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    HIRED GUNS CEVersion 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 meansthat 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 gainfurther 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 furtherHired 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 thesemercenaries reduces the cash available to recruit new

    fighters and gear, which are vital to a gangs future.

    SPECIAL RULESExcept 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

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    OGRYN BODYGUARDOgryns (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 WS BS S T W I A LD

    5 4 3 4 5 2 3 2 7

    Weapons: Knife, Ripper Gun, Frag Grenades, Flak

    Armour

    Skills: Juggernaut, Killer Reputation, True Grit

    Fierce Loyalty: Ogryn Bodyguards might not be the

    most intelligent creatures out there but they areindeed 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, andthe 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.

    Advance Rolls

    Ogryns have 4 advance rolls

    D6 Result

    1 +1 Weapon Skill

    2 +1 Attack3 +1 Strength

    4 +1 Wounds

    5 Characteristic Increase: Roll again

    1-2 +1 Ballistic Skill

    3-4 +1 Initiative

    5-6 +1 Leadership

    6 Skill: Roll again

    1 Hard as Nails

    2 Nerves of Steel

    3 Iron Jaw

    4 Hurl Opponent5 Body Slam

    6 Combat Master

    Maximum Characteristics

    Ogryn

    M WS BS S T W I A LD

    5 7 5 5 5 4 5 4 8

    Ripper Gun

    Range To Hit Save

    Mod.

    Ammo

    RollShort Long Short Long Str. Dam.

    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.

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    PIT SLAVEOutlaw 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 PitSlaves as he can afford.

    Cost to Hire: 10 credits

    M WS BS S T W I A LD

    4 3 3 3 3 1 3 1 7

    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.

    Advance Rolls

    Pit Slaves have 4 advance rolls

    D6 Result

    1 +1 Weapon Skill

    2 +1 Attack3 +1 Strength

    4 +1 Toughness

    5 Characteristic Increase: Roll again

    1-2 +1 Wounds

    3-4 +1 Initiative

    5-6 +1 Leadership

    6 Skill: Roll again

    1 Hurl Opponent

    2 Parry

    3 Dodge

    4 Iron Jaw5 Infiltrate

    6 True Grit

    Maximum Characteristics

    Pit Slave

    M WS BS S T W I A LD

    4 6 6 5 5 3 5 4 9

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    SQUAT PROSPECTORThe 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, theymost 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 WS BS S T W I A LD

    3 3 3 3 4 1 2 1 8

    Weapons: Knife, Laspistol, Lasgun, Flak Armour, FragGrenades

    Skills: Nerves of Steel, Armourer

    Advance Rolls

    Squats have 4 advance rolls

    D6 Result

    1 Characteristic Increase: Roll again

    1-3 +1 Attacks4-6 +1 Strength

    2 Characteristic Increase: Roll again

    1-3 +1 Ballistic Skill

    4-6 +1 Weapon Skill

    3 Characteristic Increase: Roll again

    1-3 +1 Initiative

    4-6 +1 Leadership

    4 Characteristic Increase: Roll again

    1-3 +1 Wounds

    4-6 +1 Toughness

    5 Equipment: Roll again1 Bio-booster

    2 Hot Shot Pack

    3 Power Axe

    4 Grenade Launcher

    5 Meltagun

    6 Plasmagun

    6 Skill: Roll again

    1 Hard as Nails

    2 Crack Shot

    3 Weapon Smith

    4 Fixer5 Inventor

    6 True Grit

    Maximum Characteristics

    Squat

    M WS BS S T W I A LD

    3 6 6 4 5 3 5 3 10

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    RATLING SNIPERRatlings (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 lifethan 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 WS BS S T W I A LD

    4 2 3 2 2 1 3 1 6

    Weapons: Knife, Laspistol, Lasgun or Hunting Rifle

    Skills: Marksman

    Advance Rolls

    Ratlings have 4 advance rolls

    D6 Result

    1 +1 Ballistic Skill

    2 +1 Initiative3 Characteristic Increase: Roll again

    1-3 +1 Leadership

    4-6 +1 Wounds

    4 Characteristic Increase: Roll again

    1-2 +1 Weapon Skill

    3-4 +1 Attack

    5 +1 Strength

    6 +1 Toughness

    5 Equipment: Roll again

    1 Telescopic Sight

    2 Hot Shot Pack3 Smoke Bombs

    4 Infra-red Goggles

    5-6 Needle Rifle

    6 Skill: Roll again

    1 Escape Artist

    2 Ambush

    3 Dive

    4 Crack Shot

    5 Infiltrate

    6 Nerves of Steel

    Maximum Characteristics

    Ratling

    M WS BS S T W I A LD

    4 5 6 3 3 3 6 3 8

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    ELDAR OUTCASTA 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 ofSlaanesh. Sometimes however Rangers return to

    their Craftworld having sated their desire for

    adventure and are welcomed back

    Cost to Hire: 35 credits

    M WS BS S T W I A LD

    5 3 4 3 3 1 5 1 8

    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.

    Advance Rolls

    An Eldar Outcast has 4 advance rolls

    D6 Result

    1 +1 Ballistic Skill

    2 +1 Initiative3 Characteristic Increase: Roll again

    1-3 +1 Leadership

    4-6 +1 Wounds

    4 Characteristic Increase: Roll again

    1-3 +1 Weapon Skill

    4-6 +1 Attack

    5 Characteristic Increase: Roll again

    1-3 +1 Strength

    4-6 +1 Toughness

    6 Skill: Roll again

    1 Escape Artist2 Fast Shot

    3 Step Aside

    4 Crack Shot

    5 Dodge

    6 Sprint

    Maximum Characteristics

    Eldar Outcast

    M WS BS S T W I A LD5 7 7 4 4 3 9 3 10

    Shuriken Pistol

    Range To Hit Save

    Mod.

    Ammo

    RollShort Long Short Long Str. Dam.

    0-6 6-12 +2 - 4 1 -1 2+

    Sustained Fire: 1

    http://wh40k.lexicanum.com/wiki/File:Alaitoc_Ranger.JPG
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    GUARD DOGDogs 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 WS BS S T W I A LD

    6 4 - 3 3 1 4 1 4

    Weapons: A Guard Dog cannot use weapons orequipment; 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 isalways 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.

    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 rollof 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.

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    WYRDThe 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 boundfor 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

    M WS BS S T W I A LD

    4 2 2 3 3 1 3 1 7

    Weapons: Stubgun with Dum Dum bullets, Laspistolor 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 theWyrd and Wonderful)

    Advance Rolls

    Wyrds have 3 advance rolls

    D6 Result

    1 +1 Leadership

    2 +1 Toughness3 Characteristic Increase: Roll again

    1-3 +1 Ballistic Skill

    4-6 +1 Weapon Skill

    4 Characteristic Increase: Roll again

    1-3 +1 Strength

    4-6 +1 Attacks

    5 Characteristic Increase: Roll again

    1-3 +1 Wounds

    4-6 +1 Initiative

    6 Minor Psychic Power

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    SHADY CHARACTERWhen 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 equipmentlosses 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

    M WS BS S T W I A LD4 2 2 3 3 1 4 1 7

    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 resolvethe capture as normal). They fight in their first battle

    with their new gang for free, and then must be paid

    for as normal.

    Advance Rolls

    Shady Characters have 3 advance rolls

    D6 Result

    1 +1 Ballistic skill

    2 +1 Weapon Skill3 Characteristic Increase: Roll again

    1-3 +1 Strength

    4-6 +1 Toughness

    4 Characteristic Increase: Roll again

    1-3 +1 Wounds

    4-6 +1 Attacks

    5 Characteristic Increase: Roll again

    1-3 +1 Leadership

    4-6 +1 Initiative

    6 Skill: Roll again

    1 Escape Artist2 Fast Shot

    3 Gunfighter

    4 Infiltration

    5 Dive

    6 Ambush

    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.