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Last Updated: Year 22 Day 143
Missions and Quests: Bounty Hunting

Bounty hunting missions revolve around the tracking and elimination of hostile targets in return for rewards. Some bounties also call for the rescue of non-hostile targets. Bounty hunting contracts are provided by Guild Leaders. Currently, all targets are NPCs.

All bounty contracts are provided by Guild Contact Daargin in Taverns owned by Mercenary factions. Once completed, rewards for the bounty are collected in any Tavern owned by the same faction which issued the contract. Guild Contact Daargin also sells Tracking Fobs to new hunters and those who have been careless enough to lose theirs.

If the granting faction is dissolved, the contract can still be completed and turned in for a reduced credit reward to a different Mercenary faction.

The successful completion of bounty contracts earns Reputation. Reputation is earned in proportion to the difficulty of the target. Reputation can be lost by failing to complete a contract in the manner or timeline specified.

Reputation can be spent to unlock a new rank, more challenging contracts, and a corresponding increase in rewards. All hunters begin their career with zero Reputation and the rank of Probationary Hunter. Reputation can also be spent at the Guild Vendor, see below.

Reputation Cost Rank
15 Associate Hunter
32 Bounty Hunter
50 Expert Bounty Hunter
72 Master Bounty Hunter

Bounty hunting is a demanding career, and requires specialized equipment. All hunters are cautioned to bring the best armor and weapons that credits can buy, in addition to support in the form of Droids or NPCs; bounty targets will defend themselves fiercely. The following additional equipment is required to successfully track and claim a bounty.

A bounty puck is a small squat cylinder which contains a miniature holographic emitter. Bounty pucks store all relevant information about a single bounty contract. Accessing the information about a bounty requires the use of a Tracking Fob, see below. Bounty pucks are provided by a Guild Leader upon accepting the contract, and are reclaimed by the Guild Leader upon return.

Bounty contracts are only provided to a single hunter. However, anyone with a blaster and enough courage can engage your target, if they find the target first. Allowing someone else to kill a target means you cannot claim the bounty, although they can claim it if you give or sell them the puck. Failure to kill the target before the deadline expires also results in a failure of the contract.

If you lose, sell, destroy, or otherwise fail to retain possession of a bounty puck, you will not be able to claim the bounty, even if you successfully complete the contract!

Giving away, or re-selling, bounty pucks will cause you to lose 75% of the amount of reputation lost for a failed contract, if the contract ultimately fails. Additionally, you will only earn 25% of the reputation reward if the player you transfer the puck to completes the bounty. Turning in a second-hand puck only rewards you 75% of the reputation reward, while you will be responsible for 25% of the reputation loss upon contract failure.

A tracking fob is a miniature yet sophisticated tracking device which contains a small hypercomm receiver and a readout display. Inserting a bounty puck into a tracking fob allows the hunter to view the relevant information about the target, track their location, and confirm their rescue where applicable. Tracking fobs are very specialised devices which are generally not available on the open market. They can be purchased from a Guild Leader.

The Guild Vendor can be found wherever Guild Contact Daargin is found. This individual will sell useful items and other entities to the Hunter, in exchange for credits and Reputation.

The Guild Vendor has a limited selection which refreshes once per week. Items are randomly chosen from a larger selection and presented to the Hunter.

Accessing the Guild Vendor requires a minimum rank of Associate Hunter. Higher ranks will unlock a greater selection of items and increase the number of offered items at a time.

Guild Rank Items For Sale, Per Week
Associate Hunter 2
Bounty Hunter 3
Expert Bounty Hunter 4
Master Bounty Hunter 5

Potential Vendor Items

Guild Rank Example Stock
Associate Hunter Bacta Tank
Bounty Hunter Mark I Assault Droid
Expert Bounty Hunter Old Republic Flight Suit
Master Bounty Hunter Clone Trooper Helmet

The number of bounties available from a Guild Leader is randomly generated each week, but influenced by the hunter’s diplomacy.

jobsAvailable = rand ( max ( 1, (diplomacy - 2) ), (diplomacy + 1) )

All Guild Leaders offer the same bounties per week. Therefore, visiting a different Mercenary faction tavern will not generate additional or different available bounties.

The location of a bounty contract is randomly generated from a list of Darkness and Quest worlds. Bounty targets will not be located on Ocean, River, or Volcanic terrain, nor will they be located in cities.

The difficulty of a bounty contract is randomly generated, but influenced by the rank of the hunter. The tiers of difficulty are Trivial (1), Easy (2), Standard (3), Challenging (4), and Daunting (5).

bountyDifficulty = rand ( ceiling (rank / 2), rank)

The deadline of a bounty is randomly generated, with a minimum duration of 180 days and a maximum duration of 365 days.

The credit reward of a bounty contract is randomly generated, but scales with the difficulty of the contract. The base pay is 750,000 credits. The hunter receives 95% of the reward, and the faction which owns the tavern where the contract was issued receives the remaining 5%.

Rescue contracts have a 1.5x modifier to credit rewards.

Bounty Credit Reward = rand ( 0.75 * basePay, 1.25 * basePay) * difficulty * contractMod * 0.95

Bounty contracts have a 1% chance per contract level to reward an item in lieu of credits.

itemChance = bountyDifficulty * dropScale

The base experience reward of a bounty contract is 150 XP per contract difficulty level.

Rescue contracts have a 1.5x modifier to XP rewards.

Bounty XP Reward = baseXP * bountyDifficulty * contractMod

Use of the Tracking Fob rewards 10 XP.


All ground combat XP gains are currently set to 100% of the normal value.

The reputation reward of a bounty contract is based on the difficulty of the bounty and a random bonus, i.e. a Trivial bounty contract (level 1) earns between one and five reputation, an Easy bounty contract (level 2) earns between two and six reputation, etc.

Rescue contracts have a 1.5x modifier to reputation rewards.

Bounty Reputation Reward = bountyDifficulty + rand(0, 4)

Tracking a bounty using a Tracking Fob required the hunter to scan for the target's location. If the scan is successful, the hunter will learn information about the location of the target. A tracking fob is not sensitive enough to determine the exact ground location of a target; it can only lead the hunter to the closest terrain grid location.

Tracking a target is not possible while the hunter is moving, as the tracker requires a stable motion-damped platform to integrate enough spurious signals to provide location data.

After a target scan, the tracker requires 120 minutes to recharge before a new scan.

Tracking the target requires an opposed skill check.


Hunter Skills = compOps + (crafting / 2)

Target Skills = compOps + (max ( diplomacy, stealth) / 2)

The result depends on the difference between the two skillsets and the distance to the target, and returns a value between 0 and 100. There is no random element in the check; the same skillset difference at the same distance will always return the same result. The Tracking Fob is able to provide different levels of information depending on this threshold value.

Threshold Information Returned
Less than 10 Bearing to Target
Between 10 and 75 Bearing and Rough Range to Target
Greater than 75 Specific Location

The provided bearing (direction) to the target is relative to the player. It is NOT an absolute galactic location. The bearing is only accurate to +/- 1 degree.

There are four range bands on the tracker. The tracker is not able to differentiate ranges greater than 100; any target more than 100 galactic units away will register in the outer band. Targets less than 100 units away are equally divided by distance between the inner three bands.


Jango is in orbit of Republica, located in the southern portion of the galaxy. His target appears on the scanner with a bearing pointing to the right, or east. This means that the target is east, plus or minus a few degrees, of Jango's location. This does NOT necessarily mean that the target is in the eastern portion of the galaxy; most likely the target is somewhere in the south-east part of the galaxy, which would be east of Republica.

Combat with a bounty target and their support squad follows the normal Ground Combat rules.

Bounty targets are, on an individual level, equal to or stronger than bandits. Targets of Trivial difficulty will be roughly as strong as high level bandits, while targets of Daunting difficulty are substantially stronger than the support NPCs a hunter can bring, with skills and equipment to match.

Bounty targets are supported (or guarded, in the case of rescue missions) by a number of additional NPCs. Each increase in difficulty level increases both the quantity and strength of supporting NPCs. Targets of Trivial difficulty are surrounded by a small number of moderately trained and equipped guards, while targets of Daunting difficulty are surrounded by an entire squad of highly trained and well-equipped guards.

When the bounty target requires rescue, the hostile captors must first be eliminated. The hunter can then approach the target and use the tracking device to register their rescue. The hunter must have a free slot in their party to rescue the target. The target must be escorted to the Guild Leader to claim the bounty.

Rescue targets may be harmed or killed due to improper combat tactics. Hunters are advised to order their allies to Focus their fire on the enemy instead of Spreading their fire across the battlefield. If a Rescue target dies, the contract is failed.

Bounty targets are fighting for their lives, and will look for any opportunity to escape. They may also flee from certain triggering conditions.

If the hunter falls below 40% of their maximum health during combat, the target will disengage and retreat after combat. Entering combat with a Huge or Colossal creature supporting the hunter is too intimidating for the target, and they will flee. In either case, the target will need to be located again using the Tracking Fob and re-engaged.

Landing in the same surface grid as the target using a ship provides enough warning for some targets to escape to a different part of the planet. Approaching in a vehicle or cross-terrain via foot is low-profile enough to enter the same surface grid and hunt for the target without spooking them. Targets are more likely to flee from hunters with an established reputation in the bounty hunting business.