Bounty Hunters

Bounty Hunters are very powerful and intimidating figures who literally hunt down gang fighters who have Guild bounties on their heads. But while they can boost a gang's effectiveness, bad things happen if a Bounty Hunter doesn't have at least captive or body to turn in to the Guilder by the end of a battle.

If the Bounty Hunter Hiring Conditions described below are met, a single Bounty Hunter may be hired for a battle in the Choose Crews step of the Pre-battle Sequence.

Bounty Hunter Hiring Conditions

  • the opposing gang has a fighter participating in the battle who has a Bounty on their head
  • your gang does not have any fighters on its roster who have a Bounty on their head
  • your gang has at least 5 Reputation

A gang does not spend credits to hire a Bounty Hunter but a Bounty Hunter increases the Gang Rating by 400 points.

Bounty Hunters gain an additional action each activation (usually three actions rather than two).

If a Bounty Hunter is put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. Bounty Hunters do not gain Experience Points and cannot gain Advancements. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.

When a opposing fighter who has a Bounty on them goes Out of Action while within 6" of a Bounty Hunter, the controlling player may choose to have the Bounty Hunter take the opposing fighter Captive instead of making a Lasting Injury roll. If they do so, the Bounty Hunter drags their captive away and is removed from play. In a multiplayer battle with three or more gangs, if there are two or more Bounty Hunters on rival gangs who are within 6" and want to use this ability they interfere with each other and none of them can use the ability.

Bounty Hunters depart in the Wrap Up step of the Post-Battle Sequence, taking all of their gear with them. If any opposing fighters who have a Bounty on their head died or were Captured during the battle, the Bounty Hunter takes all of them in (dead or alive) for the prices on their head(s). Any Captured fighters who this happens to are removed from their gang's roster without opportunity for rescue (Skinblades, Guilder Posts, Escape Artist, and similar may still save them).

Bounty Hunters have three skills, which can be chosen from any skill category. However, skills that work in the Pre-Battle Sequence or the Post-Battle Sequence such as Connected, Fixer, and Savvy Trader are ineffectual as Bounty Hunters join and depart the gang before such skills would be relevant.

Bounty Hunters may be equipped with up to 250 credits worth of any items from any section of the Trading Post at no cost; these selections cannot be changed later. They may be armed with any weapon their model is carrying. Any Limited or one-use equipment a Bounty Hunter has resets and is available for each battle.

If no opposing fighters with a Bounty on their head died or got Captured during the battle, during the Wrap Up step of the Post-Battle Sequence the Bounty Hunter demands to be paid 50 plus 3d6 x 5 credits immediately. If the gang cannot pay the full amount or chooses not to pay, the gang loses 2D3 Reputation immediately.

Bounty Hunters Fighter Profiles

To represent the variety of Bounty Hunters, and to keep each one encountered a challenge, several different base Characteristics Profiles are provided. A given Bounty Hunter is based on one of the possible Characteristics Profiles and customized from there.

Stalker

Bounty Hunter
0
M
WS
BS
 S 
 T 
W
I
A
6"
3+
3+
3
3
3
2+
3
Ld
Cl
Wil
Int
8+
6+
8+
7+
Save
-

Skiptracer

Bounty Hunter
0
M
WS
BS
 S 
 T 
W
I
A
5"
3+
2+
3
3
3
3+
2
Ld
Cl
Wil
Int
8+
3+
6+
3+
Save
-

Shamus

Bounty Hunter
0
M
WS
BS
 S 
 T 
W
I
A
4"
2+
3+
4
4
3
4+
3
Ld
Cl
Wil
Int
8+
5+
7+
7+
Save
-

Regardless of which Characteristics Profile is chosen, all Bounty Hunters have the following Special rules.

Crew Rating Increase: This Bounty Hunter increases the Crew Rating of the gang they are fighting for by 400 points, rather than by their hiring cost of 0 credits.
Unadvanceable: This Bounty Hunter cannot gain XP and cannot gain Advancements.
No Lasting Injury: This Bounty Hunter does not suffer Lasting Injury. If they are put Out of Action roll a D6; on the roll of a 6 they are dead otherwise they are removed from play and take no further part in the battle. If they die and were put Out of Action by an attack, the attacker gains 3 XP immediately.
Skills: When this Bounty Hunter is added to a campaign three Skills are chosen for them from any category; these selections cannot be changed later.
Equipment: This Bounty Hunter may be equipped with up to 250 credits worth of any items from any section of the Trading Post at no cost; these selections cannot be changed later. They may be armed with any weapon their model is carrying. Any Limited or one-use equipment a Bounty Hunter has resets and is available for each battle.
Take Captive: When an opposing fighter who has a Bounty on them goes Out of Action while within 6'' of this Bounty Hunter, the controlling player may choose to have the Bounty Hunter Capture the opposing fighter instead of making a Lasting Injury roll. If they do so, the opposing fighter is Captured automatically, the Bounty Hunter drags their captive away, and both are removed from the battlefield. This ability may not be used if this Bounty Hunter is Seriously Injured.
Extra Action: When activated this Bounty Hunter has one additional action.

Bounty Hunters Pool

In campaign mode an Arbitrator can decide to set up a pool of named Bounty Hunters available during a given Turf War. If this option is taken the Arbitrator prepares fighter cards for a handful of available Bounty Hunters and makes the list and the models available to the players. Any player who wants to introduce a custom Bounty Hunter of their own should coordinate with the Arbitrator. It is recommended to have at least a couple of Bounty Hunters available in the pool at all times; to facilitate this the Arbitrator may need to re-stock the pool with new Bounty Hunters if one dies.

Using this option, when a Bounty Hunters is hired by a gang they are removed from the Bounty Hunters pool; after each battle in which they participate a Bounty Hunter returns to the Bounty Hunters pool and is available to be hired again.

The Arbitrator has the prerogative to make some "individualized" Bounty Hunters, but other players should have the opportunity to hire such individuals before the Arbitrator themselves are allowed to do so with their own gang. Bounty Hunters are meant to be scary, dangerous individuals. When an opposing gang employs a Bounty Hunter's services against a player, it should be a cause of worry. They should also be interesting, and "cool". To that end, Arbitrators are encouraged to come up with memorable Bounty Hunters for the Bounty Hunter Pool. However the Bounty Hunters in the Pool should be relatively balanced with each other; care should be taken to avoid making some very strong and others weak and ineffective.