Bounty Hunter Rival

Another hunter on the same contract.

A Bounty Hunter Rival is another professional tracker pursuing the same contract as the party or a party-affiliated bounty hunter. They are not hostile by default; they are competitive. They want the bounty, and they are willing to fight for it, but they are also willing to negotiate, cooperate, or step aside if the price is right.

A Rival is an elite encounter that can be resolved through combat, negotiation, or cooperation. They are skilled, professional, and operating under the same constraints as any bounty hunter: the contract, the deadline, and the target. The lever is the contract itself -- share the bounty, buy them off, or convince them to take a different contract.

Rules Reference

FieldValue
Abilities / Cha14
Abilities / Con14
Abilities / Dex16
Abilities / Int14
Abilities / Str14
Abilities / Wis14
Armor Class16
Base Attack Bonus5
Creature TypeHumanoid
Flat Ac14
Hd Count5
Hd Sides10
Hit Dice5d10+10
Hit Points38
Hp Bonus10
Initiative3
LanguagesTrade Cant; Core Standard; two Rim dialects; bounty-board cipher
PsionicsNone
ResistancesArmoured coat (included in AC; light, flexible, passes as civilian), Optic implants (included in senses)
Role TagsRival, Ranged, Negotiator
Saves / Fort6
Saves / Ref7
Saves / Will5
SensesNormal human vision; optic implants grant thermals and +6 to Notice and Tracking; passive Perception 18
SizeM
Skills / Athletics8
Skills / Deception10
Skills / Intimidation9
Skills / Notice12
Skills / Persuasion10
Skills / Pilot8
Skills / Stealth11
Skills / Tactics9
Skills / Tracking11
Speed30
Threat Rating4
Touch Ac13
Xp900
Dialogue Pathgame/dialogue/npc-bounty-hunter-rival.yaml

Notes

Full Attack: Custom Carbine ranged +8 (1d10+2 ballistic; range 120 ft) or Twin Pistols +7/+7 (1d6+1 energy each; range 40 ft; -2 each if dual-fired) or Combat Knife melee +7 (1d4+2 slashing)

Habitat: Rim stations, bounty boards, frontier settlements, and anywhere contracts are posted. Found studying a target, setting an ambush, or negotiating with the party. Roll 1d6: 1-2 = Rival studying the target (patient, competitive), 3-4 = Rival negotiating with the party (reasonable, professional), 5-6 = Rival in combat (competitive, non-lethal by default).

Morale: Elite (12); disengages when the contract is fulfilled, voided, or when the fight becomes unwinnable; will negotiate for a share or a different contract

Tactics: The Rival is a professional. They open with Negotiate if the party is willing, use Ambush Setup if cooperating, and fight with Competitive Edge if competing. They use Professional Courtesy to avoid lethal force and will disengage if the contract changes. The Rival is not an enemy -- they are a competitor, and competitors can become allies.

Treasure: Custom carbine (800 rek), twin pistols (300 rek), combat knife (40 rek), armoured coat (400 rek), optic implants (1,200 rek), bounty datapad with contracts (200-1,000 rek), 4d10 rek in bounty payments, professional contacts (intelligence value varies).

Vulnerabilities: Contract-dependent (the Rival fights for the bounty; if the contract is voided or the target is irrelevant, the Rival disengages), Solo operator (the Rival works alone or with hired guns; no institutional support), Professional courtesy (the Rival will not escalate to lethal unless provoked; this can be exploited)

Attacks

Custom Carbine

FieldValue
bonus8
categoryranged
damage1d10+2
damageTypeballistic
nameCustom Carbine
notesCustom-built; the Rival's personal weapon
rangeFt120

Twin Pistols

FieldValue
bonus7
categoryranged
damage1d6+1
damageTypeenergy
nameTwin Pistols
notesDual-wielded; can fire both as a full attack at -2 each
rangeFt40

Combat Knife

FieldValue
bonus7
categorymelee
damage1d4+2
damageTypeslashing
nameCombat Knife
notesClose-quarters backup

Special Abilities

Competitive Edge

FieldValue
actionCostpassive
nameCompetitive Edge

description: The Rival is as skilled as the party's bounty hunter. They gain +2 to attack rolls and +2 to Tracking checks when competing for the same bounty. If the party has no bounty hunter, the Rival gains +4 to all skill checks related to the contract. Player-visible: the Rival is good. As good as you. Maybe better.

Negotiate

FieldValue
actionCostStandard
nameNegotiate

description: The Rival offers terms. One creature within 30 ft must make a DC 14 Will save or agree to a 1-round negotiation (the Rival is reasonable). During the negotiation, hostilities pause. The Rival will offer: split the bounty, take a different contract, or step aside for a fee. Player-visible: the Rival raises a hand and says 'Let's talk. We both want the same thing.'

Ambush Setup

FieldValue
actionCostFull-round (1/encounter)
nameAmbush Setup

description: The Rival prepares an ambush against the contract target. The next encounter against the target begins with the Rival's team (1d4 hired guns) in position, gaining +2 to initiative and +2 to the first attack roll. This only works if the Rival and the party are cooperating. Player-visible: the Rival studies the terrain, marks positions, and says 'I'll take the left. You take the right.'

Professional Courtesy

FieldValue
actionCostpassive
nameProfessional Courtesy

description: The Rival will not kill another bounty hunter unless the contract demands it. In combat against a party with a bounty hunter, the Rival deals non-lethal damage by default (the target stabilises at 0 HP). The Rival will escalate to lethal only if the party's hunter escalates first. Player-visible: the Rival aims for the legs, not the head. They are not trying to kill you. They are trying to win.