Across the Calixis Sector and within the Koronus Expanse hunters come in all shapes and types. Some of them hunt down the creatures of death worlds, capturing them alive and bringing them back to “civilisation,” so that the beasts can be put to use entertaining the masses of the Imperium.
Others prefer to hunt down and stalk the myriad xenos races that haunt and threaten humanity. Bounty hunters are at once reviled and honoured within Imperial society, for too often do those who are to face Imperial justice flee to parts unknown—beyond the reach of the Adeptus Arbites. When this happens, a bounty is posted and anyone willing to go forth and bring back the fugitive (dead or alive in many cases) can make a small fortune over time. Then there are those on the other side of the coin: they have become the hunted, whether by a member of the mysterious Officio Assassinorum, a bounty hunter, or some xenos agent. These unfortunates spend their days looking over their shoulders and nights sleeping with one eye open.
Select one of the following options:
Fugitives can be found all throughout Imperial society. Though the Imperium of Man encompasses the galaxy, the unfortunate truth is that there are places beyond its reach;
some lie beyond its borders, and some are simply places where the arbitrators of the Adeptus Arbites cannot or will not go. Frontier worlds at the edge of Imperial space and even worlds beyond the Halo Stars are excellent hiding places for wanted men and women to flee. Sometimes an individual or organization has a rogue agent on its hands and doesn’t wish to concern the Adeptus Arbites or other Imperial Adepta with its problems. This is where a bounty hunter comes in.
These hardened men and women occupy a unique position within Imperial society. On one hand, they are sorely needed to help maintain justice; on the other hand, they are reviled and despised—many are seen as nothing more than thugsfor-hire. Whatever the case may be, once they acquire a Writ of Capture, they are free to pursue their bounty within the manner dictated by the warrant.
Effect: Gain +3 Willpower, +3 Fellowship and the Bloodtracker Talent. Also, gain either 1d5 Corruption or 1d5 Insanity points.
Some hunters make a living stalking beasts and dumb animals. You hunt a different breed altogether. Perhaps you were a scout or sniper in the Imperial Guard, smiting the foes of humanity from afar. Or you may have come into your own as you learned to hunt and stalk your prey. Whatever the case may be, you found that you had a knack for tracking your chosen target. Nothing gives you more thrill than when you spot your quarry and move in on them—whether for the long-range takedown, or the up-close kill.
Effect: Gain a +3 Weapon Skill or +3 Ballistic Skill. Additionally, gain either the Leap Up or Sprint Talent, and Scholastic Lore (Beasts) or Tracking as trained Basic Skills.
Something stalks you: xenos, bounty hunter, or something from beyond. You know it sits in the shadows, waiting for you to lower your guard so that in a flash of blood and pain your life will be snuffed out of existence. Whoever this hunter is, it is relentless. So far, you have managed to stay
one step ahead of it. There have been too many sleepless nights as you lie awake wondering if the noise you hear outside is your assailant…or something else. Even though your cunning has kept you alive, you know, however, that the time will come when you two will meet face-to-face and that time you won’t escape.
Effect: Gain +3 Perception. In addition, gain either Paranoia or Light Sleeper Talents. Additionally, gain the Enemy Talent, where the enemy is whoever (or whatever) is hunting the character (subject to GM’s approval).