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Lothar Hex - Richard Cowen

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Lothar Hex
Anyone remember Hex? He was the mutant/alien/daemonic hitman working for Balthazar Van Zep in the Necromunda Sourcebook.

Well, when trying to come up with an interesting =][= character, I remembered him, and jotted down these rules:

Character Type: Daemonhost with a few tweaks.

WS BS S T I Wp Sg Nv Ld
53 79 52 52 65 93 102 93 58
Skills : Daemonic (Shadow, Cloak of Darkness), Fearsome, Possession, Gunfighter, Ambidextrous, Hipshooting, Lightning Reflexes, Nerves of Steel, Rock Steady Aim

Equipment :         MkIV Sickle bolter (with shot selector, red dot sight, 4 Stalker shells), MkIV Sickle bolter (with shot selector, motion predictor, 4 Hellfire shells), duelling pistol (with silencer), 2 bolter reloads (2x20 standard rounds), knife, photon grenade, smoke grenade, tanglefoot grenade, a pack of mnemonic cards depicting a laughing death's head.

Background : Lothar Hex was a follower of Chaos Undivided until he was possessed by a minor daemon with a penchant for murder. Bound to a human body, the daemon took up bounty killing as a profession, becoming a major figure in the Necromundan Underhive. Eventually, after the macabre and mysterious death of his favourite backer, Balthazar Van Zep, Hex left Necromunda and roamed the galaxy.
He will fight for anyone, although he keeps to the shadows and hides his face beneath a battered fedora.


Commentary : Lothar Hex is an assassin who works alone, and might be best used as an NPC controlled by the GM.
An example of how he could be used is that someone with a grudge against a particular member of one of the players' warbands has paid Hex to assassinate him. As well as completing the normal objectives, the player in question must also prevent his character or henchman being murdered by Hex.
I was tempted to increase his strength so he could fire his bolters one-handed (like he did in the Sourcebook), but figured his skills and high BS (from the random Desperado stat line - as was his Ld score) made up for the penalty.

The bolters themselves are set up for different strategies. The first one is for assassinations, where he creeps up on his target and lets him have it with silenced Stalker rounds. The red dot lets him aim at the head or other vulnerable body parts. The second is a backup weapon. When the enemy flees, Hex can track them with his motion predictor and take them down noisily (and permanently) with Hellfire rounds. The second gun was inspired by Pulp Fiction (or was it Jackie Brown?) - where the AK47 is for when you really have to kill every [person] in the room.

And once the initial hit's over with, Hex'll have to deal with lots of angry bodyguards - switch back to normal ammo and let rip semi-auto from both bolters. Who needs an AK47?

The silenced duelling pistol was inspired by the computer game Hitman: Codename 47, where you can walk up behind a sentry and put a pair of bullets through the back of his head.

The grenades are just there because I have one of the grenade packs left over from Artemis when I converted my kneeling Space Marine marksman. They're designed to encumber the enemy, rather than kill them, possibly for the rare occasions that Lothar has to take somebody alive.

His Daemonic attributes are stealth orientated, playing on the idea that he's a weapon of terror for the people that hire him. Since he's primarily an Underhive fighter, his allergy to daylight shouldn't be a problem, and his incorporeality is representative of his ghost-in-the-night aspect, as well as making up for his lack of body armour.

The mnemonic cards are his calling cards - he leaves one at the scene of every hit.


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