Bounty Hunter
A freelance tracker who sells violence by the contract.
A Bounty Hunter is a professional contractor who tracks, captures, or kills targets for a posted bounty. They operate in the legal grey zone between Confederation law and Rim anarchy -- licensed enough to pass a checkpoint, deniable enough to disappear if the contract goes wrong. Their skills are tracking, surveillance, and applied violence; their loyalty is to the bounty, not the client, not the target, and certainly not to any ideology.
A Bounty Hunter is an elite solo encounter: patient, methodical, and equipped for the job. They study the target, set the trap, and strike when the odds are in their favour. They do not fight fair; they fight to collect.
Rules Reference
| Field | Value |
|---|---|
| Abilities / Cha | 10 |
| Abilities / Con | 14 |
| Abilities / Dex | 18 |
| Abilities / Int | 14 |
| Abilities / Str | 14 |
| Abilities / Wis | 14 |
| Armor Class | 17 |
| Base Attack Bonus | 5 |
| Creature Type | Humanoid |
| Flat Ac | 14 |
| Hd Count | 5 |
| Hd Sides | 10 |
| Hit Dice | 5d10+10 |
| Hit Points | 38 |
| Hp Bonus | 10 |
| Initiative | 4 |
| Languages | Trade Cant; Core Standard; one Rim dialect; enough Confederation legal cant to read a bounty writ |
| Psionics | None |
| Resistances | Armoured coat (included in AC; light, flexible, passes as civilian), Optic implants (included in senses/Notice/Tracking) |
| Role Tags | Skirmisher, Ranged, Tracker |
| Saves / Fort | 6 |
| Saves / Ref | 8 |
| Saves / Will | 4 |
| Size | M |
| Skills / Athletics | 8 |
| Skills / Deception | 7 |
| Skills / Intimidation | 7 |
| Skills / Notice | 12 |
| Skills / Pilot | 7 |
| Skills / Stealth | 11 |
| Skills / Tactics | 9 |
| Skills / Tracking | 11 |
| Speed | 30 |
| Threat Rating | 4 |
| Touch Ac | 14 |
| Xp | 900 |
| Dialogue Path | game/dialogue/npc-bounty-hunter.yaml |
Notes
Full Attack: Precision Carbine ranged +9 (1d10+2 ballistic; range 150 ft; +2 to hit if stationary beyond 60 ft) or Twin Holdout slug pistols +8/+8 (1d6+1 energy each; range 30 ft; -2 each if dual-fired) or Stun Baton melee +7 (1d6+2 electric; DC 14 Fort or Stunned on crit) or Bola Launcher +8 (1d4 bludgeoning; DC 14 Reflex or entangled; 1/encounter)
Habitat: Rim stations, border crossings, bounty boards, and anywhere a posted contract draws a professional. Found alone, studying a target, setting an ambush, or making a claim at a bounty office. Roll 1d6: 1-2 = Hunter observing the target from a distance (patient, invisible), 3-4 = Hunter closing in for capture (methodical, non-lethal), 5-6 = Hunter in a failed attempt, retreating and re-planning (smoke, gone).
Morale: Elite (13); disengages when the bounty is collected, the contract is voided, or the fight becomes unwinnable; will re-engage later on better terms
Senses: Normal human vision; optic implants grant low-light, thermals, and +6 to Notice and Tracking checks; passive Perception 18
Tactics: The Hunter studies first, strikes second. They open with Marked Target, spend a round or more on Patient Hunter to stack the bonus, then fire the Precision Carbine from range. If the bounty is alive they use Non-Lethal Protocol; if dead-or-alive they go lethal from the first shot. The Hunter fights to the bounty's terms, not to the fight's terms, and disengages the moment the math turns with Escape and Re-engage.
Treasure: Precision carbine with custom scope (800 rek), twin holdout slug pistols (300 rek), stun bola bola launcher (200 rek), armoured coat (400 rek), optic implants (1,200 rek), bounty datapad with contracts and tracking logs (200-1,000 rek to the right buyer), 6d10 rek in bounty payments and hazard pay.
Vulnerabilities: Bounty-dependent (if the bounty is cancelled, paid out, or the contract is voided, the Hunter disengages; they do not fight for free), Solo operator (the Hunter works alone; no backup, no extraction, no medical support if they go down)
Attacks
Precision Carbine (Scoped)
| Field | Value |
|---|---|
bonus | 9 |
category | ranged |
damage | 1d10+2 |
damageType | ballistic |
name | Precision Carbine (Scoped) |
notes | Custom-scoped; +2 to hit at ranges beyond 60 ft when the Hunter has not moved this round |
rangeFt | 150 |
Twin Holdout slug pistols
| Field | Value |
|---|---|
bonus | 8 |
category | ranged |
damage | 1d6+1 |
damageType | energy |
name | Twin Holdout slug pistols |
notes | Dual-wielded; can fire both as a full attack at -2 each |
rangeFt | 30 |
Stun Baton
| Field | Value |
|---|---|
bonus | 7 |
category | melee |
damage | 1d6+2 |
damageType | electric |
name | Stun Baton |
notes | Non-lethal option; on a critical hit the target must make a DC 14 Fort save or be Stunned for 1 round |
Bola Launcher
| Field | Value |
|---|---|
bonus | 8 |
category | ranged |
damage | 1d4 |
damageType | bludgeoning |
name | Bola Launcher |
notes | Entangles the target on a hit; DC 14 Reflex to avoid; 1/encounter |
rangeFt | 40 |
Special Abilities
Marked Target
| Field | Value |
|---|---|
actionCost | Swift (1/encounter) |
name | Marked Target |
description: At the start of an encounter the Hunter designates one target as the bounty. Against the marked target the Hunter gains +2 to attack rolls, +2 to Notice and Tracking checks, and always knows the target's square (even through concealment). If the marked target drops to 0 HP or surrenders, the Hunter's objective is met and they will attempt to collect or extract. Player-visible: the Hunter's optics lock on, and every shot after that is aimed at one person.
Patient Hunter
| Field | Value |
|---|---|
actionCost | passive |
name | Patient Hunter |
description: The Hunter does not rush. If the Hunter spends a full round observing a target before attacking (no attack, no movement), the first attack against that target on the next round gains +4 to hit and +1d6 damage (the studied shot). The Hunter can maintain this across multiple rounds. Player-visible: the Hunter watches, breathes, and then the shot lands exactly where it was always going to.
Non-Lethal Protocol
| Field | Value |
|---|---|
actionCost | passive |
name | Non-Lethal Protocol |
description: When the bounty is alive (not dead-or-alive), the Hunter defaults to non-lethal options (Stun Baton, Bola, called shots). Non-lethal damage from the Hunter does not cause death at 0 HP; the target stabilises automatically. Player-visible: the Hunter is not trying to kill you. That is worse.
Escape and Re-engage
| Field | Value |
|---|---|
actionCost | Immediate (1/encounter) |
name | Escape and Re-engage |
description: When reduced below 15 HP or when the encounter turns against them, the Hunter can disengage immediately, deploying a smoke capsule (20-ft cube, 1 minute, 20% miss chance) and retreating at +10 ft speed. The Hunter will re-engage on their own terms in 1d4 hours with a new plan. Player-visible: the Hunter vanishes into smoke and is gone. The next time you see them, they will be behind you.