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Necromunda (2017)Expand Necromunda (2017)

Yeld

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

Skill Access

Starting: Evade

Equipment

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

Special

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

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.

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
Yeld Hunting Rig Advancements Table

Only Yeld 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 Weapon Skill by 1 step
+10
3
add Penetrating Trait to Talons
+5
4
improve Strength of Laser Lance by one step
+10
5
improve long range of Laser Lance by 6'' and short range by 3''
+10
6
gain new Integrated System: Improved Cameleoline Mesh
+10
Yeld Hunting Rig Skills Table

Only Yeld 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 Backstabber skill
+10
2
gain Escape Artist skill
+10
3
gain Exfiltrate skill
+10
4
gain Hit and Run skill
+10
5
gain Infiltrate skill
+10
6
gain Snap Shot 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, and Toxin traits.

Yeld

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)
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 Yeld on their roster.

Avian Accuracy ~Beta~

You may play this card when making a shooting attack with a Yeld fighter against a valid target that is within range, within line of sight, and within the fighter's vision arc.

If this fighter is at least 5'' more elevated than their target (base to base), this attack automatically hits and is resolved with
+1 Strength and +1 Damage.

On Cloak of Wing ~Beta~

You may play this card at the start of the Deploy step of the Pre-Battle Sequence.

Set aside a Yeld fighter in your Crew. They are exempt from both standard and special instruction on setting fighters up onto the battlefield. At the end of the Deploy step, set that fighter up at any viable location on the battlefield (1'' rule applies). This is not considered to be Infiltration.

Parabolic Charge ~Beta~

You may play this card when one of your gang's Yeld fighters makes a Charge and descends at least 5'' (base to base) before successfully engaging a single opposing fighter.

After this fighter makes their attacks, before the opposing fighter can make reaction attacks, this fighter may safely disengage without risk of retaliation attacks, and then make an immediate Standard Move action.

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.