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+++Subject & Author+++
Spyrer Hunters in Inquisitor - Chris Sharp

+++Thought for the day+++
Inquisitor Logo
Within the Imperium of man there exist billions of planets that are capable of supporting life, however not all of these are of natural origin. Hive Worlds are one such example of these types of planet.
Hive Worlds are planets which, in all but a few cases, were settled thousands of years ago, often before the time of the Imperium, during the Dark Age of Technology when mankind first spread throughout the galaxy. Hive worlds are planets devoid of any remnant of their original natural beauty; the surfaces reduced to a wasteland of windblown ash and accumulated industrial waste. Throughout this wasteland lie the hive cities, which give such planets their distinctive character and their collective name of hive worlds. The hives are the result of thousands of years of constant demolition and rebuilding.

Any of the planet's original cities lie underneath the hives, many hundreds of yards below the current surface of the planet's ash wastes. Each hive takes the form of many huge spires, which rise, from the base of the city. From a distance, a hive resembles a mass of stalagmites rising from the wastes. The tops of the spires can rise a dozen or more miles above the ground surface, piercing the festering clouds that surround the lower levels of the hive.

These upper layers are home to the noble families that control most of the spire's commerce. They trade far and wide throughout the Imperium, and with other hive cities. These families are immensely powerful and are lead by there most dynamic and merciless individuals. In order for a son or daughter to take their place among these ruling elite they must first prove themselves capable.

These Spyrers are out fitted with specialised hunting rigs, which favour different combat styles. Each rig is specially crafted offworld, a wondrous device of half forgotten technologies worth a small fortune in their own right. The rig is self-sustaining and self-repairing, with its own integrated weaponry and power boosters that improve the wearers performance, making them a stronger, faster hunter.

Once they are ready they are cast down into the hell that is the Underhive, where violence and murder are accepted ways of life and they are left to fend for themselves, with no help or resources. Often they will hunt in teams with other noble aspirants forming bonds and utilising each of the different combat aspects to offset each other creating a varied and powerful fighting unit.

When they return they start there new lives within the noble houses, however many aspirants develop a taste for the excitement and bloodletting of the hunt and return to the Underhive once again as part of another team. Others may travel offworld using their own fortunes to fund hunts elsewhere.


Spyrer Characters

Spyrer suits are as varied as the worlds that make up the Imperium. The Spyrers will train intensively before venturing into the Underhive, though they may not stay there as their talents are spotted by Inquisitors and villains alike. A character may be one of the following:

Jakara: Lightest of all Spyrer hunters, emphasising speed and agility over heavy armour.
Yeld: The most bizarre of the Spyrer hunters, a winged fiend with wings of chameleon metal and claws of laser energy.
Malcadon: A Cunning hunter that catches victims in webs of iron-hard silk before tearing them apart with steely claws.
Orrus: The most brutal of the aspects, beating and crushing opponents into a bloody pulp with its huge fists.

Equipment: Spyrer Hunting Rig (see below)

Special Abilities: Ambidextrous, Furious Assault, Fearsome

  WS BS S T I Wp Sg Nv Ld
Jakara 75 55 60 60 70 75 70 80 70
Yeld 60 65 55 60 60 75 70 75 70
Malcadon 80 60 60 60 75 70 70 80 65
Orrus 70 60 70 70 60 65 70 85 75

Random Spyrer Profiles
  WS BS S T I Wp Sg Nv Ld
Jakara 65+2D10 45+2D10 50+2D10 50+2D10 55+3D10 60+2D10 65+2D6 70+2D6 65+2D6
Yeld 50+2D10 60+2D10 45+2D10 50+2D10 55+2D10 60+2D10 65+2D6 65+2D6 65+2D6
Malcadon 70+2D10 50+2D10 50+2D10 50+2D10 60+3D10 55+2D10 65+2D6 70+2D6 55+2D6
Orrus 60+2D10 50+2D10 55+2D10 55+2D10 55+2D10 50+2D10 65+2D6 75+2D6 70+2D6



New Equipment

Spyrer Hunting Rigs

Spyrer Hunting Rigs are highly sophisticated pieces of equipment that require specialised training to use. Spyrer aspirants spend months undergoing ritualistic training before they are even allowed to wear the suits. As such, only Spyrers can use them or people that have undergone the same specialised training. Each Rig is tailor made for its specialised combat style, and so only a Jakara can use a Jakara rig, a Yeld a Yeld rig and so on. A description of each type of rig follows:

Jakara Hunting Rig
The Jakara Hunting Rig is made from flexible plates, like snake scales that are overlaid with tubes and cables that feed power to the Spyrers limbs. The primary weapons of a Jakara rig are the monomolecular sword and the mirror shield.
The suit itself grants the user an additional boost to movement and reaction times, giving them +2 speed and +2 to all movement rates. In addition the user counts as having the Acrobatic special ability. The suit contains a built in Medi-pack, gas mask and has various auto-senses built in. The suit gives the wearer 5 points of armour on all locations except the head, which has 3 points of armour.

Yeld Hunting Rig
The Yeld Hunting Rig allows the wearer to fly as if they had the wings alien ability, when not in use for flight the wings confer an additional –40% modifier on any attempt to detect the wearer due to its chameleon ability. The Yeld suit also grants the wearer the Catfall special ability. The suit mounts a pair of laser gauntlets and contains a built in Medi-pack, gas mask and has various auto-senses built in. The suit gives the wearer 6 points of armour on all locations except the head, which has 3 points of armour.

Malcadon Hunting Rig
The Malcadon Hunting Rig allows the wearer to move quickly and efficiently over terrain thanks to powerful pistons and hydraulics that boost its limbs. The suit confers a +4 bonus to all movement rates and +1 to the wearer's speed. The suit mounts a pair of Spinner gauntlets and contains a built in Medi-pack, gas mask as well as various auto-senses. The suit gives the wearer 6 points of armour on all locations except the head, which has 3 points of armour.

Orrus Hunting Rig
The Orrus Hunting Rig is in essence a weaker form of power armour, increasing the wearer's strength by a fifth, but only giving 8 points of armour on all locations except the head. The suit also mounts a force field generator that confers an additional 1D6 force field armour bonus on all locations. The suit mounts two power fists with a bolt pistol implanted in each and contains a built in Medi-pack and gas mask as well as various auto-senses.

New Weaponry

Jakara Monomolecular sword
The monomolecular sword carried by the Jakara Spyrer is a marvel of molecular engineering. The blade is a living crystalline structure, which constantly renews its edge as it is blunted. The sword's edge is only one molecule thick and can slice through any but the densest matter.
The sword counts as a power sword that ignores the first 2 points of armour.

Yeld Laser Gauntlets
The Yeld hunting rig is fitted with heavy gauntlets mounting multiple laser tubes. The gauntlets fire a storm of laser bolts in a deadly attack that can be devastating at any range.
The gauntlets have the following profile close combat:
Weapon Reach Damage Parry Penalty Notes
Laser Gauntlets 0 As unarmed +4 -30% Shock Weapon

The Gauntlets also mount laser tubes which have the following profile:
Weapon Type Range Mode Acc Dam Shots Rld Wt
Laser Gauntlets Basic E Semi(4)/Full(10) - 2D6 30 3 40

Malcadon Spinner Gauntlets
The spinnerets of a Malcadon's web spinner spew out silky threads of gossamer, which harden with the strength of steel wires. A victim of the web is left hopelessly ensnared and at the mercy of the Malcadon's ripping claws. The Malcadon can also use its spinners to create threads with which it uses to climb vertical surfaces or lower itself down sheer drops.
The gauntlets count as a pair of implant Web pistols that do not need to reload, (the suit synthesises more web from its surroundings/chemical supply) The gauntlets also mount two pairs of venom secreting claws with which it tears its prey apart with in close combat. It counts as having the following close combat profile:

Weapon Reach Damage Parry Penalty Notes
Spinner Gauntlets 2 2D6 -10% Envenomed

In addition the Malcadon can use it spinners to help it move, as a result the Malcadon may climb any vertical surface as if there was a ladder there.


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