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+++Subject & Author+++
Hired Guns - Stephen Pearson

+++Thought for the day+++
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Hired Guns
These character generation tables were also made for my Necromunda setting for Inquisitor.
Hired Scum
Human Bounty Hunter
Ratskin


Hired Scum
WS BS S T I Wp Sg Nv Ld Speed
55 50 50 50 50 50 50 50 60 4
Equipment: A knife and two pistols.
Armour: Flak armour on all locations except head.
Roll a D10 six times. And consult the chart below. A scum may not improve a characteristic more than twice. If you get the same skill twice re-roll to get another.

1 +D10 BS
2 +D10 WS
3 +D10 Ld
4-6 Roll again
1 +D10 I
2 +D10 S
3 +D10 T
4 +D10 Wp
5 +D10 Sg
6 +D10 Nv
7 – 10 Choose
7-10 Roll again 1 - 2 Gun fighter
3 – 4 Fast draw
5 - 6 Rocksteady aim
7 Nerves of steel
8 Deadeye shot
9 Hipshooting
10 Quickload

Human Bounty Hunter
WS BS S T I Wp Sg Nv Ld Speed
65 65 50 50 60 50 50 60 70 4
Equipment: Bolt pistol with gunsight, boltgun or lasgun with hotshot pack, Chainsword, Pump action shotgun with solid, scatter, and man-stopper rounds, Gas mask, motion detection auspex, and many knives. (one of the following) medi pak, weapon reload for one weapon or any average bionic part.
Armour: Carapace armour on arms, legs and chest. Flak armour on abdomen and groin.

Roll a D10 three times. On a 1-5 roll on table 1, on a 6-10 roll on table 2. A bounty hunter may not improve a characteristic more than twice. If you get the same skill twice re-roll to get another.
Table 1
1 +D10 BS
2 +D10 WS
3 +D10 I
4 +D10 Ld
5 +D10 S
6 +D10 T
7 +D10 Wp
8 +D10 Sg
9 +D10 Nv
10 Choose

Table 2
1 Acrobatic
2 Deadeye shot
3 Dodge
4 Fast draw
5 Force of will
6 Nerves of steel
7 Rock steady aim
8 True grit.
9-10 Choose

Special: If a Bounty Hunter renders an enemy unconscious in close combat they will spend the next action trying them up. If they are not freed by the end of the game they are automatically captured.
For every enemy captured roll a D6. On a roll of 6 the Bounty Hunter realises there is a bounty on their head. The gang then has the option of turning in the outlaw or ransoming them back.
If they turn him in they are paid a reward in credits equal to his experience and cost combined. Add this money to the gangs income from territories. Also roll on the table below:
1 Insufficient evidence. Released immediately.
2 -3 Fined or sentenced. The gang may choose to free the fighter for D6x5 credits or let them serve their time and miss the next game.
4-5 Fined D6x10 credits. If the gang pays their fine they are freed along with their equipment.
6-7 Fined their value in credits. If the gang pays their fine they are freed along with their equipment.
8-9 Fined their value in credits and their is equipment confiscated. All equipment (except bionics) is removed by The Guilders.
10 D6 weeks in jail (see doing time on Inter game events) if you roll 6 they are sold into slavery and the fighter disappears forever. Otherwise they miss a game for every week in jail and are then released.

Fines must be paid out of the gang's stash before they play the next game. If the fine isn't paid treat as a result of 10.

Ratskin
WS BS S T I Wp Sg Nv Ld Speed
55 50 50 50 50 50 50 50 60 4
Equipment: Many knives, a Club, Maul Bludgeon or Axe plus one of the following: Shotgun with solid and scatter shells,autogun or lasgun.
Armour: Flak armour on all locations except head and arms.

Roll a D10 three times. A ratskin may not improve a characteristic more than twice. If you get the same skill twice re-roll to get another.

1 +D10 WS
2 +D10 I
3-5 Roll again
1 +D10 BS
2 +D10 S
3 +D10 T
4 +D10 Wp
5 +D10 Sg
6 +D10 Nv
7 +D10 Ld
8 – 10 Choose
6-10 Roll again
1 Dodge
2 Acrobatic
3 Regeneration
4 Step Aside
5 Nerves of Steel
6 Ambush
7 Evade
8 Infiltration
9 Sneak Up.
10 Choose.



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