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).