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'''Spyrers''' (or '''Spyre Hunters''') are a subsect of high nobility from some [[hive world]]s in the [[Imperium]].
[[File:Spyrer models 1.jpg|right|400px|thumb|Look like the new batch of X-Men, don't they?]]
A twisted take on the "billionaire superhero" trope, '''Spyrers''' (or '''Spyre Hunters''') are a subsect of high nobility from some [[hive world]]s in the [[Imperium]], especially in [[Necromunda]], which is also the game where the term comes from. They go down to the underhive armed with fancy super gadgets to hunt down poor people for fun.


==Overview==
==Overview==
Within the industrial underhives of a hive city, where the gangs of the ruling houses compete for the scarce resources, the upper nobility also commit their own groups of "gangs" to the underhive conflicts for a different purpose.
Within the industrial underhives of a hive city, the poor people are forming gangs to fight for the scraps of the scarce resources. Sometimes the rich people, the upper nobility, send "gangs" for a different purpose. Spyrer groups are hardly more than silver spoon sucking spoiled brats of the noble houses, sent to the Underhive to undertake a vow that has been impressed upon them by a sponsor '''Patriarch''' or '''Matriarch''', either to survive on their own or to get a designated number of kills. They are to be sent down and will come back with their task done or not at all. [[grimdark|Or they just felt like working off some stress.]]


Traditionally Spyrer groups are composed of the unproven youths of the noble houses born in the upper levels of the hive where they have known little want or hardship.  These groups then descend into the lower levels to undertake a vow that has been impressed upon them by a sponsor '''Patriarch''' or '''Matriarch''', either to survive unaided in the depths of the undercity for a designated length of time, or to obtain a designated number of kills.  They are not permitted to return until their task is complete.
In other words, they're either the [[Grimdark]] version of the bored rich kid who's out to callously cause mischief no matter who it hurts; or they're on a [[Grimdark]] rite of passage by surviving or killing people in the dangerous, rundown Underhive, which is infested by gangs, mutants, monsters, and sometimes other eldritch bizzarro weird shit.


In this way the unproven individuals of the decadent noble houses will prove themselves as ruthless and resourceful and thus suited for leadership roles within hive politics.
In the Imperium, where everything is fucked up, and especially in Necromunda, where things are ''really'' fucked up, this makes a certain amount of sense. If they come back having survived, and even killed a few people, this proves that the youth in question is resourceful and ruthless enough to do well in Hive politics, or at least not be a sitting duck for assassins. On most other Imperial worlds, most of these kids would end up debauchees and wannabe socialites, maybe inheriting a part of their family's interests or saddled into a political marriage, or they might buy a commissioned rank in the Imperial Guard or Navy. Some of them might even be good at what they do. But in Necromunda, you're going to be good, or you won't live to see adulthood. ''Hardcore.''


Occasionally some individuals gain such a taste for the hunt that they return to the underhive as part of other Spyrer hunts, or they sponsor future groups as Patriarchs or Matriarchs themselves.
As a last note, sometimes Spyrers actually like going on a hunting trip in the wilderness of the Underhive, so they'll end up coming back as a hobby, or sponsor other gangs as a Matriarch or Patriarch. Also, we know about the logical gap of the survival rate of weeding out the weak in your kids. Necromunda nobles must either have ''lots'' of kids, or toughen them up with a steady diet of diesel fuel and broken glass, that or their hunting rigs are just that OP. The answer - all of the above.
 
The names for the non Patriarch/Matriarch suits have been noted to match up pretty well with words from the [[Tau]] lexicon. No official word on the matter has been issued.


==Equipment==
==Equipment==
Each Spyrer is granted a unique '''Hunting Rig''' which is a miraculous piece of technology which outstrips much of the combat materiel used by any other Imperial organisation, perhaps even the [[Adeptus Astartes]]. Hunting Rigs act as a suit of armour with built-in weaponry and cybernetic enhancements.
Even though becoming a Spyrer is supposed to be a genuine test of ability and the will to survive, rich kids ''still'' get all the nice stuff. Each Spyrer is given a unique '''[[Hunting Rig]]''' which is a ''serious'' piece of hardware that outstrips most of the stuff in most Imperial institutions, unless you're a mid-to-high ranking [[Adeptus Mechanicus|robot]], a [[Space Marine|biologically enhanced killing machine]], a [[Inquisition|state sanctioned asshole]], or a [[Officio Assassinorum|state sanctioned asshole with a hit list]]. Hunting Rigs act as a suit of armour with built-in weaponry and cybernetic enhancements and have several variants such as the [[Orrus Hunting Rig|Orrus]], [[Jakara Hunting Rig|Jakara]], [[Malcadon Hunting Rig|Malcadon]], [[Yeld Hunting Rig|Yeld]], [[Patriarch Hunting Rig|Patriarch]] and the [[Matriarch Hunting Rig|Matriarch]]. If you want to know more info on these things and their variants, just go to the [[Power Armour]] page.
 
It is self-sustaining, providing sustenance to the wearer so that they are not burdened by the requirement of food.  It is also self-repairing, so that they do not require regular maintenance.
 
However the most important feature of the hunting rig is their power boosting system.  As the wearer fights and gains experience in combat, the hunting rig will adapt and evolve to suit the wearer by increasing power to certain systems, (essentially [[Level|Leveling up]]) unlocking previously unavailable abilities and new potential as the hunt continues.
 
[[Dark Heresy]] presents pieces of wargear built by the [[Jokaero]] for nobles in the Calixis sector, which are essentially the same as the ones found on Necromunda, these suits are scary as hell. Boosting the wearer's WS, Strength, Agility and Perception as well as granting a butt-ton of additional talents, turning the wearer into a 40k [[Ninja]]. However, the actual armour protection of the suit itself amounts to very little, so the user must rely on their enhanced reflexes to avoid injury or on some suits alternative defensive capabilities such as force fields or shields.
 
These suits are locked onto implants connected to the wearers central nervous system ensuring a seamlessly perfect fit, though make it practically impossible for someone else to wear the suit and even then they would have to have exactly the same body size and shape, so they are essentially useless as loot items or salvage.


==Hunting Rig Classifications==
Overall, Spyrers carry a bunch of advance weapons and shit outside of their Iron Man-levels of a Hunting Rig. This includes [[Bolt Launcher]]s, [[Miscellaneous Weapons#Monomolecular Sword|Monomolecular Sword]]s, [[Web Spinner|Web Spinnerets]], razor-edged wings that fly, [[Laser Gauntlet]]s, [[Miscellaneous Weapons#Mechadendrite|Mechadendrite]]s and a motherfucking [[Chain Weapon#Chainscythe|Chainscythe]].
Although each Hunting Rig is unique, they are designed to incorporate ritualised combinations of weaponry, so that groupings of hunting styles can be identified.  But as the suits adapt to suit the wearer, even two suits that were similarly designed may be completely different by the end of the hunt.


*The '''Orrus''' is the most brutal of the Spyre aspects. Specialising in brute force, they are characterised by oversized, piston-powered arms containing [[Bolter|Bolt Launchers]] built into the fists.  They are also protected from shooting attacks by a force field. Orrus rigs typically evolve by increasing the caliber and firing rate of the Bolt Launchers or by increasing the effectiveness of their force field.
==Gallery==
*'''Jakara''' are the lightest but most agile of the Spyre hunters, specialising in speed and mobility.  They are equipped with a Sword with a Monomolecular edge and a unique Mirror Shield which can absorb energy-based attacks and fire it back at their enemies. Jakara rigs evolve by increasing the mobility and speed of the wearer, as well as increasing the sharpness of their sword.  They also adapt by expanding the types of energy absorbed by their shield.
<gallery>
*'''Malcadon''' are the most subtle and cunning of the Spyre groups.  They are armed like spiders, with Web Spinnarets designed to immobilise the enemy so they can be torn apart by their vicious claws.  They are also equipped with climbing hooks and hydraulic pistons to allow the wearer to reach perfect ambush points.  The Spinnaret weapons can also be used to generate strands of web to aid in climbing.  These suits evolve by synthesising neurotoxins for application to their claws, or by increasing the range and area of their Spinnaret weapons.
Spyrer models 2.jpg
*'''Yeld''' are the most peculiar Spyrers, being equipped with Chameleonic armour and razor-edged wings.  They are armed with multiple [[Lasgun|laser]] tubes built into their gauntlets.  Though their wings do allow them to fly, they make for better gliders.  Their wings also incorporate the chameleonic technology which makes them difficult to track.  Yeld can evolve by increasing the chameleonic response and the sharpness of their wing-blades, as well as by increasing the focus and fire-rate of their laser gauntlets.
Spyrer models 3.jpg
*'''Patriarch''' armour offers the best protection of all the Spyrer armours, and it is only worn by those who have already proven themselves and cannot evolve further.  It is equipped with four Mechadendrite arms; two wielding [[Power Fist|power claw]]s and two with pulse [[Lasgun|laser]]s that can track and target multiple opponents simultaneously due to the advanced sensor arrays built into the rig.
Spyrer models 4.jpg
*'''Matriarch''' armour is designed for quietly stalking opponents from the shadows and slaying them up close, equipped with a camo-cloak to hide their position and mask their movements so that they cannot be tracked either at range or in melee.  They expertly dual-wield a large [[chainsword|chainscythe]] and a monomolecular blade.  Their armour offers the highest levels of speed and mobility and cannot evolve any further.
Spyrer models 5.jpg
Spyrer models 6.jpg
Spyrer ad.jpg
</gallery>


[[Category:Necromunda]]
[[category:Skirmish-Level Wargames]]
[[category:Skirmish-Level Wargames]]
[[category:Wargames]]
[[category:Wargames]]
[[category:Warhammer 40,000]]
[[category:Warhammer 40,000]]
{|align=center border=2 cellspacing=0 cellpadding=4
|-
!colspan=1| Original Necromundan Houses!! Extended Necromundan Houses!! Other Necromundan Factions
|- valign=top
|
{{House Escher}}
{{House Goliath}}
{{House Orlock}}
|
{{House Cawdor}}
{{House Delaque}}
{{House Van Saar}}
|
{{Ironhead Squat Prospectors}}
{{Palanite Enforcers}}
|}

Latest revision as of 11:35, 22 June 2023

Look like the new batch of X-Men, don't they?

A twisted take on the "billionaire superhero" trope, Spyrers (or Spyre Hunters) are a subsect of high nobility from some hive worlds in the Imperium, especially in Necromunda, which is also the game where the term comes from. They go down to the underhive armed with fancy super gadgets to hunt down poor people for fun.

Overview[edit]

Within the industrial underhives of a hive city, the poor people are forming gangs to fight for the scraps of the scarce resources. Sometimes the rich people, the upper nobility, send "gangs" for a different purpose. Spyrer groups are hardly more than silver spoon sucking spoiled brats of the noble houses, sent to the Underhive to undertake a vow that has been impressed upon them by a sponsor Patriarch or Matriarch, either to survive on their own or to get a designated number of kills. They are to be sent down and will come back with their task done or not at all. Or they just felt like working off some stress.

In other words, they're either the Grimdark version of the bored rich kid who's out to callously cause mischief no matter who it hurts; or they're on a Grimdark rite of passage by surviving or killing people in the dangerous, rundown Underhive, which is infested by gangs, mutants, monsters, and sometimes other eldritch bizzarro weird shit.

In the Imperium, where everything is fucked up, and especially in Necromunda, where things are really fucked up, this makes a certain amount of sense. If they come back having survived, and even killed a few people, this proves that the youth in question is resourceful and ruthless enough to do well in Hive politics, or at least not be a sitting duck for assassins. On most other Imperial worlds, most of these kids would end up debauchees and wannabe socialites, maybe inheriting a part of their family's interests or saddled into a political marriage, or they might buy a commissioned rank in the Imperial Guard or Navy. Some of them might even be good at what they do. But in Necromunda, you're going to be good, or you won't live to see adulthood. Hardcore.

As a last note, sometimes Spyrers actually like going on a hunting trip in the wilderness of the Underhive, so they'll end up coming back as a hobby, or sponsor other gangs as a Matriarch or Patriarch. Also, we know about the logical gap of the survival rate of weeding out the weak in your kids. Necromunda nobles must either have lots of kids, or toughen them up with a steady diet of diesel fuel and broken glass, that or their hunting rigs are just that OP. The answer - all of the above.

Equipment[edit]

Even though becoming a Spyrer is supposed to be a genuine test of ability and the will to survive, rich kids still get all the nice stuff. Each Spyrer is given a unique Hunting Rig which is a serious piece of hardware that outstrips most of the stuff in most Imperial institutions, unless you're a mid-to-high ranking robot, a biologically enhanced killing machine, a state sanctioned asshole, or a state sanctioned asshole with a hit list. Hunting Rigs act as a suit of armour with built-in weaponry and cybernetic enhancements and have several variants such as the Orrus, Jakara, Malcadon, Yeld, Patriarch and the Matriarch. If you want to know more info on these things and their variants, just go to the Power Armour page.

Overall, Spyrers carry a bunch of advance weapons and shit outside of their Iron Man-levels of a Hunting Rig. This includes Bolt Launchers, Monomolecular Swords, Web Spinnerets, razor-edged wings that fly, Laser Gauntlets, Mechadendrites and a motherfucking Chainscythe.

Gallery[edit]

Original Necromundan Houses Extended Necromundan Houses Other Necromundan Factions
Necromunda: House Escher
Command: Gang Queen - Gang Matriarch
Troops: Chymist - Death-Maiden - Gang Sister
Little Sister - Shivver - Wyld Runner
Beasts: Khimerix - Phelynx - Phyrr Cat
Vehicles: Cargo-8 Ridgehauler - Chronos Pattern Ironcrawler - Escher Cutter
Hired Guns
& Neutrals:
Agitator - Ammo-Jack - Beastwrangler - Bone Scrivener
Brute-Handler - Chem Dealer - Corpse Grinder - Dome Runner
Gang Lookout - Gun-smyth - Hive Scum - Jagerkin
Outland Beastmaster - Krieg Mester - Master Nautican
Pale Consort - Relicmonger - Rogue Doc - Scabber - Scalies
Slopper - Servitor-Ogryn - Subnautican - Syphonite - Pit Slave
Propagandist - Spyrer - Bounty Hunter
Necromunda: House Goliath
Command: Overtyrant - Forge Tyrant - Forge Boss
Troops: Bruiser - Bully - Forge-Born - Stimmer - 'Zerker
Beasts: Sumpkroc
Vehicles: Cargo-8 Ridgehauler - Chronos Pattern Ironcrawler - Goliath Mauler
Hired Guns
& Neutrals:
Agitator - Ammo-Jack - Beastwrangler - Bone Scrivener
Brute-Handler - Chem Dealer - Corpse Grinder - Dome Runner
Gang Lookout - Gun-smyth - Hive Scum - Jagerkin
Outland Beastmaster - Krieg Mester - Master Nautican
Pale Consort - Relicmonger - Rogue Doc - Scabber - Scalies
Slopper - Servitor-Ogryn - Subnautican - Syphonite - Pit Slave
Propagandist - Spyrer - Bounty Hunter
Necromunda: House Orlock
Command: Road Captain - Road Sergeant
Troops: Arms Master - Greenhorn - Orlock Gunner - Wrecker
Constructs: Ambot - Cyber-Mastiff - Servitor (Lugger) - Servitor-Ogryn
Vehicles: Cargo-8 Ridgehauler - Chronos Pattern Ironcrawler - Outrider Quad
Hired Guns
& Neutrals:
Agitator - Ammo-Jack - Beastwrangler - Bone Scrivener
Brute-Handler - Chem Dealer - Corpse Grinder - Dome Runner
Gang Lookout - Gun-smyth - Hive Scum - Jagerkin
Outland Beastmaster - Krieg Mester - Master Nautican
Pale Consort - Relicmonger - Rogue Doc - Scabber - Scalies
Slopper - Subnautican - Syphonite - Pit Slave - Propagandist
Spyrer - Bounty Hunter
Necromunda: House Cawdor
Command: Redemptor Priest - Word-Keeper
Troops: Cawdor Bonepicker - Cawdor Brethren - Cawdor Firebrand
Cawdor Headsman - Flagellator - Redemptionist Brethren
Redemptionist Deacon - Redemptionist Zealot
Hive Preacher - Stig Shambler
Beasts: Bomb Rat
Constructs: Sheen Birds - Cherubim
Walkers: Ridge Walker
Vehicles: Cargo-8 Ridgehauler - Chronos Pattern Ironcrawler
Hired Guns
& Neutrals:
Agitator - Ammo-Jack - Beastwrangler - Bone Scrivener
Brute-Handler - Chem Dealer - Corpse Grinder - Dome Runner
Gang Lookout - Gun-smyth - Hive Scum - Jagerkin
Outland Beastmaster - Krieg Mester - Master Nautican
Pale Consort - Relicmonger - Rogue Doc - Scabber - Slopper
Servitor-Ogryn - Subnautican - Syphonite - Pit Slave
Propagandist - Spyrer - Bounty Hunter
Necromunda: House Delaque
Command: Delaque Master of Shadow - Delaque Phantom
Troops: Delaque Ghost - Delaque Shadow
Nacht-Ghul - Psy-Gheist - Spyker
Psychoteric Thrall
Beasts: Psychoteric Wyrm
Constructs: Cephalopod Spekter - Piscean Spektor
Vehicles: Cargo-8 Ridgehauler - Chronos Pattern Ironcrawler
Hired Guns
& Neutrals:
Agitator - Ammo-Jack - Beastwrangler - Bone Scrivener
Brute-Handler - Chem Dealer - Corpse Grinder - Dome Runner
Gang Lookout - Gun-smyth - Hive Scum - Jagerkin
Outland Beastmaster - Krieg Mester - Master Nautican
Pale Consort - Relicmonger - Rogue Doc - Scabber - Scalies
Slopper - Servitor-Ogryn - Subnautican - Syphonite - Pit Slave
Propagandist - Spyrer - Bounty Hunter
Necromunda: House Van Saar
Command: Archeotek - Prime
Troops: Augmek - Neotek - Subtek - Tek
Constructs: Ambot - Cyberarachnid - Servitor - Servitor-Ogryn
Walkers: Arachni-rig
Vehicles: Cargo-8 Ridgehauler - Chronos Pattern Ironcrawler - Grav-Cutter
Hired Guns
& Neutrals:
Agitator - Ammo-Jack - Beastwrangler - Bone Scrivener
Brute-Handler - Chem Dealer - Corpse Grinder - Dome Runner
Gang Lookout - Gun-smyth - Hive Scum - Jagerkin
Outland Beastmaster - Krieg Mester - Master Nautican
Pale Consort - Relicmonger - Rogue Doc - Scabber - Scalies
Slopper - Subnautican - Syphonite - Pit Slave - Propagandist
Spyrer - Bounty Hunter
Necromunda: Ironhead Squat Prospectors
Command: Charter Master - Drill Master
Troops: Drill-Kyn - Digger - Vartijan Exo-Driller
Vehicles: Cargo-8 Ridgehauler - Chronos Pattern Ironcrawler
Hired Guns
& Neutrals:
Agitator - Ammo-Jack - Beastwrangler - Bone Scrivener
Brute-Handler - Chem Dealer - Corpse Grinder - Dome Runner
Gang Lookout - Gun-smyth - Hive Scum - Jagerkin
Outland Beastmaster - Krieg Mester - Master Nautican
Pale Consort - Relicmonger - Rogue Doc - Scabber - Scalies
Slopper - Servitor-Ogryn - Subnautican - Syphonite - Pit Slave
Propagandist - Spyrer - Bounty Hunter
Necromunda: Palanite Enforcers
Command: Enforcer Captain - Enforcer Sergeant
Troops: Enforcer Patrolman - Enforcer Rookie - Palanite Subjugator
Constructs: Cyber-Mastiff - Servo-hunter
Legio
Cybernetica::
Sanctioner Pattern Automaton
Vehicles: Cargo-8 Ridgehauler - Chronos Pattern Ironcrawler
Hired Guns
& Neutrals:
Agitator - Ammo-Jack - Beastwrangler - Bone Scrivener
Brute-Handler - Chem Dealer - Corpse Grinder - Dome Runner
Gang Lookout - Gun-smyth - Hive Scum - Jagerkin
Outland Beastmaster - Krieg Mester - Master Nautican
Pale Consort - Relicmonger - Rogue Doc - Scabber - Scalies
Slopper - Servitor-Ogryn - Subnautican - Syphonite - Pit Slave
Propagandist - Spyrer - Bounty Hunter
Allies: Adeptus Arbites