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
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