Bounty Hunters
All Bounty Hunters (unnamed and Dramatis Personae) have the following special rules:
Dead, Not Alive
Any gang, Outlaw or otherwise, that employs a Bounty Hunter may claim a reward from the authorities for troublesome enemies they bring in dead. During the post-battle sequence, when an opponent deletes a dead fighter from their roster, the gang that hired the Bounty Hunter immediately claims half of that fighter’s value, rounded up to the nearest 5 credits, as a reward.
Claiming Bounties
Any gang, Outlaw or otherwise, that employs a Bounty Hunter may claim a reward from the authorities for enemy fighters they help to Capture. If during the Wrap-up the recruiting gang captures an enemy fighter, roll a D6 in the Receive Rewards step of the post-battle sequence. On the roll of a 3 or higher, the Bounty Hunter recognises the Captive as a particularly wanted individual. The gang is given their cut of the reward for keeping this dangerous miscreant off the streets, immediately receiving D6x10 credits.
“We’ll Get Our Bit…”
If a Bounty Hunter does not generate additional income during a campaign battle via the Dead, Not Alive or Claiming Bounties special rules, there is a strong chance they will stick around until they do, whether the gang wants them to or not:
- If, at the end of the Update Roster step of the post-battle sequence, only one of the Dead, Not Alive or Claiming Bounties special rules has been used, roll a D6. If the result is a 4 or higher, the Bounty Hunter is dissatisfied with their earnings and is available for the recruiting gang’s next battle for free. If the result is a 1-3, they take their credits and leave.
- If neither the Dead, Not Alive or Claiming Bounties special rules are used, there is no need to roll and the Bounty Hunter is automatically available for the recruiting gang’s next battle for free.
- If, however, both the Dead, Not Alive and Claiming Bounties special rules are used during the post-battle sequence, the Bounty Hunter, happy with their payment, automatically leaves.
- If a Bounty Hunter that is available for the next battle for free in this way is not used, they will automatically leave. In other words, they must be used in the next battle, or be lost.
- If a Bounty Hunter is taken Out of Action during a campaign battle, they are considered to have automatically rolled a result of 12-26 Out Cold on the Lasting Injuries table.
0-1 Bounty Hunters
A gang can recruit no more than one Bounty Hunter at a time. To represent the great variety of Bounty Hunters active on Necromunda, the recruiting player chooses one of the following profiles to use:
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 5+ | 6+ | 6+ |
3” | 3+ | 4+ | 3 | 4 | 2 | 5+ | 1 | 5+ | 7+ | 5+ | 5+ |
4” | 3+ | 4+ | 3 | 4 | 1 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ |
Special Rules: Outlaw, “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties, “We’ll Get Our Bit…”.
Special Rules
Outlaw: A Bounty Hunter hired by an Outlaw gang is automatically an Outlaw themselves. In addition to the equipment options listed opposite, Outlaw Bounty Hunters may purchase Common items and any item with a Rare or Illegal value of 10 or below from the Black Market.
“You Get What You Pay For”: Unlike other fighters, Bounty Hunters are not counted during the Choose Crew step of the pre-battle sequence. Instead, at the end of this step, any Bounty Hunters available to the gang may be added to the crew, regardless of the Crew Selection method in use. This may take the number of fighters in a starting crew above the number specified by the scenario.
Skills
A Bounty Hunter may take either three skills determined at random, or one skill determined at random and one skill chosen by the recruiting player. Each skill is chosen from the following skill sets: Agility, Brawn, Combat, Cunning, Ferocity, or Shooting. To determine a random skill, the player declares which skill set they are generating the skill from, and rolls a D6, re-rolling if the Bounty Hunter already has that skill. Choosing a skill is a simple matter of picking the desired skill from the sets available.
Equipment
In addition to their hiring fee, a Bounty Hunter may purchase up to 150 credits worth of weapons and Wargear from your gang's equipment list and from the Trading Post (note that, in addition, Outlaw Bounty Hunters may purchase items from the Black Market, as described previously). They may be armed with up to five weapons, only one of which may have the Unwieldy trait. A weapon with the Unwieldy trait counts as two weapons choices. Note that the value of these weapons and Wargear should be included when determining Gang Rating.
Source: Published in all House of X books
Cawdor
In addition to normal equipment (Trading Post & Black Market), choose equipment from the leader's list depending on the alignment of the hiring gang. Law Abiding: Cawdor Leader. Outlaw: Redemptionist Leader.
House: Law Abiding | House: Outlaw | Non-house: Law Abiding | Non-house: Outlaw | |
---|---|---|---|---|
Trading Post (Rarity) | Any | Any | 10 or below | 10 or below |
Black Market (Rarity/Legality) | - | 10 or below | - | 10 or below |
House Equipment List | Leader | Leader | - | - |
Cawdor | Cawdor Leader | Redemptionist Leader | - | - |
Generic Bounty Hunter Equipment List
View the Equipment list for a generic Bounty Hunter here.
Named Bounty Hunters
Bounty Hunter | Restriction | Cost |
---|---|---|
Yageloth, Master of Whispers | - | 120 |
Urson Grimjarl | Ironhead Squat Prospectors | 160 |
Betti Banshee | Escher | 170 |
Ashwood Stranger | - | 170 |
Hagar Freelord | - | 180 |
Wilcox ‘Wild Snake’ Cinderjack | Orlock | 190 |
Calthyxis, The Ghost of Primus | Delaque | 195 |
The Headsman, Thane’s Executioner | Cawdor | 210 |
Krotos Hark | - | 220 |
The Deserter | - | 225 |
Yar Umbra | - | 230 |
Yolanda Skorn | - | 230 |
Gor Half-horn | - | 235 |
Kria Kytoro, Death Maiden | Escher | 240 |
Vespa ‘Minx’ Merdena, Orlock Wild Child | Orlock (Vehicle) | 245 |
Servalen & Hardcase Cyber-Mastiff | - | 240 |
Arbelesta & Aramista | - | 250,250 |
Ortruum 8-8 | - | 250 |
Gorshiv Hammerfist | - | 260 |
Eyros Slagmyst | - | 270 |
Attilus the Axe, Pit Tyrant | Goliath | 275 |
Belladonna | - | 275 |
Grendl Grendlsen | - | 280 |
Von Buren, Rogue Archeotek | Van Saar | 285 |
Thaetos 23-2 Wyrdlock | - | 285 |
Baertrum Arturos III | - | 290 |
Freikstorn Strix | - | 290 |
Djangar ‘Gunfists’, Over-tyrant | Goliath | 290 |
Apollus Kage | - | 305 |
Vorgen Mortz & Rex Spires | - | 305, 315 |
Lisbeth, The Iron Angel | Van Saar | 315 |
Mortanna Shroud | - | 330 |
Kal Jericho & Scabs | - | 340, 200 (440 combined) |
Slate Merdena, Orlock Road Boss | Orlock | 360 |
Yageloth, the Master of Whispers
Delaque only
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 4+ | 4+ | 5+ |
Skills: Infiltrate.
Weapons: Psychoteric blade.
Wargear: Mesh armour, respirator.
Envoy of the Silent Ones
- No credits bonus for captured or dead enemies after the battle (unlike normal Bounty Hunters).
- Will automatically leave after the battle (does not join subsequent battles for free).
Creature of Shadows
- Immune to attacks without Strength (Toxin etc.).
- If suffering a Serious Injury:
- Ignore the Serious Injury.
- Removed from the battlefield.
- Return in the End phase, anywhere within 5" of a friendly fighter and at least 1" from any enemy.
Wyrd Powers (Unsanctioned)
Choose 5 Psychoteric Wyrd Powers (from any disciplines).
Source: House of Shadow
Urson Grimjarl, Jardlan Nomad Hunter
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5" | 4+ | 3+ | 3 | 4 | 2 | 4+ | 1 | 6+ | 5+ | 6+ | 6+ |
Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
---|---|---|---|---|---|---|---|---|---|
Jardlan 'longshot' hunting rifle | 18" | 48" | - | +1 | 5 | -2 | 2 | 4+ | Rapid Fire (1), Rending |
Ironhead stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Rapid Fire (1), Sidearm |
Frag grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | Blast (3"), Grenade, Knockback |
Krak grenades | - | Sx3 | - | -1 | 6 | -2 | 2 | 4+ | Demolitions, Grenade |
Smoke grenades | - | Sx3 | - | - | 3 | - | 1 | 4+ | Blast (*"), Grenade, Smoke |
Skills: Clamber, Overwatch, Precision Shot.
Wargear: Mesh armour, respirator, Techmite Oculi, proximity auspex.
Hunter for Hire
Urson Grimjarl is a Bounty Hunter that may be hired by any Law-abiding gang. As such, he is subject to the “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…” special rules.
Oculi Command
When Urson Grimjarl is deployed on the battlefield, a Techmite Oculi is also deployed within 3" of him. If, during his activation, there are no Techmite Oculi on the battlefield, Urson Grimjarl may perform the Deploy Oculi (Double) action:
- Deploy Oculi (Double): Place a Techmite Oculi in base contact of Urson Grimjarl.
Source: The Aranthian Succession: Ruins of Jardlan
Techmite Oculi
Urson Grimjarl only
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
7" | 5+ | 5+ | 2 | 3 | 1 | 4+ | 1 | 8+ | 5+ | 6+ | 6+ |
Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
---|---|---|---|---|---|---|---|---|---|
2x pincer | - | E | - | - | 2 | - | 1 | - | Melee |
Skills: Escape Artist, Evade.
Wargear: Flak armour.
Flight
A Techmite Oculi ignores all terrain, may move freely between levels without restriction, and can never fall. It may not, however, ignore impassable terrain and may not end its movement with its base overlapping an obstacle or another fighter’s base.
Target Paint
Whilst a Techmite Oculi is within 6" of an enemy model, Urson Grimjarl reduces any negative to hit modifiers due to cover by 1.
Scout Drone
Techmite Oculi can range further from Urson Grimjarl than most Exotic Beasts. Techmite Oculi must remain within 18" of Urson Grimjarl rather than 3".
Source: The Aranthian Succession: Ruins of Jardlan
Betti Banshee
Escher only
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
7” | 3+ | 4+ | 4 | 3 | 2 | 2+ | 3 | 8+ | 7+ | 6+ | 7+ |
Skills: Parry.
Weapons: Customer Power Blade (x2).
Wargear: Mesh armour.
Banshee Wail
Other fighters activating within 6” must pass a Willpower test or can only take a single action during the activation.
When this fighter makes a Charge (Double) action, other fighters can't make Reaction attacks against this fighter (during the activation).
Source: House of Blades
Ashwood Stranger
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 2+ | 3 | 3 | 3 | 3+ | 2 | 8+ | 3+ | 5+ | 7+ |
Skills: Gunfighter, Fast Shot, Hip Shooting.
Weapons: Custom stub gun (with normal dumdum), Custom autopistol, Nomad Blade (same as Long Blade).
Wargear: Flak.
Quick Draw
When targeted by a shooting attack while Ready, make a ranged attack against the attacker with any equipped weapon (this does not remove Ready).
Where He Needs to Be (Outcast Leader)
Can always be included in a Random crew (taking up 1 slot as normal).
Source: The Book of the Outcast
Hagar Freelord, Outcasts Leader
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 6+ | 5+ | 6+ | 7+ |
Skills: Overseer.
Weapons: 2x plasma pistol.
Wargear: Mesh armour (5+), respirator.
Ex-guilder Armouries (Outcast Leader)
New Gangers (when hired) can buy items with Rarity 8 or less from the Trading Post.
Well-connected
Can spend a post-battle action to gain credits:
- Outcast: D6x10.
- Bounty Hunter: D3x10.
Source: The Book of the Outcast
Wilcox ‘Wild Snake’ Cinderjack
Orlock only
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
D6+1” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 8+ | 8+ |
Skills: Unstoppable.
Weapons: Mono-blade (Melee, +1 acc, Str S, AP -2, D1), Snake-thrower (Template, Am 4+, Blaze, Toxin).
Wargear: Mesh armour, lho sticks.
Heavy Drinker
Ignores intoxicated and insane conditions.
Potent Fumes
All fighters activating within 3” gain the intoxicated condition:
- Change movement to D6” (roll for each Move/Charge action).
- -1 hit modifier to non-Melee weapons.
Source: House of Iron
Calthyxis, The Ghost of Primus
Delaque only
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6” | 2+ | 3+ | 3 | 3 | 2 | 2+ | 3 | 7+ | 5+ | 6+ | 7+ |
Skills: Faceless, Infiltrate, Overwatch.
Weapons: Auto-needler, Whisperblade.
Wargear: Armoured undersuit, mesh armour, respirator.
Face of a Killer
Choose 2 skills from Agility, Brawn, Combat, Cunning, Ferocity, Shooting and Obfuscation (before each battle).
Source: House of Shadow
The Headsman, House Cawdor Executioner
Cawdor only
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 6+ | 4 | 3 | 3 | 3+ | 3 | 7+ | 7+ | 6+ | 9+ |
Skills: Combat Master, Fearsome, Inspirational, Rain of Blows.
Weapons: Two-handed axe.
Wargear: Light carapace (4+), stimm-slug stash.
Iconic Figure
Counts as a Champion:
- Group Activation (1).
- Leading by Example (6").
Articles of Faith (1)
- Generates a number of Faith dice (as shown in parentheses).
- Can perform Articles of Faith (Path of the Fanatic).
Source: House of Faith
Krotos Hark
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 3+ | 4+ | 3 | 4 | 2 | 4+ | 2 | 7+ | 4+ | 7+ | 4+ |
Skills: Headbutt, Inspirational, Munitioneer.
Weapons: Stub cannon, knife.
Wargear: Armoured undersuit, furnace plates.
Source: Gang War 2
The Deserter
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 3+ | 4+ | 3 | 4 | 2 | 4+ | 2 | 7+ | 6+ | 7+ | 8+ |
Skills: Medicae, Mentor, Overseer (Any).
Weapons: Shotgun (solid & scatter), knife, frag grenades.
Wargear: Armoured undersuit, Flak.
Source: Gang War 2
Yar Umbra
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 4+ | 2+ | 3 | 4 | 2 | 3+ | 1 | 7+ | 5+ | 7+ | 7+ |
Skills: Infiltrate, Marksman, Overwatch.
Weapons: Long las (infra-sight), knife.
Wargear: Flak, photo-goggles, respirator.
Source: Gang War 2
Yolanda Skorn
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 5+ | 6+ | 6+ |
Skills: Combat Master, Fearsome, Parry.
Weapons: Stub gun, stiletto knife, frag grenades.
Wargear: Flak, photo-goggles, respirator.
Source: Gang War 2
Gor Half-horn
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 3+ | 4+ | 4 | 4 | 2 | 4+ | 1 | 5+ | 6+ | 6+ | 6+ |
Skills: Berserker, Bull Charge, Fearsome.
Weapons: Shotgun (solid & scatter), plasma pistol, stub gun, chainsword, knife.
Wargear: Flak.
Source: Gang War 2
Kria Kytoro, Death Maiden
Escher only
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 3+ | 3 | 3 | 3 | 3+ | 2 | 6+ | 5+ | 6+ | 6+ |
Skills: Infiltrate, Precision Shot, Step Aside.
Weapons: Long las (infra-sight), autopistol, throwing knives, stiletto knife.
Wargear: Mesh armour, Chem-synth.
Vespa ‘Minx’ Merdena, Orlock Wild Child
Orlock only. Vehicle
M | Front/Side/Rear | W | Hnd | Sv | Bs | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|
9" | 4 / 3 / 3 | 3 | 3+ | 5+ | 3+ | 6+ | 7+ | 5+ | 6+ |
Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
---|---|---|---|---|---|---|---|---|---|
Mischief | |||||||||
- frag rockets | 24" | 48" | +1 | - | 4 | -1 | 1 | 6+ | Arc (front), Blast (5"), Crew-operated, Knockback, Rapid Fire (1) |
- krak rockets | 24" | 48" | +1 | - | 6 | -2 | 3 | 6+ | Arc (front), Crew-operated, Rapid Fire (1) |
Custom stub gun | 12" | 24" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
Skills: Jink, Trick Shot.
Type: Wheeled.
Dedicated Gunner
Can move full distance (instead of half) during Move & Shoot.
Agile
Can make 1 extra turn (up to 90°) when moving (before, during or after).
Source: The Aranthian Succession: Cinderak Burning
Servalen & Hardcase Cyber-Mastiff
Servalen, Scrutinator-Primus
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 4+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 7+ | 6+ | 4+ |
Skills: Got Your Six.
Weapons: Scrutinator stub gun (infra-sight & excrutiator rounds).
Wargear: Flak, armoured undersuit, magnacles, respirator.
Psychic Null (Pariah)
- Can Disrupt Wyrd Powers (as if being a Psyker).
All fighters within 6" suffer the following (friend & foe):
- Psychic powers can't be manifested.
- -2 modifier to Cool tests.
Investigator
Can't be targeted by Tactics (can be affected if this fighter is not specifically targeted).
Hardcase Cyber-mastiff
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | - | 3 | 4 | 1 | 4+ | 2 | 8+ | 6+ | 7+ | 8+ |
Skills: Threat Response.
Weapons: Shock bite (Str S, AP -1, D 1, Rending, Shock).
Wargear: Hardcase (Light Carapace & respirator).
Tenacious
If taken Out of Action while not yet activated this round, this fighter is not removed from the battlefield until after completing its activation.
Loyal Protector
While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner.
Faithful Protector
When activated, if the owner is Engaged and within 6”, this fighter can immediately move into B2B with any fighters Engaging the owner (counts as a free action).
Arbelesta & Aramista, Shadows of Catallus
Arbelesta Raen Catallus
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 6+ | 2+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 7+ | 6+ | 6+ |
Skills: Infiltrate, Precision Shot, Trick Shot.
Weapons: Needle long rifle, needle pistol.
Wargear: Chem-synth, mesh, photo-goggles, respirator, infra-sight (needle long rifle).
Unique Partnership (Aramista)
Can be hired alongside the other Bounty Hunter, allowing the gang to field 2 Bounty Hunters instead of 1.
Slotted
If Aramista is hit and wounded by an enemy Fight (Basic) action, make a single Shoot (Basic) action against that fighter if all conditions are true:
- Arbelesta is not Prone.
- Target in Arbelesta’s line of sight.
This is not affected by nor affects Ready markers.
Source: The Book of Peril
Aramista Dae Catallus
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 2+ | 6+ | 3 | 3 | 3 | 3+ | 3 | 7+ | 7+ | 6+ | 6+ |
Skills: Combat Master, Impetuous, Rain of Blows.
Weapons: Stiletto sword, stiletto knife..
Wargear: Chem-synth, displacer field, mesh, photo-goggles, respirator.
Unique Partnership (Arbelesta)
Can be hired alongside the other Bounty Hunter, allowing the gang to field 2 Bounty Hunters instead of 1.
Bodyguard (Arbelesta)
If the other fighter is within 2” and hit by a ranged attack, the hit and all its effects can be transferred to this fighter.
Source: The Book of Peril
Ortruum 8-8
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 5+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 6+ | 7+ | 5+ | 5+ |
Skills: Fearsome.
Wyrd Powers (Unsanctioned)
Telekinesis: Force Blast (Basic).
Telepathy: Mind Lock (Basic), Premonition (Simple).
Flight
Ignores all terrain, moves freely between levels without restriction and can never fall. May not ignore impassable terrain or walls and may not end its movement with its base overlapping an obstacle or the base of another fighter.
Team Work
Does not take up the Bounty slot (another Bounty Hunter may be hired in addition).
Soul Hound
Before the battle begins, nominate one enemy fighter (Leader, Champion, Juve, Specialist or equivalent). This is the one Ortruum 8-8 has been sent to track down. The fighter must be deployed on the table at the start of the battle, and must therefore be included in your opponent’s crew, however that is selected.
For the duration of the battle, all shooting attacks made against the nominated fighter gain a +1 modifier on hit rolls. Additionally, the nominated fighter may not use the Infiltrate or Lie Low skills for the duration of this battle.
Gorshiv Hammerfist
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 2+ | 4+ | 5 | 4 | 3 | 3+ | 4 | 6+ | 4+ | 7+ | 8+ |
Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
---|---|---|---|---|---|---|---|---|---|
'Wreck and Ruin' - paired power hammers | - | E | - | - | S+1 | -2 | 2 | - | Melee, Paired, Power |
Stub gun | 6" | 12" | +2 | - | 3 | - | 1 | 4+ | Plentiful, Sidearm |
Skills: Bull Charge, Walk It Off.
Wargear: Flak armour.
Combat Chems Stash
Can roll a D6 when activated to modify the Attack characteristic (until the end of the round):
D6 | Result |
---|---|
1 | A = 1 |
2 | +1 A |
3-4 | +2 A |
5-6 | +3 A |
Implacable
- Never Pinned when hit by ranged attacks.
- Never moved by skills or traits.
Source: The Aranthian Succession: Cinderak Burning
Eyros Slagmyst
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 3+ | 4+ | 3 | 4 | 2 | 5+ | 1 | 5+ | 7+ | 5+ | 5+ |
Skills: Iron Jaw, Nerves of Steel, True Grit.
Weapons: Laspistol, knife, frag grenades.
Wargear: Armoured undersuit, bio-booster, furnace plates, medicae kit, photo-goggles.
Source: Gang War 2
Attilus the Axe, Pit Tyrant
Goliath only
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 2+ | 4+ | 5 | 4 | 2 | 3+ | 4 | 8+ | 5+ | 7+ | 6+ |
Skills: Bull Charge, Iron Man, Unleash the Beast.
Weapons: Stub gun, god cleaver.
Wargear: Furnace plates.
Undefeated
Can ignore the first Out of Action result suffered on the Injury dice (Attilus has no concept of defeat, as he’s never been bested in close combat).
Source: House of Chains
Belladonna
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6” | 2+ | 5+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 7+ | 6+ | 6+ |
Skills: Berserker, Combat Master, True Grit.
Weapons: Plasma pistol, power axe, stiletto knife & knife.
Wargear: Light carapace (4+).
Grendl Grendlsen
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
3” | 3+ | 4+ | 3 | 3 | 3 | 5+ | 1 | 5+ | 7+ | 5+ | 5+ |
Skills: Combat Master, Iron Jaw, Nerves of Steel.
Weapons: Boltgun, power hammer, frag grenades.
Wargear: Armoured undersuit, Flak.
Source: Gang War 2
Von Buren the Rogue Archeotek
Van Saar only
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4" | 4+ | 2+ | 3 | 2 | 3 | 5+ | 2 | 6+ | 5+ | 7+ | 3+ |
Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
---|---|---|---|---|---|---|---|---|---|
Rad gun | - | T | - | - | 2 | -2 | 1 | 4+ | Rad-phage, Template |
Rad blade | - | E | - | - | S | -1 | 1 | - | Backstab, Melee, Rad-phage |
Skills: Cold & Calculating, Fast Shot, Gadgeteer.
Wargear: Light carapace armour, armoured bodyglove, bio-booster, filter plugs, medicae kit, photo-goggles, respirator.
Special Rules: Master of Cyberteknika, Heart of Iron, Van Saar Archeotek, “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties, “We’ll Get Our Bit…”.
Special Rules
Master of Cyberteknika: When hired, Von Buren may choose any three items of Cyberteknika worth up to 200 credits in total to be equipped with. This does not cost any credits and does not increase the fighter’s value.
Heart of Iron: Should Von Buren suffer a hit from a weapon with the Rad-phage trait, roll an additional D6 as normal. However, on a roll of 3 or higher, he does not suffer an additional Flesh Wound. Instead, Von Buren may discard a Flesh Wound he has already suffered. In addition, the Heart of Iron grants any ranged weapon carried by Von Buren that has the Rad-phage trait the Plentiful trait as well.
Van Saar Archeotek: Von Buren is a Bounty Hunter that can only be hired by House Van Saar gangs. He is subject to the “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…” special rules.
Source: House of Artifice
Thaetos 23-2 Wyrdlock
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 5+ | 5+ | 3 | 3 | 2 | 3+ | 1 | 7+ | 7+ | 6+ | 7+ |
Skills: Fearsome.
Wargear: respirator.
Wyrd Powers (Unsanctioned)
Pyromancy: Scouring (Basic).
Telepathy: Maddening Visions (Basic).
Telekinesis: Levitation (Basic), Continuous Effect.
Team Work
Does not take up the Bounty slot (another Bounty Hunter may be hired in addition).
Source: The Book of Peril
Baertrum Arturos III
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 6+ | 5+ | 6+ | 5+ |
Skills: Disarm, Escape Artist, Nerves of Steel.
Weapons: Artisan needle pistol with auto loader, Stiletto knife.
Wargear: Infra-sight, light carapace (4+).
Freikstorn Strix
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
6” | 5+ | 4+ | 3 | 3 | 2 | 4+ | 2 | 8+ | 7+ | 8+ | 10+ |
Skills: Catfall, Clamber, Mighty Leap, Sprint.
Weapons: Harpoon launcher, autopistol, knife.
Wargear: Armoured bodyglove, flak, S.H.O.C.K wing (combines drop rig, grapnel launcher and grav-chute).
Source: The Book of Peril
Djangar ‘Gunfists’, Over-tyrant
Goliath only
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” | 3+ | 3+ | 4 | 5 | 3 | 4+ | 3 | 6+ | 4+ | 6+ | 7+ |
Skills: Gunfighter.
Weapons: 2x Custom stub cannons.
Wargear: Furnace plates.
Storm of Fire
The custom stub cannons gain Rapid Fire (1) if no moves are made during the activation.
Source: House of Chains
Apollus Kage
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 3+ | 3 | 4 | 3 | 2+ | 2 | 7+ | 7+ | 6+ | 7+ |
Skills: Hip Shooting, True Grit.
Weapons: Enforcer Boltgun, Shotgun (solid, scatter, executioner), knife, frag grenades.
Wargear: Mesh armour, photo-goggles, respirator.
Source: The Book of Peril
Vorgen Mortz & Rex Spires
Vorgen ‘Gunner’ Mortz
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
4” (5”) | 2+ | 3+ | 5 (3) | 4 | 2 | 4+ (3+) | 2 | 7+ | 7+ | 8+ | 8+ |
Skills: Marksman, Regroup.
Weapons: Heavy stubber (standard & tracer), knife.
Wargear: Flak, servo harness (partial).
Second Profile
The profile in parentheses is without servo harness (partial).
Unique Partnership (Rex Spires)
Can be hired alongside the other Bounty Hunter, allowing the gang to field 2 Bounty Hunters instead of 1.
Source: The Book of Peril
Rex Spires
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 5+ | 3 | 3 | 2 | 4+ | 1 | 7+ | 7+ | 8+ | 7+ |
Skills: Evade, Lie Low.
Weapons: Frag trap, melta trap, blasting charge, demo charge, knife.
Wargear: Flak.
Demolitions
Place up to 3 booby traps (frag & melta) in the pre-battle sequence.
Unique Partnership (Vorgen Mortz)
Can be hired alongside the other Bounty Hunter, allowing the gang to field 2 Bounty Hunters instead of 1.
Source: The Book of Peril
Lisbeth the Iron Angel
Van Saar only
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 4+ | 5 | 4 | 3 | 4+ | 3 | 5+ | 5+ | 7+ | 6+ |
Weapon | Rg S | Rg L | Acc S | Acc L | Str | Ap | D | Ammo | Traits |
---|---|---|---|---|---|---|---|---|---|
Twin-linked heavy las carbine (Arachni-rig servo-suit) | 15" | 30" | +1 | - | 4 | - | 1 | 4+ | Plentiful, Rapid Fire (3) |
Rad gun | - | T | - | - | 2 | -2 | 1 | 4+ | Rad-phage, Template |
Servo arm (x3) | E | 3" | - | +1 | S | - | 1 | - | Melee, Versatile |
Skills: Bull Charge, Nerves of Steel.
Wargear: Van Saar arachni-rig servo-suit.
Special Rules: Arachno-Cybertiknika Savant, House Van Saar Bounty Hunter, “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties, “We’ll Get Our Bit…”.
Special Rules
Arachno-Cybertiknika Savant: Lisbeth ignores any negative Movement modifiers caused by moving through difficult terrain and adds 2" to her Movement when moving vertically (for example, when climbing up a ladder or other vertical surface). In addition, she may re-roll failed Initiative checks to see if she falls when she goes from Standing to Prone within 1/2" of the edge of a level or platform. Should Lisbeth ever fall, half the distance (rounding fractions up) for the purposes of determining the Strength, AP and Damage of the hit she suffers.
House Van Saar Bounty Hunter: Lisbeth the Iron Angel is a Bounty Hunter that can only be hired by House Van Saar gangs. She is subject to the “You Get What You Pay For”, Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…” special rules.
Source: House of Artifice
Mortanna Shroud
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 4+ | 5+ | 3 | 3 | 1 | 3+ | 2 | 7+ | 7+ | 6+ | 6+ |
Skills: Escape Artist.
Weapons: Laspistol.
Wargear: Flak, refractor field.
Wyrd Powers (Unsanctioned)
Biomancy: Hammerhand (Basic), Continuous Effect.
Pyromancy: Scouring (Basic).
Telekinesis: Assail (Basic).
Psychic Chains
If taken Out of Action, immediately before removed, all enemy fighters within D6” suffer a S1 Seismic automatic hit.
Source: The Book of Peril
Kal Jericho & Scabs
Kal jericho
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | 2+ | 3 | 3 | 3 | 2+ | 3 | 7+ | 5+ | 6+ | 6+ |
Skills: Combat Master, Gunfighter, Inspirational, Spring Up, Step Aside.
Weapons: 2x Master-crafted hotshot laspistols (custom), long blade (same as: duelling sabre).
Wargear: Filter plugs, flak, strip kit.
‘A Charmed Life’ (Same as Precognition)
- 3+ save (unmodifiable by AP).
- 4+ save (bonus, invulnerable) against Blast/Template only. If successful, this fighter does not count as being hit.
“Come Along Scabs!”
If Scabs is also hired:
- If rolling for “We’ll Get Our Bit…”, roll a single D6 for both.
Details
Lore
If style were a man then it would undoubtedly be Kal Jericho. With easy good looks and an even easier charm, Kal has a reputation for being as fast with his mouth as he is with his guns, the former getting him into trouble as often as the latter gets him out of it. A legend in his own lifetime, the self-proclaimed suavest Bounty Hunter in the underhive has claimed more bounties and made more enemies than almost any other hired gun in Hive Primus. Kal might attribute his success to being possessed of peerless skills and a survivor’s instinct for trouble, though ask his adversaries and they’ll tell you Kal leads a charmed life.Somehow since making his way into the underhive, Kal has gotten out of more scrapes than Lord Helmawr has wigs, each one more impressive than the last (a bit like Lord Helmawr’s wigs). No one knows for sure where Kal comes from, or why someone of his obvious good breeding, education and upstanding personal hygiene decided to make the rotting underbelly of Hive Primus as his home, but there is no shortage of tales told about him. Common wisdom has it that Kal is an exiled noble or off-world adventurer, fleeing from some dark past. Some claim he is a planetary lord in exile, come to Necromunda to hide from his crimes, others say he was once a great hero of the Imperium, betrayed and exiled from his command. Then there are those who posit that Kal is an illegitimate son of Lord Helmawr, and the last true-born successor to the Helmawr line. Of course, he could just as easily be another hive scum with an exceptional talent for lying.
What isn’t in dispute is that Kal has no shortage of powerful enemies. From the psychopathic ex-pit slave, Vandal Feg; the fanatical Redemptionist, Cardinal Crimson; or the shadowy spymaster, Nemo the Faceless, there is a long line of Necromunda’s baddest and meanest looking to claim the Bounty Hunter’s head. Of course, Kal is not without his friends, like his trusty half-Ratskin sidekick Scabs or robotic mastiff, Wotan. Then there are those like the rogue noble-woman-turned-outlaw, Yolanda Catallus, who enjoys an off-again on-again relationship with Kal, sometimes fighting at his side, other times trying to put a bullet between his eyes. All of these reasons are doubtless why Kal prefers the lawless settlements and shadowy Badzones of the underhive, where there is always coin to be made and he can stay one step ahead of his adversaries.
Source: The Book of Peril
Scabs
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 5+ | 3+ | 3 | 3 | 2 | 3+ | 2 | 7+ | 7+ | 6+ | 7+ |
Skills: Clamber, Escape Artist, Infiltrate.
Weapons: Plasma gun, stub gun.
Wargear: Filter plugs, flak.
“Come Along Scabs!”
If Kal is also hired:
- The cost is reduced to 100 credits (instead of 200).
Additionally, Scabs counts as a Bounty Hunter (instead of Hive Scum) and gains the associated special rules (Dead, Not Alive, Claiming Bounties and “We’ll Get Our Bit…”).
If rolling for “We’ll Get Our Bit…”, roll a single D6 for both.
Gifted Forager
In the post-battle sequence, add +1 to the Seek Rare Equipment roll when visiting the Trading post.
Details
Lore
Life is hard in the underhive, and even more so for Houseless drifters like Scabs. A product of two worlds, Scabs carries his Ratskin heritage both as a blessing and a curse. Most ‘civilised’ underhivers view the boil-covered scum as a Badzones savage and an outlander, never fully accepting him into their settlements and holesteads. This is probably why Scabs turned to a violent life as a hired gun and wastelands guide to make creds, and also why when he fell in with Kal Jericho he returned the Bounty Hunter’s easy acceptance with unfailing loyalty. Kal saw in Scabs something the scum had never seen in himself; a talented scout with a keen eye for danger and a good heart. Over the years, Scabs has proven his worth to Kal time and time again, the scum’s level-headed pragmatism tempering his master’s bon vivant attitude with a healthy dose of caution, often saving the pair from sump-spawned horrors and humourless gangers among countless other perilous situations.Of course, as Scabs’ own reputation has grown, he has had many of his own adventures – especially during those periods when Kal mysteriously disappears uphive or even further afield for weeks or months at a time. Either alone or in the company of other gangs or hired guns, Scabs has proven he can hold his own. Scabs’ Ratskin blood might make him an outcast in most underhivers’ eyes but it gives him a connection to the hive he has used to his advantage numerous times – his ‘nose’ finding paths through seemingly impassable Badzones or tracking foes across the shifting wastes of hive bottom. And when Kal isn’t around, Scabs sometimes even teams up with Yolanda Catallus, perhaps because she feels sorry for the half-Ratskin, or maybe she is just looking for an in with Kal – or another chance to put a blade between his ribs!
Source: The Book of Peril
Slate Merdena, Orlock Road Boss
Orlock only
Slate Merdena
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 2+ | 3+ | 3 | 4 | 3 | 3+ | 3 | 4+ | 5+ | 4+ | 5+ |
Skills: Fearsome, Iron Will, Nerves of Steel.
Weapons: Power hammer, custom plasma pistol, frag grenades.
Wargear: Mesh armour, photo-goggles.
Macula (Cyber-Mastiff)
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
5” | 3+ | - | 3 | 3 | 2 | 4+ | 2 | 7+ | 6+ | 8+ | 9+ |
Skills: Combat Master.
Weapons: Savage bite (Str S, AP -2, D 1, Disarm).
Watchdog
If the owner is a sentry, attackers can be spotted outside the vision arc. Add 1+ modifier to spotting (a 1 before modifiers still fails).
Loyal Protector
While Standing (Active or Engaged) and within 3” of its owner, enemy fighters may not make a Coup de Grace against the owner.
Source: House of Iron