Bounty Hunters
For Hired Guns recruitment rules, whether for Law Abiding or Outlaw gangs, see the Bounty Hunters, House Agents and Hive scum section of the Necromunda Core Rulebook.
📄️ Law Abiding Bounty Hunters
For Hired Guns recruitment rules, whether for Law Abiding or Outlaw gangs, see the Bounty Hunters, House Agents and Hive scum section of the Necromunda Core Rulebook.
📄️ Outlaw Bounty Hunters
For Hired Guns recruitment rules, whether for Law Abiding or Outlaw gangs, see the Bounty Hunters, House Agents and Hive scum section of the Necromunda Core Rulebook.
Ordinary Bounty Hunters
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…" 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. In addition to their hiring fee, a Bounty Hunter may purchase up to 150 credits worth of weapons and Wargear from the [gang's leader] 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.Skills
Equipment
RAW ✔️ Published in all House of ... books
Bounty Hunters Special Rules
RAW ✔️ Gangs of the Underhive, p63; also published in all House of ... books
All Bounty Hunters, including named Dramatis Personae Bounty Hunters, benefit from the following 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.
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.