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The Spyre Rangers

Spyre Hunting Party
R Cr St W
1715¢ 120¢ 1835¢

Actions

Log Action

From Aegis Reach

smint88The Spyre Rangers
5 months, 1 week ago

State Change: Blue changed from Convalescence to Active

Outcome: Blue is now Active
smint88The Spyre Rangers
5 months, 1 week ago

Added 120¢

Outcome: +120¢ (to 120¢)
smint88The Spyre Rangers
5 months, 1 week ago

Added 2 XP for Caryatid Prime

Outcome: Current: 6 XP, Total: 6 XP
smint88The Spyre Rangers
5 months, 1 week ago

Added 4 XP for White Knight

Outcome: Current: 8 XP, Total: 8 XP
smint88The Spyre Rangers
5 months, 1 week ago

Added 4 XP for Blue

Outcome: Current: 4 XP, Total: 20 XP
View all actions →

Assets & Resources

Assets

Spyrer Hunting Camp (Starting Territory)
Transfer
Generatorium (Territory)
Transfer

Boon

    Special: If their gang controls this Territory, a player may choose to stall the generators, temporarily cutting the power to the area in which a battle is taking place and plunging it into darkness. The player may declare they will do this at the beginning of any Priority phase, before the roll for Priority. For the remainder of the battle, the Pitch Black rules (see page 155) are in effect. However, at the start of each End phase, there is a chance that the generators will automatically restart and the light flood back. At the start of each End phase, before making any Bottle tests, the player that controls this Territory rolls a D6. If the result is a 5 or more, the generators restart and the Pitch Black rules immediately cease to be in effect. If the roll is a 1-4, the generators stay silent.

Enhanced Boon

    Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.

 

Mine Workings (Territory)
Transfer

Boon

    Income: The gang earns D6x10 credits from this Territory when collecting income. The gang may set Captured fighters to work in the mines rather than selling them to the Guilders. For every Captive working the mine, roll an additional D6 to generate income. If the Territory changes control, all of the Captives remain working the mine. A Captive sent to the mines may not subsequently be Sold to Guild. While a Captive is working in the mine, the gang may attempt a Rescue Mission at any time.

Enhanced Boon

    Reputation: Whilst it controls this Territory, the gang adds +2 to its Reputation.

 

Stinger Mould Sprawl (Territory)
Transfer

Boon

    Special: During the post-battle sequence, the gang controlling this Territory may re-roll a Single Lasting Injury roll on a fighter. Note that a Memorable Death result may not be re-rolled.

Enhanced Boons

    Reputation: Whilst it controls this Territory, the gang adds +1 to its Reputation.
    Special: An Escher gang may either (1) remove a single existing Lasting Injury from a fighter, or (2) re-roll a single Lasting Injury roll on a fighter, including a Memorable Death result.

 

Workshop (Territory)
Transfer


    Boon
        Recruit: The gang may recruit an Ammo-jack Hanger-on for free.
    Commentary
        Ammo-Jacks are great! Their ability to let your whole gang re-roll 1’s on ammo checks is awesome. Combine that with the fact that you WANT your ammo-jack to be on the table for you makes this a prime target early in the campaign. Note that this hanger-on is still counted towards the number of hangers-on and brutes a gang can employ.

 

Resources

Reputation 10 Modify

Attributes

Alignment Outlaw

Fighters

Malcadon Spyre Hunter Leader 1
Orrus Spyre Hunter Champion 2
Caryatid Prime Exotic Beast 2
Yeld Spyre Hunter Champion 1
Total 6

Stash

120¢

Stash Credits

120¢

Green

425¢
Malcadon Spyre Hunter (Leader)
M WS BS S T W I A Ld Cl Wil Int
6" 2+ 2+ 3 4 3 3+ 3 7+ 5+ 5+ 6+
Rules Kill CountMaster of the HuntReflex EnhancersSpyrer Hunting Rig Glitches
XP 8 XP
Kill Count 0
Glitch Count 0
Skills EvadeIron Will
Gear Malcadon hunting rig (Tier 1) (20¢)Respirator (15¢)Drop rigGrapnel launcher
Injuries None
Advancements 3
Weapons S L S L Str Ap D Am
Paired Malcadon slashing claws - E - - S -2 1 -
Melee, Paired
Paired web incisors 4" 10" - - 3 - - 4+
Rapid Fire (1), Silent, Web
Augmentation: Tier 1 (+20¢)
No lore added yet.
No notes added yet.

Black

520¢
Orrus Spyre Hunter (Champion)
M WS BS S T W I A Ld Cl Wil Int
6" 3+ 2+ 3 4 4 3+ 2 7+ 5+ 5+ 6+
Rules Kill CountMaster of the HuntReflex EnhancersSpyrer Hunting Rig Glitches
XP 6 XP
Kill Count 0
Glitch Count 0
Skills Rain of Blows
Gear Caryatid prime (90¢)Orrus hunting rig
Injuries Lesson Learned (SH)
Advancements 3
Weapons S L S L Str Ap D Am
Disintegration matrix (0¢) 3" 12" - -1 5 -2 2 6+
Scarce, Sever, Sidearm, Unstable
Orrus power talons - E - - S+1 -3 1 -
Melee, Paired, Power
No lore added yet.
No notes added yet.

Caryatid Prime

25¢
Caryatid Prime (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
6" 4+ - 2 2 1 2+ 1 7+ 6+ 6+ 8+
Rules Charmed CompanionFlightPrecognitionReflex Enhancers
XP 4 XP
Skills None
Gear None
Injuries None
Advancements 2
Weapons S L S L Str Ap D Am
This fighter has no weapons.
No lore added yet.
No notes added yet.

Blue

305¢
Yeld Spyre Hunter (Champion)
M WS BS S T W I A Ld Cl Wil Int
7" 4+ 2+ 3 5 2 3+ 2 7+ 5+ 6+ 7+
Rules Kill CountMaster of the HuntReflex EnhancersSpyrer Hunting Rig Glitches
XP 4 XP
Kill Count 0
Glitch Count 0
Skills Overwatch
Gear Web solvent (25¢)Yeld hunting rig
Injuries Neural Feedback , Lesson Learned (SH)
Advancements 2
Weapons S L S L Str Ap D Am
Paired Yeld missile gauntlets 15" 30" - - 5 - 1 4+
Knockback, Rapid Fire (1)
Yeld wings - E - - S+1 -1 1 -
Melee
No lore added yet.
No notes added yet.

White Knight

440¢
Orrus Spyre Hunter (Champion)
M WS BS S T W I A Ld Cl Wil Int
5" 3+ 3+ 3 4 3 3+ 2 7+ 5+ 6+ 6+
Rules Kill CountMaster of the HuntReflex EnhancersSpyrer Hunting Rig Glitches
XP 8 XP
Kill Count 0
Glitch Count 0
Skills Fast Shot
Gear Caryatid prime (90¢)Orrus hunting rig
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
Bolt launcher 8" 20" +1 - 4 -1 1 4+
Rapid Fire (1), Sidearm
Orrus power fists (0¢) - E - - S+2 -1 2 -
Melee, Paired, Power
No lore added yet.
No notes added yet.

Caryatid Prime

Caryatid Prime (Exotic Beast)
M WS BS S T W I A Ld Cl Wil Int
6" 5+ - 2 2 1 2+ 1 7+ 6+ 7+ 8+
Rules Charmed CompanionFlightPrecognitionReflex Enhancers
XP 6 XP
Skills None
Gear None
Injuries None
Advancements None
Weapons S L S L Str Ap D Am
This fighter has no weapons.
No lore added yet.
No notes added yet.
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  • Stash

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  • Green

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  • Black

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  • Caryatid Prime

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  • Blue

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  • White Knight

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  • Caryatid Prime

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