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HIRED GUNS CE

Version 1.0 by Rob Henson Hired Guns are mercenary adventurers who fight for money. They are essentially loners who wander the Underhive selling their services at the trade posts in settlements like Dust Falls, Two Tunnels and Dead End Pass. RECRUITING HIRED GUNS A player can recruit Hired Guns when he creates his gang. Hired Guns can also be recruited from the trade post after any game. A gang can dispense with the services of a Hired Gun after any game. Hired Guns dont belong to the gang they fight with and they dont help the gang except by fighting. This means that Hired Guns dont count as members of the gang for purposes of collecting income or for deducting cost of living expenses. Hired Guns count as gang members for the purposes of working out when the gang must start taking Bottle rolls, however, a hired gun's Leadership characteristic cannot be used for the Bottle roll if the gang's leader is incapacitated. A player cannot buy extra weapons or equipment for a Hired Gun, and he cannot swap or sell a Hired Guns gear. Hired Guns earn no Experience points cannot gain further skills or characteristic advances. They must roll for serious injuries if taken out of action just like regular gang members. HIRE FEE The gang must pay the hire fee for the Hired Gun when he is recruited and after each battle including the first that the Hired Gun takes part in. This cost comes from the gangs stash in the same way as the cost of buying new weapons or recruiting new gang fighters. If there is insufficient credit in the stash to pay a Hired Gun he leaves the gang and the gang may not recruit further Hired Guns until it has fought another battle. For purposes of the gang rating the value of a Hired Gun is his hire fee x5. Although Hired Guns are good value, especially for new gangs, there are disadvantages. Firstly they don't accumulate Experience and cannot advance beyond the level they are at when hired. This means that they are less useful for established gangs that already have good quality fighters. Secondly, the hiring fee of these mercenaries reduces the cash available to recruit new fighters and gear, which are vital to a gangs future.

SPECIAL RULES
Except where noted below, all Hired Guns follow the normal rules as listed in the main Rulebook. Not Your Standard Issue: Some weapons and equipment carried by Hired Guns (such as the Ogryn Ripper Gun or Pit Slave weapons) are unique to that model and may not be used, sold, captured or whatever by anyone else. Outlaw: The Hired Gun is an Outlaw. Outlaw Hired Guns impose a penalty when rolling on the Outlaw table. Rating: Hired Guns add their Hire Fee x 5 to a gangs rating. Unique: Unless otherwise stated a gang may only hire one of each Hired Gun

OGRYN BODYGUARD
Ogryns (Homo sapiens gigantus) are the largest and most physically powerful type of abhuman. They make ideal warriors and are often recruited into Imperial Guard regiments, and used as close assault, shock troops Cost to Hire: 50 credits M 5 WS 4 BS 3 S 4 T 5 W 2 I 3 A 2 LD 7 D6 1 2 3 4 5

Advance Rolls
Ogryns have 4 advance rolls Result +1 Weapon Skill +1 Attack +1 Strength +1 Wounds Characteristic Increase: Roll again 1-2 +1 Ballistic Skill 3-4 +1 Initiative 5-6 +1 Leadership Skill: Roll again 1 Hard as Nails 2 Nerves of Steel 3 Iron Jaw 4 Hurl Opponent 5 Body Slam 6 Combat Master

Weapons: Knife, Ripper Gun, Frag Grenades, Flak Armour 6 Skills: Juggernaut, Killer Reputation, True Grit Fierce Loyalty: Ogryn Bodyguards might not be the most intelligent creatures out there but they are indeed good at their job. Except for when charging, the Ogryn Bodyguard must remain within 12" of the gangs leader. If the Ogryn Bodyguard starts the turn more than 12" from the gang leader then he must immediately attempt to get back to within 12" of the gang leader. If the Ogryn Bodyguard is engaged in hand-to-hand combat then the combat is completed first. In addition, if the gang leader is taken out-of-action, while the Ogryn Bodyguard is still in the battle, and the Ogryn Bodyguard is not down then the Ogryn Bodyguard is also removed from play. The Ogryn Bodyguard will see to it that the gang leader is treated and protected and therefore the gang leader does not roll on the serious injury chart and is not treated as having gone out-of-action for post battle sequence.

Maximum Characteristics
Ogryn M WS 5 7 BS 5 S 5 T 5 W 4 I 5 A 4 LD 8

Ripper Gun Range To Hit Save Ammo Short Long Short Long Str. Dam. Mod. Roll 0-4 4-12 +2 -1 4 1 -2 4+ Sustained Fire: 2 Ogryn Proof: Ripper Guns are designed to be indestructible, a trait they need due to their operators using them to beat their enemies to death. A Ripper Gun may be used as a club in close combat.

PIT SLAVE
Outlaw gangs will find Pit Slaves at the trading post; often pit fighting for themselves or the thrill of combat. When a gang leader comes across a Pit Slave it may indeed be the best combat weapon at his disposal. Any gang that can utilize hired guns can hire Pit Slaves. A gang leader may hire as many Pit Slaves as he can afford. Cost to Hire: 10 credits M 4 WS 3 BS 3 S 3 T 3 W 1 I 3 A 1 LD 7 6 Weapons: Stubgun with Dum Dum bullets, Laspistol or Autopistol. Buzz Saw, Chainsaw, Claw, Hammer, Rock Drill or Shears. Armour Plates: A Pit Slave has a 6+ armour save Outlaw: The Pitslave is an Outlaw and will only work for Outlaw gangs. Common: A gang leader may hire as many Pit Slaves as he can afford. D6 1 2 3 4 5

Advance Rolls
Pit Slaves have 4 advance rolls Result +1 Weapon Skill +1 Attack +1 Strength +1 Toughness Characteristic Increase: Roll again 1-2 +1 Wounds 3-4 +1 Initiative 5-6 +1 Leadership Skill: Roll again 1 Hurl Opponent 2 Parry 3 Dodge 4 Iron Jaw 5 Infiltrate 6 True Grit

Maximum Characteristics
Pit Slave M WS 4 6 BS 6 S 5 T 5 W 3 I 5 A 4 LD 9

SQUAT PROSPECTOR
The Squats (Homo sapiens rotundus) were short, stocky and physically hardy Abhumans who were adapted to the heavy gravity conditions that predominated on the worlds they had settled near the core of the Milky Way Galaxy. Of all the Abhuman types encountered by the Imperium, they most closely resembled baseline humans. Squats were the descendants of baseline humans who had colonised the worlds around the galactic core in the far distant past. Cost to Hire: 20 credits M 3 WS 3 BS 3 S 3 T 4 W 1 I 2 A 1 LD 8 4 D6 1

Advance Rolls
Squats have 4 advance rolls Result Characteristic Increase: Roll again 1-3 +1 Attacks 4-6 +1 Strength Characteristic Increase: Roll again 1-3 +1 Ballistic Skill 4-6 +1 Weapon Skill Characteristic Increase: Roll again 1-3 +1 Initiative 4-6 +1 Leadership Characteristic Increase: Roll again 1-3 +1 Wounds 4-6 +1 Toughness Equipment: Roll again 1 Bio-booster 2 Hot Shot Pack 3 Power Axe 4 Grenade Launcher 5 Meltagun 6 Plasmagun Skill: Roll again 1 Hard as Nails 2 Crack Shot 3 Weapon Smith 4 Fixer 5 Inventor 6 True Grit

Weapons: Knife, Laspistol, Lasgun, Flak Armour, Frag Grenades Skills: Nerves of Steel, Armourer

Maximum Characteristics
Squat M WS 3 6 BS 6 S 4 T 5 W 3 I 5 A 3 LD 10

RATLING SNIPER
Ratlings (Homo sapiens minimus) are small, loud, hungry and lecherous Abhumans. Ratlings are the smallest type of Abhuman known to the Imperium, their ancestors having become stunted by thousands of years of inbreeding on worlds with climates and environments even more conducive to human life than ancient Terra. Ratlings are short and squat, although not strong when compared to normal, baseline humans. They are idle, hedonistic, gregarious, over-friendly and sexually promiscuous. Their lives are spent eating until sick, drinking copious amounts of intoxicating beverages, and procreating uncontrollably, almost like Abhuman rabbits. These small, loud, hungry and lecherous creatures are called Runtlings, Stunties, Halflings and Ratlings by other humans, among other less printable things. Cost to Hire: 20 credits M 4 WS 2 BS 3 S 2 T 2 W 1 I 3 A 1 LD 6 6 D6 1 2 3

Advance Rolls
Ratlings have 4 advance rolls Result +1 Ballistic Skill +1 Initiative Characteristic Increase: Roll again 1-3 +1 Leadership 4-6 +1 Wounds Characteristic Increase: Roll again 1-2 +1 Weapon Skill 3-4 +1 Attack 5 +1 Strength 6 +1 Toughness Equipment: Roll again 1 Telescopic Sight 2 Hot Shot Pack 3 Smoke Bombs 4 Infra-red Goggles 5-6 Needle Rifle Skill: Roll again 1 Escape Artist 2 Ambush 3 Dive 4 Crack Shot 5 Infiltrate 6 Nerves of Steel

Weapons: Knife, Laspistol, Lasgun or Hunting Rifle Skills: Marksman

Maximum Characteristics
Ratling M WS 4 5 BS 6 S 3 T 3 W 3 I 6 A 3 LD 8

ELDAR OUTCAST
A Ranger is an Eldar who has decided to leave their Craftworld and the Eldar Path, choosing instead to follow the Path of the Outcast in favour of seeking excitement and adventure in the open galaxy. Many never return to their Craftworld; dying alone and forgotten or falling from grace into the hands of Slaanesh. Sometimes however Rangers return to their Craftworld having sated their desire for adventure and are welcomed back Cost to Hire: 35 credits M 5 WS 3 BS 4 S 3 T 3 W 1 I 5 A 1 LD 8 5 D6 1 2 3

Advance Rolls
An Eldar Outcast has 4 advance rolls Result +1 Ballistic Skill +1 Initiative Characteristic Increase: Roll again 1-3 +1 Leadership 4-6 +1 Wounds Characteristic Increase: Roll again 1-3 +1 Weapon Skill 4-6 +1 Attack Characteristic Increase: Roll again 1-3 +1 Strength 4-6 +1 Toughness Skill: Roll again 1 Escape Artist 2 Fast Shot 3 Step Aside 4 Crack Shot 5 Dodge 6 Sprint

Weapons: Knife, Sword, Shuriken Pistol, Needle Rifle, Mesh Armour, Respirator, Infra-red Goggles, Clip Harness, Bio-booster, Photo-visor Skills: Marksman, Infiltrate, Nerves of Steel Outlaw: An Eldar Outcast is an Outlaw.

Maximum Characteristics
Eldar Outcast M WS BS 5 7 7 S 4 T 4 W 3 I 9 A 3 LD 10

Shuriken Pistol Range To Hit Save Ammo Short Long Short Long Str. Dam. Mod. Roll 0-6 6-12 +2 4 1 -1 2+ Sustained Fire: 1

GUARD DOG
Dogs are found all over the Underhive. Breeds vary massively but generally the further down you go the more legs or tentacles the dogs are likely to have. As scavengers and social animals dogs are attracted to people and places where they can find food. Gangs often keep dogs to guard their territory or just because they like having them around. Only House Gangs may hire Guard Dogs. Cost to Hire: 15 credits M 6 WS 4 BS S 3 T 3 W 1 I 4 A 1 LD 4

Handler: A Guard Dog must be assigned a handler; this can be any fighter in the gang. As long as the handler is on the table the Guard Dog may use his leadership characteristic (even if he is down) and has the Nerves of Steel skill. A Guard Dog is always deployed alongside its handler. It does not count as a gang member in situations where only a limited number of fighters may be used. Except for when charging, the Guard Dog must remain within 18" of its handler. If the Guard Dog starts the turn more than 18" from its handler then he must immediately attempt to get back to within 18" of the handler. If the Guard Dog is engaged in hand-to-hand combat then the combat is completed first. As long as the Guard Dog does not go out of action, his handler may not be captured (the Guard Dog will protect him). Treat rolls of 61-63 on the Serious Injury table as a roll of 66 instead. Animal: Should a Guard Dog be taken out of action do not roll on the Serious Injury table. Instead roll a D6 adding +1 if the handler did not go out of action. On a 1-2 the Guard Dog has been killed, but on a 3+ he somehow survives! Because it is an animal a Guard Dog cannot climb, through it may freely jump onto or over any surface that is 1" or less in height. Guard Dogs may be ignored when determining which model is closest for shooting. Take-down: On the turn it charges a Guard Dog gains +1 Strength. Loyalty: Should a Guard Dog survive 3 or more consecutive games it becomes a permanent part of the gang. When this happens you no longer need to pay its hire fee, the dog now counts as another gang member for income instead. A permanent Guard Dog is no longer a Hired Gun, but you may never have more than one Guard Dog.

Weapons: A Guard Dog cannot use weapons or equipment; they fight with their own natural abilities. Skills: Dodge Every Breed is Different: Different breeds have different strengths and weaknesses. When you recruit the dog it may have one of the Leap, Sprint or Disarm skills. Watch Dog: A Guard Dog that is setup as a sentry is always moved by its owning player! Heightened Awareness: The Guard Dog has greater perception that that of an ordinary gang fighter. Guard Dogs count as if they had a Bio-scanner.

WYRD
The psyker mutation among humanity is becoming increasingly common. Left unchecked, psykers present a potential danger to themselves, others and to entire worlds. Most psykers are picked up by the blackships bound for Terra, others go mad or simply disappear. Those that survive outcast themselves from society, they roam the lawless hive territories hiring their services to any that will pay. Cost to Hire: 20 credits 5 M 4 WS 2 BS 2 S 3 T 3 W 1 I 3 A 1 LD 7 6 Weapons: Stubgun with Dum Dum bullets, Laspistol or Autopistol. Club, Sword or Flail. Outlaw: The Wyrd is an Outlaw and will only work for Outlaw gangs. Wyrd: A Wyrd has one major power. There are four types of Wyrd, Telekinetic, Pyro, Telepath and Beastmaster. A player may choose which type of Wyrd he hires but must roll to determine what powers the Wyrd has. (See the Wyrd and Wonderful) D6 1 2 3

Advance Rolls
Wyrds have 3 advance rolls Result +1 Leadership +1 Toughness Characteristic Increase: Roll again 1-3 +1 Ballistic Skill 4-6 +1 Weapon Skill Characteristic Increase: Roll again 1-3 +1 Strength 4-6 +1 Attacks Characteristic Increase: Roll again 1-3 +1 Wounds 4-6 +1 Initiative Minor Psychic Power

SHADY CHARACTER
When times get desperate it is not unheard of for gangs to recruit any help they can get. It is times such like these that shady characters slink out of the shadows. Though their services come very cheap and they are certainly adept at stealth, the gang usually ends up suffering from unexplained equipment losses and their rivals suddenly start hearing rumours of their plans more often. Shady characters tend not to stay loyal to one gang for long, either being driven out once their nefarious ways are discovered, or they offer their services to a rival gang when they sense the tide turning against their current employers. Cost to Hire: 5 credits 6 M 4 WS 2 BS 2 S 3 T 3 W 1 I 4 A 1 LD 7 D6 1 2 3

Advance Rolls
Shady Characters have 3 advance rolls Result +1 Ballistic skill +1 Weapon Skill Characteristic Increase: Roll again 1-3 +1 Strength 4-6 +1 Toughness Characteristic Increase: Roll again 1-3 +1 Wounds 4-6 +1 Attacks Characteristic Increase: Roll again 1-3 +1 Leadership 4-6 +1 Initiative Skill: Roll again 1 Escape Artist 2 Fast Shot 3 Gunfighter 4 Infiltration 5 Dive 6 Ambush

Weapons: May be armed with any two of the following weapons; Stubgun with Dum Dum bullets, Autopistol with Silencer, Club, Flail, Autogun with Silencer. Works for Any Price: A Shady Character may be recruited by any gang, even those not normally allowed to use Hired Guns. Information Broker: Shady Characters supplement their income by selling information to the highest bidder. When rolling for scenario the player with the higher gang rating may add or subtract one from the Scenario dice roll. Loyalty Free: If a Shady Character is ever captured they immediately join the gang that captured them if the capturing gang wants them (otherwise resolve the capture as normal). They fight in their first battle with their new gang for free, and then must be paid for as normal.

Its Nothing Personal: During any game where the Shady Character is present roll a D6 after his controlling players first turn. If the result is a 1 then the Shady Character may be bribed by the opposing player. That player may immediately pay 10 credits from his stash, if he does so the Shady Character switches sides and joins his gang instead! Of course no gang leader likes being stabbed in the back, so should a gang leader take a backstabbing Shady Character out of action he will be awarded an extra 10 experience points.