arc, reload Glimmerbeam on success.

Glimmershield

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Glimmershield
-
E
-0
-0
0
-0
0
-
Glimmerbeam
6''
12''
+1
-0
3
-1
1
6+
+ Smash
-
E
-0
+1
S+1
-0
1
-
Glimmering: Can be used to Parry close combat attacks including attacks that have the Power trait. It can also be used to gain the Dual Weapons bonus dice in close combat, representing an attempt to blind an engaged opponent with the shield's glimmering surface. No damage is dealt on a successful hit with this additional attack, but the Blinding trait is resolved. Glimmering: Can Parry Power trait. In close combat, grants Dual Weapons bonus dice (0 DMG, but has Blinding trait)
Integrated Systems
Energy Shielding
This fighter gains +1 Toughness to resist being wounded by an energy attack (from a las, plasma, melta, heat, flamer, radiation, shock, or power based weapon). This fighter is immune to the effects of the Blaze, Radiation, and Shock traits. Immune to Blaze, Radiation, Shock effects; +1 Toughness vs energy attacks.
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Yaeger Anu

Spyrer
Cost & Rating: 310
M
WS
BS
 S 
 T 
W
I
A
7"
3+
3+
3
3
3
3+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
5+

New Skills: 1, WS: +1, W: +1, A: +1, Laser Lance (+DMG), Cameleoline Mesh

Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect this fighter and a -1 penalty to hit this fighter with all attacks.
Evade: -1 penalty to hit or Detect this fighter while they are not Seriously Injured
Fast Learner: This fighter gains +1 XP the first time they activate during a battle, the first time they inflict a Wound during a battle, and when a battle ends while they are still on the battlefield.+1 XP/battle when first activated, after first Wound inflicted, and if on battlefield when battle ends.

Yeld Hunting Rig

Primary Weapon (Ranged)

Laser Lance

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Zap
15''
30''
+1
-0
4
-1
2
3+
Secondary Weapon (Melee)

Talons

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Grasp & Pierce
-
E
-0
+1
S
-0
1
-
Integrated Systems
Wing Pack
This fighter gains the benefit of Flight:
Flight: When this fighter moves voluntarily, with some or all of their movement they may fly in any direction, up or down levels, across gaps, over obstacles, and / or across Difficult Terrain without penalty or need for Initiative checks. This movement can pass over but not through impassable terrain or other fighters, and must end with this fighter's base resting on flat terrain not overlapping anything else; this ability cannot be used if this is not possible.

Additionally, if this fighter is not Seriously Injured and would fall to a lower level, instead place the fighter at the nearest possible point on the battlefield near where they would have fallen such that their base does not overlap anything else, observing the 1'' rule; no Initiative check is made, no damage is inflicted.

Flight: When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.

When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.

Improved Cameleoline Mesh
When this fighter's level of cover is determined, it is considered to be one level higher than it actually is., as summarized by the following chart:
Actual Cover
Effective Cover
None
Partial (-1)
Partial (-1)
Full (-2)
Full (-2)
Total (Cannot be targeted)
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Yubel Dau

Spyrer
Cost & Rating: 300
M
WS
BS
 S 
 T 
W
I
A
7"
4+
3+
3
3
2
2+
2
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
5+

New Skills: 4, I: +1

Evade: While this fighter is not Seriously Injured, other fighters suffer a -1 penalty to Detect this fighter and a -1 penalty to hit this fighter with all attacks.
Evade: -1 penalty to hit or Detect this fighter while they are not Seriously Injured
Determined: If this fighter is in Recovery at the beginning of the Choose Crews step of the Pre-Battle Sequence they may recover immediately and join the gang's Crew. Additionally, once per battle if this fighter fails a Leadership, Cool, or Willpower check you can choose to succeed instead.Join crew even if in Recovery. 1/battle: cancel your failed Ld, Cl, or Wil check, auto succeeding instead.
Exfiltrate: If this fighter is Active or Pinned, they can make the following action:
Extract (Double): This fighter (along with anything they are carrying) is removed from the battlefield; no Lasting Injury roll is made for them and they will be available for the gang's next battle. This fighter is considered to be Out of Action, but in scenarios where gangs gain Victory Points based upon opposing gang fighters that are Out of Action, no Victory Points are gained from this fighter going Out of Action in this way. If this fighter carried an objective item off the battlefield, their gang claimed that item.
Exfiltrate: If Active or Pinned, may leave battlefield safely with carried items as a Double action.
Infiltrate: This fighter may Infiltrate. By default, at the end of the Deploy step of the Pre-Battle Sequence and in priority order the controlling player may set this fighter up on the battlefield anywhere that is not within the line of sight of enemy fighters and is also at least 6'' away from all enemy fighters. However, some scenarios provide alternative instructions. Infiltrate: This fighter may Infiltrate, if scenario permits.
Skirmisher: When this fighter makes a Disengage action, opposing fighters they are engaged with cannot attempt to take a free close combat attack against them. Additionally, while this fighter is Standing and Readied, if they are Engaged by an enemy fighter making a Charge action, after that action is complete and before the enemy fighter may use the free Fight action granted by a successful Charge, this fighter may choose to lose their Ready marker to make a Disengage action.
Skirmisher: Deny enemies free hits on Disengage. If Engaged while Active & Ready may lose Ready marker to Disengage.

Yeld Hunting Rig

Primary Weapon (Ranged)

Laser Lance

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Zap
15''
30''
+1
-0
4
-1
1
3+
Secondary Weapon (Melee)

Talons

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Grasp & Pierce
-
E
-0
+1
S
-0
1
-
Integrated Systems
Wing Pack
This fighter gains the benefit of Flight:
Flight: When this fighter moves voluntarily, with some or all of their movement they may fly in any direction, up or down levels, across gaps, over obstacles, and / or across Difficult Terrain without penalty or need for Initiative checks. This movement can pass over but not through impassable terrain or other fighters, and must end with this fighter's base resting on flat terrain not overlapping anything else; this ability cannot be used if this is not possible.

Additionally, if this fighter is not Seriously Injured and would fall to a lower level, instead place the fighter at the nearest possible point on the battlefield near where they would have fallen such that their base does not overlap anything else, observing the 1'' rule; no Initiative check is made, no damage is inflicted.

Flight: When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.

When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.

Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Morfran Anu

Spyrer
Cost & Rating: 295
M
WS
BS
 S 
 T 
W
I
A
7"
3+
6+
3
3
3
3+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
4+

New Skills: 2, +Armor, Claws (+AP), Web Spinner (+Ammo Roll)

Clamber: When this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. Also, it does not cost 2'' of this fighter's movement to go across terrain that is no more than 1'' tall and wide.
Backstabber: All unarmed and melee attacks made by this fighter gain the Backstab trait; attacks that already have the trait add 2 to the attacker's Strength rather than 1 when the trait is applicable. Additionally, there is a -1 penalty to Detect this fighter.All your Unarmed & Melee attacks gain Backstab trait. +1 S on weapons that already have Backstab, when applicable. Other fighters have a -1 penalty to Detect you.
Bushwhacker: When this fighter makes a Fight action against exactly one Engaged enemy, they may immediately move into base contact anywhere around that enemy, provided they fit and remain Engaged. They may change facing. Additionally, this fighter gains +1 to hit with attacks that have the Backstab trait.

Malcadon Hunting Rig

Primary Weapon (Melee)

Claws

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash & Stab
-
E
-0
+1
S
-1
1
-
Secondary Weapon (Ranged)

Web Spinner

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Webbing
-
T
-0
-0
-
-0
0
3+
Integrated Systems
Spinner Rigging

If this fighter is Active they may make the following action:

Web Slinging (Double): Place this fighter at any point on the battlefield within 12'' and along a straight line from their starting position, such that their base does not overlap anything else, and observing the 1'' rule. This fighter must cross a gap or pitfall or move up or down at least 2'' on the battlefield as part of this movement; simply moving horizontally across open terrain is not allowed. This fighter cannot move through impassable terrain or spaces where they cannot fit as part of this action.
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Malacoda Dau

Spyrer
Cost & Rating: 310
M
WS
BS
 S 
 T 
W
I
A
7"
2+
6+
4
4
3
3+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
4+

New Skills: 2, WS: +1, S: +1, T: +1, +Armor

Clamber: When this fighter climbs, the vertical distance they move is not halved. In other words, they always count as climbing up or down a ladder. Also, it does not cost 2'' of this fighter's movement to go across terrain that is no more than 1'' tall and wide.
Fast Learner: This fighter gains +1 XP the first time they activate during a battle, the first time they inflict a Wound during a battle, and when a battle ends while they are still on the battlefield.+1 XP/battle when first activated, after first Wound inflicted, and if on battlefield when battle ends.
Skirmisher: When this fighter makes a Disengage action, opposing fighters they are engaged with cannot attempt to take a free close combat attack against them. Additionally, while this fighter is Standing and Readied, if they are Engaged by an enemy fighter making a Charge action, after that action is complete and before the enemy fighter may use the free Fight action granted by a successful Charge, this fighter may choose to lose their Ready marker to make a Disengage action.
Skirmisher: Deny enemies free hits on Disengage. If Engaged while Active & Ready may lose Ready marker to Disengage.

Malcadon Hunting Rig

Primary Weapon (Melee)

Claws

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Slash & Stab
-
E
-0
+1
S
-0
1
-
Secondary Weapon (Ranged)

Web Spinner

Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
Webbing
-
T
-0
-0
-
-0
0
4+
Integrated Systems
Spinner Rigging

If this fighter is Active they may make the following action:

Web Slinging (Double): Place this fighter at any point on the battlefield within 12'' and along a straight line from their starting position, such that their base does not overlap anything else, and observing the 1'' rule. This fighter must cross a gap or pitfall or move up or down at least 2'' on the battlefield as part of this movement; simply moving horizontally across open terrain is not allowed. This fighter cannot move through impassable terrain or spaces where they cannot fit as part of this action.
Optics

This fighter can attack through smoke clouds, is unaffected by low-light conditions, and adds 1 to the result of any check to resist being blinded. Additionally, this fighter gains a +1 bonus to Detect. Unaffected by low-light & smoke clouds. +1 to resist Blinded, +1 to Detect.


Spyrer Lasting Injury Table

D6
Outcome
1-3
Out Cold: The fighter misses the rest of the battle, but avoids any long-term injuries.
4-5
Grievous Injury: The fighter goes into Recovery.
6
Potentially Critical Injury: The fighter suffers a potentially fatal injury and may die...or be saved by their suit and come back stronger than ever. Roll again on the Spyrer Critical Injury table.
Spyrer Critical Injury Table
D6
Outcome
1-5
Near-Death Injury: The fighter gains D3 XP and goes into Recovery.
6
Memorable Death: The fighter is killed instantly. If the injury was caused by an attack, the attacker gains an additional D3 XP.

Log
Date
10/10/2021
Scenario
Opposition
WLD
Four Corners
The Bloodyhanded, The Void Barons
Loss
Credits
Reputation
Victory Points
0
3
0
Notes: Took many shots on the Void Barons Gang Relic but kept rolling 1's and 2's to wound. Dakka dakka.
Date
10/24/2021
Scenario
Opposition
WLD
Looting
The Poisoned Tongues, The Void Barons
Loss
Credits
Reputation
Victory Points
0
1
0
Notes: As the Looting scenario was written when we fought this battle, Spyrers could not enter the battlefield until the fourth round (in the Command reinforcements group formed from 'all remaining available fighters') because they were not considered to be Gangers, Juves, Champions, etc and thus couldn't join the Looters group. Had to sit out the first three turns of the battle while the other two gangs duked it out and grabbed up 4 out of 5 loot caskets and then withdrew from the board. We modified the Spyrers guidelines to allow the controlling player to treat each Spyrer as being either a Ganger or a Champion for purposes of Crew Selection and Deployment going forward so that this sort of thing wont happen again.
Date
10/30/2021
Scenario
Opposition
WLD
War
The Poisoned Tongues, The Void Barons, The Bloodyhanded
Win
Credits
Reputation
Victory Points
0
8
0
Notes: A four way battle on a 46'' x 46'' hybrid Zone Mortalis / Sector Mechanicus battlefield. Put early pressure on the Void Barons to bully an alliance with them against the Poisoned Tongues and the Bloodyhanded. Weathered sporadic grenade launcher fire from the Bloodyhanded to secure First Blood and the battlefield's high ground using a two man Malcadon / Yeld fireteam. Remainder of gang maneuvered in an attempt to avoid the Poison Tongue's Chaos Spawn but it managed to rush and take out Jani Anu who had been reduced to 0 Wounds by a krak grenade from Big D. Other gangs conceded at end of fourth round to avoid gang attrition. Excellent battle, but rolled mostly 'meh' random advancements during Post-Battle sequence.
Date
11/07/2021
Scenario
Opposition
WLD
Four Corners
The Poisoned Tongues, The Void Barons, The Bloodyhanded
Loss
Credits
Reputation
Victory Points
0
3
3
Stash: Secured Archeotech [+ tactics card for deck]
Notes: Poisoned Tongues took out my relic early via Chaos Spawn; I took out theirs later in the battle after wiping out about half the gang; Poisoned Tongues also grabbed special archeotech objective in a central vault early, but I managed to seize control of it before the end of the battle. Battle ended with a Truce early in the 7th round; I lost a VP to the Truce roll.
Date
11/11/2021
Scenario
Opposition
WLD
Looting
The Poisoned Tongues, The Void Barons, The Bloodyhanded
Win
Credits
Reputation
Victory Points
0
5
3
Notes: Was able to secure 3 of 5 loot caskets relatively early for an easy win. However, out of four advancements only rolled one that is useful (+1 Attack for an Orrus) and one which is ok (+1 DMG for Laser Lance on a Yeld).
Date
11/13/2021
Scenario
Opposition
WLD
Hit
The Poisoned Tongues, The Void Barons, The Bloodyhanded
Loss
Credits
Reputation
Victory Points
0
4
5
Notes: Of my three secret targets, I took out two of them and inflicted a Wound on the third for 5 total VP. Yaeger missed the last target once, and failed to wound a second time which cost me the win by 1 VP. Mediocre Post-Battle Sequence as well. Fun battle tho; I really liked the scenario.
Date
08/26/2023
Scenario
Opposition
WLD
Looting
The Poisoned Tongues, The Void Barons, The Bloodyhanded
Loss
Credits
Reputation
Victory Points
0
2
0
Notes: First time back to Necromunda after a couple of years, and had fun despite not having a good showing in the battle. I made a really stupid strategic blunder at the very beginning when setting up the Looters and Commanders decks for the mission. I realized by the end of the second turn, but it was too late to fix it. I made a play for one of the loot caskets with Jahi, but the priority outcome didn't go my way and the Poisoned Tongues got it one activation ahead of me. After that I basically durdled around for the rest of the battle not accomplishing anything. I suffered no injuries, but got nothing out of the battle. When we ended previously I was in the lead, but after this poor showing I slipped down to the middle. Hopefully I'll be able to dig my way out of the hole next time
Date
07/04/2025
Scenario
Opposition
WLD
X-Four Corners
The Poisoned Tongues, The Void Barons, The Bloodyhanded
Draw
Credits
Reputation
Victory Points
0
4
6
Notes: Successfully blew up my own Pumping Station, discouraged the Goliaths from moving in on my corner, moved an Orrus into the middle to sit on the Refinery, and spawn camped the Chaos cultists after their big guns ran off to threaten the Squat Void Barons. Worked out pretty well. Got a Linear Acceleration on Jahi which was nice, got a useless BS raise on Jiaku which sucked. All in all a decent outing and much better than last time.
Date
08/31/2025
Scenario
Opposition
WLD
Crucible
The Poisoned Tongues, The Void Barons, The Bloodyhanded
Win
Credits
Reputation
Victory Points
0
3
4
Notes: Had an excellent battle. In the Crucible scenario each gang puts 3 gangers or juves onto the board at the beginning and everyone else trickles into the battle as reinforcements. However, Spyrers just pick half the gang to count as Gangers and the other half to count as Champions. My 2 Jakara and one of my Orrus were my starting crew, and I hurled myself at the Void Barons crew straight off. I swept all three for 3 VP. The Goliath gang also swept all three of the Poisoned Tongues for 3 VP. Some reinforcments came in, and the Goliath starters began leaving the board, but I was able to take out one of them for a 4th VP. In particular, Jiaku Dau crushed. Morfran, Osamu, and Yaeger didn't make it onto the table, but those who did performed well. Pretty exciting fight.
Date
11/09/2025
Scenario
Opposition
WLD
The Arbiters Cogitator Corners
The Poisoned Tongues, The Void Barons, The Bloodyhanded
Loss
Credits
Reputation
Victory Points
0
3
1
Notes: The battle itself was not particularly dramatic. Several of my guys brawled with the Arbiter but were rebuffed pretty effectively by his Conversion Field and armor. Also I was able to get the final hit on the Poisoned Tongues Pumping Station, and took out Gym Brony (Goliath gang). But, aside from all of that, I successfully completed my Hunting Pact and the gang disbanded.

Osamu Anu

Orobas Dau

Jahi Anu

Jiaku Dau

Yaeger Anu

Yubel Dau

Morfran Anu

Malacoda Dau