Star Wars_ Edge of the Empire Rule Book

(Jeff_L) #1

some aspirants instead apprentice themselves to
an established independent hunter in hopes of
proving worthy of the profession.


Skills (group only): Perception, Ranged (Light).
Talents: None.
Abilities: None.
Equipment: Blaster pistol (Ranged [Light]; Damage 6;
Critical 3; Range [Medium]; Stun setting), heavy cloth-
ing (+ 1 soak).


JOURNEYMAN HUNTER [RIVAL]

Journeyman hunters have been accepted into the
ranks of an existing guild and are fully accredited
and licensed to pursue authorized bounties. They
are the rank and hie of most existing bounty hunter
organizations and likely pursue any criminal whose
bounty is not high enough to attract the attention of
a Master Hunter. Journeymen may choose which
bounties they pursue but also receive assignments
from their guild. Sometimes guilds assign multiple
journeymen to seek a particular target, although this
might result in the journeymen fighting amongst
themselves over who brings the target in.


Skills: Brawl 1, Coercion 1, Coordination 1, Ranged
(Heavy) 1, Ranged (Light) 1, Survival 2, Vigilance 1.
Talents: Adversary 1 (upgrade difficulty of all combat
checks against this target once), Lethal Blows 1 (+ 10%
to any Critical Injury rolls made against opponents).
Abilities: None.
Equipment: Heavy blaster pistol (Ranged [Light];
Damage 7; Critical 3; Range [Medium]; Stun setting),
disruptor rifle (Ranged [Heavy]; Damage 10; Critical
2; Range [Long]; Cumbersome 2, Vicious 5) laminate
armor ( + 2 soak).

MASTER HUNTER [NEMESIS]

Master hunters have reached a level of independence
that permits them to choose any hunts they desire. The
guilds never give master hunters orders, only requests.
Master hunters typically have a ship at their disposal
and can pursue their prey across the entire galaxy as
needed. Master hunters occasionally have journeymen
assigned to them as staff, although they often work
alone. They are also authorized to deploy apprentice
hunters as necessary to complete a hunt.

Skills: Brawl 2, Coercion 2, Cool 2, Ranged (Heavy)
3, Ranged (Light) 2, Melee 2, Perception 3. Piloting
(Space) 2. Stealth 2. Vigilance 3.
Talents: Adversary 2 (upgrade difficulty of all combat
checks against this target twice), Deadly Accuracy (add
ranks of Ranged (Heavy) to all damage from attacks us-
ing that skill), Lethal Blows 2 ( + 20 to any Critical Injury
rolls made against opponents), Stalker 2 (add ••to
any Coordination and Stealth checks).
Abilities: None
Equipment: Modded heavy blaster rifle (Ranged
[Heavy]; Damage 13; Critical 3; Range [Long]; Auto-fire.
Cumbersome 3. Pierce 1). rifle flame projector attach-
ment (Ranged [Heavy]; Damage 13; Critical 2; Range
[Short]; Burn 5, Blast 8), vibroknife (Melee; Damage 5;
Critical 2; Range [Engaged]; Pierce 2, Vicious 1), 4 stun
grenades (Ranged [Light]; Dam-
age 8; Critical -; Range [Short];
Blast 8, Disorient 3, Limited
Ammo 1, Stun Damage),
heavy battle armor
( + 2 soak, +1 de- ^
fense). 4m

ADVERSARIES
•EDCE OF THE EMPIRE
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