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Bounty Hunters Necromunda 2024

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Steve Monaghan
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0% found this document useful (0 votes)
203 views4 pages

Bounty Hunters Necromunda 2024

Uploaded by

Steve Monaghan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

BOUNTY HUNTERS

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 Bounty Value,
rounded up to the nearest 5 credits, as a reward.
CLAIMING BOUNTIES​
Any gang 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 an Intelligence
Check for the Bounty Hinter in the Receive Rewards step of the post-battle sequence.
If passed, 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, if you sell the captured ganger, add an additional 2d6x5 credits to their bounty
reward.
“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.
Light Carapace - 4+ save
Filter Plugs - +1 Toughness against Gas Attacks (*Every Battle)
Bio-Booster - Roll one less Injury dice the FIRST time they roll injury dice for this
model. (Or roll 2 and choose, if its only 1 dice)
Infra-Sight* - Can be used to attack through Smoke, and adds 9" to Visibility (X").
The ‘to hit’ penalty of cover is reduced by 1 (none for partial, -1 for full).
Web Solvent - When making a recovery check when webbed, roll an extra injury dice
and discard one.
When a fight with web solvent assists another web fighter with recovery, roll two
injury dice for the assist (instead of one) and discard one.
Hip Shooting - Run and Gun (Double): The fighter may move up to double their
Movement characteristic and then make an attack with a ranged weapon. The hit roll
suffers an additional -1 modifier, and Unwieldy weapons can never be used in
conjunction with this skill.
Marksman - The model is not affected by the rules for Target Priority. In addition, if
the hit roll for an attack made by the model with a ranged weapon (that does not
have the Blast trait) is a natural 6, they score a critical hit and the weapon’s Damage
is doubled (if they are firing a weapon with the Rapid Fire trait, only the Damage of
the first hit is doubled).
Regroup - If this model is Standing and Active or Mobile at the end of their activation,
the controlling player may make a Leadership test for them. If this test is passed,
each friendly model that is currently subject to the Broken condition and is within 6"
immediately recovers from being Broken.
Armourweave - Save: 5+ save.
Special Rules: Can't be reduced to worse than a 6+ by AP or anything else (attacks ignoring
saves will still ignore it though).
Photo-Goggles - Can attack through smoke clouds.
Increased the range of Visibility (X") by 9".
If hit with Flash, add 1 to the result of the test to see if they become Blind.
Chem-Synth - Choose to use this at the start of the fighter's activation (they must be
standing and active or engaged). Make an Intelligence test. If passed, their Gas and Toxin
attacks that activation treat their target as having -1 Toughness.

Poison Blood - Toxin weapons can re-roll 1s before modifiers (against Toughness).

Clamber - Don't halve the fighter's movement when climbing.


Spring Up - If Prone at the start of an activation, take an Initiative test. If passed the fighter
can Stand Up (Basic) for free.
Acrobatic - While this fighter is Active, they may ignore enemy fighters and any barricade or
linear terrain feature up to 2" high when making a Move (Simple) action or a Charge (Double)
action.
Dodge and Blind Snake Pouch - When suffering a wound from an attack, roll a D6. On a 5, the
attack is dodged and has no effect. When dodging an attack from a fighter using Overwatch
they can dodge on a 4+.
If trying to dodge a blast/template, saving allows the fighter to move up to 2" (and potentially
out of the template). You can't dodge into Engagement range.
Hit and Run - After making a Charge (Double) action, this fighter may make a Retreat (Basic)
action for free before their opponent makes any reaction attacks. Note that even if the
Retreat action is unsuccessful, this fighter’s opponent may only make reaction attacks once.
Step Aside - If hit in close combat, they can try to step aside. Make an Initiative test. If
passed, the attack misses. Once per enemy per combat round.
Lightning Reflexes - Once per round, when this fighter is Engaged by an enemy fighter, this
fighter may attempt to make a Retreat (Basic) action for free before the enemy fighter makes
any attacks or additional actions.
Heavy Carapace - 4+ save, 3+ in front Arc.
-1 movement when charging.
Ablative Overlay - First save of a battle gets +2, Second save of a battle gets +1.
Motive Bionics, Omega - This fighter ignores any negative Movement modifiers
caused by moving through difficult terrain and adds 2" to their Movement when
moving vertically (for example, when climbing up a ladder or other vertical surface).
In addition, this fighter may re-roll failed Initiative checks to see if they fall when they
go from Standing to Prone within ½" of the edge of a level or platform.

Precision Shot - If the hit roll for a ranged attack made by this model is a natural 6
(when using a weapon that does not have the Blast trait), the shot hits an exposed
area and no armour save can be made.
Marksman - The model is not affected by the rules for Target Priority. In addition, if
the hit roll for an attack made by the model with a ranged weapon (that does not
have the Blast trait) is a natural 6, they score a critical hit and the weapon’s Damage
of the first hit is doubled.
Trick Shot - When this model makes ranged attacks, they do not suffer a penalty for
the target being engaged or in partial cover. In addition, if the target is in full cover,
they reduce the penalty to their hit roll to -1 rather than -2.

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