Dark Knight Spyrer Killer 400Credits

 

The Dark Knight Spyrer comes from a House which is as ancient as the under hive itself. They are frequently exposed to battle as they have to keep active. The Dark Knight Spyrers have an assortment of weapons, but also specialize in tracking and hunting down prey. For this reason it is often referred to as the Dark Hunter Spyrer. The name also has reasons, the Dark Knight focuses in night attacks, it is also very heavily armoured Dark Knights also have wings which enable it to fly and swoop down on it’s prey. It is also a close-combat expert, having claws on it’s left hand and it’s right hand being free enabling it to hold it’s Death Sword, a deadly and potent plasma energy weapon. This is also it’s only ranged weapon apart from two shoulder mounted Infra-Red beams which are capable of not only revealing hidden models, but also to blind them by the bright red light.

 

Starting Skills

M WS BS S T W I A Ld
5 4 3 4 3 1 4 2 7

 

 

Maximum Skills

 

M WS BS S T W I A Ld
7 7 7 6 5 3 8 4 10

 

Weapons: The Dark Knight Spyrer is equipped with the Death Sword, one lightning claw, Infra-Red Beam, Death Wings.

Armor: The Dark Knight suit gives the wearer the following characteristic increases: Movement +1, WS +1. The increases have been noted in the Dark Knight profile listed above

 

The Dark Knight suit gives the an armor saving throw of 3+ on a D6 to any weapons if the Wings fail use this otherwise use the Wings saving throw first. The Dark Knights wings allow him to be shielded from attacks, roll a D6 on a 3+ the Wings have protected the Dark Knight. Roll again on a 1-3 the shot is absorbed by the Wings and the Wings of doom gain a +1 to it’s Strength on the next attack with it. Note only use this once revert to normal stats after the first attack. On a 4-6 the shot has hit the Wings and has been deflected back at the target. In the case of Las weapons and Plasma weapons, add +1 to the strength of the attack. Note: no roll to hit is taken, the shot hit’s automatically.

Equipment: A Dark Knight Spyrer is equipped with a bio-booster filter plugs or respirator and photo contacts or photo visor, infra-red goggles, a grav-chute. It has the inventor skill and can develop any Plasma Weapon for free on a roll of 4+. It can also research other Spyrers weapons if they are in the same gang. On a 5+ the Spyrer has converted the other spyrers weapons for use with it’s own suit. However, on a roll of a 1, the spyrer has made a fatal error and the other spyrers weapon has been damaged beyond repair and cannot be used again. That spyrer will also not permit any more experiments on it and you will have a -1 to the roll to get the weapon converted. If successful, the weapon will function the same as the other spyrers and will gain upgrades in the same way.

The Death Sword,

The Death Sword is one of the most power of all the Spyrer weapons. The Death sword is linked directly to the users neural network. This means that when the spyrer becomes more powerful, so does the death sword. The death sword has plasma energy focused through it so that when it is fired it launchers a devastating bolt of plasma energy. This is launched at different strengths according to the targets toughness. This means that the Death Sword does not take time to recharge unless used against very heavily armoured targets. The Death Sword can be used as a normal power sword when required. Due to the weapon being a sword it can cause different levels of damage depending on the Spyrers strength. So if the Spyrer is strength 5 then you would add half the strength, (round up) which is 3 to the weapons strength. This is only for Close-Combat, note for shooting.

 

Short Range Long Range To Hit Short To Hit Long Strength Damage Save Modifier Ammo Roll Special
0-6 6-18 +1 -1 5 1 -2 4+

Can Be charged for one turn for more power.

If the Spyrer wishes, it can charge the Sword and unleash a devastating surge of Plasma energy. It must not fire in it’s previous shooting phase in able to use the Death Sword at full power. The spyrer uses the energy in it’s suit to super charge the sword. When it does so it is particularly vunerable, if it is hit whilst charging, and the Strength vs toughness roll succeeds, then the Dark Knights armour has been hit in an area where the plasma is flowing, and the Dark Knight instantly explodes!! This produces a 3" blast marker and anyone within it is vapourised on a roll of 5+. The Spyrer can also do this deliberately to kill off an enemies. The player must say he will do it in his previous shooting phase. The same rules for vapourising still apply.

Short Range Long Range To Hit Short To Hit Long Strength Damage Save Modifier Ammo Roll Special
0-6 6-18 +1 -1 4 D4 -1 5+ 1"and ½" blast marker. Anyone inside is hit with the same str hit.

 

 

Infra-Red Beam,

The Death Knight is a tracker and a highly adapt spyrer. It also has a highly advanced targeting system. This system consists of two, infra-red range and target finders. Each one has a 180 degree arc so that anyone can be spotted. They also have a range of 18".

If a model is in hiding then the infra-red targeters will detect there heat signiture and they will no longer be hidden. You will have to roll to see if the beam will detect them, because in some circumstances there may be to much stuff in front for the beam to penetrate. For this reason, take a -1 for every inch of terrain in-front of the target. So if there if only ½ of an inch in front then they will be automatically detected. If it were 1" then you would have to throw a 1 and so on. The advantage of this is that any weapons carried by the Dark Knight can be fired at the target. The weapons may or may not get through the building, but in the case of missiles of torpedoes, they automatically seek onto the target. All other weapons have the number of inches of the target taken away from the strength of it if the model is touching it.

 

Also due to the brightness of the beam, the model has a chance of spotting it and jumping aside, roll a D6, on a 6 the model spots the sight and dodges.

However this can also be used as a weapon, due to the intensity, the beam has the ability to burn through eye’s and to burn out weapons. The Dark knight can target upto two people’s eye’s or weapons. Roll to hit at a +1, if a hit is scored on a weapon, then the spyrer player may choose which weapon. It must make and immediate ammo roll of 5+ whether or not it is lower or higher. If that fails then the weapon is melted down to it’s basic components. The model with the weapon must drop the weapon immediately or else lose D3 fingers on it’s hand. If the weapon is a Las or Plasma weapon or Melta then it will explode and discharge all of the energy into the user. If the weapon has strength 6+ then a 2" blast marker will result as the explosion cause it to meltdown. Anyone in that area will be vapourised on a 5+. If the weapons strength is less than 6, it only injures the user and he is immediately vapourised along with all of his equipment.

 

If instead a hit is scored on the models eyes, it is immediately blinded for that turn. Anyone blinded falls to the floor and can do nothing that turn. The next turn make a leadership test, if this is passed, then the fighters eyes recover and he may fight on at a -1WS and -1BS, as if he suffered a flesh wound. If however the test is failed, then the fighter goes out of action, and will have to roll a D6 after the game. On a 1-2 both eyes are affected, a 3 the left eye is affected 4, the right eye is affected and a 5-6 both eyes fully recover leaving no permanent damage, also due to the pain they have suffered they gain D6 experience. However is the eyes or an eye is affected, then roll a D6 if the score is 1-3 the eye is repaired but the model suffers a permanent -1BS. If the score is 4+ then the eye has been virtually destroyed apart for some badly infected nerve tissue at the back. To correct the damage, needs a special operation that only a person with a medi-kit can repair.

If you have one, then the eye is removed and the model only has one eye left, this means his firing arc is halved and he has a -1BS.

If you do not have one then, the you may either get one of your gangers to operate without any training and risk death or to leave it where it is. If you chose the first option, then you must roll a D6 on a 1-2 he removes it and suffers the same problems as if he was operated on with a medi-kit, on a 3+ however the operation goes badly wrong, the model’s eye and the rest of his head become infected and he dies. His equipment remains.

If you leave it where it is then the model will suffer from D6 serious injuries caused by lack of nerve control. If any of these show he makes a recovery then re-roll. After 2 further battles the pain will become unbearable and will commit suicide.

 

Wings Of Doom,

The Death Knight along with it’s other weapons, has not only the ability to fly, and the ability to reflect energy attacks, but can also slash opponents to ribbons with huge razor shaped energy powered wings. The Dark Knight can fly up to 12" and if it lands on another model, it can attack it with its wings. It can also discharge any stored energy as mentioned above.

The normal Stats are:

Short Range Long Range To Hit Short To Hit Long Strength Damage Save Modifier Ammo Roll Special
Close Combat Only     3 D4 -4   If the weapon wounds then the model will lose either an arm, leg, hand, or eyes. Determined randomly.

Advances

2D6 Result

 

 

2 Death Sword Power Boost

 

3 Techno Skill (Ignore Fixer & Inventor)

 

4 Ferocity Skill (Ignore Iron Will)

 

5 Characteristic Increase

 

1-3 Initiative

 

4-6 Leadership

 

6 Characteristic Increase

 

1-3 +1 WS

4-6 +1BS

 

7 Characteristic Increase

 

1-3 +1 Strength

 

4-6 +1 Attacks

 

8 Characteristic Increase

 

1-3 +1 Wounds

 

4-6 +1 Toughness

 

9 Agility Skill (Ignore Quick-draw)

 

10-12 Death Knight Power Boost

 

Power Boost

2D6 Result

11-12 Plasma conductivity increased. The Death Sword, has +1 Strength for firing at low charge, +2 at high charge and 3" blast area.

 

9-10 The Wings of Doom have better protection of 2+ on 1D6 second increase, deflect always at +2 strength and -1 s/m. Third Increase, 3+save on 2D6.

7-8 The infra-red beam has sustained fire. Second advance, the beams modifier is halved rounding down. Third increased range to 24".

 

 

5-6 Improved Motive Power. +2 Movement per boost.

 

 

 

3-4 The Wings of Doom have increased power so that the Dark Knight can fly up to 16". Second advance 20". Third advance, the Wings of Doom have developed Warp like powers allowing it to teleport up to 24". You must throw 2D6 and if you get 10 or above then the Spyrers Wings teleport it into the Warp where it is devoured by unspeakable Daemons. Like Henry Lecky

 

2 Neural Enhancement, the Dark Knight’s cerebral cortex has been made totally mechanical and allows it to function perfectly. Choose any skill or increase and characteristic by one.

 

1 The Dark Knight has been able to work quickly and is able to invent one weapon from any other Spyrer in your gang. Or he can chose something from the rare list.