In the Old World, men are driven to fight against evil for many reasons. Some fight for love of country or their fellow man, while others fight to destroy the enemies of their god. There are those who fight to gain power, and others who simply lust for the thrill of the kill. Then there are those who fight for love of gold. The Bounty Hunter is one such warrior. While there are few adventurers who will refuse a well-earned reward for their heroic deeds, a bounty hunter takes this one step further by becoming a professional mercenary. He cares little for whether the cause is just so long as the pay is good. That said, his cold attitude of ruthlessness and professionalism makes him a valuable ally when faced with the denizens of the deep. A good bounty hunter knows, however, that the way to get premium pay is to foster a dangerous reputation. Thus bounty hunters take pains to develop their own unique style. No two bounty hunters are exactly alike, for it is in their uniqueness that they are given the chance to shine for their prospective employers.
Wounds |
1d6+7 |
Movement |
4 |
Weapon Skill |
4 |
Ballistic Skill |
5+ |
Strength |
3 |
Toughness |
3 (4) |
Initiative |
3 |
Attacks |
1 |
Rope and Healing Potion (identical to those carried by the Dwarf and Elf, respectively)
Varies according to race. (See Special Rules.)
Furs (+1 Toughness)
4+
When the Bounty Hunter is first created, roll 1d6 to determine his race:
1-2 | Human The Bounty Hunter is a human. He gains a permanent bonus of +1 Strength. He also gains the Ambidexterity Skill. (He may wield a weapon in each hand. On a natural To Hit roll of 6, he may make an immediate follow up attack with his off-hand weapon.) He begins play with a Sword (causes 1d6+4 Wounds) and a Dagger (causes 1d6+1 Wounds). |
3-4 | Dwarf The Bounty Hunter is a dwarf. He gains a permanent bonus of +1 Toughness and gains +1 Starting Wounds permanently. He begins play with an Axe (causes 1d6+3 Wounds). |
5-6 | Elf The Bounty Hunter is an elf. He gains the Dodge Skill. (He completely ignores the effects of any attack on a roll of 6 on a 1d6.) He begins play with a Sword (causes 1d6+3 Wounds) and a Short Bow (causes 1d6+1 Wounds). |
The Bounty Hunter may use any weapon. However, he cannot use armour other than Furs, or any shields or helms unless he gains a Skill, Specialization, or Edge which allows him to do so. (He may still use rings, bracers, etc. that give Toughness bonuses.) He may not use any Wizard-only Treasure.
Battle Level | Gold | Wounds | Movement | Weapon Skill | Ballistic Skill | Strength | Damage Dice | Toughness | Initiative | Attacks | Pinning | Will Power | Luck | Skills |
1 | 0 | 1d6+7 | 4 | 4 | 5+ | 3 | 1 | 3 | 3 | 1 | 4+ | 3 | 0 | 0 |
2 | 2000 | 2d6+7 | 4 | 4 | 5+ | 3 | 1 | 3 | 3 | 1 | 4+ | 3 | 1 | 1 |
3 | 4000 | 2d6+7 | 4 | 4 | 5+ | 3 | 1 | 3 | 3 | 2 | 4+ | 3 | 1 | 1 |
4 | 8000 | 3d6+7 | 4 | 4 | 5+ | 4 | 1 | 4 | 4 | 2 | 4+ | 4 | 2 | 2 |
5 | 12000 | 3d6+7 | 4 | 5 | 5+ | 4 | 2 | 4 | 5 | 3 | 4+ | 4 | 2 | 2 |
6 | 18000 | 4d6+7 | 4 | 5 | 4+ | 4 | 2 | 4 | 5 | 3 | 4+ | 4 | 2 | 3 |
7 | 24000 | 4d6+7 | 4 | 5 | 4+ | 4 | 2 | 4 | 6 | 3 | 4+ | 5 | 3 | 3 |
8 | 32000 | 5d6+7 | 4 | 6 | 4+ | 4 | 2 | 4 | 6 | 3 | 4+ | 5 | 3 | 4 |
9 | 45000 | 5d6+7 | 4 | 6 | 4+ | 4 | 3 | 4 | 7 | 4 | 4+ | 6 | 3 | 5 |
10 | 50,000 | 6d6+7 | 4 | 7 | 4+ | 4 | 3 | 4 | 7 | 4 | 4+ | 6 | 3 | 5 |
When the Warriors arrive at a Settlement, the Bounty Hunter may visit the Alchemist, the Alehouse (2d6), the Gambling House, the Temple, the Armourer, the Weaponsmith, the General Store, and the Animal Trader. If the Bounty Hunter is an elf he may visit the Elf Quarter, and if he is a dwarf he may visit the Dwarf Guildmaster. If the Bounty Hunter has the Magic Edge, he may visit the Wizards' Guild. If any locations have to be found first, then he has to search for them as usual.
He may also visit a new Special Location: the Bounty Hunters' Guildhouse. All the rules for finding a special location in a Settlement apply to the Bounty Hunters' Guildhouse.
The Bounty Hunters' Guildhouse is the local headquarters of the Bounty Hunters' Guild, the organization to which all true bounty hunters belong. (Bounty hunters who decide against joining the Guild have a bad habit of winding up with no thumbs.) If the Bounty Hunter is able to find a Guildhouse he is required to enter it at least once during his stay at the Settlement. At the Guildhouse the Bounty Hunter can train or seek new bounties to hunt.
When the Bounty Hunter enters the Guildhouse, roll 1d6 on the following table:
1 | he Bounty Hunter is behind on his dues and must pay 1d6X50 gold in order to gain admittance. If he is unable to pay he may wait until he has more gold, but he may not enter until he has paid the amount rolled. |
2-5 | The Bounty Hunter is admitted as normal. |
6 | The Bounty Hunter's reputation has preceded him, and a young novice agrees to pay him 1d6X50 gold in exchange for some battle tips. |
The Bounty Hunter must pay gold according to the Battle Level Table in order to train to go up a Battle Level. He need not pay all of this at once, however. If he wishes, he may pay the Bounty Hunters' Guild part of his training fee in advance, and they will set it aside for him until he is able to pay off the rest. Gold set aside in this manner cannot be used for anything other than training; however, it also cannot be lost due to Hazards and Settlement Events. The Bounty Hunter gains no benefits from training until his training fee is paid in full.
While in the Guildhouse, the Bounty Hunter must seek new bounties to hunt. Roll 2d6 on the following table to determine what bounty he will be hunting during the next adventure (only one roll on this table is permitted per Settlement):
2 | No Bounty! The Bounty Hunter is unable to find any suitable job, and so is hunting no particular bounty during the next adventure. |
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3 | Recover the Magical Sword! The Bounty Hunter is hired to recover a magical sword stolen from his employer. If the party obtains any magical sword during the next adventure, roll 1d6. On a 1-3 it is the sword that the Bounty Hunter is seeking, and he must return it to his employer at the end of the adventure for twice its listed gold value. |
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4 | Recover the Magical Armour! The Bounty Hunter is hired to recover a piece of magical armour stolen from his employer. If the party obtains any magical armour (including helms and shields) during the next adventure, roll 1d6. On a 1-3 it is the armour that the Bounty Hunter is seeking, and he must return it to his employer at the end of the adventure for twice its listed gold value. |
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5 | Bounty on Monster Heads! There is a bounty posted on the heads of a certain type of monster. At the beginning of the next adventure, roll once on the Monster Encounter Chart. The Bounty Hunter collects double gold for each monster of the indicated type(s) he kills. |
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6 | Gladiator! Rather than hunting a bounty during the next adventure, the Bounty Hunter is hired as a freelance gladiator to entertain the masses. Roll 1d6 to see how he fares in his fight:
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7 | Teach the Novice! The Bounty Hunter is hired on to teach a novice a few new techniques. He is paid 1d6X100 gold for his services. |
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8 | Test the Scroll! A local wizard has hired the Bounty Hunter to test the effects of his new scroll. At any time during the next adventure, the Bounty Hunter may read the scroll and roll 1d6 to determine the results (roll 1d6+1 if he has the Magic Edge):
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9 | Rescue the Maiden! A maiden is being held captive in the Objective Room of the next adventure. If the Warriors successfully defeat the Objective Room monsters, the Bounty Hunter gains 1d6X100 gold. |
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10 | Recover the Key! If the Warriors recieve a portcullis key during the next adventure, the Bounty Hunter must return it to his employer at the end of the adventure for 100 gold. |
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11 | Kill the Masked Monster! Whenever an Unexpected Event results in a monster encounter during the next adventure, roll 1d6. On a score of one, one of the monsters in the room (randomly determined) is the Masked Monster who killed the employer's wife. If the Bounty Hunter defeats it single-handedly, he is rewarded with a random Treasure Card and 1d6X50 gold. |
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12 | Lots of Business! Business is booming at the Bounty Hunters' Guild, and the Bounty Hunter has his pick of jobs. Roll three times on this table and choose the desired result. (Only one result may apply.) |
The Bounty Hunter may only train at the Bounty Hunters' Guild (see Settlement Rules above). When the Bounty Hunter trains, roll 1d6 to determine his teacher:
1 |
Incompetent Novice |
2-4 |
Competent Trainer |
5 |
Talented Tutor |
6 |
Guildmaster! |
When the Bounty Hunter reaches Battle Level 2, he may roll for a weapon Specialization. The available weapons are swords, axes / hammers, shields, daggers / knives, bows, and unarmed. If he does not wish to Specialize now, he may roll for a Specialization at any time after gaining Battle Level 2, as long as he is in a Settlement with a Bounty Hunters' Guildhouse. If the Bounty Hunter is a dwarf, he may decide to automatically gain the Axes / Hammers Specialization instead of rolling; if he is an elf he may decide to automatically gain the Bows Specialization. When using a weapon of the type in which he is Specialized, he gains bonuses and penalties according to the table which follows. Roll 1d6 on the following table to determine his Specialization:
1 | Swords |
2 | Axes / Hammers Bonuses When using any axe or hammer the Bounty Hunter gets +2 Strength and deals an extra Damage Die on any attack with a natural To Hit roll of 6. Penalties When not using an axe or hammer, the Bounty Hunter deals -2 Damage. |
3 | Shields Bonuses The Bounty Hunter may now use any shield. When equipped with a shield, the Bounty Hunter may use one of his attacks each turn to make Shield Punch attack. (This uses up one of the Bounty Hunter's attacks: it is NOT an extra attack.) This attack is at +1 To Hit and deals 1d3 + S damage. If the Bounty Hunter has the Ambidexterity skill he may use a Shield Punch attack as a follow up attack as normal. Penalties If the Bounty Hunter has the Ambidexterity skill, he gets -1 To Hit on all follow up attacks except Shield Punches. |
4 | Daggers / Knives Bonuses When using all daggers and knives the Bounty Hunter ignores Armour and Toughness. If ALL of the Bounty Hunter's attacks in a turn are made with daggers / knives or are unarmed attacks, he gains +1 Attack for that turn. Penalties When not using daggers, knives, or unarmed attacks, the Bounty Hunter gets -1 To Hit. |
5 | Bows Bonuses The Bounty Hunter gains a permanent +1 bonus to BS and Break Pin. (Ex: BS 4+ would become BS 3+, Break Pin 3+ would become 2+, etc.) When using any bow, the Bounty Hunter gains +1 Attack. The Bounty Hunter may attack as many times as he has Attacks with all bows. Penalties On the Bounty Hunter's second Deathblow per turn he gets -1 To Hit. On his third Deathblow per turn he gets -2 To Hit, and so on. |
6 | Unarmed Bonuses When making unarmed attacks, the Bounty Hunter ignores Toughness and Armour. If ALL of the Bounty Hunter's attacks in a turn are unarmed, he gains +1 Attacks and +1 WS for that turn. If the Bounty Hunter has the Ambidexterity skill, he may use an unarmed attack as a follow up attack as long as his off hand is free, even if his first attack was with a weapon. (Note: Unarmed attacks deal damage according to normal Damage Dice, unmodified by Strength.) Knuckle duster attacks count as unarmed for the purposes of this Specialization. Penalties When using a weapon other than knuckle dusters, daggers, and knives, the Bounty Hunter gets -1 WS. |
When the Bounty Hunter reaches Battle Level 3, he gains an Edge. An Edge is an extra advantage that gives the Bounty Hunter access to special abilities or enhanced stats. Roll on the following table to determine the Bounty Hunter's Edge. If the Bounty Hunter is a dwarf, roll 1d6-1, an elf, 1d6+1, a human, 1d6.
0 |
Runemaster
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1 |
Armourmaster |
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2 |
Weaponmaster |
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3 |
Speed |
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4 |
Skill |
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5 |
Health |
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6 |
Magic |
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7 |
Agility |
When the Bounty Hunter gains a skill, roll 2d6 on the following table:
2 |
Specialist |
3 |
Magic |
4 |
Boot to the Head |
5 |
Reaction Strike |
6 |
Hawkeye |
7 |
Ambidexterity |
8 |
Dodge |
9 |
Regenerate |
10 |
Crushing Blow |
11 |
Armourmaster |
12 |
Diligent Student |