The Bounty Hunter
Countless enemies stand in the way of the Sith Empire’s drive for domination. The Empire spares no expense eliminating these threats, offering massive bounties to employ the galaxy’s most lethal hunters. Earning a death mark from the Empire means a life spent in fear, constantly looking over one’s shoulder. It’s never a question if a Bounty Hunter will find you… only when.
Both infamous and anonymous at the same time, Bounty Hunters are far more than mercenaries for hire—they’re heirs to a professional legacy—an ancient brotherhood with a glorious history. Tracking elusive targets across multiple star systems requires expertise, especially when the targets can be prominent, powerful, and often prepared for confrontation. Thrill seekers from all walks of life set out to become Bounty Hunters, but only the most hard-boiled survive in this competitive and deadly business.
The Bounty Hunter’s path lies along the edge—the stakes are always high—and the path only leads two places, to a life of infamous glory… or to a quick and ignominious death.
- Bounty Hunter Story
- Bounty Hunter Combat
- Bounty Hunter Advanced Classes
- Bounty Hunter Weapons
- Bounty Hunter Armor
- Bounty Hunter Ship
- Bounty Hunter Companions
- Bounty Hunter Romance
Bounty Hunter Story
The Bounty Hunter storyline focuses on the Great Hunt, a competition between the best Bounty Hunters in the galaxy, which will eventually lead them to parlay with one of the most fearsome groups in the galaxy: the Mandalorians.
Bounty Hunter Combat
Whether working for Credits or principle, Bounty Hunters pursue targets with dogged determination and methodical precision. Bounty Hunters are renowned for their versatility on the battlefield and their ability to go toe-to-toe with Force-users. Their legendary abilities in this arena have earned them the nickname “Jedi Killers.” Whoever they must face, Bounty Hunters come armed with the most advanced weaponry on the black market, packing heavy firepower and always keeping a variety of tricks and gadgets at the ready.
The best in shielding, defensive tactics, and high-powered flamethrowers combine to make Powertechs impenetrable one-man blockades who get up close and personal to take down enemies of all sizes.
Pairs of blasters, deadly heat-seeking missiles, and heavy armor make Mercenaries mobile weapons platforms. There’s no problem extra firepower can’t solve, and no one with any sense gets between Mercenaries and their target.
Bounty Hunter Advanced Classes
When creating a Bounty Hunter, you will have to choose an Advanced Class. The Bounty Hunter can choose between specializing as a Mercenary or Powertech – this choice is permanent at character creation, and can not be changed later. This choice does not affect your story, but will affect your combat style.
Each Advanced Class has three fighting sub-styles you can switch between freely while playing, known as combat proficiencies or disciplines. You can choose your combat proficiency by press K on your keyboard while in game.
Bounty Hunter: Mercenary
If the best defense is a good offense, the Mercenary’s got the most intimidating defense in the galaxy. Heavily-modded blasters and deadly heatseeking missiles make the Mercenary a mobile heavy weapons platform. There’s no problem extra firepower can’t solve, and no one who knows what he’s doing gets between a Mercenary and his target.
The Mercenary wields dual pistols, and can switch between three different combat proficiencies: Combat Medic, Gunnery, and Assault Specialist. The Mercenary can act a Healer or Damage role in combat.
The Bodyguard Mercenary specializes in personal-security services, positioning themselves as the best protection credits can buy. A varied array of kolto dispersement instruments provide the Bodyguard’s targets with protective shells and time-release infusions, offering safe haven in even the most hostile environments.
Healing Scan (Lvl 10)
Heals a friendly target
Combat Support Cylinder (Lvl 12)
Loads your blaster with a combat support cylinder. While active, all healing and damage done is increased by 3%.
Surgical Precision System (Lvl 16)
Reduces the pushback suffered while activating healing abilities by 70% and reduces the threat generated by healing abilities by 10%
Med tech (Lvl 20)
Increases the critical chance of Rapid Scan by 5%
Powered Insulators (Lvl 24)
Increases damage reduction by 5% and tech critical chance by 3%
Kolto Missile (Lvl 26)
Heals up to 8 allies within 8 meters of the targeted area.
Emergency Response (Lvl 28)
Eliminates the heat generated by Emergency Scan. In addition, activating Emergency Scan grants Emergency Response, which makes your next Healing Scan activate instantly. Lasts 15 seconds.
Kolto Residue (Lvl 32)
Kolto Missile leaves a residue on up to 8 enemies in its area of impact, reducing movement speed by 50% for 3 seconds. In addition, Healing Scan grants Invigorated to its target, increasing healing received by 3% for 45 seconds.
Warden (Lvl 36)
Increases the critical healing bonus of all heals by 5% and causes Rapid Scan to generate an extra stack of Supercharge when activated. In addition, the effects of your Supercharged Gas ability are modified.
Kolto Pods (Lvl 40)
Kolto Missile leaves a pool of kolto that heals allies for an amount over the course of 3 seconds.
Kolto Shell (Lvl 42)
Deploys a Kolto Shell around the target that has 6 charges and lasts up to 3 minutes. When the target is damaged, the Kolto Shell loses 1 charge and heals the target for an amount. This effect cannot occur more than once every 3 second. A target may not have more then one Kolto Shell active.
Critical Efficiency (Lvl 44)
Activating Rapid Scan grants a charge of Critical Efficiency, which reduces the heat generated by your next Healing Scan by 5. This effect can stack up to 3 charges.
Cure Mind (Lvl 48)
Cure now removes negative mental effects and heals the target for an amount.
Kolto Boosters (Lvl 52)
Reduces the heat generated by Kolto Missile by 5, and increases the critical heal chance of Kolto Shell by 5%. Additionally, Kolto Shot vents 1 heat when it normally heals and 2 heat when it critically heals.
Bodyguard (Lvl 56)
Increases the max number of Kolto Shell charges by 1, increases the healing each charge does by 3% and reduces Kolto Shell's rate limit by 0.5 seconds.
Progressive Scan (Lvl 58)
Heals a friendly target for an amount over the duration, and heals one new friendly target within 20 meters for an amount in each tick, healing up to four total targets with the final tick. 28 is also generated over the channels duration.
Empowered Scans (Lvl 60)
Increases the healing done by Emergency Scan and Rapid Scan by 3%. In addition, Progressive Scan channels 20% faster.
Proactive Medicine (Lvl 64)
Emergency Scan applies Proactive Medicine to the target, healing for an additinoal 28 over 9 seconds. Additionally Progressive Scan grants the Protected effect to targets that it heals, increasing their armor by 10% for 45 seconds.
Peacekeeper (Lvl 68)
Increases the healing done by Kolto Missile, Kolto Pods, and Progressive Scan by 3%.
The Arsenal Mercenary specializes in distance attacks, employing long-range weapons to demolish anyone unlucky enough to be in their sights. Devastating missile-fire combinations and relentless blaster volleys generate a spectacle of explosive brilliance and transform the Bounty Hunter into a virtual artillery platform.
Tracer Missile (Lvl 10)
Launches a missile at the target that deals kinetic damage, sunders the target, and leaves a Heat Signature on them. Sundered targets have their armor reduced by 20% for 45 seconds. Heat signatures leave targets vulnerable to Rail Shot and increase the damage they take from Heatseeker Missiles for 45 seconds.
High Velocity Gas Cylinder (Lvl 12)
Loads your blaster with a high velocity gas cylinder. While active, armor penetration is increased by 35% and alacrity is increased by 3% -Replaces Combustile Gas Cylinder.
Tracer (Lvl 16)
Tracer Missile grants Tracer Lock, increasing damage dealt by the next Rail Shot by 6% or reducing the activation time and increasing the healing dealt by the next Rapid Scan by 20%. Stacks up to 5 times.
Blazing Barrels (Lvl 20)
Increases the critical chance of Sweeping Blasters by 15% and its critical damage bonus by 30%.
Terminal Velocity (Lvl 24)
You passively vent 2 heat every 1.5 seconds. In addition, the heat generated by Rail Shot is reduced by 10.
Heatseeker Missiles (Lvl 26)
Fires several missiles that deal kinetic damage. This damage is increased by 25% if the target is affected by your heat signature.
Pinning Fire (Lvl 28)
Unload and Blazing Bolts slow the target's movement speed by 70% for 3 seconds with each hit. In additino, the effects of your Supercharged Gas ability are modified.
Light 'Em Up (Lvl 32)
Tracer Missile now applies an additional stack of Tracer Lock and Power Barrier, if applicable.
Honed Lock (Lvl 36)
Tracer Lock increases the critical chance of the next Rail Shot, Rapid Scan by 3% per stack.
Burst Mode (Lvl 40)
Armor penetration granted by Supercharged Gas is increased by 5%, and Supercharged Velocity stacks build twice as fast and can build 3 additional stacks.
Priming Shots (Lvl 42)
Fires a priming shot that deals weapon damage, and if it successfully hits the target, allows your next Tracer Missile to activate instantly. Requires two blasters.
Target Tracking (Lvl 44)
Increases the critical damage bonus of Rail Shot, Heatseeker Missiles, and Priming Shot by 15%.
Ironsights (Lvl 48)
Increases the damage dealt by dart attacks, missile attacks, and Priming Shot by 10%. Additionally, Priming Shot marks its target. Marked targets take 5% more damage from ranged weapon attacks.
Decoy (Lvl 52)
Chaff Flare grants 2 charges of Decoy. Each charge of Decoy intercepts and absorbs an incoming Force or tech attack. Each time you absorb a Force or tech attack in this manner, Decoy loses 1 charge. Lasts up to 10 seconds.
Power Launcher (Lvl 56)
Increases the damage dealt by Rail Shot, Tracer Missile, Heatseeker Missiles, and Electro Net by 5%.
Blazing Bolts (Lvl 58)
Fires a continuous blaze of blaster bolts at the target, dealing weapon damage and generating 20 heat over the duration. Weak and standard enemies caught in the blaze of bolts are stunned for the duration. Requires two blasters.
Barrage (Lvl 60)
Tracer Missile and Sweeping Blasters finish the cooldown on Blazing Bolts. This effect cannot occur more then once every 8 seconds.
Blowback (Lvl 64)
Being interrupted grants Blowback, which makes your next Blazing Bolts immune to interruption. This effect cannot occur more than once every 8 seconds.
Riddle (Lvl 68)
Increases the critical hit chance for Blazing Bolts and Priming Shot by 5%.
Taking advantage of chaos they’ve created is what the Innovative Ordnance Mercenary is all about. With an arsenal of explosives and piercing munitions, the I.o. Merc’s barrage of missiles, grenades and weapon blasts cause lasting, destructive damage to all their enemies.
Incendiary Missile (Lvl 10)
Fires a missile that explodes on contact, igniting the target for elemental damage and an additional elemental damage over 15 seconds.
Superheated Gas (Lvl 12)
Increases the damage dealt by Combustible Gas Cylinder by 10% and it's chance to be triggered by 5%.
Collateral Damage (Lvl 16)
Increases the damage dealt by Fusion Missile and Explosive Dart by 25%. Additionally, Fusion Missile and Explosive Dart spread your Incendiary Missile burn and Serrated Shot bleed effects to targets they hit, if they hit a target already affected by your Incendiary Missile burn and Serrated Shot bleed effects.
Superheated Shot (Lvl 20)
Rail Shot and Mag Shot ignore 30% of the target's armor, and dealing damage with either ability will always trigger your Combustible Gas Cylinder. In addition, if Rail Shot or Mag Shot is used against a burning targer, you vent 5 heat.
Sweltering Heat (Lvl 24)
Incendiary Missile reduces the movement speed of the target by 30% while it burns them. Additionally, Incendiary Missile makes the target Assailable for 45 seconds. Assailable targets take 7% more internal and elemental damage.
Thermal Detonator (Lvl 26)
Hurls a thermal detonator that adheres to the target after several seconds, exploding for kinetic damage. Standard or weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.
Innovative Particle Accelerator (Lvl 28)
Power Shot, Unload, and Sweeping Blasters finish the cooldown on Rail Shot and Mag Shot and make the next Rail or Mag shot generate no heat. This effect cannot occur more then once every 7.5 seconds.
Power Barrels (Lvl 32)
Reduces the cooldown of Fusion Missile by 6.5 seconds, and lowers the heat it generates by 5. In addition, increases ranged critical chance by 5%.
Relentless Ordnance (Lvl 36)
Increases the damage dealt by periodic effects by 30% on targets below 30% max health.
Volatile Warhead (Lvl 40)
Dealing periodic damage to a target with less than 30% max health grants Volatile Warhead, which reduces the heat generated by your next Missile Blast by 10 and increases the damage it deals by 75%. This effect cannot occur more then once every 15 seconds.
Serrated Shot (Lvl 42)
Fires special serrated bolts at the target that deal weapon damage and cause the target to bleed for internal damage over the course of 15 seconds. Requires two blasters.
Ordnance Expert (Lvl 44)
Increases the critical damage bonus for Unload, Power Shot, Thermal Detonator, and Mag Shot by 15%. Additionally, Serrated Shot marks its target for 45 seconds. Marked targets take 5% more damage from ranged weapon attacks.
Rapid Venting (Lvl 48)
Reduces the cooldown of Vent Heat and Thermal Sensor Override by 30 seconds. Additionally lowers the heat cost of Rapid Scan by 5.
Degauss (Lvl 52)
Activating Chaff Flare makes you immune to interrupts and increases your defense chance by 35% for 6 seconds.
Flaming Wound (Lvl 56)
Your elemental attacks deal 3% more damage to bleeding targets.
Mag Shot (Lvl 58)
Fires a very powerful shot at the target that deals weapon damage. Requires two blasters. -Replaces Rail Shot
Speed to Burn (Lvl 60)
Damage dealt by Mag Shot makes your next Power Shot, Serrated Shot, or Rapid Scan activate instantly. This effect cannot occur more then once every 15 seconds.
Surging Shots (Lvl 64)
Dealing periodic damage grants Surging Shots, increasing the damage dealt by your next Power Shot or Sweeping Blasters by 1%. This effect can stack up to 10 times and lasts up to 15 seconds.
Early Ignition (Lvl 68)
Mag Shot and Power shot cause targets with a primed Thermal Detonator to combust early, dealing an additional amount of damage as burn over the course of 6 seconds.
Bounty Hunter: Powertech
A Powertech wears heavy plating like a second skin and never balks at taking on the newest prototype technology if it means greater protection and upgraded safeguards. The best in armor shielding, smart defensive tactics and high-powered flamethrowers combine to make the Powertech an impenetrable one-man blockade, from which few enemies escape unscathed.
The Powertech wields a single pistol, and can switch between three different combat proficiencies: Shield Specialist, Plasmatech, and Tactics. The Powertech can act a Tank or Damage role in combat.
Launching into the fray with a jetpack-propelled attack and able to withstand powerful offenses, the Powertech trained in the Shield tech specification takes the brunt of the assault while employing a wide range of tech-based attacks to scorch and trip up even the most formidable adversaries.
Oil Slick (Lvl 10)
Sprays an oil slick over the immedate area for 10 Seconds. Enemies that enter and remain within the oil slick become unbalanced, slowed by 70% and suffering a 30% melee and ranged accuracy loss.
Ion Gas Cylinder (Lvl 12)
Loads your blaster with ion-charged gas, giving ranged attacks a 15% chance to deal 10 additional energy damage once every 1.5 seconds. While this cylinder is active, armor rating is increased by 61.5%, damage reduction is increased by 5%, shield chance is increased by 15%, threat generation is increased by 150%, accuracy is increased by 10%, and all damage dealt is reduced by 10%. Replaces Combustible Gas Cylinder.
Ion Overload (Lvl 16)
Dealing damage with Rocket Punch triggers Ion Gas Cylinder on the target and dealing damage with Rail Shot triggers Ion Gas Cylinder on the target and up to 7 additional enemies within 5 meters. In addition, when Ion Gas Cylinder deals damage, it will also shock the target for additional energy damage over 6 seconds. None of these effects damage sleeping, lifted, or incapacitated enemies. Generates a high amount of threat.
Combust (Lvl 20)
Flame Burst and Flame Sweep cause trauma and weaken their targets. Weakened targets deal 5% less damage with ranged and melee attacks for 45 seconds. Targets with Trauma receive 20% less healing from all sources for 6 seconds.
Heat Blast (Lvl 26)
Fires a shot that consumes all Heat Screens to deal elemental damage, vent 10 heat, and increase shield absoption by 25% for 6 seconds. This ability is only usable with 3 Heat Screens, generates 25% additional threat, and does not respect the global cooldown.
Flame Engine (Lvl 28)
Direct damage attacks have a 50% chance to trigger Flame Engine, which finishes the cooldown on Searing Wave or Firestorm and causes your next Searing Wave or Firestorm to generate no heat and deal 40% more damage. This effect cannot occur more than once every 15 seconds.
Shield Vents (Lvl 32)
Increases shield chance by 2%. In addition, shielding or defending an attack vents 1 heat. This effect cannot occur more than once every 1.5 seconds.
Hydraulic Shield (Lvl 36)
Increases the critical chance of Rocket Punch and Flame Sweep by 10%. In addition, shielding or defending an attack has a 50% chance to finish the cooldown on Rocket Punch. This effect cannot occur more than once every 7.5 seconds.
Power Armor (Lvl 40)
Increases damage reduction by 2%, armor rating by 15%, and damage dealt by Ion Gas Cylinder by 5%.
Translocate (Lvl 42)
Swap places with a group member and bestow a benign presence upon them for up to 6 Seconds. Targets with a benign presence are ignored by most enemies, cannot be leapt to or pulled, and are immune to interrupts and ability activation pushback until they use an aggressive or healing ability. This ability is immune to activation pushback and only works on other players.
Ion Screen (Lvl 48)
Increases damage reduction by 2%, armor rating by 15%, and damage dealt by Ion Gas Cylinder by 5%.
Coolant (Lvl 52)
Kolto Overload now heals you for 2% of your total health every second while above 35% of your maximum health. Additionally, Explosive Fuel increases defense chance by 35% while active.
Firestorm (Lvl 58)
Incinerates everything in a 10-meter cone, dealing elemental damage to up to 8 enemy targets. Affected targets are impaired for 45 seconds, reducing the Force and tech damage they deal by 5%. Replaces Searing Wave.
Ablative Upgrades (Lvl 60)
increases shield absorption by 4%
Shield Enhancers (Lvl 64)
Rocket Punch and Rail Shot grant Shield Enhancers when activated, increading shield chance by 1% for 15 seconds. Stacks up to 3 times.
Heated Absorbers (Lvl 68)
Heat Blast increases shield absorption by an additional 5%.
Need a light? The Pyrotech-style Powertech add fuel to any firefight with an abundance of vivid, searing flame attacks. From fistfuls of fire to missiles loaded with highly combustible compounds, the Pyrotech’s arsenal allows them to never back down while making sure their enemy burns out in a blaze of destruction.
Flaming Fist (Lvl 10)
Engages the jetpack and ignites your gauntlet, allowing you to strike the target with a flaming fist that deals kinetic damage and elemental damage. Replaces Rocket Punch.
Incendiary Missile (Lvl 26)
Fires a missile that explodes on contact, igniting the target for elemental damage and an additional amount of elemental damage over 15 seconds.
Immolate (Lvl 42)
Sprays the target with fuel and ignites it into a fireball that deals elemental damage.
Scorch (Lvl 58)
Ignites the target with a blast of fire, burning them for elemental damage over 30 seconds. Scorch also makes the target Susceptible for 45 Seconds, increasing the damage the target takes from tech attacks by 5%. When a target affected by Scorch dies, Scorch will jump to the closest enemy target within 10 meters that is not already affected by your Scorch.
When stalking dangerous prey, a selection of powerful, high-tech armaments can be a hunter’s best friend. The Advanced Prototype Powertech’s thermal detonators, gauntlet blades and magnetized bracers devastate their intended target while ensuring the Powertech remains on the bleeding edge of any engagement.
Retractable Blade (Lvl 10)
Plunges a retractable blade into the target that deals kinetic damage and causes the target to bleed for internal damage over 18 seconds.
High Energy Gas Cylinder (Lvl 12)
Loads your blaster with a high-energy gas cylinder. While active, all energy and kinetic damage dealt is increased by 3%. Replaces Combustible Gas Cylinder.
Prototype Missile Silos (Lvl 16)
Reduces the cooldown of Deadly Onslaught by 5 second. In addition, Shatter Slug deals 25% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Retractable Blade's bleed on the affected target, if present.
Serrated Blades (Lvl 20)
Increases the damage dealt by Retractable Blade's bleed effect by 15% and causes targets damaged by your Rocket Punch to become Sundered, reducing their armor by 20% for 45 seconds.
Prototype Rails (Lvl 24)
Rail Shot may be fired at targets that are not incapacitated or suffering from periodic damage. In addition, Rail Shot ignores 30% of the target's armor, vents 5 heat if it hits a bleeding target, and refreshes the duration of your Retractable Blade's bleed effect, if present.
Magnetic Blast (Lvl 26)
Fires a blast of electromagnetized energy at the target, dealing energy damage. Replaces Flame Burst.
Prototype Armor (Lvl 28)
Taking critical damage grants Prototype Armor, increasing damage reduction by 2% for 15 seconds. Stacks up to 3 times.
Power Bracer (Lvl 32)
Increases the damage dealt by Rocket Punch, Incendiary Missile, and Thermal Detonator by 5%.
Prototype Particle Accelerator (Lvl 36)
While High Energy Gas Cylinder is active, Rocket Punch, Magnetic Blast, Shatter Slug, and Flame Sweep finish the cooldown on Rail Shot and make the next Rail Shot generate no heat. This effect cannot occur more than once every 6 seconds.
Blood Tracker (Lvl 40)
Increases the damage you deal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%.
Thermal Detonator (Lvl 42)
Hurls a thermal detonator that adheres to the target and detonates after several seconds, exploding for kinetic damage. Standard and weak enemies enter a state of panic when the explosive attaches and are knocked down when it detonates.
Sonic Defense (Lvl 44)
Activating Sonic Missile increases your defense chance by 30% for 6 Seconds.
Infrared Sensors (Lvl 48)
Increases your melee and ranged defense chance by 3% and your stealth detection level by 3.
Prototype Weapon Systems (Lvl 52)
Increases the critucak strike damage bonus of Rocket Punch, Rail Shot, Magnetic Blast, Retractable Blade, Thermal Detonator, and Energy Burst by 10%. Additionally when Thermal Detonator damages a target, the target will become Susceptible, increasing the damage it takes from tech attacks by 5% for 45 seconds.
Energy Rebounder (Lvl 56)
When you take damage, the active cooldown of Energy Shield is reduced by 3 seconds. This effect cannot occur more than once every 1.5 seconds. In addition, when taking damage, you have a 20% chance to emit an Energy Redoubt, which absorbs a low amount of damage and lasts 6 seconds. This effect cannot occur more than once every 10 seconds.
Energy Burst (Lvl 58)
Unleashes your High Energy Gas Cylinder's stored energy to decimate the target, dealing energy damage. This damage increases based on your current number of Energy Lodes. Energy Lodes build when Rail Shot is used, and up to 4 charges may be stored at once.
Power Loaders (Lvl 60)
Increases the damage dealt by Shoulder Cannon by 15%, and immediately loads 3 additional missiles. Additionally, this increases the critical hit chance of Rocket Punch and Thermal Detonator by 5%.
Critical Ventilation (Lvl 64)
increased ranged and tech critical chance by 2% and reduces the cooldowns of Vent Hear and Thermal Sensor Override by 30 seconds. In addition, Recharge and Reload builds Energy Loads.
Energy Burn (Lvl 68)
Energy Burst causes the target to burn for 7 elemental damage over 3 seconds. This effect can stack up to 4 times on the target, and each Energy Lode unleashed grants one stack.
Bounty Hunter Weapons
While the Bounty Hunter Mercenary focuses on double ppistols Bounty Hunter Powertech wields only a single pistol, all Bounty Hunters will want to equip themselves with a blaster pistol of some sort. The Bounty Hunter’s will start off with a blaster pistol, but there are many other pistols available in the game.
Bounty Hunter Armor
The Bounty Hunter wears the heaviest armor in the game, with each set custom tailored for each Bounty Hunter’s particular style. However, the player can use the Outfit Designer system to wear whatever armor they want – they are not confined to the traditional Bounty Hunter styles.
Bounty Hunter Ship
When the Bounty Hunter completes their quest on Dromund Kaas, they will receive their own D5-Mantis which they can use to fly across the galaxy.
Bounty Hunter Companions
The Bounty Hunter will receive five unique companions as they play their class story, who can accompany them in the story or in to combat.
Nobody on Nar Shaddaa knows quite where Mako came from but everyone agrees she was born to be a slicer. By the time she was seven it was clear she had an unnatural affinity for all things computer-related and she quickly taught herself all known programming languages. At eight, Mako crashed the accounts of a Red Light Sector orphanage that was attempting to sell her to the highest bidder. With credits in hand and marketable skills she soon found herself running with some of the more notorious slicer gangs on Nar Shaddaa.
Years later Mako was found wounded in an alley by an aging bounty hunter named Braden. He needed a tech specialist for his crew and she needed to get off the moon until the job her “friends” had so spectacularly blown faded a bit from memory. With Braden and his crew, Mako discovered a love of underground bounty hunter culture, a code of honor that gave her life structure and most importantly, her first real family.
As an unknown mercenary living under the radar of both the Republic and Empire, Gault Rennow has enjoyed a relatively quiet existence as a gun-for-hire. But before he took on the name of “Gault Rennow”, the smooth-talking Devaronian was known throughout the criminal underworld as Tyresius Lokai, a notorious smuggler and con artist, whose talents for separating the wealthy and powerful with their credits and cargo quickly made him one of the most infamous grifters in the galaxy.
Lokai was able to amass a small fortune, but he also amassed a sizeable debt and made many enemies across the galaxy. Many times over, it seemed that Lokai was backed into a corner for which there seemed to be no escape, only to slip away at the last moment.
As his bounties mounted, so did his paranoia. Constantly having to look over his shoulder to make sure he wasn’t met with the barrel of a blaster pistol, Lokai began to look for a way out of his predicament while not having to give up his lifestyle. When the opportunity for a fresh beginning finally presented itself, “Tyresius Lokai” was no more – and “Gault Rennow” was born.
Torian Cadera has devoted his life to following Mandalorian traditions, honoring the codes of honor and discipline with an unwavering dedication. His devotion is born from far more than a simple desire to gain acceptance among his people, however; he works tirelessly to erase a stain left on his honor and overcome a stigma that has left him an outcast in the eyes of his own clansmen.
As a child, Torian’s father was the leader of a respected Mandalorian clan. When the title of Mandalore was passed to the warrior Artus, the clans were called on to unite and fight alongside the Sith Empire. When Torian’s father refused, a schism was formed which divided the clan. Many rallied to Cadera’s cause, seeing servitude to the Empire as the mirror opposite of what their honor demanded of them, while others swore allegiance to their Mandalore.
Mandalore was ultimately victorious over the elder Cadera and his rebels. Now Torian, the son, travels the galaxy in search of his father so that he may finally rid himself of the stain on his honor, and be accepted fully into Mandalorian society once more.
A mechanical genius with an infinite curiosity about the universe around him, Blizz is one of only a small number of Jawas to ever explore beyond his homeworld of Tatooine. From a young age Blizz would feed his curiosity by tinkering with the random scrap that would be salvaged by his clan. As his knowledge of technology grew, so did his ingenuity, and soon Blizz was able to fix almost anything.
As he grew older, Blizz started to bore of toying with the limited selection of outdated scrap that he would come across and longed for something new. One day a traveling salvager came to his clan, looking for “junk rats” that could be sent into dangerous areas to hunt for valuable tech or other salvageable items. When Blizz heard about this opportunity to see the galaxy beyond the endless sand dunes of his home, he jumped at the opportunity.
Blizz spent the next several years working for the salvager, exploring countless worlds and having the opportunity to play with new technologies that he had never seen while on Tatooine. Always out to please those around him, Blizz is only too eager to rush into almost any situation that will allow him the chance to tinker with new tech.
Throughout his life, Skadge excelled at muscling his way to the top. As his crimes mounted, Skadge earned a reputation as being utterly ruthless. It did not take long before the mere mention of his name struck fear into the most hardened criminals across the galaxy. But his violent and uncontrolled behavior eventually caught up with him, and soon Skadge found himself banished from his homeworld.
For the next few years Skadge worked as hired muscle for the Hutts, making examples of whoever had the misfortune of missing a payment or owing them money. Although he was effective, the Hutts saw his brutality affecting their bottom line and attempted to end their contract with Skadge from the end of a rifle.
They failed, and once he learned who was responsible for the attempt on his life, Skadge blazed a path of death and destruction throughout the Hutt Cartel, leaving the bodies of whoever he could grab in his wake. He fled to Coruscant, wreaking mayhem and destruction across the undercity of Coruscant until a combined force of Coruscant, Republic and SIS forces. brought him down and shipped him off to one of the most secure prisons in the galaxy where he would spend the next three years in solitary confinement.
Now free, Skadge hasn’t forgiven those who have crossed him, and he certainly has not forgotten them.
Bounty Hunter Romance
Female Bounty Hunters may romance their Mandalorian companion Torian, and male Bounty Hunters can romance their companion Mako.
In addition, in the expansions, all classes and genders may romance a Sith named Lana Beniko, a Republic Strategic Information Service spy named Theron Shan, and a Captain named Koth Vortena.
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