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[[File:Spyrer models 1.jpg|right|300px|thumb|Look like the new batch of X-Men, don't they?]]
[[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.  
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, 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 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.]]
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.]]


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 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.
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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.''
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.
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==
==Equipment==
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.
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. (Meaning that survival challenge can by done by finding a nice little hidey hole and holing up for a few days. Way to go, guys.) 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.
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]].
 
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.
 
[[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.
 
An alternate theory is that the hunting rigs are the creation of [[Tau]] battlesuit engineering. This is strongly supported in the Tau 3rd edition codex, which defines several words that are phonetically identical to the rig designations while being thematically accurate to the suit's functions:
* Orrus = Or'es (powerful)
* Jakara = J'karra (mirror)
* Malcadon = Mal'caor (spider)
* Yeld = Y'eldi (winged one)
 
Of course, considering the rigs are clearly much more advanced (such as freaking evolving), it is likely the nobles once upon a time illegally purchased Tau suits and hired hereteks to combine the knowledge gleaned with power armor to make something special and the names of the rig designations are due wanting to cover up the origins while also giving an arrogant finger to the law in plain sight.  Or the rigs were inspired by Eldar Aspects and the ignorant nobles used Tau words due to being stupid/weeaboo.
 
==Hunting Rig Classifications==
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.
 
===Orrus===
The Orrus is the most brutal of the Spyre aspects.  Specialising in brute force, they are characterised by oversized, piston-powered arms containing [[Bolt Launcher]]s 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.  Both of these scientifically unsound aspects sound suspiciously like the transforming abilities of [[Necrons|Necrodermis]]...or something [[Chaos|else]].  Of course, that’s true for all the rigs.
 
At its most basic, this suit increases the wearers WS, S & A by +1, provides a 4+ armour save and a 6+ invulnerable save.
 
The Bolt Launchers are functionally identical to ''Twin Linked'' boltguns, albeit with an 18" range.
<gallery>
Orrus art.jpg
Orrus blue.jpg
Orrus blue back.jpg
</gallery>
 
===Jakara===
Jakara are the lightest but most agile of the Spyre hunters, specialising in speed and mobility.  They are equipped with a [[Miscellaneous Weapons#Monomolecular Sword|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, and the durability of their sword.  They also adapt by expanding the types of energy absorbed by their shield.
<gallery>
Jakara blue.jpg
Jakara blue back.jpg
Jakara 2 blue.jpg
Jakara 2 blue back.jpg
</gallery>
 
===Malcadon===
The most subtle and cunning of the Spyre groups.  They are armed like spiders, with [[Web Pistol|Web Spinnerets]] 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 Spinneret 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.
<gallery>
Malcadon art.jpg
Malcadon blue.jpg
Malcadon blue back.jpg
Malcadon 2 blue.jpg
Malcadon 2 blue back.jpg
</gallery>
 
===Yeld===
Are the most peculiar Spyrers, being equipped with Chameleonic armour and [[Corvus Corax|razor-edged wings]].  They are armed with multiple laser tubes built into their gauntlets called...well...[[Laser Gauntlet]]s.  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.
 
A starting Yeld gains +1 to BS ''(and movement, but this has no bearing in "modern" rulesets)'' as well as a 5+ armour save.
 
Their [[Laser Gauntlet]]s start out identical to a pair of laspistols, but with a 20" range. ''(the original rules have them as identical to short ranged lasguns, but held as pistols; laspistols had considerably different accuracies)''.
 
Their wings give them the "Jet Infantry" type as well as inflicting a -1 on to-hit rolls when weapons fire at them from over half range.
<gallery>
Yeld.jpg
Yeld blue.jpg
Yeld blue back.jpg
</gallery>
===Patriarch===
This 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 [[Miscellaneous Weapons#Mechadendrite|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.
<gallery>
Patriarch 2.jpg
Patriarch.jpg
Patriarch back.jpg
</gallery>
 
===Matriarch===
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 [[Chain Weapon#Chainscythe|chainscythe]] and a [[Miscellaneous Weapons#Monomolecular Sword|monomolecular blade.]] Their armour offers the highest levels of speed and mobility and cannot evolve any further.
<gallery>
Matriarch blood.jpg
</gallery>
{{House Cawdor}}


==Gallery==
==Gallery==
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[[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