2. The Hunter
Bounty hunters in GURPS Traveller are 100-point heroes. They may be created from scratch, or they may be characters from other backgrounds that choose the life of a bounty hunter during the course of the campaign.
Character Backgrounds
There are a number of reasons a person chooses to track down bounties. Characters retire from a particular line of work, the excitement of the chase lures others; even the need for revenge may start some down the path.
Administrative
Though it seems unlikely at first glance, bureaucrats and administrators often make top-notch bounty hunters, due to their ability to wade through information databases in search of clues. Players who choose this background will find their style of play much different from the typical bounty hunter, and GMs should provide plenty of opportunity for the “paper chaser” to stay involved in an adventure.
This type of character works best in conjunction with a bounty hunting team, including hunters willing to make the takedown. Throwing the non-combatant into a firefight now and then is sure to keep him on his toes!
Criminals
A criminal who has gone straight makes an interesting character background. Perhaps he learned his lesson in prison, or maybe he was innocent to begin with. Some criminals may be implanted with a high-tech cortex bomb or a virus, and ordered to track down a bounty to stay alive!
Note that characters with a criminal record are not eligible for an Imperial bounty hunting license.
Law Enforcement
Professional training and legal Contacts make former law enforcement personnel ideally suited to bounty hunting. Such a career change means the character can no longer enforce the law, though some bounty hunters behave that way. Many law enforcement agencies and personnel look down on bounty hunters, viewing them as a hindrance to proper legal procedures. Character from a law enforcement background may have Contacts or a Reputation (good or bad) within that community.
Military
Retired soldiers often put their skills to use in the private sector as bodyguards, security officers, and bounty hunters. Military training equips them for some of the tougher bounty hunting assignments such as tracking down fugitives, or returning escaped military prisoners.
Contacts in their previous branch of employment (marines, army, scouts, etc.) may make it easier to procure black market military hardware.
Vengeance
At times a Traveller character finds himself seeking revenge. Perhaps he was the victim of a crime, or one of his loved ones lost their life at the hands of a killer. Whatever the reason, hunting a criminal across the galaxy for personal reasons may be the start of a long career.
If the target of his vengeance is never dealt with, other bounties may crop up along the way, providing the PC with clues to his adversary or just some pocket money. Other times, confronting the villain and seeing him brought to justice still isn’t enough to satisfy the desire for revenge, sending the character on a personal campaign to hunt down every criminal guilty of the same crime.
Such PCs should consider taking an Obsession, Compulsive Behavior, or Vow.
Race
The majority of bounty hunters in the Imperium are humans, though other races occasionally support such a trade. The following is a very brief overview of some of the major races and their view of bounty hunting.
Aslan
Within the borders of the Aslan Hierate, bounty hunting (like military matters) is handled primarily by the males. Often it is the female that provides the bounty, or at the very least payment and contract details. Aslan living within the Imperium may become bounty hunters and would conform to the general guidelines provided elsewhere. Aslan Imperial citizens may acquire an Imperial bounty hunting license, if they meet its requirements. See GURPS Traveller Alien Races 2 for more information.
Droyne
As a rule, GMs should not allow Droyne bounty hunters. At times, members of the warrior caste may be assigned roles similar to bounty hunters – that of tracking down and returning a lawbreaker – but this would only be one aspect of their overall assignment (that of guarding the community). Individual Droyne are not given this assignment; a group would be sent.
See GURPS Traveller Alien Races 3 for details.
Hivers
GMs are discouraged from allowing players to create Hiver bounty hunters. Other races living within the borders of the Hive Federation may be used in a bounty hunting role; for example, Ithklur soldiers (p. T:AIII24) would make fearsome hunters. GURPS Traveller Alien Races 3 examines the Hive Federation in detail.
K’kree
Due to the cultural nature of the K’kree, bounties and bounty hunting is all but unknown within the borders of the Two Thousand Worlds, while their inherent nature makes it next to impossible for a lone K’kree to survive outside the borders. Therefore, GMs should not allow K’kree bounty hunters regardless of the setting. See GURPS Traveller Alien Races 2 for more information.
Vargr
Vargr bounty hunters are common both in and out of the Extents. Because of their relative lack of respect for authority, Vargr often push the limits of the law in hunting their prey and may be willing to take on shadier contracts. That is not to say that Vargr are anarchists bent on finding their quarry at any cost; some hold Imperial licenses and follow Imperial laws in their hunts, if only to limit their entanglement with such law.
Bounty hunting within the Extents is very common; the number of independent states makes it easy for criminals to flee beyond local law enforcement jurisdiction. The Vargr government provides no bounty-hunting license, but laws against the use of force, breaking and entering, and so forth, are often more lax than in the Imperium. However, unreasonable actions such as excess cruelty, unnecessary use of force, and killing a prey for no reason, would be dealt with accordingly.
GURPS Traveller Alien Races 1 contains more information on the Vargr.
Zhodani
The Zhodani do not use freelance bounty hunters, nor do they employ individuals for that exclusive purpose.Law enforcement is handled by the Tavrchedl’ (Thought Police) and the Tavrchedl’ Drianafl (Military Thought Police). Non-Zhodani bounty hunters following a target into the Consulate will have a difficult time to say the least. GMs should consult GURPS Traveller Alien Races 1 for more details.
Advantages, Disadvantages, and Skills
As can be seen from Chapter One, there are a variety of styles of play involved in bounty hunting. What follows is selection of advantages, disadvantages, and skills that have direct bearing on Traveller bounty hunters.
Advantages
Ally Group
Criminals have cohorts, henchmen, thugs, and more, and bounty hunters would do well to follow suit. Hunters without PC companions may wish to work with the GM to create a small group of companions to aid them in covering alternate exits or to provide additional firepower during a takedown. See Backup on p. 00 for more information.
Contacts
Tracking down fugitives is made easier when a hunter has appropriate Contacts. Suggestions include starport personnel, bartenders, customs agents, passenger liner booking agents, media personalities, etc. Remember that Contacts will only have information within their area of expertise, which may be limited to a particular region of space.
Legal Enforcement Powers (Bounty Hunter’s License)
Bounty hunters do not have the ability to enforce the law. In most regions of space, however, they have nearly as much authority as the police force (such as the right to search, seizure, detention, use of force). Such powers are granted by possession of a license (see Imperial License, p. 00) and are listed in GURPS terms as “Legal Enforcement Powers (Bounty Hunter’s License).”
Patron
Hunters who work as Company Men (p. 00) may take their employer as a Patron. Similarly, those belonging to an organization such as the Regina Free Rangers (p. 00) might do likewise. Patrons should never be allowed to overbalance a bounty-hunting campaign by providing information or equipment that removes the challenge of being a bounty hunter. They are best used by the GM to provide adventure seeds and to keep the game moving when the hunter has stalled.
Reputation
A positive Reputation among law enforcement personnel can be useful at any time, and may used as a hook to bring in new contracts. Bounty hunters conforming to the Code of Honor (Bounty Hunter) may gain a positive Reputation from fellow hunters.
Disadvantages
Code of Honor (Bounty Hunter)
This disadvantage varies in specifics from one hunter to the next, but in general has the following precepts: do not sabotage another hunter’s operations; never attack a fellow hunter with deadly force; don’t turn over fellow hunters to law enforcement agencies for minor infractions of the law; break only those laws necessary during your hunt. This is a -5 point disadvantage.
Delusion (I’m a Cop)
Bounty hunters are not law enforcers, but that does not prevent many from acting that way. The point value of this disadvantage varies, depending on how far the hunter carries his beliefs and how strongly he acts on them. Generally, it is a -5 point disadvantage, unless the hunter carries his actions to an extreme. Note that real cops will react negatively to those with this Delusion.
Enemy
Every successful bounty hunter has at least some enemies, though not all will be worthy of a GUPRS disadvantage. Former captures are obvious possibilities, but they must be on the loose to qualify as a Enemy disadvantage. Other suggestions include friends and relatives of such persons, or antagonistic law enforcers.
Reputation
In especially civilized areas, and in many alien cultures, bounty hunting will be frowned upon and may carry a negative Reputation. Government and law enforcement personnel in tightly controlled societies may react negatively as well.
Skills
Acting
Acting can be useful for anything from interviewing friends and relatives to infiltrating a company or underworld organization. A disguise kit or voice modification unit (p. 00) may come in handy.
Administration
Skip tracers and repo men will find this skill useful in wading through the bureaucracy inherent in a corporate structure. This skill will make things easier both in securing contracts and getting payment upon completion.
Combat Skills
Not all bounty hunters are skilled in combat. Some make their living behind a computer or by tailing suspects and reporting their whereabouts to the proper authorities.
For hunters directly involved in capturing dangerous criminals, however, a variety of combat skills are recommended. Skills that will aid the hunter in subduing his prey will prove especially useful. Such skills include various hand-to-hand skills (Karate, Judo, Brawling), the use of non-lethal weapons (p. 00), and even low-tech items like bolas and nets.
Carousing
Carousing can be extremely useful during a hunt. It is not simply hanging out in the nearest starport bar and asking around. It may involve wining and dining a beautiful corporate executive to find a good contract (Sex Appeal may come in handy as well!) or hobnobbing with the government elite in an attempt to gather clues to the whereabouts of a high society con man.
Disguise
There are numerous levels of disguise in the Traveller universe, ranging from simple affectations (glasses, an alternate hairstyle, clothing changes) to deluxe, high-tech disguise kits and medical operations. Bounty hunters with a high Reputation may not wish to be recognized while tracking their targets, and infiltrating a high-security installation may require the use of Disguise, Forgery, and Acting to successfully pull it off. See p. 00 for sample disguise kits.
Fast Talk
Fast Talk can be used to talk a target into a more easily accessible location, bypass security guards to enter residential complexes, or sidestep a local police investigation. Due to the limitations of the skill, it cannot be used to procure a better contract since the issuer will have time to think the matter through before the contract is completed. However, locating sources of bounties might be made easier this way.
Forgery
There are times that passing as someone else is advantageous, and hunters on the shadier side of the law may use this skill to forge their own papers as much as to spot falsified ones elsewhere. Due to the complex nature of Imperial Identification Documents (pp. GT39-40), forging one successfully is very difficult (modifiers can range from 0 to –10, depending on the actual format of the document). Corporate IDs, planetary passes, or visitation visas, will be much easier (modifiers range from +5 to -5 at the GM’s discretion).
Law
With the numerous laws, ordnances, regulations, and limitations in the known universe, bounty hunters may wish to specialize when taking this skill. Suggested specializations include criminal law, trade or commerce law, Imperial law, regional laws (such as laws common to the Spinward Marches), alien laws (K’Kree, Vargr, etc), and laws enforced by non-Imperial governments (Solamani, Zhodani, etc).
Research
Research is used to track stolen ships, find the last known location of an Imperial fugitive, and so forth. A Computer Operation roll is made first, followed by Research rolls to locate the actual data. Such rolls may be modified by the GM, depending on the availability of the info. Locating a particular person’s credit history is easy (no modifier), tracking down the source of his last X-boat delivered communiqué is more difficult (-3 or more).
Remember, Computer Operation is only required to begin the search; it is the Research skill that is used to actually find the valuable data (see Research, p. B62).
Shadowing
Choosing when to strike can be as important as finding the target in the first place (see p. 00). Shadowing a victim through empty streets may be easy, but it is also easy to be discovered. Crowded areas, such as major starports, make shadowing more difficult, but reduce the chance of being made by your quarry. In either case, a hunter skilled in Shadowing will find his job much easier than one forced to take down the target at a moment’s notice.
Streetwise
Haunting the streets in a search for a dangerous criminal can provide excellent roleplay opportunities. GMs should be careful not to let the Streetwise skill bypass the roleplay that should accompany a good hunt. Characters with Streetwise can combine this skill with the judicial use of Contacts to find a target’s last known location, associates, suspected hangouts, etc.
Tactics
A group of bounty hunters working together should be allowed to use Tactics to fine-tune their plan of attack. Coordinating such an assault can be the high-point of an adventure and Tactics can give the PCs the edge; but it should not be used as a replacement for good planning on the part of the players themselves.
Tracking
On backwater planets or during bug hunts, a skilled tracker can be a hunter’s best friend. GMs can use a PCs Tracking skill to point players in the right direction at times, but as a rule it is impossible to track someone through a civilized complex like a starport.
Character Types/Templates
In addition to the generic Bounty Hunter template found on p. GT89, the following templates can be used to create a more specialize bounty hunter. Bounty hunters who spend much of their time shipbound will want to include appropriate skills (e.g., Vacc Suit, Free Fall, etc).
Black Op &n bsp; &nbs p; 85 points
This template represents hunters that specialize in assassination and other illegal operations. They’re the toughest, most deadly hunters in the galaxy, but they live very dangerous (and often very short) lives. Black operatives may work for shady corporations or governments, or as independent assassins offering their skills to the highest bidder. See Assassination (p. 00) for more information on this dark side of bounty hunting.
Attributes: ST 11 [10]; DX 13 [30]; IQ 13 [30]; HT 10 [0].
Advantages: A total of 20 points chosen from Alternate Identity [varies]; Combat Reflexes [15]; Composed [5]; Contacts [varies]; Danger Sense [15]; Fearlessness [2/level]; Fit [5]; Imperturbable [10]; Legal Enforcement Powers (Bounty Hunter License) [5]; Patron [varies]; Reputation [varies]; Single Minded [5]; Strong Will [4/level]; Toughness [10]; or Zeroed ]10].
Disadvantages: A total of -30 points chosen from Bad Temper [-10]; Bloodlust [-10]; Callous [-6]; Code of Honor (never betray an employer) [-5]; Duty (to a Patron) [varies]; Enemy [varies]; Flashbacks [varies]; Greed [-15]; Loner [-5]; Nightmares [-5]; No Sense of Humor [-10]; Overconfidence [-10]; Reclusive [-10]; Reputation [varies]; or Stubbornness [-5].
Primary Skills: Beam Weapons (any) or Guns (any), both (P/E) DX [1]-15 (includes IQ bonus); Streetwise (M/A) IQ [2]-13; 2 points in Interrogation and/or Intimidation, both (M/A); and 3 points in Brawling (P/E), Judo (P/H) and/or Karate (P/H).
Secondary Skills: Area Knowledge (any) (M/E) IQ [1]-13; Computer Operation (M/E) IQ [1]-13; Fast Talk (M/A) IQ-1 [1]-12; Research (M/A) IQ [2]-13; 2 points in Shadowing (M/A) and/or Stealth (P/A); and 2 points in Electronic Operations (Security Systems) and/or Lockpicking, both (M/A)
Background Skills: A total of 8 points in Acting (M/A); Carousing (P/A; based on HT); Criminology (M/A); Demolition (M/A); Disguise (M/A); Fast Draw (any) (P/E); Holdout (M/A); Language (any); Poisons (M/H); Tactics (M/H).
Customization Notes: Players aiming to create an assassin as opposed to a more generic black op should specialize in appropriate skills. In addition, high Stealth, and Acute Senses or Alertness will be helpful.
Company Man   ; & nbsp; &nb sp;   ; 80 points
This template represents salaried repossession officers, anti-espionage experts, and other types of corporate fixers. Both investigative and combat skills are included; the extent that any individual is skilled in combat will vary with his typical assignments.
Attributes: ST 10 [0]; DX 12 [20]; IQ 13 [30]; HT 10 [0].
Advantages: Patron [25], and a total of 15 points chosen from Administrative Rank [5/level]; Ally Group (other corporate agents) [varies]; Claim to Hospitality (corporate offices) [varies]; Composed [5]; Contacts [varies]; Fit [5]; Legal Enforcement Powers (Bounty Hunter’s License) [5]; Reputation [varies].
Disadvantages: Duty (Patron, 15 or less) [-15], and a total of -15 points chosen from Enemy [varies]; Greed [-15]; Honesty [-10]; No Sense of Humor [-10]; Reputation [varies]; Stubbornness [-5]; or Workaholic [-5].
Primary Skills: Beam Weapons (any) or Guns (any), both P/E) DX [1]-14 (includes IQ bonus); Computer Operation (M/E) IQ [1]-13; Research (M/A) IQ+1 [4]-14; Administration (M/A) IQ [2]-13.
Secondary Skills: Area Knowledge (any) (M/E) IQ [1]-13; Fast Talk (M/A) IQ-1 [1]-12; Interrogation (M/A) IQ [2]-13; Streetwise (M/A) IQ-1 [1]-12; and 1 point in Brawling (P/E), Judo (P/H), Karate (P/H), or Wrestling (P/A).
Background Skills: A total of 6 points in Carousing (P/A; based on HT); Criminology (M/A); Electronic Operations (Security Systems) (M/A); Holdout (M/A); Language (any); Lockpicking (M/A); Shadowing (M/A); or Stealth (P/A).
Customization Notes: Repossession specialists should look at the “repo man” Template (p. 00) for additional suggestions to round out a company repo man. The Patron and Duty (Patron) are listed as suggestions; the GM and player should work together if a Patron of another size is preferred, or if the character will not be on duty most of the time.
Freelance Bounty Hunter &n bsp; &nbs p; 75 points
Freelancers make up the bulk of the bounty hunting force in the galaxy and run the gamut from an honest would-be cop to a near-criminal vigilante.
Attributes: ST 11 [10]; DX 12 [20]; IQ 12 [20]; HT 10 [0].
Advantages: A total of 25 points chosen from Acute Senses (any) [2/level]; Alertness [5/level]; Combat Reflexes [15]; Composed [5]; Contacts [varies]; Danger Sense [15]; Fearlessness [2/level]; Intuition [15]; Legal Enforcement Powers (Bounty Hunter’s License) [5]; Reputation [varies]; Single-Minded [5]; Strong Will [4/level]; or Toughness [10 or 25].
Disadvantages: A total of -25 points chosen from Bad Temper [-10]; Bully [-10]; Callous [-6]; Code of Honor (Bounty Hunter’s) [-5]; Delusion (“I’m a cop!”) [-5 to -15]; Enemy [varies]; Greed [-15]; Honesty [-10]; Intolerance (Criminals) [-5]; Jealousy [-10]; Loner [-5]; No Sense of Humor [-10]; Overconfidence [-10]; Reputation [varies]; or Stubbornness [-5].
Primary Skills: Area Knowledge (any) (M/E) IQ [1]-12; Beam Weapons (any) or Guns (any), both (P/E) DX [1]-14 (includes bonus for IQ); Streetwise (M/A) IQ [2]-12; Research (M/A) IQ [2]-12; and a total of 4 points in Blackjack (P/E), Brawling (P/E), Judo (P/H), Karate (P/H), and/or Wrestling (P/A).
Secondary Skills: Computer Operation (M/E) IQ [1]-12; Shadowing (M/A) IQ-1 [1]-11; Stealth (P/A) DX-1 [1]-11.
Background Skills: A total of 12 points in Carousing (P/A; based on HT); Criminology (M/A); Electronic Operations (Security Systems) (M/A); Fast Talk (M/A); Holdout (M/A); Intimidation (M/A); Language (any); Lockpicking (M/A); or Tracking (M/A).
Customization Notes: Freelance bounty hunting comprises a diverse group of people, and this template allows for much personalization. Players may wish to combine this template with others (such as the repo man or black op) to create a freelance hunter with a special field of operation.
Repo Man   ; & nbsp; &nb sp;   ; 80 points
Repossessing a stolen ship requires a large variety of skills. Many repo experts work as a team, eliminating the need for any one character to be spread too thin. Repo men may be corporate employees or freelancers. See p. 00 for more information.
Attributes: ST 10 [0]; DX 12 [20]; IQ 14 [45]; HT 10 [0].
Advantages: A total of 20 points chosen from Combat Reflexes [15]; Contacts [varies]; Intuition [15]; Language Talent [2/level]; Legal Enforcement Powers (Bounty Hunter’s License) [5]; Patron [varies]; Reputation [varies]; Single-Minded [5]; or Strong Will [4/level].
Disadvantages: A total of -20 points chosen from Bad Temper [-10]; Code of Honor (Bounty Hunter’s) [-5]; Enemy [varies]; Greed [-15]; Honesty [-10]; Reputation [varies]; or Stubbornness [-5].
Primary Skills: Area Knowledge (Galaxy) (M/H) IQ-1 [2]-13; Free Fall (P/A) DX-1 [1]-11; Piloting (Starship) (P/A) DX-1 [1]-11; Research (M/A) IQ [2]-14; Vacc Suit (M/A) IQ-1 [1]-13
Secondary Skills: Beam Weapons (any) or Guns (any), both (P/E) DX [1]-14 (includes bonus for IQ); Electronic Operations (Security Systems) (M/A) IQ-1 [1]-14; Streetwise (M/A) IQ-1 [1]-13.
Background Skills: A total of 5 points in Administration (M/A); Area Knowledge (any) (M/E); Brawling (P/E); Carousing (P/A; based on HT); Language (any); Lockpicking (M/A); or Merchant (M/A);
Customization Notes: A group of repo men working together will want to cover the requisite skills for operating a starship once they’ve captured it - Piloting, Electronic Operation (Sensors), and so forth. The character outlined in this template is not geared toward violent confrontation so much as stealth and guile in his efforts to return starships to their rightful owners. Players looking for more combat should either increase their combat skills or choose another template.
Skip Tracer &n bsp; &nbs p; &n bsp; 70 points
Skip tracers work in conjunction with bail bondsmen, tracking down and returning those who skip bail. They specialize in research and people skills, and have limited combat abilities relative to some bounty hunters. This does not mean, however, they are pacifists. Many of their targets are hardened criminals more than willing to use force to maintain their freedom.
Attributes: ST 10 [0]; DX 12 [20]; IQ 13 [30]; HT 10 [0].
Advantages: A total of 20 points chosen from Acute Senses (any) [2/level]; Alertness [5/level]; Charisma [5/level]; Contacts [varies]; Intuition [15]; Legal Enforcement Powers (Bounty Hunter’s License) [5]; Reputation [varies]; Single-Minded [5]; or Strong Will [4/level].
Disadvantages: A total of -20 points chosen from Bad Temper [-10]; Callous [-6]; Code of Honor (Bounty Hunter’s) [-5]; Delusion (“I’m a cop!”) [-5 to -15]; Enemy [varies]; Greed [-15]; Honesty [-10]; Jealousy [-10]; Overconfidence [-10]; Reputation [varies]; or Stubbornness [-5].
Primary Skills: Area Knowledge (any) (M/E) IQ [1]-13; Streetwise (M/A) IQ [2]-13; Research (M/A) IQ [2]-13; and a total of 4 points in Blackjack (P/E), Brawling (P/E), Judo (P/H), Karate (P/H), and/or Wrestling (P/A).
Secondary Skills: Beam Weapons (any) or Guns (any), both (P/E) DX [1]-14 (includes bonus for IQ); Computer Operation (M/E) IQ [1]-13; Fast Talk (M/A) IQ-1 [1]-12; Shadowing (M/A) IQ-1 [1]-12.
Background Skills: A total of 7 points in Acting (M/A); Administration (M/A); Carousing (P/A; based on HT); Electronic Operations (Security Systems) (M/A); Language (any); Law (M/H); Lockpicking (M/A); Stealth (P/A); or Tracking (M/A).
Customization Notes: Skip tracers that work primarily with a single bail bondsman may wish to take him as a low-level Patron.
Tools of the Trade
The Traveller universe is full of high-tech gadgets to make a hunter’s life easier. GMs will find countless items in GURPS Ultra-Tech, Ultra-Tech 2 and even High-Tech to keep a campaign going full swing.
Weapons
Stun Weapons
There are a number of ways to bring a target to his knees without doing permanent harm. Most stun weapons are rare, expensive, and available only at high Tech Levels. This includes nerve guns (p. UT56), paralysis guns (p. UT56), electron pistols set to "stun" (p. UT57), hypnagogic projectors (p. UT58), and neural blasters (p. UTT58). None of these are available until TL 12, and then only at 10 times listed cost.
Electrical stun weapons provide an alternative to neural and sonic stunners. At TL9, such a weapon is not restricted by wires running from the gun to the victim. Rather, it fires an independent power cell that releases electrical energy for up to three minutes after impact. General information on electrical stunners is found on p. HT100; specific stats for the TL9 version can be found in the weapons table on p. 00.
Tanglers
Rather than trying to stun a victim, some hunters opt to capture them using a tangler weapon. Basic information on tanglers is found on p. UT51, and two popular models (a pistol and a rifle) are listed in the weapon table on p. 00. Both weapons use the Guns (Tangler) skill.
Grenades
Stun grenades (also called “flash-bangs” or “stun munitions”) are a popular alternative to the weapons listed above. Tossing a stun grenade through a window or partly opened door, then following up with a team of hunters gives the attackers sufficient time to subdue the room’s occupant with little difficulty. Details on stun munitions are found on p. SO105 and UTT65.
Other useful grenades include the tangler grenade (p. UTT66) and the sonic stun grenade (p. UTT66). Like other sonic stun weapons, the sonic stun grenade is not available until TL12, and at 10 times cost.
Grenade Launchers
Most bounty hunting is done at close range – inside ships, motel rooms, taverns. But for the hunter looking to add range to his firepower, an under-barrel grenade launcher is just the thing. The model listed on p. 00 fires a 35mm grenade designed exclusively for use in such a weapon. Various ordnances are available (flash-bang, fragmentation, smoke, etc); all prime on launch and explode on impact.
These launchers mount under the barrel of a long-barreled weapon and are fired by a separate thumb switch. Firers holding the weapon with two hands can fire both the weapon and the launcher simultaneously; recoil is cumulative.
Under-barrel launchers cannot be attached to beam weapons due to cabling and electronics, nor can a bipod be installed on any weapon with an under-barrel launcher.
Surveillance
Collecting information can be tedious and difficult, but there are a number of items every bounty hunter should have in his arsenal, including communication taps, laser mics, and bugs (p. UT84); bug sniffers and stompers (p. UT90); and EMESCAT gear and keyboard bugs (p. UTT84).
Fiber Optic Scopes. This stiff 1/4" cable can be snaked around corners, through ventilation ducts, or slipped through open windows to provide transmission of a video image to a suitable viewer (e.g., HUDs, video recorders, computers). Fiber optic line may be of any length, and costs Cr100 per foot.
Forgery, Acting, and Disguise
Pretending to be someone you’re not is a common occurrence for private investigators, journalists, and bounty hunters.
Forgery Kits. Forgery kits run the gamut from simple makeshift art supplies (Cr25) to full-scale computerized labs for forging retinal scans, data chips, and more (Cr250,000 and up). Most street-level forgers get by with a basic kit capable of modifying existing documents (+1 modifier to Forgery rolls) and creating reasonable facsimiles from scratch (-1 to skill rolls). Such kits are illegal almost everywhere, but can be found on the black market for around Cr1,000. They’re good for 5 uses (regardless of success or failure), and then must be refilled at a cost of Cr250.
Disguise Kit: Like forgery kits, disguise kits vary in quality, weight, price, and usefulness. A basic briefcase sized kit containing makeup, wigs, beards, false noses, etc., can be purchased for around Cr300. It weighs 10 lbs., and provides a +2 on any Disguise roll. Higher TL kits provide increasing bonuses: TL11 kits provide +3 on Disguise rolls and cost Cr3,000. TL12 kits give +4 for a cost of Cr7,500. TL11 and TL12 kits may be illegal on some worlds.
Voice Modification Units
Small external units that attach to the wearer’s throat can modify the pitch and tone of his voice enough that it will not be easily recognizable to those around him. Such a unit may add +1 to Disguise or Acting rolls at the GM’s discretion. Such an item is obvious unless it is concealed under clothing (+5 to Holdout). At TL10 and up, a decorative choker can be fashioned to conceal the VMU, though a successful Vision-5 roll will alert others to something odd about the jewelry. Basic voice modifiers cost Cr1,000; TL10 disguised VMUs cost Cr5,000 and up, depending on the craftsmanship.
Miscellaneous
There are numerous other tools and gadgets available in GURPS High-Tech, Ultra-Tech (pp. UT82-71), Ultra-Tech 2 (pp. UTT78-86), Special Ops, Espionage (pp. E45-64), and more.
Specific examples applicable to a bounty hunting campaign include handcuffs, (p. UT91), cufftape (p. UTT82), sonic pacifiers (available at TL12 and for 10 times cost; p. UTT82), stun batons (p. UTT65), biobeacons (p. UTT40), and so forth.
Weapons
Weapon &n bsp; &nbs p; &n bsp; Malf Damage SS Acc 1/2D Max Wt. AWt. RoF Shots ST Rcl   ; & nbsp; &nb sp;   ; & nbsp; Cost TL
Electrical Stun Gun   ; & nbsp; &nb sp; crit. Special 14 2 - 10 1 0.1 1 2 7 -1 &n bsp; &nbs p; &n bsp; Cr800 8
Tangler Pistol &n bsp; &n bsp; crit. Special 11 1 - 12 3 0.5 1 1 12 -4 &n bsp; &nbs p; &n bsp; CR1000 8
Tangler Rifle &nb sp;   ; & nbsp; &nb sp; crit. Special 14 2 - 25 5 0.5 1 3 12 -4 &n bsp; &nbs p; &n bsp; CR2500 8
Under-barrel Grenade Launcher c rit. Special 12 6 12* 500 4 0.5 1 3 11 -1 &n bsp; &nbs p; &n bsp; CR1000 7
*This is the minimum distance for the grenade to have time to arm. If it strikes any object short of this distance, it will not detonate. An internal safety prevents the grenade from arming after such an event. Once fired, even if it did not detonate, the grenade is no longer suitable for use.