Bounty Hunters
While many members of the underworld are Hunters themselves, Bounty Hunters remain one of the independant spacers most dangerous adversaries.Nothing matters more to them than the apprehension of their 'acquisition',and many will go to any lengths in order to secure the capture of theirprey.
Often, when a local law is broken on a given planet, the planetaryauthorities do not have either the man power, interest, or jurisdictionto pursue the offender if he or she manages to ellude capture, and escape justice. When this occurs, these enforcement agencies sometimes will put out a bounty on these individuals; a reward for their capture. The nature,conditions and size of this bounty depends entirely upon the criminal thatis sought, and the crime for which he or she is sought for. Sometimesthese bounties are only offered to local hunters, or individual guilds,while at other times, 'universal' bounties will be offered which are available to anyone who is able to apprehend the offender. Sometimesthese bounties are only effective and enforceable in certain areas ofspace, and sometimes they are galactic-wide, with no designated jurisdiction. Certain bounties require stipulations to be met before thereward will be paid, while others are of the old 'dead or alive' variety.Bounties can be offered on individuals, or entire ships and crews; it depends upon the nature of the crime.
Given their natural tendancies to 'bend' local or more widespread laws, if not outright break them, spacers frequently run into troublewith Bounty Hunters. Even within the Federation, where Starfleet is responsible for the enforcement of the law on a wide scale, hunters havebeen known to be hired; the Enforcement division of Starfleet Security occasionally hires outside personnel to apprehend criminals that are either too insignificant to pursue themselves, or who's apprehensionrequires the services of specialized individuals. Enforcement has alsobeen known to put out galactic universal bounties on especially dangerousindividuals whom they've continually failed to capture.
Generally, hunters can be divided into two catagories; Guild Hunters,who work for a specific Bounty Hunting Guild, or Independant Hunters,who work simply for themselves. Each has advantages and disadvantages over the other; Guild Hunters are part of an organization which can protect them if need be, and offers them training and equipment at nocharge; however, they only receive a percentage of a given bounty they secure, the rest going to the guild to cover costs and expendatures. Further, many guilds take any damage which occurs to guild equipment outof the guild hunter's percentage...those who are prone to destroying equipment while securing an acquisition are doomed to a life of servitudeto the guild. While independants suffer none of this, and have no oneto answer to but themselves, they are responsible for their own equipment and transportation. And, more importantly, they are responsible for ensuring that they possess the necessary hunting permits for any given area of space, and have to pay for registration fees, permits and the like from their own pocket.
One especially notorious bounty hunting guild is that of the Lahnk'Mar Hunters. Formerly known as the House of Lahnk'Mar in the Klingon Empire,they separated from the Empire when the Klingons engaged in peaceful relations with the Federation and agreed to the Khitomer Accords. Aftera particularly bloody and bitter disagreement with the Emperor and the High Council in regards to the Accords, they formerly severed all ties with the Empire, and formered a Hunting Guild dedicated to personal gloryand honour, while dropping what they considered to be the ponderous anduseless traditions of the Empire.
While the code of honour they uphold and follow religiously is notthe honour of the Klingons, they are still quite honourable in their ownway, and they carefully review each potential assignment before acceptingit to ensure that it does not conflict with these values. However, theyshould not be underestimated; they are ruthless and without mercy when itcomes to their acquisitions, and they cannot be dissuaded, bribed or distracted from their intended apprehension in any way, save death. Theyhave been known, however, to give particularly cunning and clever acquisitions a minor amount of leeway; this is not out of a sense ofcompassion, but rather to extend the chase, and give the hunter thechance to meet the challenge that his quarry presents him or her. It makes the inevitable victory much sweeter.
Thus far, the Lahnk'Mar have only been known to accept Klingons intotheir ranks, training them in the ways of Klingon combat, as well asother forms they've picked up over the years. Only one non-Klingon hasever been allowed into their guild as a member, and that was only aftermonths of intensive training and defeating one of the guild's most cunningwarriors. Once a member has been made part of the guild, they becomemore than a member; they become family, and part of the House of Lahnk'Mar.Needless to say, when one joins the Lahnk'Mar, they join for life; theirmembers may stop hunting, but they are still part of the guild, and can becalled upon at any moment if necessary.
The Lahnk'Mar are known for manually applying a tattoo of the guild'ssigil, which is the symbol of the House of Lahnk'Mar, on the back of theleft hand as a painful rite of initiation. This tattoo immediately identifies someone as Lahnk'Mar, and can never be removed.
Business Is Business
As previously mentioned, the primary purpose of an ECLIPSE Vessel and crew, besides self-preservation, is to make money. While there are as manydifferent ways to do this as there are sentient beings, a good business senseis a basic requirement for all of them. A Captain and her crew must carefully weigh all of the possibilities in a given enterprise; profit versus risk, overhead versus profit, gross versus net, and the like. A smart crew can earn riches untold if they score the right cargo or deal with the right people, and a shrewd sense of business can be of great assistance every step of the way. Negotiations, bargaining, haggling and con artistry are part of a successful spacer's life, and a certain talent in these skills can is necessary to survive at the profession. The lifestyle is a certainly a dangerous one, and a crew must be willing to deal with a variety of threats, often from other rival starships orBusiness interests who so not wish to see a given endeavour succeed, in thename of profit. With personal vendettas, breaches of interstellar law, intrigue and tension between the major political factions of the galaxy, andunknowns added to the list, even the most cabable of crews can find themselves in trouble faster than they can blink. Oft times, especially when faced with a superior adversary, a spacer's mind is the only effective weapon they possess, and those who wish to remain alive in the harsh reality of ECLIPSE life must be quick-witted, fast thinking and remarkably glib.
In Conclusion...
So, if you think that you're up for a life of excitement and adventure, fortunes won and lost, and spectacular starships locked in conflict of galactic proportions (all right, I'm exaggerating a little), then sign onto an ECLIPSE Starship. It may be the best (or worst) thing you ever did...
Maintained and updated by Martin Davies
Originally written by Jason Kee