hired guns ce v1
TRANSCRIPT
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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.