TEXT: SPECIAL CHARACTERS
  KAt JERICO & SCABBS
  by Warwick Kinrade
  These new special cbaracters are based on tbe bugely popular comic strip from
  Warbammer Montbly, written by Gordon Rennie and drawn by Karl Kopinski and
  Wayne Reynolds.
  UI{DERHIVE 
  SGUM!
  As the suavest bounty hunter in the
  Underhive, Kal knows he has a reputation to
  maintain. A reputation for being as fast with
  his guns as he is with his mouth, a
  reputation for idiotic recklessness, with only
  a paft of fully charged laspistols, ^n
  immaculate sense of style, and his sometime
  sidekick, the pustulent, renegade Ratskin
  half-breed Scabbs, to see him through. So
  what if it's led him to being outlawed,
  hunted down, shot at, blown up, nailed to a
  wall and almost burned alive? He wouldn't
  have his life any other way!
  Of course, some people can't help but bear
  a grudge and most of Kal's troubles can be
  laid at the door of his small but impeccably
  selected collection of enemies. Be it the
  psychopathic ex-pit slave, Vandal Feg; the
  fanatical redemptionist, Cardinal Crimson;
  the 
  rogue 
  noblewoman-turned-outlaw,
  Yolanda Catullus; or the shadowy spyrnaster,
  Nemo the Faceless, you can be sure that if
  they get their hands on Kal they'll be
  chopping off more than his plaits!
  KAt JERIC(I, 
  BOU]ITY 
  HUIITER
  M W S  
  B S  S
  I  
  A L d
  5 2 8
  $TEAPONS: 2 master crafted las-pistols (see
  below), saber (sword), frag grenades,
  photon flash flares.
  ARMOUR: None
  SKILLS: Hip-Sbooting, Gunfigbtet; Combat
  Masteri Dodge.
  PSYCHOLOGY None.
  ALLEGIANCE: Kal will join any gang, with
  the exception of Spyres or Pit Slaves. He is
  not worried where his creds come from.
  Master-Crafted Las Pistols
  Range 
  To Hit
  Shon 
  Long 
  Short 
  Long 
  S 
  Dam 
  Save 
  Ammo Special
  O-12 
  12-24 +2 
  -1 
  3 
  | 
  - 
  2+ 
  Close combat
  Each master-crafted las-pistol is equipped with a laser sight (see page 62 of the main rules)
  
  RAIING: Kal increases rhe value of your
  gang by 250 credits.
  BOUNTY: Kal is no angel, and also has a
  price on his head. He is worth 250 creds to
  other Bounty Hunters.
  PSYCHOLOGY: Thanks to his legendary
  composure and cool Kal Jerico never takes
  Fear tests. However he remains subject to
  the des for Terror and Bottle Tests.
  PAYMENT: Kal doesn't work out of charity.
  To hire Kal costs 1D6x15 creds.
  SPECIAL RULES
  Let's Teach This Guy a Lesson: Kal has
  been Bounty Hunting in the Underhive for
  years, and in that time has made many
  enemies amongst his victims friends and
  families. He has enemies throughout the
  Underhive. At the start of a game roll 1D6.
  On a 1 or 2 a member of the enemy gang has
  an old grievance against Kal. A randomly
  determined member of the enemy gang
  hates Kal Jerico. All the rules for Hatred
  apply to this gang member.
  Friends in High Places: Kal always has his
  ear to the ground, on the look out for
  valuable 
  information. 
  lfhispers 
  and
  rumours always seem to find Kal Jerico. A
  gang which employs Kal benefits from his
  'inside' knowledge. Treat your gang as
  having a Guilder Contact territory whilst Kal
  is employed by them. If Kal is killed or leaves
  the gang then the territory is lost as well.
  Wheeler 
  Dealer: 
  Kal is always out for
  himself, making 
  and breaking 
  deals,
  changing allegiances, helping one facrion
  then swapping sides. This can help your
  gang, or could be a disaster. For ever enemy
  ganger that you would usually collect a
  bounty for roll 1D6.
  1 
  Kal's double crosses you and keeps all
  the creds for himself.
  Kal has made a deal with the Guilders
  over this guy. You only get half the
  normal bounty
  All goes well. You collect the normal
  the reward.
  Kal reputation helps you out. You
  receive an additional5O% to the bounty.
  Kal know this guys reputation and
  barters you a great deal with the
  Guilders. You receive double the
  normal reward.
  M W S  
  B S  S
  T
  w
  I  
  A L d
  3  1 7
  V/EAPONS: Stub Pistol. Knife. Concealed
  Blade.
  ARMOUR: None
  SKILLS: Dodge, Euade, Ambusb.
  ALLEGIANCE: Scabbs will only join a gang
  that has also hired KalJerico. If you hire Kal
  Jerico you may also hire Scabbs.
  MIING: 
  Scabbs increases the value of your
  gang by 100 credits.
  PAYMENT: To hire Scabbs cosrs 20 creds.
  BOUNTY: Scabbs is so insignificant that
  nobody cares enough about him to put a
  reward on his head. He has no bounty on his
  head.
  SPECIAL RULES
  HaH Breed: Scabbs is actually a half breed,
  part Ratskin, paft Underhive scum. He has
  inherited some of his Ratskin skills. Scabbs
  has an extensive knowledge of the passages
  and tunnels of the Underhive. The gang that
  includes Scabbs can add or subtract 1 from
  the scenario dice roll to determine which
  scenario the players will fight (this skill is
  identical to the Guide skill of Ratskin
  scouts).
  You can find tbe ordering details for tbe
  models tbat accompa.ny tbese rules on tbe
  inside couers of tbis magazine
  's
  3-4
  
SOURCE: textdata/thevault/Warhammer/40k/Necromunda/02 Necromunda - 1st Edition (1995)/Hired guns/Kal Jerico.pdf