"To catch a criminal, one must think like a criminal"
History:
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 though 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.
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.
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.
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" APM 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 and APM 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, The Core and other potential buyers in the field.
AP-18100 "Manta" APM Very Heavy Fighter
The Manta is a highly effective heavy space superiority fighter. Further improving the AP line of fighters, this ship features increased power and cargo capacity as well as significantly stronger hull. This ship has gradually replaced the Hammerhead, becoming the mainstay of Bounty Hunter and Core fighter pilots everywhere in Sirius, and the bane of many pirate groups.
AP-12400 "Moray" APM Bomber
More and more pirate groups in Sirius gain access to capital ships. To counter them, AP Manufacturing has developed a new bomber of AP ship series. The APM 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" APM 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" APM Gunboat
The Orca is a recent development of AP Manufacturing. 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.
HFX-F1A "Falchion" Border Worlds Very Heavy Fighter
An entirely new shipline which has its origins in old Border world experimental designs, the HFX series' development was quick and completely unrelated to the one of the "Bayonet" Heavy Fighter. While the series seems to bear some external design similarities, in particular the so-called "boxiness", to current Borderworld ships, the ships are not built for general versatility, but instead for top-of-the-line performance in combat situations.
Series Z "Sabre" Border Worlds Very Heavy Fighter
As commerce and some economic freedoms began to flood the Border Worlds, so did greater access to technology and the need for change. The Sabre is the fruit of the Border Worlds' ingenuity and pure capitalism coalesced into one lethal embodiment. This ship boasts enormous power capacity as well as extreme defensive capability.
B-1290 "Templar" Bretonia Very Heavy Fighter (4 operational crafts)
Heavily modified version of the Crusader, named the Templar, is the latest addition to Bretonia Armed Forces. Very heavy fighters of this type are built in an effort to stop Corsair expansion into Bretonia space. Armor capacity of this ship is rumored to be superior to any other very heavy fighter in Sirius, however, just like Corsairs' Titan, it lacks maneuverability.
Built in large numbers by the Royal Bretonia Navy, this gunboat-class platform - assigned the moniker 'Churchill' - serves as a reliable sentry force, as well as an effective method of mass deployment.
Important: ---- Added prices are the 'normal' minimum payment, modifiers have to be calculated on the board itself. ---- Not all targets are added, only the major factions, visits the boards for details on smaller targets.
Samura Heavy Industries - 1,000.000 cr - Need to be told to stay away from Kusari before destruction
- Kusari House Space, Galileo, Kepler, Sigma-13, Sigma-17, Sigma-19, Tau-29.
Samura Heavy Industries - 1,000.000 cr - Need to be told to stay away from Kusari before destruction
- Kusari House Space, Galileo, Kepler, Sigma-13, Sigma-17, Sigma-19, Tau-29.
I swear allegiance to the Guild and to the Work. I swear that I will faithfully perform the duties the Guild lays upon me. May I be struck dead if I am found wanting.
I declare and affirm that
I I am a craftsman. I will not ply my trade for free.
II I will defend myself with sword and flame against those who would do me harm.
III I am a master of my trade. I will not harm the innocent.
IV I am a man of the law. I will uphold the laws of the Houses.
V I am a servant of the Guild. I will preserve its secrets. I will guard its tools.
VI I am a journeyman. I am one face of the Guild. I will uphold its reputation.
Translated, this means that you are bound to the following general principles of game-play: You may only hunt people if they are the subjects of a posted bounty. You can always defend yourself against attacks. We never attack lawfuls of any House. We are a lawful organisation. We do not perform any unlawful actions. We use jump-holes. We never reveal their location to anyone. Despite being a faction that relies on combat to justify its existence, role-play is our priority.
Recruitment Procedure
The Bounty Hunters Guild is the traditional house / border world hunter organisation. We hunt bounties, assist lawful forces, provide security services, escort (trade) ships and do some spy work on the side. We primarily employ demobilised soldiers from all corners of Sirius, bankrupted businessmen, retired policemen, war veterans, former convicts, illegal immigrants and the dregs of society who are unfit, unwilling or ineligible to serve or who are normally left doing the jobs considered too dirty for anyone else. The amnesty conditions that the Guild has negotiated with governments mean that becoming a hunter provides an opportunity to end an old life and begin a new one.
Rules and guidelines members must adhere to
1) Sufficient rp. No one expects you to write novels when a target is spamming his cruise button, but don't go "Engaging pirate" and start shooting. RP your hunter as a real Bounty Hunter. Remember, hunters are usually far from nice people. Feel free to RP your hunter as a shady crook etc.
2) Fairplay. Don't send 3 Gunboats after a lone bomber. Don't use 4 Fighters to down a lone Fighter. Keep in mind that the guy who is absorbing your fire wants to have fun as well.
3) Keep an eye on the emergency Skype chat. A lot of our guys get attacked by overwhelming forces. When someone asks for help, and you can offer it, do so. You'd like some backup as well when you have 3 Solaris Ascos shooting at you, yes?
4) Treat your fellow faction members and other disco players with respect. No screaming abuse, calling names etc. If you're being a jerk, you're out of the faction in no time.
5) We get some players who are rather new to disco. Continuing BHG|'s philosophy, there are no issues with letting them join. But read the rules before applying. And better yet, make an indie hunter a fly it for a while. See how stuff works. The application test will test knowledge of the rules, but if you break rules ingame, you're still out. New player or not.
6) No, we don't fly caps. Orca is the biggest ship you'll get to fly. Having at least 1 snub and using it is mandatory. Don't spam gbs. just.... don't. remember, for every gb launcing into space, a baby seal is clubbed to death and eaten. By other baby seals. It s sickening. So prevent this from happening by flying snubs.
Notifying the Guild
Your Notification should include:
- Your name.
- Describe your past history and reasons for joining the Guild with visual evidence where necessary.
Applications for membership in the Bounty Hunters Guild must use the template provided below. After reviewing your application, you will be sent a test to establish your competence to become a member of the faction. You must PASS this test to be admitted. Please provide Skype details here or via PM for inclusion to the BHG chat.
If you don't follow these simple instructions, your application will be refused automatically.
Code:
[color=#CCFFFF][font=Calibri Light]---Incoming Transmission---
--CommID: INSERT YOUR NAME--
-Ship Details: LIST THE GUILD SHIPS YOU INTEND TO OR CURRENTLY FLY-[/font]
A BRIEF MESSAGE OR ANY OTHER INFORMATION YOU WISH TO SUBMIT. BACKGROUND STORY GOES HERE. BE CREATIVE.
[i]Signed,
YOUR NAME[/i]
[font=Calibri Light]-End of Transmission-
--Data Connection Lost--[/font][/color]
Upon joining
- You can hunt on all boards the and jobs the Guild is registered for.
- You will often get the chance to escort and provide scouting services to large trade convoys and get rewarded handsomely.
- You get wingmen to help you and hunting parties are formed on occasion to reel in the cash.
- We have several skypes. Not all are mandatory. We have a lulzy main skype, and a non-spam house hunter one for people who have too many skypes with spam already.
- We have some shared ships and a limited number of acquired Naval ships we give out to people who are deserving to fly em.
- You will be shot at by lulwuts in cap 8 gunboats, cruisers and even battleships who can't even speak english. It's all in a day's work.
CLAIMING KILLS IS MANDATORY. NOT ONLY RULESWISE, BUT ALSO FOR BEING A PROPER ENGAGER-OF-RED-SHIPS-FOR-$$$. IF YOU CBA TO CLAIM BOUNTIES, Ferrari.
"The navy doesn't get it; you can't just patrol for the criminals. Sure, that helps, but if you want to solve the problem you have to seek them out -- hunt them at their lair. And once you're there, you kill them all, every single one. That's how you solve the problem."
"I'm not bound by jurisdiction, so if a company puts a contract out on you, I'm going to hunt you down. And when I find you I'm gonna kill you, because that's how I put food on the table for my son."
"The LPI doesn't have the guts to come into the fields very far. First sign of trouble, and they're hightailing it back to Denver. That's where we come in. Since a lot of us are Rogues who did time in Sugarland or Huntsville, we know where the Jump Holes and bases are. Guild rules are that you tell no one or you may have a little "accident" out there."
"My father was a Bounty Hunter and so was his father before him. Dad started taking me hunting with him when I turned fourteen. I've been doing this ever since, and I've bagged over four hundred criminals in that time."
"I was a Red Hessian for many years. I became pretty good at killing Corsairs, so I decided to get paid for it. Besides, I had grown weary of piracy. I became a Hessian for political reasons, before they sold out."
"My brother joined the Bounty Hunters Guild a few years ago. He's not tough enough to take on Corsairs yet; he should still be popping Rogues. The idiot sent me a message telling me he was ready for the big leagues in southern Sirius. I'm trying to find him before he gets killed."
"Most of the Hunters in our guild are Hunters because this is what they want to do -- at least the good ones are like that. I like working on my own terms and not answering to anybody. That's my style -- no bosses."
"I used to be a BMM miner in the Somerset when I was a young bloke. Then they shut us down for good 'bout 10 years back. Some of us went to the Mollys and IMG; I joined up with the Hunters."
"There's no way I'd ever wear a uniform or salute some stuck-up jerk every time he walked by just because he has a few more pieces of metal on his chest. Bounty Hunters have to work harder because we don't have a fleet behind us. But if you need someone dealt with, we do the job."
"Bounty Hunters have a difficult job and we certainly aren't a very popular group, but the best of us are the finest pilots in all of Sirius. Many will look down upon us, because most of our ranks were once criminals, but that is their mistake. It is just as honorable to fall and rise again, than never to fall at all."
"I'm a second-generation Bounty Hunter. My dad was famous; he made it all the way out to the Edge Worlds before gettin' toasted by those Outcast bastards. Me, I'm going to hunt them down till the day I die. I'm gonna stuff that Cardamine down their throats until they gag."
"I used to be an IMG miner in Cardiff. This is much better work -- yeah, a little more dangerous, but a lot more rewarding. They recruited me for my knowledge of the Grasmere and Keswick Clouds. I grew up on Cambridge, so I know 'em like the back of my hand."
From our employers
"The Bounty Hunters will hunt down and kill just about anybody for the right price. A lot of talk around here makes them sound more like hit men than Bounty Hunters. Sure, they nab a lot of criminals and make Liberty space safer, but they smoke plenty of innocents, too. Just because you are wanted by a corporation doesn't necessarily mean you did anything illegal; you might have made the wrong enemies is all."
"The Bounty Hunters in this system have been paid a lot of money to kill Gaians, and I love it. Bounty Hunters are not kind, and it makes me feel safe to know that my corporation has hired them to exterminate the Gaian threat. We are a noble company at heart, but sometimes you must deal with the repugnant to destroy the repulsive."
"We encounter a good deal of Bounty Hunters hired by BMM to kill the criminals we can't lay a beam to, but they are as shady as the criminals at times, plus I think they enjoy their job too much. I kill because I have to; these sadists kill because they enjoy it."
"I'm thinking of joining the Bounty Hunters Guild. They always have the best stories, and you get paid much better to boot. Sure, some of them did time in Huntsville or Sugarland, but it ain't always their fault with all the LPI roundups going on all the time."
"The Bounty Hunters here are filthy chaps who curse and drink too much, but it makes us pilots feel a bit safer to know that they are nearby. More than once my ship's hull has been close to imploding from pirate attacks, when one of these boys swooped in to help."
From our prey
"Tailing Bounty Hunters is not the most sought after job in this joint, but if we don't watch what they are up to we could lose our jobs in a second. There is no paycheck if your boss gets murdered."
"The Lane Hackers and Rogues land here to get supplies. The Bounty Hunters are always hovering around the station, watching their prey mosey right by them. That's the way it is with Freeports."
"The Bounty Hunters at this base keep an eye poked in our direction, but they won't do anything while we are here. They wouldn't be able to come here any more if they crossed IMG by attacking a Molly at this base. I don't mind 'em here, but if they cross me out in the fields, I'll put an end to 'em."
"I have killed more than a thousand men and stolen a kingdom of riches. Even now there are two veteran Bounty Hunters that stalk me: one for revenge, the other for reward. They will have to follow me across the stars, for I am bound to another place. Neither one will live beyond Tau-37; Benitez will see to that."
"The vile Bounty Hunters are everywhere in this system. They're worse than the LPI because they follow only one rule: Secure proof for every Xeno vaporized. They evidently know about the Jump Holes and always hang out in the no-fire zone around Ames. They often ambush us on supply hauls, so we usually send rookies to limit our losses."