Bounty Hunters make a living from capturing or eliminating fugitives in return for a listed bounty. The most successful are highly skilled and well armed professionals, the worst little more than a street tough. They are often hired to seek out Infractionists who are too difficult, dangerous, or well connected for local Enforcers to pursue. Some Bounty Hunters are ‘officially’ sanctioned, whether by the Enforcers, Planetary Governors or in rare cases the Adeptus Arbites themselves. Other bounty hunters, unbothered about their source of their income, operate on the edge of what is permitted or well beyond it. As almost anyone with sufficient Askels can hire a Bounty Hunter they are often in competition with one another, sometimes competing for a bounty, sometimes facing off as little more than hired guns. In rare instances a group of Bounty Hunters may form a temporary alliance to take down a particularly tough bounty. The merest rumour of such a group forming is often enough to cause most citizens to hide until the shooting stops.


WS
BS
STR
TGH
AG
INT
PER
WP
FEL
50
50
40
50
40
30
50
30
30

Armour
Wounds
Crit. Wounds
2
17
1
Initiative
Speed
Resolve
9
Normal
3

Skills: Athletics 50, Awareness 60, Intuition (People) 60, Logic (Investigation) 50, Navigation (Tracking) 50, Presence 40, Rapport (Inquiry) 50.

Traits

Ambusher: The Imperial Bounty Hunter can attempt to make a Stealth Test as part of their Movement if the Zone they are in has Cover.

Relentless Pursuit: If the Imperial Bounty Hunter deals a Wound to their quarry, they have Advantage on all Awareness and Navigation (Tracking) Tests to find their quarry until the Imperial Bounty Hunter sleeps. The Imperial Bounty Hunter also gains +1 SL to Attack Tests targeting their quarry.

Attacks

Chainsword: Melee (One-Handed) 50, 7 + SL difference Damage. Loud, Rend (2).

Shock Maul: Melee (One-Handed) 50, 6 + SL difference Damage. Loud, Inflict (Stunned).

Autogun: Ranged (Long guns) 50, 6 + SL Damage, Long Range. Loud, Two-handed.

Webber: Ranged (Long guns) 50, 0 Damage, Medium Range. Inflict (Restrained), Two-handed.

Possessions: An Armoured Bodyglove, an Auspex, a Chrono, a Comm Leech, a Disguise Kit, a set of Magnoculars, a set of Manacles, a Multikey, a set of Photo-contacts, a Rebreather, 100 solars.

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