Bitu Home Defense

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Transcript of Bitu Home Defense

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    Have you ever wonderedwhat Spyrersget up to when they aren't beingsinister and deadly killers? Perhapsyou have occasionally mused overwhat their home bases ook like? Youmay even be contemplating ust whatwould happen if a resourceful ganger

    was to follow a Spyrer,somehowmanagingnot to be detected,and check out their headquarters.Wouldn't it be great if youcould make a daring assaultas they sleep? f they sleep.Sit up and pin back your ears for some cautionary advice onletting sleepingSpyrers ie. You mightjust live longerlAs any canny Hiver will tell you, Spyrersare somethingmorethan human. They don't eat like us, they don't sleep ike us,and their world revolves around an atcane and immenselypowerful battle suit whose origins are shrouded n the mists oftime. Let those who have understandingof such things notforget that these devices seem to leam by themselves, andincrease heir destructivepotential with the passingof the daysspent on the hunt. And when the blood craving is brieflysatisfied?Then is the time for the very armour itself to becomedormant and assimilate t's experiences.During this time theSpyrers enter a state of sleep of sorts, becoming limp andimmobile for about a day. Do not be fooled, for they are farfrom vulnerable...Contained within a Spyre Hunter's suit is a miraculous set ofdevices which are fully capable of preventing serious harm befalling the occupantof the armour as it lies in its unnaturalslumber. Through the extensive researches of Guild

    Technicians,some of the secretsof this mechanismhave beenrevealed. It is known that when the Spyrer shuts down toabsorb its recent experiences,certain functions of the suitremain active.Life supportobviously, but there s also anothersystemwhich is only ever seenwhen the Spyrer s in this state.Millions of microscopic machines, tiny enough to be able tomanipulate the very molecules of substanceshey come intocontactwith, flood from vents n the armour to pour across hefloor of the Underhive. The refuse and scrap in the generalarea is rapidly transmuted nto a nest of wires and conduitslinking the recumbent Spyre Hunter to a number of smallsilver globes. Each of thesedevices contain a single defencesystem o be activated when an unwelcome visitor strays tooclose.And these ange rom a big gun which blasts he intruderinto the middle of next week, to an alarm routine triggering theawakeningof a highly irate Spyrer tching to have a word with

    the unfortunate individual responsible.Each type of suitcontains ts own unique set of defences,some of which arelinked into the weaponsystemson board. The following setof rules details their uses n a scenariodepicting a raid on aSpyrer home baseas they sleep.

    "I T(NOW WHERE YOU LIVE.."This scenariomay be played if the Spyrer's opponentgetschoice of scenario.

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    ORRUS DEFEilCE SYSTEMStRolf lDG.lI Malformed Construct The globe containsnothing more than a puddle of unresolved goo andwires. No effect!2 Alarm! The Orrus awakens and may be usedfrom the next turn onwards.3 Sentry Gun. A cluster of bolt launchers mountedon a turret springs from the globe, and fires as if onoverwatch. It will do this every turn, shooting at thefirst target to move within range and line of fire, anduses the same BS, ranges, and bolt Iauncher powerboosts as the Orrus.4 Frag Belt. This device hurls 1D6 small explosivemines towards whatever activated it. Roll the Artillervdice and place a frag grenade marker that number ofinches away from the counter in a straight line betweenthe Frag Belt and, he source of its activation. Now rollthe Scatter dice for each extra minelet and place a blastmarker LD6 inches away in the direction shown by thearrow. Each minelet has the same profile as a normalfrag grenade.5 Improved Alarm! As 2, above, but will alsoawaken a second Spyrer of your choice on a roll of 4,5 . 6 o n a D 6 .6 Piggy Back Systent. Make two rolls on this tableignoring further rolls of 6

    I oncekn.ev' wltole buncltof toung braves,ustIike j-ou they r1 t-r. proud. I'tonourable,couraBeous. ol too snton.Well,one day, as olt recalls it. thet all heard tell of abadplace in the Underhite. where icked spiritshadcome o live. Thisplace vas a big old ruin and twason the outskirtsof their terrirort. Sontethir'nnde thatplace i tshome,somethin eal eti l l ike.artd.folks utby the border of the terrirort srarred tindin' upmissin'.So these outtgblaodseersall hot-headed,and tool up to go out there..1n^,ouknou t lnt?

    Those bad ol' Hiye spirits .jusr strtiilottetl tlrcmright up.Neverseett thosebots aqaut.Well, shortly a;fter his. me an ilte Ciliei o.otup avlerparty of scouts rtdbrates.anti .^.eoll went nthere ogetherAh airt't .fontld\(i\. ,,^.httrve seen nthere,cos it 's too horrible for a ,ounq un likeyourself.But we cleared lrc piace Liut illat dar. an 'los ta lo ro 'goodscouts out i t .

    Ah've seena lot o.fsrrotlq i i ir tssand a lot of badthings,but if ah xas to cltoo.tea dttt rtot to repeat nmalife, thatx'ouldbe heone. \-orL.,rtr ementberthistalk before \ou get ant ,fartct ideds dbotu qlon an 'bein'a hero.Fight u ell attdbrins hottour o rour tr ibe,but know your linits. OJt.attd knoy.xlnt tour gettin'yourself tr tobeJoretottger' i t t t . i t .Datun Cleanr'oter - Ratskitl Shcunan

    SETUPThe Spyre Hunter player sets up the sceneryand deploys theirforces in hiding within a six inch radius of the exact centre ofthe board.Then place defence counters(seebelow).The attacking player then chooseswhich sideof the boardtheywish to approach rom and deploysalong that tableedge.Sincethe terrain here represents he newe centre of the Spyrers'teritory, security is thorough and the attackersmay not useany meansof infiltration.ATTACI(ERSSince this scenario requires a grear deal of stealth andsubterfuge on behalf of the attacker to actually follow theSpyrers all the way to their hideout without being spotted,onlya small assault force can carry out the job. Therefore, theattackers re imited to 1D6gangmembers n rhismission.Theattackersmay not use any specialdetectionequipment to spotthe Spyrers n their hiding places,since he anti-surveillancedevices of the Spyrers put anything the Underhive has on offerto shame.SieepingSpyrerscan only be spottedby modelswithin a rangeequal o their Initiative n inches.Shooting,butfailing to injure a sleeping Spyrer will automatically wake itup! The Spyrer may be used normally from the next tumonwards.This is the onl1,u,av Spyrerscan become active,aside rom the triggeringof an alarm.

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    JAI(ARA DEFENCE SYSTEMSfRoLL rD6l1 Malformed ConstracL The globe containsnothing more than a puddle of unresolvedgoo andwires. No effect!2 Alnrm! The Jakara awakensand may be usedfrom the next turn onwards.3 Mirror Shicld llnit. This defence can only beactivatedwhen t is fired on by intruders.Rather thanbeing destroyed, t may reflect missile fire directlyback at its assailanto xactly ike the mother systemwhich it works off. It uses he sameBS and mirrorshieldpower boostsas he Jakara.4 EnergySizft.Whenactivated, hepanelsdottingthe surface of this device quickly convert energyemissions in its surroundings into plasma. Thisweapon hen ires n exactly he sameway asa normalplasma gun and uses he Jakara's BS. As with theOrrus'SentryGuns aboveritshoots s f on overwatch,attacking the lirst target to move within range andline of fire. The shots ired by this plasma gun are allconsideredo be ow power.5 ImprovedAlarm! As 2, above, but will alsoawakena secondSpyrerof your choiceon a roll of 4'5 , 6 o n a D 6 .6 PisgyBack System.Make 2 rolls on this table,ignoring further rolls of 6.

    DEFE]UDERSThe Spyrers have, by the point at which the attackersstrike,entered temporary shutdown to assimilate new informationregardingtheir suit's running. They may do absolutelynothinguntil specifically awakened by either getting shot at, asdetailed above,or by anAlarm defence unction as detailed nthe following section.Each Spyre Hunter suit may run up to 1D3 defence routineswhen it is first worn. Although all the information for all theupgrades are contained in the suit, like the weaponssubsystems, the Spyrer can oniy access more throughexperience. The difference is that the defence routines arechosenrandomly by the suit every time it is used in this way,and are rarely the same twice. The only limiting factor is theamount of defences he suit can muster at any one time. Whenthe Spyrer gains a power boost from the experience able, youmay choose o take this advanceon your defence system atherthan on the normal power boost tables.This has the effect ofincreasing the amount of defencesyou can run by one. Thesedefences are represented n the game by defence counters,which are placed within a twelve inch radius of the Spyrer atthe beginning of the scenario.The countersare activated f anenemy model moves within six inches of them. They can beshot at, counting as small targets (-1 to hit) and have a

    MALCADOIU DEFEIUCE SYSTEMSIRoLL rD6l

    I Malfurmed construct. The globe containsnothing more than a puddle of unresolved goo andwires. No effect!2 Alarm! The Malcadon awakens and may beused from the next turn onwards.3 Sentry Gun. A turret sporting a set of spinnerssprings from the globe and fires as if on overwatch. Itwill do this every turn, shooting at the first target tomove within range and line of fire, and uses the sameBS, S, ranges, and web spinner power boosts as theMalcadon himself.4 Nasty Surprise! Using Malcadon spinnertechnology, this device has trapped one ofNecromunda's Underhive critters. It has been kepttrussed up like a turkey and in a bad mood, waitingjust for you to come by and release t! Roll a D6 on thefollowing tablel. -2 Necromundan Rat, 3 Milliasaur, 4Ripperjack, 5 Giant Spider, 6 Dead! No Effect. Theenraged beast will always move towards the nearesttarget, charging if possible.5 Improved Alnrm! As 2, above, but will alsoawaken a second Spyrer of your choice on a roll of 4,5 , 6 o n a D 6 .6 Piggy Back System.Make 2 rolls on this table'ignoring further rolls of 6.

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    Eyen the natural stealthandcunning of the Ratskinscould not prevent the alarmsringing out their death knellas they crept into thedomain of the Spyrers.

    YELD DEFEilCE SYSTEMSIRoLL rD6lI Malfurmed Construct. The globe containsnothing more than a puddle of unresolvedgoo andwires.No effect!2 Alarm! the Yeldawakens nd may beused romthe next turn onwards,3 SentryGun. A turret armed with a duplicate ofthe Yeld's laser gauntlet pops up and fires as if onoverwatch. t will do this every turn, shootingat thefirst target to movewithin rangeand line of fire, anduses he sameBS, ranges,and laser gauntlet powerboostsas he Yeld.4 Psychotropic Gas. When activated, thehallucinogenic umes distilled from lfive funsi aresquirted at the intruder (use a flamer temftate;.Anyonecaught n thecloudshouldbe reatedas f theysuffered a hit from an hallucinogen grenade(NecromundaRulebook,p59).5 ImprovedAlarm! As 2, above, but will alsoawakena secondSpyrerof your choiceon a roll of 4,5 , 6 o n a D 6 .6 PiggyBack System.Make 2 rolls on this table.ignoring further rolls of 6.

    Toughnessof 5 with 2 Wounds.A defencecounter that is hitbut not destroyed will be activated automatically. Thedestructionof a counter will awaken the Spyrer it is linked to,in the sameway as an alarm, if the Spyrer player can roll a 5o r a 6 o n a D 6 .You can use pretty much anything you feel is appropriate torepresentdefence counters - pennies,pieces of card, bits ofcoloured plastic, or whatever.The more adventurousamongstyou might even considermodelling your own, like we did.When you place the counters you must keep track of whichdefence belongs to which Spyrer. Then, as they becomeactivated,roll for their effect on the appropriate able.

    ENDING THE GAMEThe game continuesuntil either one side bottles out. or has noremaining gang memberswho can fight. The Spyrerswill notbottle whilst any of their number remain asieep,and thereforedo not have to make testsuntil they have all been awakened.EXPERIEilCE+1 0+5+1D6/+2D6*

    Winning gang eaderPerwoundinghi tFor each surviving gang member

    *Special: If the Spyrers lose this battle, they gain noexperience and must generate a new territory due to thecaptureof their basecamp. However, winning the battle gainsthem an additional+1D6 each.