of the deadliest beasts of the jungle, the venosaur. Venosaurs are lizards, around the size of a large dog, that are covered in razor sharp spines which secrete extremely virulent poisons, each with a tree growing from it's back. It can learn moves like leech seed and vine whip. It is Pokemon no.3.
fixed.
Sorry, couldn't resist. I suppose the joke is on me though as I may have just admitted to once being in to Pokemon.
Manstopper are not technically an option for shotguns, though I doubt anyone will complain. I'd look at Marco's armoury though, see if you see a shotgun you prefer, lever action might be fun for example, or a dual mag pump, giving a shot selector between the two types of ammo. I'd also look at the ammo types he's done. Perpetrator slugs might be a substitute to manstopper, and I think the shredder rounds are suitable for hunting, as it is like a net, but it cuts monsters up. That he has Ripper implies taking them alive is sometimes the job, so some spider shells are a must, and given his remarkable wealth, he could probably get his hands on a few bolt shells for when he meets the really nasty critters.
Why a revolver as a backup? I'd give him a powerful, high quality laspistol. It ties him to the 40k universe with some classic imperial tech, he could easily get one now he can access an Inquisitor's armoury and it is more effective.
I'd give him a 2D6+2 (high power setting = + another 2 for double ammo use), range J, single/semi(2/3), +5 acc, 25 shot, enc 20 laspistol and a reload for it.
Depending on the model, I wouldn't be surprised if he had armoured his envirosuit (Av 4) on some locations or even attached some light carapace (AV 5) plates.
Since he is such a capable hunter, the best of his generation in the area of several cities, I'd give either his Sg a decent boost (if his skills come from his clever hunting tricks) or a Bs boost (if he is just really good at shooting the creatures) or a bit of a boost to each (if it's a combo of the two).
Targus might not qualify for a deathworld, but is sounds pretty bad. I'd boost T and Wp, and perhaps Nv, by a bit because of the difficulties that growing up in these jungles forced him to meet an overcome.
As for ripper, I'd make him speed 6 (I 90+) as they are supposed to be very fast creatures, and this would result in him being better at awareness checks, which is very suitably for a hunting hound.
Mental stats are tricky, I'd put a smart canine in the sg 30-35 range (because Stephen Fry said German shepherd were IQ 70). I'd give him a more respectable Wp and Nv because of his loyalty to Hans and, if like canines venosaurs are pack creatures, a better Ld too. I'd also give him a ballistic skill. Just because he lacks the appendages necessary to shoot/throw, doesn't mean he'd be a bad shot if he could. A token 20-30 I'd say.
What is the Strength of his bionic arm/leg? Is that included in his S of 75? If not I'd reduce it by a few points. I'd up the weapon skill though, big dogs in close combat are hampered by lack of reach, but they tend to win against unarmed humans, so I'd say mid to high 60's, for S as well actually.
I'd say that the spines should be one free attack per turn, plus a hit against any unarmed hits from opponents, plus any other times the GM thinks it appropriate (though it should probably use the attacker S bonus in these cases). They should probably confer Av 4 odd too. For the poison I'd just choose one type. Deadly animal poisons tend to be quite slow acting (hours rather than seconds) so I'd suggest something like this:
Venom: If damage is done (by the spines) after reductions for armour etc, then on a 3+ venom enters the blood stream. If this happens then the victim gains D3-1 to their injury total every turn (D3+1 if it was a chest wound, D3 if it was an abdomen or head wound). This continues for the whole game and some time afterwards unless the antidote is ingested.
Alternatively how about a not so deadly poison that numbs the area stung:
If damage is done (by the spines) after reductions for armour etc, then the location suffers the effects of D6-1 levels of injury (D3 for head and abdomen), excepting any bleeding. Note the injury total is not increased by this poison nor is the location counted as being at this level of damage.