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====Bounty Hunter Elite==== Credits: 105<br> Starting Experience: 60+d6<br> Faction: Freelancers. Elite, Rare 9<br> Skills: Combat, Agility, Ferocity, Shooting, Stealth<br> Equipment: Melee, Pistol, Basic, Special, Grenades and Shells M WS BS S T W I A LD 4 4 4 3 3 2 4 1 7 ''Special'':<br> '''Capture''': Models taken out of action in close combat are automatically captured, regardless of who wins the game, and whether or not the bounty hunter is taken out of action '''Bounty''': Whenever a bounty hunter captures an enemy, on the roll of a 5+ they are identified as an outlaw and they (and their equipment—its evidence you see) can be turned over to the nearest planetary authority for a bounty equal to his total points including equipment. This bounty is included in gross profits, and must pass through on the income chart before it goes into stash. Small Fry Bounty: If the Bounty Hunter Leader does not go out of action, then, in the post game phase, he may use his post-game action to collar a couple of small fry bounties for d6x10cr. '''''Captain''''':<br> A Bounty Hunter Elite can be made the captain of the ship for an additional 35 cr. If he is made captain, he gets the Leadership abilities, +1 LD, and access to Techno Skills. A bounty hunter crew can have 0-2 Bounty Hunter Elites, and any number of Bounty Hunters or Novices. Bounty Hunter Crews cannot take any outlaws. '''We Deal in Lead''': The first rule of keeping together a bounty hunter crew: the one thing a bounty hunter is not is a merchant. Any bounty hunters leader who tells his crewmen to load and unload boxes isn’t going to have a crew for long. A bounty hunter leader’s ship may not gain income from cargo bays or the mining rig attachment to drop ships.
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