Here's my new WHQ profession, the Bounty Hunter. I'm trying a few new things out with him, and he hasn't been playtested yet, so I'd appreciate any feedback you guys could offer. He doesn't have a permanent home in the web at this point, so if any of you webmasters would like to add him to your page, feel free as long as you clearly mark any changes with an "Editor's Note" type disclaimer and keep my e-mail address with it so that I can continue to receive comments. Well, enough talk from me. Here's...

Warhammer Quest
The Bounty Hunter

By hbi2k@yahoo.com

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

Equipment: Rope and Healing Potion (identical to those carried by the Dwarf and Elf, respectively)
Weapons: Sword (causes 1d6+3 Wounds), Dagger (causes 1d6+1 Wounds), and Short Bow (causes 1d6+1 Wounds)
Armour: Furs (+1 Toughness)
Pinning: 4+

Special Rules

The Bounty Hunter starts with the Ambidexterity skill. If he scores a natural 6 to hit with his Sword he may make an immediate extra attack with his Dagger. (For Advanced Rules regarding this skill see Skills below. If using Advanced Rules the player may choose to roll for a random starting skill instead.)

Bounty Hunters and Treasure
The Bounty Hunter may use any weapon. However, he cannot use armour (other than Furs), shields, or helms unless he gains a Skill or Edge which allows him to do so. (He may still use rings, bracers, etc. that give Tougness bonuses.) He may not use any Wizard-only Treasure.

Advanced Rules

Battle Level Table

Battle Level 1 2 3 4 5 6 7 8 9 10
Gold 0 g 2,000 g 4,000 g 8,000 g 12,000 g 18,000 g 24,000 g 32,000 g 45,000 g  50,000 g
Wounds 1d6+7 2d6+7 2d6+7 3d6+7 3d6+7 4d6+7 4d6+7 5d6+7 5d6+7  6d6+7
Movement 4 4 4 4 5 5 5 5 5  5
Weapon Skill 4 4 4 4 5 5 5  6 6  7
Ballistic Skill 5+ 5+ 5+ 5+ 5+ 4+ 4+ 4+ 4+  4+
Strength / Dice 3 / 1 3 / 1 3 / 1 4 / 1 4 / 2 4 / 2 4 / 2 4 / 2 4 /3  4 / 3
Toughness 3 3 3 4 4 4 4 4 4  5
Initiative 3 3 3 4 5 5 6 6 7  7
Attacks 1 1 2 2 3 3 3 3 4  4
Pinning 4+ 4+ 4+ 4+ 4+ 4+ 4+ 3+ 3+  3+
Willpower 3 3 3 4 4 4 5 5 6  6
Luck 0 1 1 2 2 3 3 3 3  3
Skills 1 2 2 3 3 4 4 5 6  6

Settlement Rules

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 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.

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: The 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.

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.

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.

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.

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:
    1 or 2: The Bounty Hunter is bested, and must forfeit
1d6X50 gold.
    3: The fight ends in a draw.
    4: The Bounty Hunter is victorious, and the crowd showers him with 1d6X50 gold.
    5: The Bounty Hunter destroys his opponent with unmatched flair, and is showered with 1d6X100 gold.
    6: The Bounty Hunter's amazing, hard-fought victory catches the eye of the Guildmaster of the local chapter of the Bounty Hunters' Guild, who awards him with a random Treasure Card.

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.

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:
    1: The scroll explodes in his face, causing 1d6 damage.
    2-4: The scroll does not accomplish any notable effect.
    5: The scroll heals 1d6 of the Bounty Hunter's Wounds.
    6: The scroll causes 2d6 damage, unmodified by Toughness or Armour, to any enemy on the same board section as the Bounty Hunter.
The Bounty Hunter is rewarded for this service at the end of the next adventure with one random Treasure Card.

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.

10: Recover the Key! 
If the Warriors receive 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.

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.

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.)

Training

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: The Bounty Hunter's teacher turns out to be below his own skill level. Although his training is finished, he must wait until after the next adventure to gain the higher attributes and other benefits of the next Battle Level.
    2-4: Competent Trainer: The Bounty hunter gains a Battle Level as normal.
    5: Talented Tutor: The Bounty Hunter's teacher is an accomplished expert in the field. Due to this superior tutelage, the Bounty Hunter gains one extra Starting Wound permanently.
    6: Guildmaster! The Guildmaster of the local Guildhouse decides to train the Bounty Hunter himself. Due to this superior tutelage, the Bounty Hunter gains an extra roll on the Skills Table.

Weapon Specialization

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. 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:
Bonuses: When using any sword, the Bounty Hunter gains +1 WS.
Penalties: When not using a sword, the Bounty Hunters gets  -1 WS.

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.

Edges

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 1d6 on the following table to determine the Bounty Hunter's Edge:

1: Armourmaster:
The Bounty Hunter is trained in the use of armour. He may now use all armour, shields, and helms.

2: Magic:
The Bounty Hunter, while not nearly as powerful as the Wizard, now has a limited understanding of magic. Draw two spell cards to determine his spells. He may cast these as if he were a Wizard, except that he receives no Stored Power tokens. In addition, from now on when he gains a Battle Level he may gain new spells in the same manner as a Wizard, except that he rolls three dice LESS than his new Battle Level to determine how many points he may spend on new spells. (He does not begin doing this until he rises to Battle Level 4. Don't do it now!) He still cannot use Wizard-only Treasure., but he can now visit the Wizards' Guild.

3: Weaponmaster:
The Bounty Hunter has undergone advanced training in the use of weapons. He gains a permanent +1 bonus to his WS and BS. For example, at Battle Level 4 his WS is 4 and his BS is 4+. With this Edge, they would be 5 and 3+, respectively.

4: Speed:
The Bounty Hunter moves with blinding speed. He gains +1 Attack, +3 Initiative, and +1 Movement permanently.

5: Skill:
The Bounty Hunter's intense training is now paying off. He gains two immediate rolls on the Skill Table. In addition, when training from now on he gains +1 on the roll to determine his teacher. (Treat a result of 7 as a 6.)

6: Agility:
The Bounty Hunter fights with incredible agility. If he does not have the Dodge skill, he gets it at 6+. If he already has the Dodge skill it improves by one point. (Ex: Dodge 6+ becomes Dodge 5+, etc.) All enemies are at -1 To Hit him.

Skills

When the Bounty Hunter gains a skill, roll 2d6 on the following table:

2: Specialist:
The Bounty Hunter gains one skill of his choice from this table. (He may not choose Diligent Student.)

3: Magic:
The Bounty Hunter dabbles in magic. Choose a random spell card. The Bounty Hunter may automatically cast this spell once per adventure. If the Bounty Hunter has the Magic Edge, this spell is instead permanently added to his selection.
The Bounty Hunter may gain this Skill more than once, choosing a new spell card each time.

4: Boot to the Head:
The Bounty Hunter gains an extra Boot attack each turn which deals 1d6 damage, unmodified for Toughness or Armour. This attack counts as being unarmed for the purposes of the Unarmed and Daggers / Knives Specializations. If the Bounty Hunter gains this Skill more than once he may make an extra attack for each time he has gained it.

5: Reaction Strike:
Whenever monsters appear as a result of an Unexpected Event, the Bounty Hunter gains an extra attack before anyone else may go. This skill may be gained more than once, giving an extra reaction attack each time.

6: Hawkeye:
The Bounty Hunter may reroll one To Hit roll per adventure. If he gains this skill more than once, he may reroll an additional To Hit roll per adventure for each time he has gained it.

7: Ambidexterity:
The Bounty Hunter may wield one weapon in each hand. (He may not use a shield or a two-handed weapon while doing this.) If he scores a natural 6 To Hit, he gains an immediate extra attack with his off hand. If the Bounty Hunter has the Shields Specialization, he may use a shield as an off-hand weapon and make a Shield Punch attack as a follow up attack as normal. If the Bounty Hunter has the Unarmed Specialization, he may use an unarmed attack as a follow up attack as long as his off hand is free.
If the Bounty Hunter gains this skill a second time, he gets a follow up attack on a natural 5+ to hit; a third time, 4+, and so on to a maximum of 2+.

8: Dodge:
The Bounty Hunter may dodge any incoming attack on a roll of 6+ on a 1d6. If this skill is gained more than once, he gains +1 to the roll to dodge. (Ex: Dodge 6+ becomes Dodge 5+, etc. to a maximum of 2+.)

9: Regenerate:
If the Bounty Hunter has more than zero Wounds at the end of a turn, he gains one Wound. If he gains this skill more than once he gains one Wound for each time he's gained it. (Ex: Regenerate +1 becomes Regenerate +2, etc.) He cannot gain more Wounds in this way than his Starting Wounds.

10: Crushing Blow
Once per adventure the Bounty Hunter may designate a normal attack as a Crushing Blow. This attack automatically hits and is at double Damage Dice and double Strength. If the Bounty Hunter gains this skill more than once, he may make an additional Crushing Blow attack each adventure for each time he has gained it.

11: Armourmaster:
The Bounty Hunter may now use any armour, shields, or helms usable by the Elf. If the Bounty Hunter rolls this skill again, he may use any armour, shields, or helms usable by the Barbarian. The third time the Bounty Hunter rolls this skill, he may use any armour, shields, or helms at all. If he gains this skill more than three times, reroll to see which skill he gains. If the Bounty Hunter has the Armourmaster Edge, one point of Movement lost because of wearing heavy armour is negated. He may gain this skill more than once, negating another point of Movement lost each time he gets it.

12: Diligent Student:
The Bounty Hunter may roll twice on this table.

"Where am I going, and why am I in this handbasket?"

Html conversion by Bruno - 05/19/02

EDITOR'S NOTE: The webmaster of Old Warrior's Stronghold only made a spelling correction and some changes to the Battle-Level Table format (centering and cell sizing).  Old Warrior - 10/09/06