TEXT: D
  aredevil. Rogue. Outlaw.
  Just some of the words
  that are uttered in the same
  breath as the name of 
  Kal Jerico, infamous
  Underhive bounty hunter of
  Necromunda’s Hive Primus.
  Born high up in the spires
  the young Kal Jerico grew up
  an orphan – his real mother
  purported to be an off-world
  dignitary and his father a high
  ranking noble eager to avoid
  a political scandal. His sense
  of adventure developed early
  and as soon as he attained
  adulthood, Kal made the
  journey downhive, choosing
  a life of action and adventure
  over one of tedium and
  protocol. Taking only a pair
  of dueling laspistols and his
  father’s ceremonial sabre,
  Kal’s early bounty hunting
  career was far from
  spectacular and it was only
  his trademark good luck that
  prevented him from meeting
  with a grisly, premature end.
  After several months of barely
  scraping together a living in
  his newly chosen profession
  Jerico crossed paths with
  another struggling bounty
  hunter, Scabbs – a pungent,
  half-ratskin underhiver - who
  Kal instantly took pity on and
  allowed to become his
  partner. Somebody had to do
  the dirty work after all!
  Together the pair succeeded
  where neither had been able
  to individually and they
  soon built a reputation
  as a competent, if albeit
  indiscrete, bounty
  hunting partnership.
  Some high profile
  bounties such as the
  escaped pit slave
  Vandal Feg, uphive
  renegade and Escher
  gang leader Yolanda
  Catallus and crazed
  High Hierophant of
  the Redemptionist
  crusade Cardinal
  Crimson soon
  cemented this
  reputation but also
  began to draw the
  attention of certain
  factions and
  individuals who
  would seek to use
  Jerico to achieve
  their own
  nefarious ends.
  One of these
  individuals was
  Nemo the Faceless,
  the shadowy
  Underhive crime lord and
  rumoured agent of the
  Inquisition. Taking over one
  of Jerico’s gambling debts by
  way of blackmail Nemo
  forced Kal to run a little
  errand for him to retrieve a
  box that had been stolen by
  Ash Waste bandits and return
  it to him. Unbeknownst to
  Kal, Cheka – one of Nemo’s
  most trusted lieutenants –
  had made a pact with the
  faceless one that would allow
  him to kill Jerico upon his
  return.
  Using the locator ring that
  Nemo had given him, Kal
  followed the box’s trail deep
  into the underhive where he
  was ambushed by none other
  than his old enemy, Yolanda
  Catallus. Taunting Kal,
  Yolanda revealed the contents
  of the box: the head of a
  datum drone, a weird servitor
  hybrid used by Tech-priests
  for storing valuable
  information – information
  that Nemo wished to get his
  hands on. With a gun pointed
  to Kal’s head, Yolanda was
  just about to find out who
  was so desperate to retrieve
  the drone when a rescue
  arrived in the most unlikely
  of guises: fanatical
  Redemptionist preacher
  Cardinal Crimson. Since their
  first encounter Crimson’s
  hatred of Kal had grown to
  the same proportions as his
  faith in the Emperor of
  Mankind and he had
  launched a crusade to rid the
  Underhive of the heretic
  Jerico. In the ensuing combat
  Yolanda made her escape on
  the back of a motorcycle but,
  seeing the locator ring fading,
  Kal made a last desperate
  Kal Jerico
  By Christian Dunn
  
  gambit to retrieve the head
  and fulfil his debt to Nemo.
  Spying Yolanda on an
  underpass, Jerico climbed an
  overlooking tower and leapt
  hundreds of feet headfirst
  towards the speeding
  motorcycle. Grabbing one of
  the many ancient Underhive
  power cables before he hit
  the ground, Kal was able to
  kick Yolanda from the bike
  and make his escape through
  the cavernous tunnels that
  snake beneath Necromunda.
  That escape was not to be as
  easy as he expected as both
  Yolanda and Cardinal
  Crimson took up pursuit on
  ‘borrowed’ motor cycles and
  gave chase through the
  Underhive. After a lengthy
  pursuit Kal was able to shake
  off the twin threats by
  performing a death-defying
  jump across a chasm, whilst
  simultaneously unseating
  both his would-be captors.
  With the datum drone now
  safe, all that remained was to
  make the rendezvous with
  Nemo but one final peril lay
  ahead him; Cheka lying in
  wait with a sniper’s rifle. With
  Kal firmly in his sights Cheka
  squeezed the trigger and
  BLAM! From out of nowhere
  a second assassin fired, taking
  out Cheka in his vantage
  point high above Kal’s
  position. With his gun still
  smoking Scabbs stepped out
  from the shadows having
  received a message left for
  him by Kal before he set off
  on his mission downhive.
  Upon arrival at Nemo’s
  hideout Kal presented the
  crime lord with two boxes
  and informed him that their
  score was
  settled in
  full. With the
  drone’s head
  safely within his grasp
  Nemo inquired as to the
  contents of the second box.
  “My fee,” replied Kal. “I
  owed you a favour, you
  called it in. Then you
  tried to double-cross
  me – but we’re even
  now. Pleasure doing
  business with you
  Nemo. Give my regards
  to Cheka next time you
  see him…”
  Having carved a reputation
  for himself in the lower
  reaches of Hive Primus and 
  having already had dealings
  with the Inquisition’s agents
  it cannot be long before the
  Order of Blessed Inquiry calls
  upon Jerico for his services.
  Any Inquisitor’s warband that
  recruits Kal Jerico can
  depend on a gunslinger who
  is both capable and lucky,
  and who always manages to
  do things in his own
  debonair style.
  WS
  BS
  S
  T
  I
  Wp
  Sg
  Nv
  Ld
  Kal Jerico
  60
  81
  51
  48
  81
  65
  65
  62
  55
  Kal Jerico is Ambidextrous.
  Equipment: 2 x dueling laspistol with lasersights (standard laspistol profile except damage
  3D6-1), Sabre.
  Special Abilities: Fast Draw, Gunfighter, Hipshooting, Rock Steady Aim, 
  Plain Dumb Luck (see below).
  NEW ABILITY – PLAIN DUMB LUCK
  The Emperor smiles kindly on the character and they are able defy the odds and extricate
  themselves from the most difficult of circumstances. Once per game they may re-roll any one
  Difficulty test and choose to keep either result, or you may force a -60 modifier on any
  opposing character’s roll that directly affects the lucky character. GM’s must be prepared to
  judge if there is any incongruity in whether the character is affected by a roll.
  
SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/SG_site_files/KalJerico.pdf