Skill Access
Starting: Evade
Equipment
Starting: Equipped with a Yeld Hunting Rig (a suit of powered armor with integrated weapons and systems).
Special
Laser Lance
Talons
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.
When moving voluntarily, can fly. If would fall and not Seriously Injured, instead lands safely.
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.
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).
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.
All types of Spyrers use this chart to determine what kind of Advancement they gain.
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.
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.
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.
The following integrated systems are unlockable as Advancements.
General
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
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.
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.
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.
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.
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.