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21
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Blast armour. The suit’s armour becomes particularly resistant to area explosions. The Malcadon may add +2 to its saving throw against any weapon that uses a template (e.g. flamer, frag grenade, etc.). The effect is similar to that of Flak armour, though better. This ability cannot be gained more than once.
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22
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Tactile Field. A force field forms around the Malcadon that slows down matter entering it. This makes it difficult for other models to charge the Malcadon. Though they can charge into combat, no model can ever claim to be ‘charging’ against the Malcadon. This means that they cannot claim the +1 charging bonus and cannot use any abilities that require them to charge their target. This ability cannot be gained more than once.
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23
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Force Field. The Malcadon suit activates a force field similar to that on an Orrus suit. The Malcadon gains an additional saving throw of 6+ which can only be made against shooting hits. This save is taken before any other armour saves and is not affected by saving throw modifiers. If this ability is rolled a second or third time, the saving throw increases by 1 (to 5+ then 4+). This ability cannot be gained more than three times.
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24
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Electric Field. The Malcadon suit generates a humming electrical field around the suit. Any model striking the Malcadon in close combat with a close combat or natural weapon (e.g. not a pistol) takes a S3 hit, causing 1 wound, for each hit that they make. If this ability is gained more than once, the Strength of the hit increases by one each time. This ability cannot be gained more than three times.
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25-26
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Thickened Armour. The interlocking plates covering the Malcadon become stronger and thicker. The Malcadon’s basic armour saving throw increases by 1 point. This ability cannot be gained more than three times.
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31
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Long Range. The short range of the web spinners is increased by 2”, and the long range by 4”. This ability cannot be gained more than twice.
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32
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Unlink. The Malcadon can fire twice in the shooting phase of the turn. Rather than actual rapid fire, this ability represents the Malcadon firing each spinner at a different target. If this ability is gained another time, the Malcadon can turn up to 180º between shots. This ability cannot be gained more than twice.
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33
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Weaving Spinners. The spinner muzzles change to affect an area. The first boost gives the spinners a 1" radius template, the second a 1 1/2 template, and the third a 2" template. This ability cannot be gained more than three times.
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34
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Web Strength. The web becomes stronger and tougher, better to ensnare targets with. The Malcadon can add +1 to its strength when rolling to entangle a target. This ability cannot be gained more than three times.
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35
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Swing Lines. The Malcadon can fire his spinners to stick to a surface, then swing from it to another point, or pull himself up (a la Spider-Man). During the shooting phase, choose a target point above ground level and roll to hit as normal. If the shot misses, then it does not find a hold. Otherwise, mark the struck point with a counter or other. During the Malcadon’s next movement phase, provided he has not moved since then, he can either winch himself to the new position, or swing to any point within a distance equal to the long range of his spinners from the target point. Because the web can be sucked back into the spinners, the Malcadon can swing to places shorter than the original range, or upwards, or other peculiar angles. This ability cannot be gained more than once.
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36
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Slashing Web. The spinnerets produce web that is fine enough to tear through skin, but still retaining its original strength. From now on, any model hit by the Malcadon’s spinners takes a S3 hit with no saving throw modifier, in addition to the normal effects. If this ability is gained a second time, the Strength of the hit increases by +1. If this ability is gained a third time, the saving throw modifier becomes –1. This ability cannot be gained more than three times.
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41-42
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Improved Motive Power. The Malcadon adds +1 to his movement value. This bonus is counted on the maximum suit bonuses record. This ability cannot be gained more times if it would take the Spyrer above the maximum allowed level.
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43
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Leaping Pistons. The Malcadon’s legs become immensely powerful, and allow him to make huge leaps. The Malcadon never takes damage from falling off surfaces. The Malcadon can make any part of his movement a leap which will automatically pass over anything below (measure the actual distance travelled when traversing high obstacles). This leap can be made straight up. He may jump down (in effect a controlled fall). This ability cannot be gained more than once.
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44
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Bio-boosted Dodge. The chemical stimulants in the suit enable the Malcadon to dodge some incoming shots or hits. The Malcadon gains a dodge of 6+, or adds +1 to an existing dodge ability. This ability cannot be gained more than three times.
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45
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Response Routine. The suit activates an automatic response routine that detects incoming enemy fire and moves the suit out of the way. The Malcadon gains a special fixed 4+ saving throw against shots fired on overwatch. This saving throw is the same as that gained from a Blindsnake pouch. This ability cannot be gained more than once.
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46
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Magnetic Clamps. The Malcadon’s armour can magnetically or molecularly attach itself to any surface. This allows the Malcadon to climb any surface without having to use his spinners, and also prevents him having to make initiative tests to avoid falling off surfaces when pinned. This ability cannot be gained more than once.
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51
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Paralytic Venom. The Malcadon’s claws become coated with a poison that paralyses those wounded by him. Any model taken out by the Malcadon in close combat counts full recovery results as captured results when rolling on the injury table after the game. This ability cannot be gained more than once.
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52
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Crushing Mandibles. The Malcadon grows huge crushing jaws from the base of his headgear. This allows the Malcadon to roll an extra attack dice in close combat. See the Spyrer weapons section later. Because this is a third weapon, the distribution of hits is one third. This ability cannot be gained more than once.
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53
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Long Claws. The Malcadon’s claws grow longer and allow him to parry incoming blows. The Malcadon gains 1 parry for each claw (this will normally be two). This ability cannot be gained more than once.
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54
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Spines. The spines on the Malcadon’s armour become greatly enlarged, impaling those to come too close. Any model fighting against the Malcadon in close combat take a S2 hit at the start of the close combat phase, before combat is worked out if they fail a basic initiative test. If this ability is gained more than once, the spines cause an additional hit for each time the ability is gained (roll initiative against each one). This ability cannot be gained more than three times.
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55
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Toxin Sacs. The suit synthesises insidious toxins from the hive waste, that coat the claws and spines of the suit. Any hits caused by claws, mandibles, spines, spit venom or slashing web have their Strength increased by +1. This bonus does count against inorganic material, because the venom is also highly corrosive. This ability cannot be gained more than three times.
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56
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Extra Arms. The Malcadon suit generates an extra pair of cybernetic arms. This gives the Malcadon an additional 2 dice in close combat (for an extra two weapons). Any claw bonuses gained apply to the extra arms, but they do not carry spinnerets. This ability cannot be gained more than twice (which would result in the Malcadon having 6 arms, and rolling a fairly ridiculous amount of dice!).
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61
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Defence Routines. The Malcadon can run one additional defence routine in the I know where you live... scenario. This ability cannot be gained more than three times.
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62
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Neurostimulator. The suit feeds electrical stimulation to the Malcadon’s brain. The Malcadon is not affected by any form of psychology or break tests, and can add +1 to any statistic at the start of each game, which lasts for the duration. This ability cannot be gained more than once.
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63
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Cybernetic Creature. The nanobot systems in the suit capture a hive vermin creature and either alter it with cybernetic implants or make a whole robotic copy. See below under Cybernetic Creatures. This ability cannot be gained more than three times.
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64
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Spit Venom. The Malcadon’s headgear incorporates a complex tube system that allows the Malcadon to launch a stream of toxic venom at his opponents. The Malcadon gains an additional shooting attack, which can be made in addition to the spinner attacks. If this ability is gained more than once, add 1 to the Strength of the hits and an additional -1 saving throw modifier each time. This ability cannot be gained more than three times.
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65
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Fearsome appearance. The Malcadon’s suit develops appearance and behaviour routines designed to instil fear in the underhivers, playing on the Spyrers’ reputation as demons or spirits. It is also very disconcerting for off-worlders or animals. The Malcadon causes terror instead of fear against applicable gang members, and now causes fear in those not previously affected by fear of Spyrers (such as Imperials, aliens or hive vermin). The Spyrer dose not gain any additional immunity to psychology (as normal terror-causing creatures do). This ability cannot be gained more than once.
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66
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Traction. The suit’s armour joints become shock absorbent and the suit clings to surfaces. The Malcadon cannot be pinned by hits. This ability cannot be gained more than once.
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