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Nm 05 Haunters of the Dark

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    HAUNTERSOFTHE DARKSpyrer scenarios by Jirn Duerksen

    Kai Ran Lo buddled in the darknessartongst tbe rusted girders aboae tberuined processing plant and prel>ared forher downtime. Sbe kneut tbat on ber ounshe could neuer fall asleep in tbis cursedeternal nigbt, but ber suit always seemed ohelp ber rest.Autarm blackness spread througb ber mindas tbe suit's syntbetic sedatiues utorkedtbeir utay tbrougb her aeins. As sbe slippedinto tbe numbing tuilight of suit-sleep, sbetbought about bou borribly it bad all goner0ron8.One by one, she bad uatcbed ber team-rnates die. Her oun cousin, Gbai Ro Lo. badtaken so many beauy bolter rounds tbateuen bis massiue frame couldn't stop. Tbeligbts on bis suit bad gone out an bour ago.Sbe was utterly alone. But she bad to fulfilher aou.,...

    ROGUEPYRERSEver wonder what happens to a Spyrer whenhis or her team is destroyed? This happens alot, especially with young Spyrer teams whorun into more heary weapons than theybargained for. A Spyrer may find him orherself suddenly quite alone.Still, they can't go back until they havecompleted their vow The Wall is coveredwith the names of those who have sufferedthe ultimate disgrace of 'losing their suit,' asthe master-trainers say Beginning huntersare taught that the ultimate shame is to fallbefore the gang-scum with their crude,pathetic weapons. However pathetic, heavyweapons can seriously pound a Spyrer andeven a 'shotgun cowboy' can get lucky witha hotshot round.The lonesome individuals from Spyrer huntsshot to hell are called 'Rogues'. They havebeen known to show up during gang-fights,ambushes, and the like, to claim someexperience and to get one step closer tocompleting their vow Lone Spyrers haveeven been known to attack small groups ofgangers travelling in the zones betweensettlements in what seems to be a sort ofdesperation.V{hen a Hunt is wiped out, if the Arbitratorhas any Hunter figures of his own, then hemay declare the lone survivor to be a Roguewhich he will control from now on. Heshould record the Rogue's stats and keeptrack of them. Most importantly, he shouldkeep track of how close a Hunter is tocompleting its vow.Rogues are usually desperate to completetheir vows, but they are not stupid. They willusually jump into abattle after it has begun,most often the turn after the first shots havebeen fired, so as not to be singled out. ARogue will attack the nearest model and, ifsuccessful, will move into cover or attack,

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    whichever is appropriate. Rogues willremain on the field, moving after the secondplayer's turn, until they are either taken Outof Action or pinned for more than two turns.In addition, if a Rogue scores three or morewounding hits it will also retreat.In a circumstance like this, the Spyrer gets2D6xp for surviving and *5xP Perwounding hit.Rogue Spyrers lend themselves well to justabout any situation and often become asituation in and of themselves. A few goodjumping-off points for Rogue scenarios are:L. Several gang members (two to three,chosen at random) who are feeling luckyhave tracked down a lone Spyrer and decideto attempt to take it out. The Spyrer musteither drive off the attackers (who starttaking Bottle rolls a-fter he first ganger goesO/A) or escape off of the attacker's boardedge to win.2. Two groups of trackers have not onlycome across the Rogue, but each other aswell. There's obviously not going to beenough reward money for everybody...J. A Rogue Spyrer would make a goodsubstitute for the critter in 'Monster Hunt'or a substitute for the Genestealer! card.4. Rogues could also be used as encountersin the 'Purge' scenario (in Outlanders).Rogues have a rating cost from 350-400,depending on the strength of gangsparticipating and the availability of models.To get the Spyrer's level ofrating add its costto its experience. To put together a randomSpyrer, use the 350 to 4OOand subtract theSpyrer's cost from it. Then, use the amountleft over to roll up its advances.Depending on the amount of experiencegiven to and the type and number of boostsit receives a Rogue could be a very nastyindividual indeed. In a Purge scenario,Spyrers are counted asAces.SPYRERCEI{ARIOSThis next section contains a couple ofscenarios exclusively for standard Spyrerteams. These scenarios are designed forcertain circumstances in which Spyrers mayface challenges different from fighting theusual battles with the local gangs.

    Scenario 1.: Stiff ComPetitionDeep in the wastezones in areas seldomseen by men the demonic figures known asSpyrersmake their camps. Only occasionallydo a gang's trackers uncover the deadly lairsof these fearsome machine-men and thenonly at great peril.It is even rarer that teams of Spyrers runacross each other. Few have ever witnessedthese savagebattles in which no quarter isasked and no mercy given. In fact, so veryfew have ever seen these battles that mostpeople refuse to believe that Spyrers hunteach other.A battle between Spyrer teams is always agang fight.Any team leader worth his suit wants to bethe first to prove his team's superiority in aface-to-faceconfrontation. The normal rulesare in effect for the 'Gang Fight' scenario,but with the following exceptions:L. Models down may not be taken out by thecoup de grace. They also maY not beintentionally fired upon (oops, sorry aboutthat, guy).2. Because of the determination to provewho is superior, Bottle checks begin at 5O%losses nstead of the normal 25"/".3. Spyrerscaptured by other Spyrersare notnecessarily killed out of hand. A capturedSpyrer gets a free roll on the Serious Injuriestable. This represents the enemy beatingand humiliating him and then letting himgo. If he dies from it, oh well. He could'vegot worse from the gangers.Experience+2D6 Survives. If a Spyrer survives thebattle then 2D6 points are earned.+L0 Winning Spyrer. Per Spyrer on thewinning team.+5 Per wounding hit.

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    Scenario 2zWhat the t

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    Ending the GameThe game proceeds until either all of theChaosSpaceMarines have been taken out ofaction or until the Spyrersretreat (or can nolonger continue fighting). The Marines' onlyobiective is to take and hold the field. Theydo not have to take Bottle rolls'The Spyre Hunters, on the other hand,know that this is a rare chanceto hunt downand kill an enemy their equal (or so theythink). Becauseof this, the Spyrersonly takeBottle tests beginning at 5O% losses, afterwhich they may bottle at any time'

    ExperienceThis is for Spyrers only. The Chaos SpaceMarines are Arbitrator forces and do notgain xp.+10 For taking out a ChaosSPace

    Marine in hand-to-hand combat.+5 Per wounding hit.+D6 Survives. If the Spyrer survives thebattle even if he was wounded.A Final ThoughtThe abovescenario is not really designed forregular use and should be considered a one-offwith the Chaos SpaceMarines controlledby the Arbitrator.The Marines in this scenario are thestandard ones as stated before' Dependingon the skill levels of your Hunters, anArbitrator can use any type of Chaos Marinefrom the 40K Codexes. Be sure to give theChaosSpaceMarines boosts in rating for anyspecialabilities (weapons, disease,berserkerfury that sort of thingl.

    Spyte sYou can get your Spyrer team from tbe Mail Order back catalogue'

    ORRUS.I059902801 15.00 MALCADON1059902903 f5.00 MALCADON2059902904 15.00

    JAKARA 10599031 9 - e4.00 SPYREHUNTERYELD_ f5.OO


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