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Mandalorian Neo-Crusaders

The Old Ways.

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Bounty Brokers Association

F i e l d - M a r s h a l

The 'Star Wars' Cantina Scene: The Out-of-This-World Story Behind the  Galaxy's Favorite Dive Bar

"Republics may fall, empires may rise. But the Bounty Brokers Association stands strong."― Modified From the Bounty Hunters Guild Handbook
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The Bounty Brokers Association is a newly formed organization started by Vreegan Fett Vreegan Fett that oversees the bounty-hunting industry within Mandalorian Space and occasionally in foreign territories.

It is governed by a guildmaster who enforces a revised version of the Bounty Hunters Creed, which comprises the informal guidelines followed by bounty hunters.

While these regulations serve to maintain order among bounty hunters, the Association is tolerant of those who disregard the rules for personal gain, recognizing that these are chaotic times.


It is deemed advantageous to not possess a moral compass when opposing the Galactic Alliance and the Sith Empire.

The group may be regarded as more of a coalition of professionals rather than a formal organization. Rivalries among members for superior rewards and compensation are frequently observed, as they adhere to a winner-takes-all strategy.

In this system, the first hunter to arrive at a target, regardless of whether the bounty has been appropriated, receives the payment.

This approach incentivizes skilled individuals to remain diligent and effective in their pursuits. The bounty hunters who join are often given the notice of bounty postings before they are offically broadcasted over the holonet, which gives them a head start.

Bounty Hunter's Creed | Association Variant

  • NO Bounty Is Worth Dying For
This rule stressed that hunters should not take dangerous risks for a reward, no matter how big it is. They need to think about the level of risk involved in capturing their target and plan accordingly.

During a hunt, it can be hard to decide how much effort is worth the potential reward and if the risk is justified. After all, even a huge reward is useless if the hunter ends up dead.

  • People Don't Have Bounties, Only Acquisitions Have Bounties.
There was one main rule that guided bounty hunters in their work: they believed that all intelligent beings should be treated with some respect. However, if someone had a bounty on their head, they were no longer seen as a person with rights.

Instead, they became just an "acquisition" to be captured. Bounty hunters felt that there was no need to feel sorry for someone who was just considered a target.
  • Capture By Design, Kill By Necessity.
According to the ambiguous ethical guidelines for hunters, taking a life was occasionally unavoidable and simply part of the job. Nevertheless, killing without cause was still considered murder. Unless instructed otherwise by the individuals offering the bounty, hunters were expected to try to capture the target alive.

Frequently, those who placed the bounty had a personal stake in having the target unharmed, even though the target might have fared better if the hunter had ended their life.

  • Hunters May Kill Another Hunter
In simple terms, bounty hunters viewed themselves as a unique group. Every time they went after a target, they risked their lives—and the lives of others. While they might agree with each other's reasons for hunting or criticize each other's methods, they are allowed to fight one another in order for only the best of the best to get desirable contracts.

This rule applied only to those who lived by the hunter's code. If a hunter had a bounty on their head, they were no longer considered part of that group and could be targeted without any consequences, allowing for old grudges to be settled freely.

  • Hunter Can Interfere With Another's Hunt.
Hunters have the ability to intrude on another's hunt due to the winner-takes-all nature of the competition. While collaboration among hunters is not uncommon, the pursuit of a specific target is typically viewed as a personal duel between two intelligent beings.

In this scenario, the hunter relies on their skill and bravery to contend with the resources their rival can muster. A victory signifies a personal achievement that reflects greater skill and intellect, rather than mere luck.

  • In the Hunt, One Captures or Kills, Never Both.
If an acquisition was captured alive, the decision to keep it that way couldn't be changed. Killing an acquisition during the hunt was one thing, but deliberately killing a defenseless being that was already captured and unable to fight back was considered cruel and unnecessary. However, if the acquisition was killed while trying to escape, that would be viewed very differently.
  • No Hunter Shall Refuse Aid to Another Hunter.
In serious situations, any hunter could rely on help from another hunter, even if it meant that the second hunter had to pause their own hunting to assist. Despite any personal conflicts between them, it was understood that hunters looked out for one another.

However, this help usually came with a cost, and figuring out how much to pay afterward could significantly reduce any profits they expected to earn.

 
F i e l d - M a r s h a l

The 'Star Wars' Cantina Scene: The Out-of-This-World Story Behind the  Galaxy's Favorite Dive Bar

"Republics may fall, empires may rise. But the Bounty Brokers Association stands strong."― Modified From the Bounty Hunters Guild Handbook
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ASSOCIATION COUNCIL

Guildmaster

ASSOCIATION BOUNTY HUNTERS
Bounty Hunter [Tier Four]

Want to get added to the roster? Fill out this little form and post it here!

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  • Tier One Bounties- Easily captured bounties that the simplest of hunter could retrieve with little problems, usually non-violent offenders. Examples: Bail jumpers, common thieves, planetary level criminals with little true chance of dodging a decent bounty hunter. Suggested Reward: Very small credit bounty.

    Tier Two Bounties - More tricky bounties that require a bit more expertise to retrieve, mostly non-violent offenders. Examples: Shape shifters, small time bandits & smugglers, etc. Suggested Reward: Small credit bounty.

    Tier Three Bounties - These bounties present some danger and the target is usually known to be armed or particularly tricky. Often violent and difficult to apprehend. Examples: Military defectors/traitors, Apprentice-level Force users, pirates, code-breakers, planetary level killers/murderers. Suggested Reward: Moderate credit bounty.

    Tier Four Bounties - Very dangerous bounties that will be hard to take in alive. Very violent individuals and teams are recommended to apprehend the bounty alive or dead. Examples: Terrorists, veteran soldiers, other bounty hunters/mercenaries, Knight-level Force users. Suggested Reward: Large credit bounty, Factory/Codex reward.

    Tier Five Bounties - Extremely hostile enemies proficient in combat and often under some kind of guard or well defended. Examples: Master-level Force users, crime lords, High ranking military targets, Suggested Reward: Very generous credit bounty, Semi-Unique Factory/Codex reward.

    Tier Six Bounties - The hardest of bounties. National leaders, Sith Emperors, Supreme Commanders, etc. Faction-leader/Commander level characters who are of the utmost importance to some movement/organisation. Use sparingly. Suggested Reward: Massive credit bounty, Unique Factory/Codex reward, bragging rights.
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