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Necromunda (2017)Expand Necromunda (2017)

Jakara

Spyrer
Cost & Rating: 250
M
WS
BS
 S 
 T 
W
I
A
6"
3+
5+
3
4/5En
2
3+
3
Ld
Cl
Wil
Int
7+
4+
5+
5+
Save
5+/Glimmershield

Skill Access

Starting: Spring Up

Equipment

Starting: Equipped with a Jakara Hunting Rig (a suit of powered armor with integrated weapons and systems).

Special

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.

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.

Experience and Advancement

Frequency

Spyrers gain an Advancement for every 5 full points of XP they have earned. Thus a Spyrer gains a new Advancement at 5, 10, 15, 20, and 25 XP (and so on).

Determination

After XP has been calculated and awarded at the end of a battle, for each new Advancement earned by a Spyrer the controlling player rolls a D6 on the Spyrer Advancements Table, and then rolls again on the indicated secondary table to determine what Advancement is gained and amend the fighter's card to reflect the new Advancement. This process is repeated for each Spyrer on a gang's roster until all new earned Advancements have been resolved and recorded.

The Spyrer Advancements Tables
Spyrer Advancements Table

All types of Spyrers use this chart to determine what kind of Advancement they gain.

Roll
Outcome
1-2
Roll on the General Spyrer Advancements Table
3
Roll on the General Spyrer Skills Table
4-5
Roll on the relevant Hunting Rig Advancements Table
6
Roll on the relevant Hunting Rig Skills Table
General Spyrer Advancements Table

All types of Spyrers can gain the following Advancements. Roll D66 on the following table to determine which Advancement a fighter gains. Each slot may only be gained by an individual fighter once. If an Advancement is rolled which the fighter already has, roll on the Spyrer Advancements table again.

Roll D66
Advancement
Rating
11-12
improve Movement by 1''
+10
13-14
improve Weapon Skill by 1 step
+10
15-16
improve Ballistic Skill by 1 step
+10
21-22
improve Strength by 1 step
+10
23-24
improve Toughness by 1 step
+10
25-26
improve Wounds by 1 step
+10
31-32
improve Attacks by 1 step
+10
33-34
improve Initiative by 1 step
+10
35-36
improve Leadership, Cool, Willpower, and Intelligence by 1 step
+20
41-42
improve Armor save by 1 step
+10
43-44
improve Ammo check of Ranged weapon by one step
+10
45-46
improve AP of primary weapon by one step
+5
51-52
improve Strength of primary weapon by one step
+10
53-54
improve Damage of primary weapon by one step
+10
55-56
add Intimidating Trait to Melee weapon
+10
61-62
add Power Trait to Melee weapon
+10
63-64
gain new Integrated System: Enviro Support
+10
65-66
gain your choice of any Spyrer Advancement available to this fighter from these tables that the fighter does not already have
var
General Spyrer Skills Table

All types of Spyrers can gain the following Advancements. Roll D6 on the following table to determine which Advancement a fighter gains. Each slot may only be gained by an individual fighter once. If an Advancement is rolled which the fighter already has, you may choose an Advancement the fighter does not have from this table. If the fighter already has all of the Advancements from this table, roll on the Spyrer Advancements table again.

Roll D6
Advancement
Rating
1
gain Combat Focus skill
+10
2
gain Determined skill
+10
3
gain Fast Learner skill
+10
4
gain Fearsome skill
+10
5
gain Tactician skill
+10
6
gain Unstoppable skill
+10
Jakara Hunting Rig Advancements Table

Only Jakara Spyrers can gain the following Advancements. Roll D6 on the following table to determine which Advancement the fighter gains. Each slot may only be gained by an individual fighter once. If an Advancement is rolled which the fighter already has, you may choose an Advancement the fighter does not have from this table. If the fighter already has all of the Advancements from this table, roll on the Spyrer Advancements table again.

Roll D6
Advancement
Rating
1
improve Movement by 1''
+10
2
improve AP of Monomolecular Sword by one step
+5
3
add Blaze Trait to Monomolecular Sword
+10
4
add Rending Trait to Monomolecular Sword
+10
5
gain new Integrated System: Linear Accelerator
+10
6
add Smash Weapon Profile to Glimmershield
+10
Glimmershield
Profile
Short Rng
Long Rng
Short Acc
Long Acc
Str
AP
Dmg
Ammo
Traits
+ Smash
-
E
-0
+1
S+1
-0
1
-
Jakara Hunting Rig Skills Table

Only Jakara Spyrers can gain the following Advancements. Roll D6 on the following table to determine which Advancement the fighter gains. Each slot may only be gained by an individual fighter once. If an Advancement is rolled which the fighter already has, you may choose an Advancement the fighter does not have from this table. If the fighter already has all of the Advancements from this table, roll on the Spyrer Advancements table again.

Roll D6
Advancement
Rating
1
gain Acrobatic skill
+10
2
gain Combat Master skill
+10
3
gain Escape Artist skill
+10
4
gain Hit and Run skill
+10
5
gain Impetuous skill
+10
6
gain Step Aside skill
+10
Unlockable Integrated Systems

The following integrated systems are unlockable as Advancements.

General

Enviro Support

This fighter's Toughness is increased by 2 for the purpose of resisting the effects of the +2 T vs Enervating, Gas, Radiation, Shock, and Toxin traits.

Jakara

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.
Tactics Cards

In play formats that allow Tactics Cards, the following additional Tactics Cards are available to be included in the decks of Spyrer gangs that have at least one Jakara on their roster.

Charge Blade ~Beta~

You may play this card when a Jakara fighter is hit by an energy attack. Tuck this under that fighter's card.

When rolling to wound for a hit made using this fighter's Monomolecular Sword you may discard this card to cause the hit to automatically wound; armor saves are made as normal (the Monomolecular Sword's AP applies) and if no armor save is made +2 Damage is inflicted.

Energetic Assault ~Beta~

You may play this card when a Jakara fighter is able to Consolidate.

Instead of Consolidating, this fighter declares and takes a free Charge action, and gains your choice of +1 to hit or +1 to wound with all attacks in the ensuing close combat exchange if the Charge is successful and the free Fight action is taken.

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.

Pulse Shield ~Beta~

You may play this card when one or more Jakara fighters are hit by an energy based attack (from a las, plasma, melta, heat, flamer, radiation, shock, or power based weapon), from any direction.

The attack has no effect on the Jakara, and their Glimmerbeam is reloaded if they were out of Ammo. The Jakara cannot be wounded by energy based attacks until they next activate.