The Bounty Hunters Guild as an organisation began on Planet Houston, the exact date is unknown due to the fact that when founded, it was no more than a handful of bounty hunters who sought to band together to take on bigger gangs and split the profits. From these humble beginnings, the Guild slowly grew, eventually becoming a major part of Houston's law enforcement system. The greatest jump, however, came with the advent of high speed trade lanes, which vastly increased the flow of interplanetary, and interstellar travel. This gave a few enterprising pirate gangs the opportunity to make immense profits very easily, which in turn meant the Guild now turned to space to seek out greater profits.
The first Guild spacecraft were little more than a single wing of retired Liberty Navy fighters, but it soon became clear that hunting pirates in space was infinitely more profitable than hunting them planet-side, as Guild profits sky-rocketed. This enabled the Guild to expand at a furious pace, soon having ships stationed on every station and space-port in Liberty, bringing in vast amounts of money. Of course this could not last forever, and pirates began to wise up to Guild tactics, learning to avoid ambushes and escape from the lanes before they had a chance of being caught. The Guild began losing more and more ships, and more and more pirates were slipping through their traps, leading to a fall in profits, and the feeling throughout the Guild that they should look to expanding into the other houses, all of which were facing their own crime problems.
The Guild quickly decided that Bretonia, which was undergoing a period of unrest, would be the best place to set up shop in, and before long, Guild ships were to be found throughout Bretonia, yet again turning a huge profit, capitalising on unprepared pirates who were unfamiliar with the tactics the Guild employed. Subsequent attempts to expand into Rheinland and Kusari were met with mixed results, as both houses were much more suspicious of outsiders than Bretonia had been, especially Kusari. However, with the influx of credits from the new Bretonian bounty markets, the Guild was able to expand yet again, moving wings into the deep Omegas, as well as purchasing large parts of both Sheffield and Deshima stations, in order to control localised operations.
During the events known as the 'Nomad War', the Guild played a rather minor part, as it did not wish to get involved in inter-House conflicts, instead, it focused on increasing it's presence in the Edge Worlds, culminating in the establishment of Guild operations within the now lost Omega 56 system.
[The Guild Today]
With constant wars around the majority of Sirius and the navies of the various Houses spread thin the Guild has seen even more profits in its endeavors. This comes from increased bounties placed on the heads of pirates and other unlawfuls from the governments and its corporations. The need for security on the homefront was only further increased as the houses of Bretonia and Liberty had to devote resources formerly used to police their own borders against foreign invasion.
The Guilds continued success comes at a price however, as most trustworthy individuals find themselves fighting in the wars. This has led to an even greater amount of guildmembers coming from the reformed prison population of the houses. This has not been completely without effect as members of the guild are rumored to have let criminals slip through their fingers intentionally from time to time, though whether or not this is their unwillingness to shoot their former brethren or some form of corruption within the guild is unknown.
[Goals]
Providing affordable, reliable and wide-ranging security services for corporate, civilian and government parties.
Hunting down and eliminating high and low profile criminal, terrorist and smuggler threats under contract from corporate, civilian or government parties.
Maintaining a presence in all Houses and Borderworlds to facilitate the above goals.
Maintaining corporate relationships with all House government and corporate entities.
Continually funding Guild operations for the foreseeable future.
Profit.
[Modus Operandi]
Utilising licensed personnel, including former affiliates of organised criminal groups granted amnesty throughout Sirius to serve, arrest, apprehend and termination/assassination warrants on targets identified by House or corporate security organisations.
Compiling intelligence on gravitational anomalies used by various smuggling and narco-trafficking collectives and employ ambush tactics to eliminate targets of opportunity that utilise these alternative transport networks.
Constructing and maintaining bases of operation in all four Houses, and maintaining offices and staging points on stations in all Borderworlds.
[Diplomatic Relations]
Allied
Liberty Police Inc.
Rheinland Federal Police
Bretonia Police Authority
Independant Miners Guild
Friendly
Liberty Navy
Liberty Security Force
Rheinland Military
Bretonian Armed Forces
Ageira Technologies
Deep Space Engineering
Interspace Commerce
Universal Shipping
Synth Foods
Orbital Spa and Cruise
Borderworld Exports
Bretonia Mining and Manufacturing
Gateway Shipping
Daumann Heavy Construction
Kruger Minerals
Republican Shipping
Gas Miners Guild
The Guild Core
Neutral
Kusari Police
Kusari Naval Forces
Kishiro Technologies
Samura Heavy Industries
Zoners
The Council
Colonial Republic
Junkers
Hogosha
Unfriendly
Gallic Royal Police
EFL Oil and Machinery
Gallic Metal Service
Ile de France Shipping
Union Corse
Hostile
Corsairs
Outcasts
Lane Hackers
Liberty Rogues
Xenos
Red Hessians
Unioners
LWB
Bundschuh
Mollies
Gaians
Blood Dragons
Golden Chrysanthemums
The Order
Nomads
Bountied Smugglers
Bountied Independent Pirates
Gallic Royal Navy
Gallic Brigands
The Maquis
Farmers Alliance
[Available Technology]
Weaponry
All Bounty Hunter weapons
All civilian weapons (Flashpoints and Debilitators)
All prototype weaponry (Codenames)
All generic equipment (Mines, Missiles, Torpedoes)
Allowed House lawful weaponry (with permission from leadership)
With crime on the rise, there has been resurgence in the Bounty Hunter trade. To hunt down a criminal one must think like a criminal -- and be armed like one too. The Sea Serpent delivers expertly on this note, providing every bit of the firepower and armor needed for the job. The added cargo space for transport and delivery of captured escape pods rounds out its generous appointments.
AP-8050 "Hammerhead" Bounty Hunter Heavy Fighter
Desperate times call for desperate measures, in this case desperate designs. The Hammerhead is the result of years of work by the Bounty Hunters Guild to improve upon the traditional AP line. Its armor and power ratings have been elevated to peak levels to deliver a greater advantage to Bounty Hunters in the field.
AP-18100 "Manta" Bounty Hunter Very Heavy Fighter
The Manta is a highly effective heavy space superiority fighter. Further improving the AP line of Bounty Hunter fighters, this ship features increased power and cargo capacity as well as significantly stronger hull. This ship has gradually replaced the Hammmerhead, becoming the mainstay of Bounty Hunter and Core fighter pilots everywhere in Sirius, and the bane of many pirate groups.
AP-12400 "Moray" Bounty Hunter Bomber
More and more pirate groups in Sirius gain access to capital ships. To counter them, Bounty Hunters Guild has developed a new bomber of AP ship series. The Bounty Hunter Bomber is a mighty and agile ship capable of mounting more fighter weaponry than any of its counterparts. Reinforced hull, increased power output, and double torpedo slots add to the value of this ship, making it a formidable opponent against larger targets.
AP-200039 "Bottlenose" Bounty Hunter Gunship
Compact and efficient, this ship was the first gunboat-class warship developed by the Bounty Hunters Guild. In recent decades, most ships of this type have been replaced by the heavier and more efficient Orca Gunboat. However, the Gunship is still used in some Guild missions, including escorting convoys through areas where strong anti-fighter defense is crucial for surviving.
AP-385000 "Orca" Bounty Hunters Guild Gunboat
The Orca is a recent development of the Bounty Hunters Guild. Supplementing the aging "Bottlenose" light gunship model, this gunboat was specially developed to act as an anti-fighter platform with moderate anti-capital capabilities granted by the use of its massive forward cannon. Usually accompanied by several Hammerheads and Mantas, the Orca is a force to be reckoned with.
Met you several times today, including that big fight at the scrap fields. Overall activity is on the rise and the PvP is solid so hope to see you out there
Max, your signature is so beautiful it's making me tear up.
What I want to know is if BHG| would actually fly since I haven't seen any recently. Talking to some Core| members, they feel BHG| is just log and pew stuff faction. I'd wager a reincarnation of BHG| will need something additional added to it if it wishes to thrive, since the old formula has failed with all of the mercenary groups. Reavers, Faze, BHG.. two disappeared entirely with one trying to come back, and the other isn't around much.
I don't believe that mercenary factions can survive solely on pewing anymore. Speaking as a former mercenary player, it's also extremely hard to play a faction where accomplishing your goal requires getting a blue. Lawfuls, you make pirates dock then they're gone for a while. Pirates, you want money rather than kills. I would suggest dumping the bounty boards as the primary means of seeking out activity. Utilize in-game resources or, if you wish to use boards majorly still, work out something where even pvp deaths via docking count.