Beruflich Dokumente
Kultur Dokumente
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skills, two ranks in two knowledge skills, and one two of the talents listed here. Some of these
rank in all remaining Knowledge skills. Which skills options are multiple ranks of a ranked talent. In
are assigned which rank is at the GM's discretion. these cases, they still count as a single choice.
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ranged attack, may perform a Sniper Shot overequipping the bounty hunter – one or two
maneuver to increase the weapon's range weapons, some armor, and a few pieces of
by up to 2 range bands. Upgrade the thematically appropriate gear should be enough.
difficulty of the check by 1 per range band The GM can chose any gear he wishes, but here are
increase. a few suggestions.
• Toughened: Gain +4 wound threshold.
• Heavy Blaster Rifle: (Ranged [Heavy],
STEP 6: ABILITIES Damage 10, Critical 3, Range [Long], Auto
fire, Cumbersome 3.)
A skilled bounty hunter posses two abilities chosen • Neuronic Whip: (Melee, Damage +1,
from the following list. Critical 3, Range [Short], Disorient 4,
Ensnare 1, Stun Damage.)
• Commanding Presence: The bounty • Pair of Heavy Blaster Pistols: (Ranged
hunter may spend a maneuver to allow one [Light], Damage 7, Critical 3, Range
allied minion group at medium range to [Medium], Stun Setting.)
immediately perform on maneuver or
action. Add b to any actions they perform.
• Vibrosword: (Melee, Damage +2, Critical
2, Range [Engaged], Defensive 1, Pierce 2,
• Cunning Shot: The bounty hunter may use Vicious 1.)
Cunning for ranged combat checks, instead • Vibrotrident: (Melee, Damage +1, Critical
of Agility. 2, Range [Engaged], Defensive 2, Pierce 4,
• Inspiring Presence: All allies within short
range of the bounty hunter add b to all •
Vicious 3.)
Armored Clothing: (Soak +1, Defense +1.)
skill checks they make. • Heavy Battle Armor: (Soak +2, Defense
• Intimidating Presence: All enemies at
short range of the bounty hunter add t to •
+1.)
Laminate Armor: (Soak +2)
all skill checks they make.
• Living Shield: The bounty hunter may
perform a maneuver to cause all ranged
attacks targeting him to instead hit one ally ADDITIONAL COMBAT TURNS
or helpless enemy within engaged range
until the beginning of his next turn. A single nemesis can have a hard time standing
• Terrifying: At the beginning of an up to a large party of PCs, simply because the
encounter, each of the bounty hunters PCs have many more turns than the nemesis. If
enemies must make an Average ( dd ) the bounty hunter is facing a PC group of four
fear check. or more, the GM can choose to allow him to
• Willful Strikes: The bounty hunter may use take a second turn each round. The GM should
Willpower for brawl and melee combat add one additional NPC slot to the Initiative
checks, instead of Brawn. order at the very end of the order. The bounty
hunter may act in this turn and one other NPC
STEP 7: EQUIPMENT initiative slot of his choice each round. Any
effects that are supposed to end during his
Game masters should equip bounty hunters subsequent turn should end during his
according to the needs of their story. Remember, subsequent turn in the following round,
bounty hunters do not have limitless resources, but instead.
tend to use what resources they have to make sure
they have only the best gear. The GM should avoid